Files
i-want-to-heal/src/components/TalentScreen.tsx
T

224 lines
7.2 KiB
TypeScript

import { useEffect, useRef, useState } from 'react'
import {
allocateTalent,
resetTalents,
type CharacterProfile,
type Talent,
} from '../profile'
type Props = {
profile: CharacterProfile
onBack?: () => void
onUpdated: (profile: CharacterProfile) => void
embedded?: boolean
}
export function TalentScreen({ profile, onBack, onUpdated, embedded = false }: Props) {
const [busyTalentId, setBusyTalentId] = useState<number | null>(null)
const [talentPage, setTalentPage] = useState(0)
const [resetting, setResetting] = useState(false)
const [message, setMessage] = useState('')
const scrollRef = useRef<number>(0)
const gameClass = profile.classes.find(
(candidate) => candidate.id === profile.character.classId,
)!
const classPointsSpent = gameClass.talents.reduce(
(total, talent) => total + talent.rank,
0,
)
const tiers = Array.from(
new Set(gameClass.talents.map((talent) => talent.tier)),
).sort((a, b) => a - b)
const tierPages = Array.from(
{ length: Math.ceil(tiers.length / 2) },
(_, index) => tiers.slice(index * 2, index * 2 + 2),
)
const visibleTiers = tierPages[talentPage] ?? tierPages[0] ?? []
useEffect(() => {
window.scrollTo(0, scrollRef.current)
}, [profile])
function saveScroll() {
scrollRef.current = window.scrollY
}
function lowerTierPoints(talent: Talent) {
return gameClass.talents
.filter((candidate) => candidate.tier < talent.tier)
.reduce((total, candidate) => total + candidate.rank, 0)
}
function lockReason(talent: Talent) {
if (talent.rank >= talent.maxRank) return 'Maximum rank'
const requiredTierPoints = (talent.tier - 1) * 5
if (lowerTierPoints(talent) < requiredTierPoints) {
return `Requires ${requiredTierPoints} earlier-tier points`
}
if (talent.prerequisiteTalentId) {
const prerequisite = gameClass.talents.find(
(candidate) => candidate.id === talent.prerequisiteTalentId,
)
if ((prerequisite?.rank ?? 0) < talent.prerequisiteRank) {
return `Requires ${talent.prerequisiteName} rank ${talent.prerequisiteRank}`
}
}
if (profile.character.talentPoints <= 0) return 'No points available'
return ''
}
async function purchaseRank(talent: Talent) {
saveScroll()
setBusyTalentId(talent.id)
setMessage('')
try {
const updated = await allocateTalent(talent.id)
onUpdated(updated)
setMessage(`${talent.name} increased to rank ${talent.rank + 1}.`)
} catch (reason) {
setMessage(reason instanceof Error ? reason.message : 'Unable to allocate talent.')
} finally {
setBusyTalentId(null)
}
}
async function refundTree() {
saveScroll()
setResetting(true)
setMessage('')
try {
const updated = await resetTalents()
onUpdated(updated)
setMessage('All points in this talent tree were refunded.')
} catch (reason) {
setMessage(reason instanceof Error ? reason.message : 'Unable to reset talents.')
} finally {
setResetting(false)
}
}
const content = (
<>
{!embedded && (
<div className="screen-heading">
<div>
<p className="eyebrow">Character Growth</p>
<h1>Talents</h1>
</div>
<button className="back-button" onClick={onBack} type="button">Back</button>
</div>
)}
<div className="talent-toolbar">
<div className="talent-class-summary">
<span style={{ borderColor: gameClass.themeColor, color: gameClass.themeColor }}>
{gameClass.name[0]}
</span>
<div>
<p className="eyebrow">{gameClass.name} Tree</p>
<h2>Shape Your Healing Style</h2>
</div>
</div>
<div className="talent-points">
<strong>{profile.character.talentPoints}</strong>
<span>Available</span>
<small>{classPointsSpent} spent in this tree</small>
</div>
</div>
<nav className="talent-page-tabs" role="tablist" aria-label="Talent tier pages">
{tierPages.map((pageTiers, index) => (
<button
aria-selected={talentPage === index}
className={talentPage === index ? 'active' : ''}
key={pageTiers.join('-')}
onClick={() => setTalentPage(index)}
role="tab"
type="button"
>
Tiers {pageTiers[0]}-{pageTiers[pageTiers.length - 1]}
</button>
))}
</nav>
<div className="talent-tree">
{visibleTiers.map((tier) => {
const requiredPoints = (tier - 1) * 5
return (
<section className="talent-tier" key={tier}>
<div className="tier-label">
<span>Tier {tier}</span>
<small>
{tier === 1 ? 'Open' : `${requiredPoints} earlier-tier points`}
</small>
</div>
<div className="tier-talents">
{gameClass.talents
.filter((talent) => talent.tier === tier)
.sort((a, b) => a.branch - b.branch)
.map((talent) => {
const reason = lockReason(talent)
const isBusy = busyTalentId === talent.id
return (
<article
className={`talent-node ${reason ? 'locked' : 'available'} ${talent.rank > 0 ? 'invested' : ''}`}
key={talent.id}
style={{ gridColumn: talent.branch }}
>
<div className="talent-node-header">
<span>{talent.glyph}</span>
<div>
<strong>{talent.name}</strong>
<small>Rank {talent.rank}/{talent.maxRank}</small>
</div>
</div>
<p>{talent.description}</p>
<div className="rank-pips">
{Array.from({ length: talent.maxRank }, (_, index) => (
<i className={index < talent.rank ? 'filled' : ''} key={index} />
))}
</div>
<button
disabled={Boolean(reason) || isBusy}
onClick={() => purchaseRank(talent)}
type="button"
>
{isBusy ? 'Saving...' : reason || 'Add Rank'}
</button>
</article>
)
})}
</div>
</section>
)
})}
</div>
<footer className="talent-footer">
<span>{message || 'Talent changes are saved immediately.'}</span>
<button
className="text-button"
disabled={classPointsSpent === 0 || resetting}
onClick={refundTree}
type="button"
>
{resetting ? 'Refunding...' : 'Reset Tree'}
</button>
</footer>
</>
)
if (embedded) {
return <div className="talent-screen embedded-screen">{content}</div>
}
return (
<section className="content-screen talent-screen">
{content}
</section>
)
}