import { Ability, Mode } from "@prisma/client"; import { abilities, isMainAbility } from "lib/lists/abilities"; import { weaponToCode } from "lib/lists/weaponCodes"; import { weapons } from "lib/lists/weapons"; import { setSearchParams } from "lib/setSearchParams"; import { useRouter } from "next/router"; import { GetBuildsByWeaponData } from "prisma/queries/getBuildsByWeapon"; import { Dispatch, useReducer } from "react"; import useSWR from "swr"; export type BuildFilterType = "AT_LEAST" | "AT_MOST" | "HAS" | "DOES_NOT_HAVE"; interface BuildFilter { ability: Ability; abilityPoints?: { min: number; max: number }; hasAbility?: boolean; } export interface UseBuildsByWeaponState { weapon: string; filters: BuildFilter[]; modeFilter?: Mode; expandedUsers: Set; } type Action = | { type: "SET_WEAPON"; weapon: string; } | { type: "EXPAND_USER"; id: number; } | { type: "ADD_FILTER"; ability: Ability; } | { type: "REMOVE_FILTER"; index: number; } | { type: "SET_FILTER_HAS_ABILITY"; index: number; hasAbility: boolean; } | { type: "SET_FILTER_ABILITY_POINTS"; index: number; abilityPoints: { min: number; max: number }; } | { type: "SET_MODE_FILTER"; modeFilter?: Mode; }; export type UseBuildsByWeaponDispatch = Dispatch; export function useBuildsByWeapon() { const router = useRouter(); const [state, dispatch] = useReducer( (oldState: UseBuildsByWeaponState, action: Action) => { switch (action.type) { case "SET_WEAPON": setSearchParams("weapon", action.weapon); return { ...oldState, weapon: action.weapon }; case "EXPAND_USER": return { ...oldState, expandedUsers: new Set([...oldState.expandedUsers, action.id]), }; case "ADD_FILTER": const newFilter = isMainAbility(action.ability) ? { ability: action.ability, hasAbility: true, } : { ability: action.ability, abilityPoints: { min: 3, max: 57 } }; return { ...oldState, filters: [...oldState.filters, newFilter].sort( (a, b) => abilities.findIndex((ability) => a.ability === ability.code) - abilities.findIndex((ability) => b.ability === ability.code) ), }; case "REMOVE_FILTER": return { ...oldState, filters: oldState.filters.filter((_, i) => i !== action.index), }; case "SET_FILTER_HAS_ABILITY": const filtersTypeCopy = [...oldState.filters]; filtersTypeCopy[action.index] = { ...filtersTypeCopy[action.index], hasAbility: action.hasAbility, }; return { ...oldState, filters: filtersTypeCopy, }; case "SET_FILTER_ABILITY_POINTS": const filtersAbilityPointsCopy = [...oldState.filters]; filtersAbilityPointsCopy[action.index] = { ...filtersAbilityPointsCopy[action.index], abilityPoints: { max: Number.isNaN(action.abilityPoints.max) ? 0 : action.abilityPoints.max, min: Number.isNaN(action.abilityPoints.min) ? 0 : action.abilityPoints.min, }, }; return { ...oldState, filters: filtersAbilityPointsCopy, }; case "SET_MODE_FILTER": return { ...oldState, modeFilter: action.modeFilter, }; default: return oldState; } }, { weapon: getInitialWeapon(), filters: [], expandedUsers: new Set() as Set, } ); function getInitialWeapon() { if ( typeof router.query.weapon !== "string" || !weapons.includes(router.query.weapon as any) ) { return ""; } return router.query.weapon; } const { data } = useSWR(() => { if (!state.weapon) return null; const key = state.weapon as keyof typeof weaponToCode; return `/api/builds/${weaponToCode[key]}`; }); const buildArrays = data ?? []; const buildsToShow = buildArrays.reduce( (acc: GetBuildsByWeaponData, buildArray) => { const filteredArray = buildArray.filter((build) => { if (state.filters.length) { if ( !state.filters.every((filter) => { // @ts-ignore const apCount = build.abilityPoints[filter.ability] ?? 0; if (typeof filter.hasAbility === "boolean") return ( (filter.hasAbility && apCount > 0) || (!filter.hasAbility && apCount === 0) ); if (filter.abilityPoints) { return ( apCount >= filter.abilityPoints.min && apCount <= filter.abilityPoints.max ); } console.error( "filter had no 'show' or 'abilityPoints' attributes" ); return true; }) ) { return false; } } if (state.modeFilter) { if (!build.modes.some((mode) => mode === state.modeFilter)) { return false; } } return true; }); if (!filteredArray.length) return acc; return [...acc, filteredArray]; }, [] ); const stats = Object.entries( buildsToShow.reduce( (acc: Record>, buildArr) => { buildArr.forEach(({ abilityPoints }) => { abilities.forEach(({ code }) => { // @ts-ignore const buildAPCount = (abilityPoints[code] as number) ?? 0; let existingApRecord = acc[code][buildAPCount] ?? 0; acc[code][buildAPCount] = ++existingApRecord; }); }); return acc; }, getStatsInitialValue() ) ) .map(([abilityCode, apCounts]) => { return { code: abilityCode, average: Object.entries(apCounts).reduce( (acc, cur) => Number(cur[0]) * cur[1] + acc, 0 ) / Object.values(apCounts).reduce((acc, cur) => acc + cur, 0), counts: Object.entries(apCounts) .map(([ap, count]) => [Number(ap), count]) .sort((a, b) => b[1] - a[1]) .slice(0, 3), }; }) .sort((a, b) => b.average - a.average); return { data: buildsToShow, isLoading: state.weapon && !data, stats, state, dispatch, hiddenBuildCount: buildArrays.length - buildsToShow.length, }; } function getStatsInitialValue() { const result: Partial>> = {}; abilities.forEach(({ code }) => { result[code] = {}; }); return result as Record>; }