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https://github.com/MetaFam/TheGame.git
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* added data for personality types and refactored images * setup personality type * setup player type * player types descriptions
117 lines
3.4 KiB
TypeScript
117 lines
3.4 KiB
TypeScript
import React, { useCallback, useEffect, useState } from 'react';
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import { options, PersonalityType, PlayerType } from 'utils/setupOptions';
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import { CategoryOption, SkillOption } from 'utils/skillHelpers';
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type SetupContextType = {
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step: number;
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screen: number;
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onNextPress: () => void;
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onBackPress: () => void;
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nextButtonLabel: string;
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numTotalSteps: number;
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skills: Array<SkillOption>;
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setSkills: React.Dispatch<React.SetStateAction<Array<SkillOption>>>;
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skillsList: Array<CategoryOption>;
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personalityType: PersonalityType | undefined;
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setPersonalityType: React.Dispatch<
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React.SetStateAction<PersonalityType | undefined>
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>;
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playerType: PlayerType | undefined;
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setPlayerType: React.Dispatch<React.SetStateAction<PlayerType | undefined>>;
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};
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export const SetupContext = React.createContext<SetupContextType>({
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step: 0,
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screen: 0,
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onNextPress: () => undefined,
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onBackPress: () => undefined,
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nextButtonLabel: 'Next Step',
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numTotalSteps: 0,
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skills: [],
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setSkills: () => undefined,
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skillsList: [],
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personalityType: undefined,
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setPersonalityType: () => undefined,
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playerType: undefined,
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setPlayerType: () => undefined,
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});
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type Props = {
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skillsList: Array<CategoryOption>;
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};
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export const SetupContextProvider: React.FC<Props> = ({
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children,
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skillsList,
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}) => {
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const [step, setStep] = useState<number>(0);
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const [screen, setScreen] = useState<number>(0);
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const numTotalSteps = options.length;
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const [nextButtonLabel, setNextButtonLabel] = useState('Next Step');
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useEffect(() => {
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const numScreens = options[step].screens.length;
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if (step >= numTotalSteps - 1) {
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setNextButtonLabel(options[(step + 1) % numTotalSteps].label);
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}
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if (screen + 1 >= numScreens) {
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setNextButtonLabel(`Next: ${options[(step + 1) % numTotalSteps].label}`);
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} else {
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setNextButtonLabel(
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`Next: ${options[step].screens[(screen + 1) % numScreens].label}`,
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);
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}
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}, [step, screen, setNextButtonLabel, numTotalSteps]);
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const onNextPress = useCallback(() => {
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const numScreens = options[step].screens.length;
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if (step >= numTotalSteps - 1 && screen >= numScreens - 1) return;
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if (screen + 1 >= numScreens) {
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setStep((step + 1) % numTotalSteps);
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setScreen(0);
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} else {
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setScreen((screen + 1) % numScreens);
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}
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}, [step, screen, setStep, setScreen, numTotalSteps]);
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const onBackPress = useCallback(() => {
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if (step <= 0 && screen <= 0) return;
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const numScreens = options[step].screens.length;
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if (screen <= 0) {
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setStep((step - 1) % numTotalSteps);
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setScreen(options[(step - 1) % numTotalSteps].screens.length - 1);
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} else {
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setScreen((screen - 1) % numScreens);
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}
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}, [step, screen, setStep, setScreen, numTotalSteps]);
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const [skills, setSkills] = useState<Array<SkillOption>>([]);
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const [personalityType, setPersonalityType] = useState<PersonalityType>();
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const [playerType, setPlayerType] = useState<PlayerType>();
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return (
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<SetupContext.Provider
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value={{
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step,
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screen,
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numTotalSteps,
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onNextPress,
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onBackPress,
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nextButtonLabel,
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// skills
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skills,
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setSkills,
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skillsList,
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// personality
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personalityType,
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setPersonalityType,
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// player
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playerType,
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setPlayerType,
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}}
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>
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{children}
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</SetupContext.Provider>
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);
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};
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