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authornotoraptor <notoraptor@users.noreply.github.com>2019-07-17 15:16:43 -0400
committerPhilip Paquette <pcpaquette@gmail.com>2019-07-17 15:16:43 -0400
commit2701df1e3b03c7c605ccf212a02987d53fbd0609 (patch)
treed3637573d8585e32914c33cbd03ec0baf9c68ae3 /diplomacy/web/src/gui/utils/inline_game_view.jsx
parente9872eea32d4f66b9c7ca8c14d530c18f6c18506 (diff)
[web] Make button "Delete all" remove only orders from current se… (#49)
- Make button "Delete all" remove only orders from current selected power. - Reorganize code - [web] Remove bugged and useless function gameReloaded() from game page. - This function caused error `engine.getPhaseType is not a function` for games with deadlines. - Move function saveGameToDisk into its own file. - [web] Add documentation to methods involved in orders management to help understand what happens. - Move methods getServerOrders() from game GUI component to game engine object. - Rename method onSetNoOrders to onSetEmptyOrdersSet. - Rename property in PowerActionsForm: onNoOrders => onPass. - [web] Update sending orders to send request clearOrders when local orders list is null. - Renamed local file: - components/power_order => power_orders - forms/power_actions_form => power_order_creation_form - Move power orders buttons bar to a separate file: - components/power_orders_actions_bar - [web] Improve messages about local/server defined orders.
Diffstat (limited to 'diplomacy/web/src/gui/utils/inline_game_view.jsx')
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diff --git a/diplomacy/web/src/gui/utils/inline_game_view.jsx b/diplomacy/web/src/gui/utils/inline_game_view.jsx
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+// ==============================================================================
+// Copyright (C) 2019 - Philip Paquette, Steven Bocco
+//
+// This program is free software: you can redistribute it and/or modify it under
+// the terms of the GNU Affero General Public License as published by the Free
+// Software Foundation, either version 3 of the License, or (at your option) any
+// later version.
+//
+// This program is distributed in the hope that it will be useful, but WITHOUT
+// ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
+// FOR A PARTICULAR PURPOSE. See the GNU Affero General Public License for more
+// details.
+//
+// You should have received a copy of the GNU Affero General Public License along
+// with this program. If not, see <https://www.gnu.org/licenses/>.
+// ==============================================================================
+import React from "react";
+import {JoinForm} from "../forms/join_form";
+import {STRINGS} from "../../diplomacy/utils/strings";
+import {ContentGame} from "../pages/content_game";
+import {Button} from "../components/button";
+import {DeleteButton} from "../components/delete_button";
+
+export class InlineGameView {
+ constructor(page, gameData) {
+ this.page = page;
+ this.game = gameData;
+ this.get = this.get.bind(this);
+ this.joinGame = this.joinGame.bind(this);
+ this.showGame = this.showGame.bind(this);
+ }
+
+ joinGame(formData) {
+ const form = {
+ power_name: formData[`power_name_${this.game.game_id}`],
+ registration_password: formData[`registration_password_${this.game.game_id}`]
+ };
+ if (!form.power_name)
+ form.power_name = null;
+ if (!form.registration_password)
+ form.registration_password = null;
+ form.game_id = this.game.game_id;
+ this.page.channel.joinGame(form)
+ .then((networkGame) => {
+ this.game = networkGame.local;
+ this.page.addToMyGames(this.game);
+ return networkGame.getAllPossibleOrders();
+ })
+ .then(allPossibleOrders => {
+ this.game.setPossibleOrders(allPossibleOrders);
+ this.page.load(
+ `game: ${this.game.game_id}`,
+ <ContentGame data={this.game}/>,
+ {success: 'Game joined.'}
+ );
+ })
+ .catch((error) => {
+ this.page.error('Error when joining game ' + this.game.game_id + ': ' + error);
+ });
+ }
+
+ showGame() {
+ this.page.load(`game: ${this.game.game_id}`, <ContentGame data={this.game}/>);
+ }
+
+ getJoinUI() {
+ if (this.game.role) {
+ // Game already joined.
+ return (
+ <div className={'games-form'}>
+ <Button key={'button-show-' + this.game.game_id} title={'show'} onClick={this.showGame}/>
+ <Button key={'button-leave-' + this.game.game_id} title={'leave'}
+ onClick={() => this.page.leaveGame(this.game.game_id)}/>
+ </div>
+ );
+ } else {
+ // Game not yet joined.
+ return <JoinForm key={this.game.game_id} game_id={this.game.game_id} powers={this.game.controlled_powers}
+ password_required={this.game.registration_password}
+ onSubmit={this.joinGame}/>;
+ }
+ }
+
+ getActionButtons() {
+ const buttons = [];
+ // Button to add/remove game from "My games" list.
+ if (this.page.hasMyGame(this.game.game_id)) {
+ if (!this.game.client) {
+ // Game in My Games and not joined. We can remove it.
+ buttons.push(<Button key={`my-game-remove`} title={'Remove from My Games'}
+ small={true} large={true}
+ onClick={() => this.page.removeFromMyGames(this.game.game_id)}/>);
+ }
+ } else {
+ // Game not in My Games, we can add it.
+ buttons.push(<Button key={`my-game-add`} title={'Add to My Games'}
+ small={true} large={true}
+ onClick={() => this.page.addToMyGames(this.game)}/>);
+ }
+ // Button to delete game.
+ if ([STRINGS.MASTER_TYPE, STRINGS.OMNISCIENT_TYPE].includes(this.game.observer_level)) {
+ buttons.push(
+ <DeleteButton key={`game-delete-${this.game.game_id}`}
+ title={'Delete this game'}
+ confirmTitle={'Click again to confirm deletion'}
+ waitingTitle={'Deleting ...'}
+ onClick={() => this.page.removeGame(this.game.game_id)}/>
+ );
+ }
+ return buttons;
+ }
+
+ get(name) {
+ if (name === 'players') {
+ return `${this.game.n_players} / ${this.game.n_controls}`;
+ }
+ if (name === 'rights') {
+ const elements = [];
+ if (this.game.observer_level) {
+ let levelName = '';
+ if (this.game.observer_level === STRINGS.MASTER_TYPE)
+ levelName = 'master';
+ else if (this.game.observer_level === STRINGS.OMNISCIENT_TYPE)
+ levelName = 'omniscient';
+ else
+ levelName = 'observer';
+ elements.push((<p key={0}><strong>Observer right:</strong><br/>{levelName}</p>));
+ }
+ if (this.game.controlled_powers && this.game.controlled_powers.length) {
+ const powers = this.game.controlled_powers.slice();
+ powers.sort();
+ elements.push((
+ <div key={1}><strong>Currently handled power{powers.length === 1 ? '' : 's'}</strong></div>));
+ for (let power of powers)
+ elements.push((<div key={power}>{power}</div>));
+ }
+ return elements.length ? (<div>{elements}</div>) : '';
+ }
+ if (name === 'rules') {
+ if (this.game.rules)
+ return <div>{this.game.rules.map(rule => <div key={rule}>{rule}</div>)}</div>;
+ return '';
+ }
+ if (name === 'join')
+ return this.getJoinUI();
+ if (name === 'actions')
+ return this.getActionButtons();
+ if (name === 'game_id') {
+ const date = new Date(this.game.timestamp_created / 1000);
+ const dateString = `${date.toLocaleDateString()} - ${date.toLocaleTimeString()}`;
+ return <div>
+ <div><strong>{this.game.game_id}</strong></div>
+ <div>({dateString})</div>
+ </div>;
+ }
+ return this.game[name];
+ }
+}