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TypeScript

import React, { useState, useEffect, useContext, useRef, useMemo, useCallback } from "react";
import equal from "fast-deep-equal";
import Paper from "@mui/material/Paper";
import Button from "@mui/material/Button";
import "./Winner.css";
import { Resource } from "./Resource";
import { PlayerColor } from "./PlayerColor";
import { GlobalContext } from "./GlobalContext";
interface WinnerProps {
winnerDismissed: boolean;
setWinnerDismissed: (dismissed: boolean) => void;
}
/* eslint-disable @typescript-eslint/no-explicit-any */
const Winner: React.FC<WinnerProps> = ({ winnerDismissed, setWinnerDismissed }) => {
const { lastJsonMessage, sendJsonMessage } = useContext(GlobalContext);
const [winner, setWinner] = useState<any>(undefined);
const [state, setState] = useState<string | undefined>(undefined);
const fields = useMemo(() => ["winner", "state"], []);
useEffect(() => {
if (!lastJsonMessage) {
return;
}
const data = lastJsonMessage;
switch (data.type) {
case "game-update":
console.log(`winner - game update`, data.update);
if ("winner" in data.update && !equal(data.update.winner, winner)) {
setWinner(data.update.winner);
}
if ("state" in data.update && data.update.state !== state) {
if (data.update.state !== "winner") {
setWinner(undefined);
}
setWinnerDismissed(false);
setState(data.update.state);
}
break;
default:
break;
}
}, [lastJsonMessage, winner, state, setWinnerDismissed]);
useEffect(() => {
if (!sendJsonMessage) {
return;
}
sendJsonMessage({
type: "get",
fields,
});
}, [sendJsonMessage, fields]);
const quitClicked = useCallback(() => {
if (!winnerDismissed) {
setWinnerDismissed(true);
sendJsonMessage({
type: "goto-lobby",
});
}
}, [sendJsonMessage, winnerDismissed, setWinnerDismissed]);
if (!winner || winnerDismissed) {
return <></>;
}
let losers = [];
for (const key in winner.players) {
if (key === winner.color || winner.players[key].status === "Not active") {
continue;
}
losers.push(winner.players[key]);
}
const turnCount = Math.floor(winner.turns / (losers.length + 1));
losers = losers.map((player: any) => {
const averageSeconds = Math.floor(player.totalTime / turnCount / 1000),
average = `${Math.floor(averageSeconds / 60)}m:${averageSeconds % 60}s`;
return (
<div key={player.color}>
<PlayerColor color={player.color} /> {player.name} finished with {player.points} victory points.
{Number(player.potential) !== 0 && (
<>
They had <b>{player.potential}</b> unplayed Victory Point card(s).
</>
)}
Their average turn time was {average}.
</div>
);
});
let robber;
let max = 0;
let playerStolen: any = {};
const stats = winner.stolen;
for (const player in stats) {
if (player === "total" || player === "player") {
continue;
}
if (player === "robber") {
robber = <></>;
for (const type in stats.robber.stole) {
if (type === "total") {
continue;
}
const count = stats.robber.stole[type];
robber = (
<>
{robber}
<Resource label={true} type={type} count={count} disabled />
</>
);
}
robber = (
<div>
Throughout the game, the robber blocked <b>{stats.robber.stole.total}</b> resources:
<div className="ThiefStole">{robber}</div>
</div>
);
continue;
}
if (stats[player].stolen.total < max) {
continue;
}
if (stats[player].stolen.total > max) {
max = stats[player].stolen.total;
playerStolen = {
robber: stats[player].stolen.robber,
player: stats[player].stolen.player,
element: <></>,
};
}
let stolen;
for (const type in stats[player].stolen) {
if (["total", "robber", "player"].indexOf(type) !== -1) {
continue;
}
if (!stolen) {
stolen = <></>;
}
const count = stats[player].stolen[type];
stolen = (
<>
{stolen}
<Resource label={true} type={type} count={count} disabled />
</>
);
}
if (stolen) {
playerStolen.element = (
<div key={player}>
<PlayerColor color={player} /> {winner.players[player].name}
<div className="PlayerStolen">{stolen}</div>
</div>
);
}
}
if (!robber) {
robber = <div>The robber never blocked any resources from anyone!</div>;
}
const averageSeconds = Math.floor(winner.totalTime / turnCount / 1000),
average = `${Math.floor(averageSeconds / 60)}m:${averageSeconds % 60}s`;
const seconds = winner.elapsedTime / 1000,
h = Math.floor(seconds / (60 * 60)),
m = Math.floor((seconds % (60 * 60)) / 60),
s = Math.floor((seconds % (60 * 60)) % 60);
const totalTime = `${h}h:${m}m:${s}s`;
const vpType: string[] = ["market", "university", "library", "palace"];
const selectedVpType = vpType[Math.floor(vpType.length * Math.random())];
return (
<div className="Winner">
<Paper>
<div className="Title">
{winner.name} has won with {winner.points} victory points!
</div>
<div style={{ display: "flex", flexDirection: "row" }}>
<Resource type={`vp-${selectedVpType}`} disabled count={1} />
<div className="Description">
<div>
Congratulations, <b>{winner.name}</b>!
</div>
<div>
<PlayerColor color={winner.color} /> {winner.name} won the game with <b>{winner.points}</b> Victory Points
after {turnCount} game turns.
{Number(winner.potential) !== 0 && (
<>
They had <b>{winner.potential}</b> unplayed Victory Point card(s).
</>
)}
Their average turn time was {average}.
</div>
{losers}
<div>The game took {totalTime}.</div>
{robber}
{max !== 0 && (
<>
<div>
The robber stole {playerStolen.robber} and other players stole {playerStolen.player} resources from:
</div>
<div className="PlayerStolenList">{playerStolen.element}</div>
</>
)}
</div>
</div>
<Button onClick={quitClicked}>Go back to Lobby</Button>
</Paper>
</div>
);
};
export { Winner };