animations env
This commit is contained in:
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6651735758
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214214e838
@ -9,6 +9,7 @@
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<meta name="description" content="mnml pvp tbs">
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<meta name="author" content="ntr@smokestack.io">
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<link rel="manifest" href="manifest.webmanifest">
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<link href="https://fonts.googleapis.com/css?family=Jura" rel="stylesheet">
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<link rel="stylesheet" href="./node_modules/izitoast/dist/css/iziToast.min.css"></script>
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<link rel="stylesheet" href="assets/styles/normalize.css">
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<link rel="stylesheet" href="assets/styles/skeleton.css">
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@ -3,7 +3,6 @@ require('./assets/styles/styles.mobile.css');
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require('./assets/styles/instance.css');
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require('./assets/styles/instance.mobile.css');
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require('./assets/styles/game.css');
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require('./assets/styles/anims.css');
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// kick it off
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require('./src/animations.test');
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require('./src/animations.test.jsx');
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@ -72,7 +72,7 @@
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"name "
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"stats ";
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transition-property: all;
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transition-property: translate;
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transition-duration: 0.25s;
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transition-delay: 0;
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transition-timing-function: ease;
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@ -186,8 +186,8 @@
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.game-construct.ko {
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animation: none;
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opacity: 0.35;
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filter: grayscale(100%);
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}
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/* filter: grayscale(100%);
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*/}
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.game-construct.ko button:hover {
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color: #333;
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@ -195,12 +195,12 @@
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.game-construct.unfocus {
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opacity: 0.65;
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filter: blur(5px);
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}
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/* filter: blur(5px);
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*/}
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.game-construct.unfocus.ko {
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filter: blur(5px) grayscale(100%);
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}
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/* filter: blur(5px) grayscale(100%);
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*/}
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.combat-text {
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font-size: 2em;
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@ -227,12 +227,12 @@
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}
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.game-construct.active-skill {
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filter: drop-shadow(0 0 0.2em silver);
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}
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/* filter: drop-shadow(0 0 0.2em silver);
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*/}
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.game-construct.red-damage {
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filter: drop-shadow(0 0 0.2em red);
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color: red;
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/* filter: drop-shadow(0 0 0.2em red);
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*/ color: red;
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/*ensure construct doesn't get opacity lowered because of being KO before the KO animation*/
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opacity: 1;
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@ -253,8 +253,8 @@
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}
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.game-construct.blue-damage {
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filter: drop-shadow(0 0 0.2em blue);
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color: blue;
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/* filter: drop-shadow(0 0 0.2em blue);
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*/ color: blue;
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opacity: 1;
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/*border-color: blue;*/
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}
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@ -273,8 +273,8 @@
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}
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.game-construct.green-damage {
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filter: drop-shadow(0 0 0.2em green);
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color: green;
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/* filter: drop-shadow(0 0 0.2em green);
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*/ color: green;
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opacity: 1;
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/*border-color: green;*/
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}
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@ -293,8 +293,8 @@
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}
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.game-construct.purple-damage {
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filter: drop-shadow(0 0 0.2em purple);
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color: purple;
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/* filter: drop-shadow(0 0 0.2em purple);
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*/ color: purple;
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border-color: purple;
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}
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@ -80,6 +80,7 @@ nav {
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grid-area: nav;
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padding-left: 2em;
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margin-right: 2em;
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max-height: 100%;
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}
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nav h2:first-child {
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119
client/src/animations.socket.jsx
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119
client/src/animations.socket.jsx
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@ -0,0 +1,119 @@
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const cbor = require('borc');
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const toast = require('izitoast');
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const eachSeries = require('async/eachSeries');
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const actions = require('./actions');
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const { TIMES } = require('./constants');
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const { getCombatSequence } = require('./utils');
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const SOCKET_URL = process.env.NODE_ENV === 'production' ? 'wss://mnml.gg/api/ws' : 'ws://localhost:40000/api/ws';
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function createSocket(store) {
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let ws = null;
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// -------------
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// Outgoing
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// -------------
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function send(msg) {
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if (msg.method !== 'ping') console.log('outgoing msg', msg);
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ws.send(cbor.encode(msg));
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}
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function sendDevResolve(a, b, skill) {
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send({ method: 'dev_game_resolve', params: { a, b, skill } });
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}
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function onDevResolutions(newRes) {
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const { game: currentGame } = store.getState();
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return eachSeries(newRes, (r, cb) => {
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if (['Disable', 'TargetKo'].includes(r.event[0])) return cb();
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// Create sub events for combat animations
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const sequence = getCombatSequence(r);
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return eachSeries(sequence, (stage, sCb) => {
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const { skip } = store.getState();
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if (skip) return sCb('skip');
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const stagedR = Object.create(r);
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stagedR.stage = stage;
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store.dispatch(actions.setResolution(stagedR));
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return setTimeout(sCb, TIMES[stage]);
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}, err => {
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if (err) console.error(err);
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// Finished this resolution
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return cb();
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});
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}, err => {
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if (err) return console.error(err);
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store.dispatch(actions.setResolution(null));
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// stop skipping resolutions
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store.dispatch(actions.setSkip(false));
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// update the game
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store.dispatch(actions.setGame(currentGame));
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// get the latest state and restart polling
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return true;
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});
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}
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const handlers = {
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DevResolutions: onDevResolutions,
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};
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// decodes the cbor and
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// calls the handlers defined above based on message type
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function onMessage(event) {
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// decode binary msg from server
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const blob = new Uint8Array(event.data);
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const res = cbor.decode(blob);
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const [msgType, params] = res;
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return handlers[msgType](params);
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}
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// Connection opened
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function onOpen() {
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toast.info({
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message: 'connected',
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position: 'topRight',
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});
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return true;
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}
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function onError(event) {
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console.error('WebSocket error', event);
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}
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function onClose(event) {
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console.error('WebSocket closed', event);
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toast.warning({
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message: 'disconnected',
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position: 'topRight',
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});
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return setTimeout(connect, 5000);
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}
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function connect() {
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if (ws) {
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ws.removeEventListener('open', onOpen);
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ws.removeEventListener('message', onMessage);
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ws.removeEventListener('error', onError);
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ws.removeEventListener('close', onClose);
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ws = null;
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}
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ws = new WebSocket(SOCKET_URL);
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ws.binaryType = 'arraybuffer';
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// Listen for messages
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ws.addEventListener('open', onOpen);
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ws.addEventListener('message', onMessage);
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ws.addEventListener('error', onError);
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ws.addEventListener('close', onClose);
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return ws;
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}
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return {
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sendDevResolve,
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connect,
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};
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}
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module.exports = createSocket;
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@ -1,16 +0,0 @@
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const preact = require('preact');
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const TrippyTriangle = require('./components/svgs/trippy.triangle');
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const Amplify = require('./components/svgs/amplify');
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const Hex = require('./components/svgs/hex');
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const Animations = () => (
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<main>
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<TrippyTriangle />
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<Amplify />
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<Hex />
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</main>
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);
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// eslint-disable-next-line
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preact.render(<Animations />, document.body);
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117
client/src/animations.test.jsx
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117
client/src/animations.test.jsx
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@ -0,0 +1,117 @@
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const preact = require('preact');
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const { Provider } = require('preact-redux');
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const { createStore, combineReducers } = require('redux');
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const reducers = require('./reducers');
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const actions = require('./actions');
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const createSocket = require('./animations.socket');
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// const TrippyTriangle = require('./components/svgs/trippy.triangle');
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// const Amplify = require('./components/svgs/amplify');
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// const Hex = require('./components/svgs/hex');
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const Game = require('./components/game');
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const testGameBuilder = require('./test.game');
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const testGame = testGameBuilder('8552e0bf-340d-4fc8-b6fc-cccccccccccc');
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const testAccount = {
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id: '8552e0bf-340d-4fc8-b6fc-cccccccccccc',
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name: 'ntr',
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};
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// Redux Store
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const store = createStore(
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combineReducers(reducers)
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);
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store.subscribe(() => console.log(store.getState()));
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store.dispatch(actions.setAccount(testAccount));
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store.dispatch(actions.setGame(testGame));
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function animationsNav(ws) {
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function useSkill(skill) {
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const ateam = Math.round(Math.random());
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const bteam = Math.round(Math.random());
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const acon = Math.floor(Math.random() * 3);
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const bcon = Math.floor(Math.random() * 3);
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const a = testGame.players[ateam].constructs[acon].id;
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const b = testGame.players[bteam].constructs[bcon].id;
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return ws.sendDevResolve(a, b, skill);
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}
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return SKILLS.map((s, i) => (
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<button
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key={i}
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onClick={() => useSkill(s)}>
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{s}
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</button>
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));
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}
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document.fonts.load('16pt "Jura"').then(() => {
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const ws = createSocket(store);
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ws.connect();
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const Animations = () => (
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<Provider store={store}>
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<div id="mnml">
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<nav>
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{animationsNav(ws)}
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</nav>
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<Game />
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</div>
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</Provider>
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);
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// eslint-disable-next-line
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preact.render(<Animations />, document.body);
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});
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const SKILLS = [
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'Attack',
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'Debuff',
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'Buff',
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'Block',
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'Stun',
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'AmplifyI',
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'BanishI',
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'BashI',
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'BlastI',
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'ChaosI',
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'ClutchI',
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'CorruptI',
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'CorruptionI',
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'CorruptionTickI',
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'CurseI',
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'DecayI',
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'DecayTickI',
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'HasteI',
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'HasteStrike',
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'HealI',
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'HexI',
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'HatredI',
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'HostilityI',
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'ImpureBlast',
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'ImpurityI',
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'InvertI',
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'ParryI',
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'PurgeI',
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'PurifyI',
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'RechargeI',
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'ReflectI',
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'RiposteI',
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'RuinI',
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'ScatterI',
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'SilenceI',
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'SiphonI',
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'SiphonTickI',
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'SlayI',
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'SleepI',
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'SnareI',
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'StrikeI',
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'TauntI',
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'ThrowI',
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'TriageI',
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'TriageTickI',
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];
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@ -64,11 +64,11 @@ class SiphonTick extends Component {
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componentDidMount() {
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if (!this.props.team) {
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anime.set('.skill-anim', {
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rotate: Math.random() * 180 + 90,
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rotate: 90
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});
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} else {
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anime.set('.skill-anim', {
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rotate: Math.random() * 180 + 270,
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rotate: 270
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});
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}
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@ -13,7 +13,7 @@ use ws::{MnmlSocket};
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use construct::{Construct, construct_spawn, construct_delete};
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use game::{Game, game_state, game_skill, game_ready};
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use account::{Account, account_constructs, account_instances};
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use skill::{Skill};
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use skill::{Skill, dev_resolve, Resolutions};
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use instance::{Instance, instance_state, instance_list, instance_new, instance_ready, instance_join};
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use vbox::{vbox_accept, vbox_apply, vbox_discard, vbox_combine, vbox_reclaim, vbox_unequip};
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use item::{Item, ItemInfoCtr, item_info};
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@ -39,6 +39,7 @@ pub fn receive(data: Vec<u8>, db: &Db, _client: &mut MnmlWs, begin: Instant, acc
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// if no auth required
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match v.method.as_ref() {
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"item_info" => return Ok(RpcResult::ItemInfo(item_info())),
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"dev_game_resolve" => return handle_dev_resolve(data),
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_ => match account {
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Some(_) => (),
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None => return Err(err_msg("auth required")),
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@ -209,6 +210,11 @@ fn handle_vbox_unequip(data: Vec<u8>, tx: &mut Transaction, account: &Account) -
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Ok(RpcResult::InstanceState(vbox_unequip(msg.params, tx, &account)?))
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}
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fn handle_dev_resolve(data: Vec<u8>) -> Result<RpcResult, Error> {
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let msg = from_slice::<DevResolveMsg>(&data).or(Err(err_msg("invalid params")))?;
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Ok(RpcResult::DevResolutions(dev_resolve(msg.params.a, msg.params.b, msg.params.skill)))
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}
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#[derive(Debug,Clone,Serialize,Deserialize)]
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pub struct RpcErrorResponse {
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pub err: String
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@ -226,6 +232,8 @@ pub enum RpcResult {
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InstanceState(Instance),
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Pong(()),
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DevResolutions(Resolutions),
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}
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#[derive(Debug,Clone,Serialize,Deserialize)]
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@ -434,6 +442,19 @@ pub struct VboxReclaimParams {
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pub index: usize,
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}
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#[derive(Debug,Clone,Serialize,Deserialize)]
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struct DevResolveMsg {
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method: String,
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params: DevResolveParams,
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}
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#[derive(Debug,Clone,Serialize,Deserialize)]
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pub struct DevResolveParams {
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pub a: Uuid,
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pub b: Uuid,
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pub skill: Skill,
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}
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// #[cfg(test)]
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// mod tests {
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// use super::*;
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@ -8,6 +8,14 @@ use item::{Item};
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use game::{Game};
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use effect::{Effect, Colour, Cooldown};
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pub fn dev_resolve(a_id: Uuid, b_id: Uuid, skill: Skill) -> Resolutions {
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let mut a = Construct::new();
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a.id = a_id;
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let mut b = Construct::new();
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b.id = b_id;
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return resolve(skill, &mut a, &mut b, vec![]);
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}
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pub fn resolution_steps(cast: &Cast, game: &mut Game) -> Resolutions {
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let mut resolutions = vec![];
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@ -464,7 +472,7 @@ pub enum Event {
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Evasion { skill: Skill, evasion_rating: u64 },
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}
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type Resolutions = Vec<Resolution>;
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pub type Resolutions = Vec<Resolution>;
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#[derive(Debug,Clone,Copy,PartialEq,Serialize,Deserialize)]
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pub enum Skill {
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