events code from anims
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@ -34,14 +34,14 @@ class Purify extends Component {
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this.charges = points.map(coord => projectile(coord[0], coord[1], 12, COLOURS.GREEN));
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}
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render({ team }) {
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render() {
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return (
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<svg
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class='skill-animation green'
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version="1.1"
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id="purify"
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xmlns="http://www.w3.org/2000/svg"
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style={{ transform: team ? 'rotate3d(1, 0, 0, 180deg)' : '' }}
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style={{ transform: 'rotate3d(1, 0, 0, 180deg)' }}
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viewBox="0 0 256 256">
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<filter id='purifyFilter'>
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<feGaussianBlur stdDeviation="3"/>
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@ -50,7 +50,6 @@ function registerEvents(store) {
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const { game: currentGame, ws } = store.getState();
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if (game) ws.startGameStateTimeout(game.id);
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console.log(JSON.stringify(game))
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if (game && currentGame) {
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if (game.resolved.length !== currentGame.resolved.length) {
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// stop fetching the game state til animations are done
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@ -60,14 +59,20 @@ function registerEvents(store) {
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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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return eachSeries(sequence, (stages, sCb) => {
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const stagedR = Object.create(r);
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stagedR.stage = stage;
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stagedR.sequence = sequence;
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stagedR.stages = stages;
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let timeout = 0;
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if (stages.includes('START_SKILL') && stages.includes('END_SKILL')) {
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timeout = TIMES.SOURCE_AND_TARGET_TOTAL_DURATION;
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} else if (stages.includes('START_SKILL')) timeout = TIMES.SOURCE_DURATION_MS;
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else if (stages.includes('END_SKILL')) timeout = TIMES.TARGET_DURATION_MS;
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else if (stages.includes('POST_SKILL')) timeout = TIMES.POST_SKILL_DURATION_MS;
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store.dispatch(actions.setResolution(stagedR));
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return setTimeout(sCb, TIMES[stage]);
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return setTimeout(sCb, timeout);
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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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