hide hidden effects in removal
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@ -1,5 +1,3 @@
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# FIXME
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game ready not auto starting resolve phase
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slay animation still looks a bit weird
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triaged / decayed / siphoned / electrocute effect removal with purify / purge
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@ -950,7 +950,10 @@ impl Construct {
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if self.is_ko() { return vec![Event::TargetKo { construct: self.id }] }
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if let Some(p) = self.effects.iter().position(|ce| ce.effect == effect) {
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self.effects.remove(p);
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let ce = self.effects.remove(p);
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if ce.effect.hidden() { return vec![] }
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return vec![Event::Removal {
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construct: self.id,
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effect: effect,
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@ -986,11 +989,13 @@ impl Construct {
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if self.is_ko() { return vec![Event::TargetKo { construct: self.id }] }
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while let Some(ce) = self.effects.pop() {
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removals.push(Event::Removal {
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construct: self.id,
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effect: ce.effect,
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display: EventConstruct::new(self),
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});
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if !ce.effect.hidden() {
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removals.push(Event::Removal {
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construct: self.id,
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effect: ce.effect,
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display: EventConstruct::new(self),
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});
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}
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}
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return removals;
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