offer draws
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CHANGELOG.md
18
CHANGELOG.md
@ -2,6 +2,24 @@
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All notable changes to this project will be documented in this file.
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This project adheres to [Semantic Versioning](http://semver.org/).
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## [1.6.5] - 2019-10-27
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# Added
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- Offering of draws
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- Neither player receives a point if they agree to a draw
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- Bots automatically agree to draws
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## [1.6.5] - 2019-10-25
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# Fixed
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- Stripe being blocked no longer causes unrecoverable error
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- Automatic ready up is now throttled after abandons
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- Player width styling
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# Changed
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- Improved wiggle animation
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- Intercept is now considered defensive by bots
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- Password restrictions relaxed
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## [1.6.4] - 2019-10-24
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### Changed
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- Animations processing on client side reduced.
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@ -144,7 +144,15 @@ aside {
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&:active, &.confirming {
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background: @red;
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color: black;
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border: 2px solid black;
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border: 2px solid @red;
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}
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}
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.draw:not([disabled]) {
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&:active, &.confirming {
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background: @gray-hover;
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color: black;
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border: 2px solid @gray-hover;
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}
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}
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@ -75,7 +75,7 @@ function GameCtrlBtns(args) {
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} = args;
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if (!game) return false;
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const finished = game.phase === 'Finish';
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const finished = game.phase === 'Finished';
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function quitClick() {
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getInstanceState();
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@ -14,10 +14,15 @@ const addState = connect(
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return ws.sendInstanceAbandon(game.instance);
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}
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function sendDraw() {
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return ws.sendGameOfferDraw(game.id);
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}
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return {
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game,
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sendAbandon,
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sendDraw,
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};
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},
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function receiveDispatch(dispatch) {
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@ -37,10 +42,11 @@ function GameCtrlTopBtns(args) {
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leave,
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sendAbandon,
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sendDraw,
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} = args;
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const finished = game && game.phase === 'Finished';
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const { abandonState } = this.state;
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const { abandonState, drawState } = this.state;
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const abandonStateTrue = e => {
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e.stopPropagation();
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@ -48,16 +54,27 @@ function GameCtrlTopBtns(args) {
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setTimeout(() => this.setState({ abandonState: false }), 2000);
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};
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const drawStateTrue = e => {
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e.stopPropagation();
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this.setState({ drawState: true });
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setTimeout(() => this.setState({ drawState: false }), 2000);
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};
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const abandonClasses = `abandon ${abandonState ? 'confirming' : ''}`;
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const abandonText = abandonState ? 'Confirm' : 'Abandon';
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const abandonAction = abandonState ? sendAbandon : abandonStateTrue;
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const abandonBtn = <button class={abandonClasses} disabled={finished} onClick={abandonAction}>{abandonText}</button>;
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const leaveBtn = <button class='abandon confirming' onClick={leave}>Leave</button>;
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const drawClasses = `draw ${drawState ? 'confirming' : ''}`;
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const drawText = drawState ? 'Draw' : 'Offer';
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const drawAction = drawState ? sendDraw : drawStateTrue;
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const drawBtn = <button class={drawClasses} disabled={finished} onClick={drawAction}>{drawText}</button>;
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return (
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<div class="instance-ctrl-btns">
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{finished ? leaveBtn : abandonBtn}
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{abandonBtn}
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{drawBtn}
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</div>
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);
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}
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@ -82,7 +82,7 @@ function GameFooter(props) {
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const now = Date.now();
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const end = Date.parse(game.phase_end);
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const timerPct = ((now - zero) / (end - zero) * 100);
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const displayPct = game.phase === 'Finish' || !game.phase_end
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const displayPct = game.phase === 'Finished' || !game.phase_end
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? 0
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: Math.min(timerPct, 100);
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@ -108,7 +108,7 @@ function GameFooter(props) {
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return (
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<footer>
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{timer}
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{game.phase === 'Finish' && quitBtn }
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{game.phase === 'Finished' && quitBtn }
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{game.phase === 'Skill' && readyBtn }
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</footer>
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);
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@ -123,6 +123,11 @@ function createSocket(events) {
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events.setActiveSkill(null);
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}
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function sendGameOfferDraw(gameId) {
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send(['GameOfferDraw', { game_id: gameId }]);
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events.setActiveSkill(null);
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}
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function sendGameTarget(gameId, constructId, skillId) {
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send(['GameTarget', { game_id: gameId, construct_id: constructId, skill_id: skillId }]);
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events.setActiveSkill(null);
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@ -362,6 +367,7 @@ function createSocket(events) {
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sendGameReady,
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sendGameSkill,
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sendGameSkillClear,
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sendGameOfferDraw,
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sendGameTarget,
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sendInstanceAbandon,
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@ -27,7 +27,7 @@ pub enum Phase {
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Start,
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Skill,
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Resolve,
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Finish,
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Finished,
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}
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#[derive(Debug,Clone,Serialize,Deserialize)]
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@ -325,6 +325,30 @@ impl Game {
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return Ok(self);
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}
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fn offer_draw(mut self, player_id: Uuid) -> Result<Game, Error> {
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if self.phase != Phase::Skill {
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return Err(err_msg("game not in skill phase"));
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}
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{
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let player = self.player_by_id(player_id)?;
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player.draw_offered = true;
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}
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// bots automatically accept draws
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for player in self.players.iter_mut() {
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if player.bot {
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player.draw_offered = true;
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}
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}
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if self.players.iter().all(|p| p.draw_offered) {
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return Ok(self.finish());
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}
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return Ok(self);
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}
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fn clear_skill(&mut self, player_id: Uuid) -> Result<&mut Game, Error> {
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self.player_by_id(player_id)?;
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if self.phase != Phase::Skill {
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@ -564,15 +588,18 @@ impl Game {
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// }
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pub fn finished(&self) -> bool {
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self.players.iter().any(|t| t.constructs.iter().all(|c| c.is_ko()))
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self.phase == Phase::Finished || self.players.iter().any(|t| t.constructs.iter().all(|c| c.is_ko()))
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}
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pub fn winner(&self) -> Option<&Player> {
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self.players.iter().find(|t| t.constructs.iter().any(|c| !c.is_ko()))
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match self.players.iter().any(|t| t.constructs.iter().all(|c| c.is_ko())) {
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true => self.players.iter().find(|t| t.constructs.iter().any(|c| !c.is_ko())),
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false => None,
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}
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}
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fn finish(mut self) -> Game {
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self.phase = Phase::Finish;
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self.phase = Phase::Finished;
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// self.log.push(format!("Game finished."));
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// {
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@ -594,7 +621,7 @@ impl Game {
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}
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pub fn upkeep(mut self) -> Game {
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if self.phase == Phase::Finish {
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if self.phase == Phase::Finished {
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return self;
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}
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@ -903,6 +930,15 @@ pub fn game_skill(tx: &mut Transaction, account: &Account, game_id: Uuid, constr
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Ok(game)
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}
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pub fn game_offer_draw(tx: &mut Transaction, account: &Account, game_id: Uuid) -> Result<Game, Error> {
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let game = game_get(tx, game_id)?
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.offer_draw(account.id)?;
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game_update(tx, &game)?;
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Ok(game)
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}
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pub fn game_skill_clear(tx: &mut Transaction, account: &Account, game_id: Uuid) -> Result<Game, Error> {
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let mut game = game_get(tx, game_id)?;
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@ -1051,7 +1087,7 @@ mod tests {
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game = game.resolve_phase_start();
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assert!([Phase::Skill, Phase::Finish].contains(&game.phase));
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assert!([Phase::Skill, Phase::Finished].contains(&game.phase));
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return;
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}
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@ -1117,7 +1153,7 @@ mod tests {
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game = game.resolve_phase_start();
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assert!(!game.player_by_id(y_player.id).unwrap().constructs[0].is_stunned());
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assert!(game.phase == Phase::Finish);
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assert!(game.phase == Phase::Finished);
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}
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#[test]
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@ -1423,7 +1459,7 @@ mod tests {
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assert!(game.skill_phase_finished());
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game = game.resolve_phase_start();
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assert!([Phase::Skill, Phase::Finish].contains(&game.phase));
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assert!([Phase::Skill, Phase::Finished].contains(&game.phase));
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// kill a construct
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game.player_by_id(i_player.id).unwrap().construct_by_id(i_construct.id).unwrap().green_life.reduce(u64::max_value());
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@ -317,7 +317,13 @@ impl Instance {
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self.phase_start = Utc::now();
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self.phase_end = self.time_control.vbox_phase_end();
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let bits = match self.rounds.len() > 0 {
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true => 12 + 6 * self.rounds.len(),
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false => 0,
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};
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self.players.iter_mut().for_each(|p| {
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p.vbox.balance_add(bits.into());
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p.set_ready(false);
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p.vbox.fill();
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});
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@ -412,38 +418,14 @@ impl Instance {
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}
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// if you don't win, you lose
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// ties can happen if both players forfeit
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// in this case we just finish the game and
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// dock them 10k mmr
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let winner_id = match game.winner() {
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Some(w) => w.id,
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None => return Ok(self.finish()),
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};
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let bits = 12 + 6 * self.rounds.len();
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{
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let loser = self.players.iter()
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.find(|p| p.id != winner_id)
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.map(|p| p.score)
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.unwrap();
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// ties can happen if both players agree to a draw
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// or ticks fire and knock everybody out
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if let Some(winner) = game.winner() {
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let winner = self.players.iter_mut()
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.find(|p| p.id == winner_id)
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.find(|p| p.id == winner.id)
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.unwrap();
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winner.score = winner.score.add_win(&loser);
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winner.vbox.balance_add(bits.into());
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}
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{
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let loser = self.players.iter_mut()
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.find(|p| p.id != winner_id)
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.unwrap();
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loser.score = loser.score.add_loss();
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loser.vbox.balance_add(bits.into());
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}
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winner.score = winner.score.add_win(&Score::Zero);
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};
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if self.all_games_finished() {
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self.next_round();
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@ -799,7 +781,7 @@ pub fn instance_state(tx: &mut Transaction, instance_id: Uuid) -> Result<RpcMess
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let game = game_get(tx, game_id)?;
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// return the game until it's finished
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if game.phase != Phase::Finish {
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if game.phase != Phase::Finished {
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return Ok(RpcMessage::GameState(game))
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}
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}
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@ -64,6 +64,7 @@ pub struct Player {
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pub bot: bool,
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pub ready: bool,
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pub warnings: u8,
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pub draw_offered: bool,
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pub score: Score,
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}
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@ -85,6 +86,7 @@ impl Player {
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bot: false,
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ready: false,
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warnings: 0,
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draw_offered: false,
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score: Score::Zero,
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})
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}
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@ -99,6 +101,7 @@ impl Player {
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bot: false,
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ready: false,
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warnings: 0,
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draw_offered: false,
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score: Score::Zero,
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}
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}
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@ -22,7 +22,7 @@ use account::{Account};
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use account;
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use construct::{Construct};
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use events::{Event};
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use game::{Game, game_state, game_skill, game_skill_clear, game_ready};
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use game::{Game, game_state, game_skill, game_skill_clear, game_ready, game_offer_draw};
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use instance::{Instance, ChatState, instance_state, instance_practice, instance_ready, instance_abandon, demo};
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use item::{Item, ItemInfoCtr, item_info};
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use mtx;
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@ -90,6 +90,7 @@ pub enum RpcRequest {
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GameReady { id: Uuid },
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GameSkill { game_id: Uuid, construct_id: Uuid, target_construct_id: Uuid, skill: Skill },
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GameSkillClear { game_id: Uuid },
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GameOfferDraw { game_id: Uuid },
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AccountState {},
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AccountShop {},
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@ -218,6 +219,9 @@ impl Connection {
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RpcRequest::GameReady { id } =>
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Ok(RpcMessage::GameState(game_ready(&mut tx, account, id)?)),
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RpcRequest::GameOfferDraw { game_id } =>
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Ok(RpcMessage::GameState(game_offer_draw(&mut tx, account, game_id)?)),
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RpcRequest::InstancePractice {} =>
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Ok(RpcMessage::InstanceState(instance_practice(&mut tx, account)?)),
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