remove targetting arrows and skills from combat, reduce construct hp
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@ -95,7 +95,6 @@ class GameConstruct extends preact.Component {
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style={ activeSkill ? { cursor: 'pointer' } : {}}
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class={`game-construct ${ko} ${koEvent()} ${unfocus} ${highlight}`}>
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<div class="left">
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{crypSkills}
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<ConstructEffectBox construct={construct} />
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</div>
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<div class="right">
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@ -40,25 +40,13 @@ class TargetSvg extends Component {
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render(props, state) {
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const {
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// Changing State Variables
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account,
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animating,
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game,
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gameEffectInfo,
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} = props;
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const { width, height } = state;
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if (!game) return false; // game will be null when battle ends
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if (game.phase === 'Finished') return false; // Clear everything if its over (in case of abandon)
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// First round of a game
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if (!game.resolutions.length && game.stack.length === 0) {
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return (
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<div class="resolving-skill">
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<h2><b>Select a skill</b> from each construct, <b>click a target</b> for that skill and then click <b>READY</b>.</h2>
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</div>
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);
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}
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// Whenever someones looking at effects throw it up here
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if (gameEffectInfo) {
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const regEx = /(RedPower|BluePower|GreenPower|RedLife|BlueLife|GreenLife|SpeedStat)/;
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@ -72,72 +60,7 @@ class TargetSvg extends Component {
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</div>
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);
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}
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// resolutions happening
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// just put skill name up
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if (animating) return false;
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const playerTeam = game.players.find(t => t.id === account.id);
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const otherTeam = game.players.find(t => t.id !== account.id);
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const playerTeamIds = playerTeam.constructs.map(c => c.id);
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const outgoing = game.stack.filter(stack => stack.player === account.id);
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function getPath(cast) {
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const source = playerTeam.constructs.findIndex(c => c.id === cast.source);
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const defensive = playerTeamIds.includes(cast.target);
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const target = defensive
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? playerTeam.constructs.findIndex(c => c.id === cast.target)
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: otherTeam.constructs.findIndex(c => c.id === cast.target);
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const skillNumber = window.innerWidth <= 800 // mobile styling trigger
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? playerTeam.constructs[source].skills.findIndex(s => s.skill === cast.skill)
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: 0;
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const sourceY = height;
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const sourceX = (source * width / 3) + width / 18 + skillNumber * (width / 9);
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const targetX = (target * width / 3) + width / 6
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+ (defensive ? width / 64 : 0)
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+ (source * width / 18);
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const targetY = defensive ? height : 0;
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const bendStart = height * (0.7 - 0.1 * source);
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const bendEnd = height * 0.20;
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if (defensive) {
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const path = `
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M${sourceX},${sourceY}
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L${sourceX},${bendStart}
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L${targetX},${bendStart}
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L${targetX},${targetY}
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L${targetX - (width * 0.005)},${height * 0.875}
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M${targetX},${targetY}
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L${targetX + (width * 0.005)},${height * 0.875}
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`;
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return <path d={path} />;
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}
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const path = `
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M${sourceX},${sourceY}
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L${sourceX},${bendStart}
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L${targetX},${bendEnd}
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L${targetX},${targetY}
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L${targetX - (width * 0.005)},${height * 0.125}
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M${targetX},${targetY}
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L${targetX + (width * 0.005)},${height * 0.125}
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`;
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return <path d={path} />;
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}
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return (
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<svg id="targeting"
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viewBox={`0 0 ${width} ${height}`}
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preserveAspectRatio="none"
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class="targeting-arrows">
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{outgoing.map(getPath)}
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</svg>
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);
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return false;
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}
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componentDidMount() {
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@ -233,7 +233,7 @@ impl Construct {
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blue_power: ConstructStat { base: 320, value: 320, max: 320, stat: Stat::BluePower },
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blue_life: ConstructStat { base: 125, value: 125, max: 125, stat: Stat::BlueLife },
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green_power: ConstructStat { base: 320, value: 320, max: 320, stat: Stat::GreenPower },
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green_life: ConstructStat { base: 800, value: 800, max: 800, stat: Stat::GreenLife },
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green_life: ConstructStat { base: 400, value: 400, max: 400, stat: Stat::GreenLife },
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speed: ConstructStat { base: 100, value: 100, max: 100, stat: Stat::Speed },
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// evasion: ConstructStat { base: 0, value: 0, max: 0, stat: Stat::Evasion },
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skills: vec![],
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