styles and vbox sort
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@ -22,7 +22,7 @@ button, input {
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box-sizing: border-box;
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/*the transitions */
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transition-property: box-shadow;
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transition-property: all;
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transition-duration: 0.5s;
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transition-delay: 0;
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transition-timing-function: ease;
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@ -34,6 +34,10 @@ button:hover, button:focus {
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border-color: whitesmoke;
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}
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button.right[disabled]:hover, button.left[disabled]:hover {
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box-shadow: none;
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}
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button.right:hover, button.right:focus {
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box-shadow: inset -0.5em 0 0 0 whitesmoke;
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}
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@ -66,6 +70,11 @@ button.left:hover, button.left:focus {
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margin: 0.5em;
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box-sizing: border-box;
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border: 1px solid black;
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transition-property: border;
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transition-duration: 0.5s;
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transition-delay: 0;
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transition-timing-function: ease;
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}
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.background {
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@ -182,10 +191,6 @@ button.left:hover, button.left:focus {
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text-transform: uppercase;
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}
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.vbox-table td div {
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border: 1px solid whitesmoke;
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}
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.spacer {
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min-width: 100%;
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}
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51
html-client/src/components/game.container.jsx
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51
html-client/src/components/game.container.jsx
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@ -0,0 +1,51 @@
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const { connect } = require('preact-redux');
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const actions = require('../actions');
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const Game = require('./game.component');
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const addState = connect(
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function receiveState(state) {
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const { ws, game, account, activeSkill, activeIncoming } = state;
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function selectSkillTarget(targetCrypId) {
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if (activeSkill) {
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return ws.sendGameSkill(game.id, activeSkill.crypId, targetCrypId, activeSkill.skill);
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}
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return false;
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}
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// intercept self casting skills
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if (activeSkill && activeSkill.skill.self_targeting) {
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ws.sendGameSkill(game.id, activeSkill.crypId, null, activeSkill.skill.skill);
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}
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function selectIncomingTarget(crypId) {
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if (activeIncoming) {
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return ws.sendGameTarget(game.id, crypId, activeIncoming);
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}
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return false;
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}
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return { game, account, activeSkill, activeIncoming, selectSkillTarget, selectIncomingTarget };
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},
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function receiveDispatch(dispatch) {
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function setActiveSkill(crypId, skill) {
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dispatch(actions.setActiveSkill(crypId, skill));
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}
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function setActiveIncoming(skillId) {
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dispatch(actions.setActiveIncoming(skillId));
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}
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function quit() {
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dispatch(actions.setGame(null));
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}
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return { setActiveSkill, setActiveIncoming, quit };
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}
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);
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module.exports = addState(Game);
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@ -13,7 +13,7 @@ function Cryp(cryp, sendVboxApply, setInfo) {
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? cryp.skills[i].skill
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: (<span> </span>);
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return <button key={i} className="cryp-skill-btn" onClick={() => setInfo('item', s)}>{s}</button>;
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return <button key={i} className="cryp-skill-btn right" onClick={() => setInfo('item', s)}>{s}</button>;
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});
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// needed for ondrop to fire
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@ -151,7 +151,7 @@ function Vbox(args) {
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<button
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className="instance-btn instance-ui-btn vbox-btn"
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onClick={() => sendVboxCombine()}>
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repurpose
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refine
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</button>
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{combinerElement}
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</div>
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@ -118,7 +118,10 @@ pub fn player_create(tx: &mut Transaction, player: Player, account: &Account) ->
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return Ok(player);
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}
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pub fn player_update(tx: &mut Transaction, player: Player, ignore_phase: bool) -> Result<Player, Error> {
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pub fn player_update(tx: &mut Transaction, mut player: Player, ignore_phase: bool) -> Result<Player, Error> {
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// sort vbox for niceness
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player.vbox.bound.sort_unstable();
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// update the instance this player is associated with
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// if not a global player
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if player.instance != Uuid::nil() {
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