demo state
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@ -1,12 +1,9 @@
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const { connect } = require('preact-redux');
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const preact = require('preact');
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const sample = require('lodash/sample');
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const actions = require('../actions');
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const shapes = require('./shapes');
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const { TIMES: { SOURCE_AND_TARGET_TOTAL_DURATION } } = require('./../constants');
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const { ConstructAvatar } = require('./construct');
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const { ConstructAnimation } = require('./animations');
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@ -46,16 +43,11 @@ function Demo(args) {
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if (!demo || !itemInfo.items.length || account) return false;
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const { combiner, items, equipping, equipped, players } = demo;
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console.log(items);
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const vboxDemo = () => {
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const phase = this.state.phase || 'vbox';
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const items = this.state.items || ['Red', 'Red', 'Attack'];
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const combiner = this.state.combiner || [];
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const {
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equipping,
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equipped,
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} = this.state;
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function inventoryBtn(i, j) {
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if (!i) return <button disabled class='empty' > </button>;
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const highlighted = combiner.indexOf(j) > -1;
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@ -114,31 +106,6 @@ function Demo(args) {
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);
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}
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// progress
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setTimeout(() => {
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if (equipped) {
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return this.setState({ combiner: [], items: ['Red', 'Red', 'Attack'], equipped: false, equipping: false });
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}
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if (items[0] === 'Strike' && combiner[0] === 0) {
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return this.setState({ combiner: [], items: ['', '', ''], equipped: true, equipping: false });
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}
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if (items[0] === 'Strike') {
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return this.setState({ combiner: [0], items: ['Strike', '', ''], equipping: true });
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}
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if (combiner.length === 3) {
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return this.setState({ combiner: [], items: ['Strike', '', ''] });
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}
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combiner.push(combiner.length);
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this.setState({ combiner });
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return true;
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}, 2000);
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const skills = ['Strike'];
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const btnClass = equipping
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? 'equipping empty gray'
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: 'empty gray';
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@ -147,12 +114,12 @@ function Demo(args) {
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<div class="news">
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{inventoryElement()}
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<div class='construct-list'>
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{demo[0].constructs.map((c, i) => (
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{players[0].constructs.map((c, i) => (
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<div class="instance-construct" key={i}>
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<h2 class="name" >{c.name}</h2>
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<ConstructAvatar construct={c} />
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<div class="skills">
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{i === 0 && this.state.equipped
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{i === 0 && equipped
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? <button>Strike</button>
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: <button disabled={!equipping} class={btnClass}>SKILL</button>
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}
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@ -170,35 +137,23 @@ function Demo(args) {
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);
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};
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setTimeout(() => {
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setAnimTarget({
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skill: sample(itemInfo.items.filter(i => i.skill)).item,
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constructId: [this.state.side ? demo[1].constructs[0].id : demo[1].constructs[1].id],
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player: Math.round(Math.random()),
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direction: 0,
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});
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this.setState({ side: !this.state.side });
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// setTimeout(setAnimTarget(null), 5000);
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}, 6000);
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const gameDemo = () => {
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return (
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<div class="game-demo">
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<div>
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<h2>GAME PHASE</h2>
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<p>Outplay noobs wahtever write tomorrow, fix the tiemout shit.</p>
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<p>also have to just picka random avatar so i don't fill up my drive</p>
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</div>
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<div class="game">
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<div class="game-construct">
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<ConstructAvatar construct={demo[1].constructs[0]} />
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<ConstructAnimation construct={demo[1].constructs[0]} />
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<ConstructAvatar construct={players[1].constructs[0]} />
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<ConstructAnimation construct={players[1].constructs[0]} />
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</div>
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<div></div>
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<div class="game-construct">
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<ConstructAvatar construct={demo[1].constructs[1]} />
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<ConstructAnimation construct={demo[1].constructs[1]} />
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<ConstructAvatar construct={players[1].constructs[1]} />
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<ConstructAnimation construct={players[1].constructs[1]} />
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</div>
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</div>
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</div>
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@ -1,4 +1,5 @@
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const eachSeries = require('async/eachSeries');
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const sample = require('lodash/sample');
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const actions = require('./actions');
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const { TIMES } = require('./constants');
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@ -18,10 +19,6 @@ function registerEvents(store) {
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store.dispatch(actions.setPing(ping));
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}
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function setDemo(d) {
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store.dispatch(actions.setDemo(d));
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}
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function setNav(v) {
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store.dispatch(actions.setNav(v));
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}
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@ -190,6 +187,52 @@ function registerEvents(store) {
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return store.dispatch(actions.setItemInfo(v));
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}
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function setDemo(d) {
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const initial = {
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players: d,
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combiner: [],
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items: ['Red', 'Red', 'Attack'],
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equipped: false,
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equipping: false,
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};
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const startDemo = () => {
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console.log(initial);
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store.dispatch(actions.setDemo(initial));
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setTimeout(() => store.dispatch(actions.setDemo(Object.assign({}, initial, { combiner: [0] }))), 2000);
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setTimeout(() => store.dispatch(actions.setDemo(Object.assign({}, initial, { combiner: [0, 1] }))), 4000);
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setTimeout(() => store.dispatch(actions.setDemo(Object.assign({}, initial, { combiner: [0, 1, 2] }))), 6000);
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setTimeout(() => store.dispatch(actions.setDemo(Object.assign({}, initial, { combiner: [], items: ['Strike', '', ''] }))), 8000);
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setTimeout(() => store.dispatch(actions.setDemo(Object.assign({}, initial, { combiner: [0], items: ['Strike', '', ''], equipping: true }))), 10000);
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setTimeout(() => store.dispatch(actions.setDemo(Object.assign({}, initial, { combiner: [], items: ['', '', ''], equipped: true, equipping: false }))), 12000);
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setTimeout(() => store.dispatch(actions.setDemo(Object.assign({}, initial, { items: ['', '', ''], equipped: true, equipping: false }))), 12000);
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setTimeout(() => {
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const { itemInfo } = store.getState();
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return store.dispatch(actions.setAnimTarget({
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skill: sample(itemInfo.items.filter(i => i.skill)).item,
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constructId: d[1].constructs[0].id,
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player: false,
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direction: 0,
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}));
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}, 14000);
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setTimeout(() => {
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const { itemInfo } = store.getState();
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return store.dispatch(actions.setAnimTarget({
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skill: sample(itemInfo.items.filter(i => i.skill)).item,
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constructId: d[1].constructs[1].id,
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player: true,
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direction: 0,
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}));
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}, 16000);
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setTimeout(startDemo, 20000);
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};
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startDemo();
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}
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// events.on('SET_PLAYER', setInstance);
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// events.on('SEND_SKILL', function skillActive(gameId, constructId, targetConstructId, skill) {
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