shouldCompUpdate game construct, disable ko event
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@ -85,21 +85,36 @@ class GameConstruct extends Component {
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this.resolvedLength = 0;
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this.resolvedLength = 0;
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}
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}
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shouldComponentUpdate(newProps) {
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if (newProps.activeSkill !== this.props.activeSkill) return true;
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if (newProps.animFocus !== this.props.animFocus) return true;
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if (newProps.animText !== this.props.animText) return true;
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if (newProps.animating !== this.props.animating) return true;
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if (newProps.construct !== this.props.construct) return true;
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if (newProps.player !== this.props.player) return true;
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if (newProps.tutorialGame !== this.props.tutorialGame) return true;
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if (newProps.gameSkillInfo !== this.props.gameSkillInfo) return true;
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return false;
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}
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render() {
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render() {
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const {
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const {
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i,
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// Changing state variables
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activeSkill,
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animFocus,
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animText,
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animating,
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animating,
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construct,
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construct,
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player,
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player,
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activeSkill,
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selectSkillTarget,
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animFocus,
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animText,
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tutorialGame,
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tutorialGame,
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gameSkillInfo,
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// Constants
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i,
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itemInfo,
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// Functions
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selectSkillTarget,
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setTutorialGameClear,
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setTutorialGameClear,
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setGameEffectInfo,
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setGameEffectInfo,
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gameSkillInfo,
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itemInfo,
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} = this.props;
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} = this.props;
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const ko = construct.green_life.value === 0 ? 'ko' : '';
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const ko = construct.green_life.value === 0 ? 'ko' : '';
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@ -145,7 +160,7 @@ class GameConstruct extends Component {
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> {c.effect} - {c.duration}T</div>)
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> {c.effect} - {c.duration}T</div>)
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: null;
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: null;
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return (<div class="effects"> {effects} </div>);
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return (<div class="effects"> {effects} </div>);
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}
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};
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return (
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return (
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<div
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<div
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@ -342,7 +342,7 @@ fn post_resolve(_skill: Skill, game: &mut Game, mut resolutions: Resolutions) ->
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};
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};
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if target.is_ko() {
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if target.is_ko() {
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resolutions.push(Resolution::new(&source, &target).event(Event::Ko()).stages(EventStages::PostOnly));
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// resolutions.push(Resolution::new(&source, &target).event(Event::Ko()).stages(EventStages::PostOnly));
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target.effects.clear();
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target.effects.clear();
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}
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}
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