disabled log
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@ -46,12 +46,8 @@
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* eth adapter
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* eth adapter
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* pay for rerolls
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* pay for rerolls
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* disabled skills set before skill phase
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so client can display
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* remove test variants of skills
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* remove test variants of skills
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## SOON
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## SOON
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* push events
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* push events
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@ -38,6 +38,7 @@ pub struct Game {
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pub log: Vec<String>,
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pub log: Vec<String>,
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pub instance: Option<Uuid>,
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pub instance: Option<Uuid>,
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phase_end: DateTime<Utc>,
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phase_end: DateTime<Utc>,
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phase_start: DateTime<Utc>,
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}
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}
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impl Game {
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impl Game {
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@ -53,6 +54,7 @@ impl Game {
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log: vec![],
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log: vec![],
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instance: None,
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instance: None,
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phase_end: Utc::now(),
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phase_end: Utc::now(),
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phase_start: Utc::now(),
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};
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};
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}
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}
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@ -92,6 +94,7 @@ impl Game {
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let player_description = player.constructs.iter().map(|c| c.name.clone()).collect::<Vec<String>>().join(", ");
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let player_description = player.constructs.iter().map(|c| c.name.clone()).collect::<Vec<String>>().join(", ");
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self.log.push(format!("{:} has joined the game. [{:}]", player.name, player_description));
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self.log.push(format!("{:} has joined the game. [{:}]", player.name, player_description));
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player.constructs.sort_unstable_by_key(|c| c.id);
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self.players.push(player);
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self.players.push(player);
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Ok(self)
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Ok(self)
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@ -163,6 +166,7 @@ impl Game {
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}
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}
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fn skill_phase_start(mut self) -> Game {
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fn skill_phase_start(mut self) -> Game {
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self.phase_start = Utc::now();
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self.phase_end = Utc::now()
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self.phase_end = Utc::now()
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.checked_add_signed(Duration::seconds(60))
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.checked_add_signed(Duration::seconds(60))
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.expect("could not set phase end");
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.expect("could not set phase end");
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@ -177,7 +181,7 @@ impl Game {
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for construct in player.constructs.iter_mut() {
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for construct in player.constructs.iter_mut() {
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for i in 0..construct.skills.len() {
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for i in 0..construct.skills.len() {
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if let Some(d) = construct.disabled(construct.skills[i].skill) {
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if let Some(d) = construct.disabled(construct.skills[i].skill) {
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info!("{:?} disabled {:?}", construct.skills[i].skill, d);
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// info!("{:?} disabled {:?}", construct.skills[i].skill, d);
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construct.skills[i].disabled = true;
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construct.skills[i].disabled = true;
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} else {
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} else {
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construct.skills[i].disabled = false;
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construct.skills[i].disabled = false;
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