push new empty events vec on resolve phase start
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parent
70711fd37b
commit
b62dc53e08
@ -86,7 +86,7 @@ function registerEvents(store) {
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store.dispatch(actions.setAnimating(true));
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store.dispatch(actions.setAnimating(true));
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store.dispatch(actions.setGameSkillInfo(null));
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store.dispatch(actions.setGameSkillInfo(null));
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// stop fetching the game state til animations are done
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// stop fetching the game state til animations are done
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const newRes = game.events[currentGame.events.length - 1];
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const newRes = game.events[currentGame.events.length];
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return eachSeries(newRes, (r, cb) => {
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return eachSeries(newRes, (r, cb) => {
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const timeout = r.delay;
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const timeout = r.delay;
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const anims = animations.getObjects(r, game, account);
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const anims = animations.getObjects(r, game, account);
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@ -191,9 +191,7 @@ impl Game {
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}
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}
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fn skill_phase_start(mut self, resolution_animation_ms: i64) -> Game {
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fn skill_phase_start(mut self, resolution_animation_ms: i64) -> Game {
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self.events.push(vec![]);
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self.phase_start = Utc::now()
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self.phase_start = Utc::now()
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.checked_add_signed(Duration::milliseconds(resolution_animation_ms))
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.checked_add_signed(Duration::milliseconds(resolution_animation_ms))
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.expect("could not set phase start");
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.expect("could not set phase start");
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@ -415,6 +413,8 @@ impl Game {
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}
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}
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pub fn resolve_phase_start(mut self) -> Game {
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pub fn resolve_phase_start(mut self) -> Game {
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self.events.push(vec![]);
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if self.phase != Phase::Skill {
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if self.phase != Phase::Skill {
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panic!("game not in skill phase");
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panic!("game not in skill phase");
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}
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}
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