resolutions tick
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@ -12,6 +12,7 @@
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"author": "",
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"license": "UNLICENSED",
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"dependencies": {
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"async": "^2.6.2",
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"borc": "^2.0.3",
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"bulma-toast": "^1.2.0",
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"docco": "^0.7.0",
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@ -13,6 +13,9 @@ export const setInstance = value => ({ type: SET_INSTANCE, value });
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export const SET_GAME = 'SET_GAME';
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export const setGame = value => ({ type: SET_GAME, value });
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export const SET_RESOLUTION = 'SET_RESOLUTION';
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export const setResolution = value => ({ type: SET_RESOLUTION, value });
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export const SET_SHOW_LOG = 'SET_SHOW_LOG';
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export const setShowLog = value => ({ type: SET_SHOW_LOG, value });
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@ -10,6 +10,7 @@ const { STATS } = require('../utils');
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function GamePanel(props) {
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const {
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game,
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resolution,
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activeSkill,
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setActiveSkill,
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setActiveCryp,
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@ -228,7 +229,13 @@ function GamePanel(props) {
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);
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}
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const selectedSkills = playerTeam.cryps.map((c, i) => stackElement(c, i));
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function resolutionEl(r) {
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return <div>{JSON.stringify(resolution)}</div>;
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}
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const selectedSkills = resolution
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? resolutionEl(resolution)
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: playerTeam.cryps.map((c, i) => stackElement(c, i));
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const mobileSkills = activeCryp
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? range(0, 3).map(i => Skill(activeCryp, i, true))
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@ -15,6 +15,7 @@ const addState = connect(
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ws,
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game,
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account,
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resolution,
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showLog,
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activeSkill,
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activeCryp,
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@ -36,6 +37,7 @@ const addState = connect(
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game,
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showLog,
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account,
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resolution,
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activeSkill,
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activeCryp,
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selectSkillTarget,
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@ -1,4 +1,5 @@
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const toast = require('izitoast');
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const eachSeries = require('async/eachSeries');
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const actions = require('./actions');
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@ -12,11 +13,27 @@ function registerEvents(store) {
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}
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function setWs(ws) {
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console.log('EVENT ->', 'ws', ws);
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store.dispatch(actions.setWs(ws));
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}
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function setGame(game) {
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const { game: currentGame } = store.getState();
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if (game && currentGame) {
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if (game.resolved.length !== currentGame.resolved.length) {
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const newRes = game.resolved.slice(currentGame.resolved.length);
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return eachSeries(newRes, (r, cb) => {
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store.dispatch(actions.setResolution(r));
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return setTimeout(cb, 500);
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}, err => {
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if (err) return console.error(err);
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store.dispatch(actions.setResolution(null));
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store.dispatch(actions.setGame(game));
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return true;
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});
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}
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}
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return store.dispatch(actions.setGame(game));
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// return console.log('EVENT ->', 'game', game);
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}
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@ -23,6 +23,7 @@ const store = createStore(
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combiner: reducers.combinerReducer,
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cryps: reducers.crypsReducer,
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game: reducers.gameReducer,
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resolution: reducers.resolutionReducer,
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showLog: reducers.showLogReducer,
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info: reducers.infoReducer,
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instance: reducers.instanceReducer,
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@ -100,6 +100,16 @@ function gameReducer(state = defaultGame, action) {
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}
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}
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const defaultResolution = null;
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function resolutionReducer(state = defaultResolution, action) {
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switch (action.type) {
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case actions.SET_RESOLUTION:
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return action.value;
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default:
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return state;
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}
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}
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const defaultShowLog = false;
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function showLogReducer(state = defaultShowLog, action) {
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switch (action.type) {
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@ -153,6 +163,7 @@ module.exports = {
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instancesReducer,
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reclaimingReducer,
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selectedCrypsReducer,
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resolutionReducer,
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wsReducer,
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infoReducer,
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};
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@ -39,6 +39,8 @@ var / skill info rpc
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siphon might have a prob
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put ticks on stack at start of phase
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push events
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make strike *really* hit first / resolve at same time?
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## SOON
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