fix game construct css classes
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60587351b5
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@ -40,8 +40,11 @@ class GameConstruct extends preact.Component {
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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.resolution !== this.props.resolution) return true;
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if (newProps.construct !== this.props.construct) return true;
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if (newProps.resolution && newProps.resolution !== this.props.resolution) {
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const [type, variant] = newProps.resolution.event;
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if (variant.construct === this.props.construct.id && type === 'Ko') return true;
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}
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return false;
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}
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@ -56,15 +59,17 @@ class GameConstruct extends preact.Component {
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player,
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} = this.props;
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const koEvent = resolution && resolution.text === 'KO!' && resolution.constructId === construct.id;
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const ko = construct.green_life.value === 0 && !koEvent ? 'ko' : '';
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const cssClass = () => {
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if (koEvent) return 'ko-transition';
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if (animFocus && !animFocus.includes(construct.id)) return 'unfocus';
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const ko = construct.green_life.value === 0 ? 'ko' : '';
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const koEvent = () => {
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if (resolution) {
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const [type, variant] = resolution.event;
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if (variant.construct === construct.id && type === 'Ko') return 'ko-transition';
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}
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return '';
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};
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const unfocus = animFocus && !animFocus.includes(construct.id) ? 'unfocus' : '';
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const crypSkills = player
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? <div class="skills"> {range(0, 3).map(j => <SkillBtn key={j} construct={construct} i={j} />)} </div>
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: <div></div>;
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@ -74,7 +79,7 @@ class GameConstruct extends preact.Component {
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<div
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onClick={() => selectSkillTarget(construct.id)}
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style={ activeSkill ? { cursor: 'pointer' } : {}}
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class={`game-construct ${ko} ${cssClass()}`}>
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class={`game-construct ${ko} ${koEvent()} ${unfocus}`}>
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<div class="left">
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{crypSkills}
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<ConstructEffectBox construct={construct} />
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@ -8,8 +8,8 @@ const addState = connect(({ resolution }) => ({ resolution }));
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class GameConstructLife extends preact.Component {
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shouldComponentUpdate(newProps) {
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if (newProps.resolution && newProps.resolution !== this.props.resolution) {
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const [type, info] = newProps.resolution.event;
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if (info.construct === this.props.construct.id
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const [type, variant] = newProps.resolution.event;
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if (variant.construct === this.props.construct.id
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&& (type === 'Damage' || type === 'Healing' || type === 'Recharge')) return true;
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}
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if (newProps.construct !== this.props.construct) return true;
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@ -240,7 +240,10 @@ function convertItem(v) {
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}
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function effectInfo(i) {
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const hybridBlast = 25;
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// FIX ME
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return 'effect info to be fixed';
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/*const hybridBlast = 25;
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const hasteStrike = 30;
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function multiplier(s) { // Update later to use server info in future
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if (s === 'CounterAttack') return 120;
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@ -295,7 +298,7 @@ function effectInfo(i) {
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case 'Siphon': return `Construct will take ${multiplier(i.tick.skill)}% of caster's BluePower + GreenPower as blue damage each turn, healing the caster.`;
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default: return 'Missing Effect Text';
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}
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}*/
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}
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module.exports = {
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@ -533,8 +533,8 @@ impl Game {
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for action in cast.actions() {
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let events = match action {
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Action::Cast { construct } => self.cast(construct, cast),
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Action::Hit { construct } => self.hit(construct, cast),
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Action::Cast => self.cast(cast),
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Action::Hit => self.hit(cast),
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Action::Damage { construct, values, colour } => {
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let amount = self.calculate_amount(&values, &resolved);
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@ -663,12 +663,12 @@ impl Game {
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// }
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}
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fn cast(&mut self, construct: Uuid, cast: Cast) -> Vec<Event> {
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vec![Event::Cast { construct, player: cast.player, direction: self.direction(cast) }]
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fn cast(&mut self, cast: Cast) -> Vec<Event> {
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vec![Event::Cast { construct: cast.source, player: cast.player, direction: self.direction(cast) }]
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}
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fn hit(&mut self, construct: Uuid, cast: Cast) -> Vec<Event> {
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vec![Event::Hit { construct, player: cast.player, direction: self.direction(cast) }]
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fn hit(&mut self, cast: Cast) -> Vec<Event> {
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vec![Event::Hit { construct: cast.target, player: cast.player, direction: self.direction(cast) }]
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}
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fn damage(&mut self, construct: Uuid, amount: usize, colour: Colour) -> Vec<Event> {
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@ -893,8 +893,8 @@ pub enum Value {
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#[derive(Debug,Clone,PartialEq,Serialize,Deserialize)]
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pub enum Action {
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Hit { construct: Uuid },
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Cast { construct: Uuid },
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Hit,
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Cast,
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Heal { construct: Uuid, values: Vec<Value>, colour: Colour },
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Damage { construct: Uuid, values: Vec<Value>, colour: Colour },
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Effect { construct: Uuid, effect: ConstructEffect },
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@ -57,10 +57,10 @@ impl Cast {
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let mut actions = vec![];
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if self.skill.cast_animation() {
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actions.push(Action::Cast { construct: self.source });
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actions.push(Action::Cast);
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}
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actions.push(Action::Hit { construct: self.target });
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actions.push(Action::Hit);
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let mut rest = match self.skill {
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Skill::Attack => vec![
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@ -1616,12 +1616,12 @@ mod tests {
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let actions = cast.actions();
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match actions[0] {
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Action::Cast { construct: _ } => (),
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Action::Cast => (),
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_ => panic!("{:?}", actions),
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};
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match actions[1] {
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Action::Hit { construct: _ } => (),
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Action::Hit => (),
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_ => panic!("{:?}", actions),
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};
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