diff --git a/server/src/game.rs b/server/src/game.rs index 8c1f2389..1938b778 100644 --- a/server/src/game.rs +++ b/server/src/game.rs @@ -161,12 +161,12 @@ impl Game { self.skill_phase_start(0) } - fn skill_phase_start(mut self, resolution_time: i64) -> Game { + fn skill_phase_start(mut self, resolution_animation_ms: i64) -> Game { self.phase_start = Utc::now() - .checked_add_signed(Duration::milliseconds(resolution_time)) + .checked_add_signed(Duration::milliseconds(resolution_animation_ms)) .expect("could not set phase start"); - self.phase_end = self.time_control.game_phase_end(resolution_time); + self.phase_end = self.time_control.game_phase_end(resolution_animation_ms); for player in self.players.iter_mut() { if player.skills_required() == 0 { @@ -426,12 +426,12 @@ impl Game { // temp vec of this round's resolving skills // because need to check cooldown use before pushing them into the complete list let mut casts = vec![]; - let mut resolution_delay = 0; + let mut r_animation_ms = 0; while let Some(cast) = self.stack.pop() { // info!("{:} casts ", cast); let mut resolutions = resolution_steps(&cast, &mut self); - resolution_delay = resolutions.iter().fold(resolution_delay, |acc, r| acc + r.clone().get_delay()); + r_animation_ms = resolutions.iter().fold(r_animation_ms, |acc, r| acc + r.clone().get_delay()); self.resolved.append(&mut resolutions); // while let Some(resolution) = resolutions.pop() { @@ -457,7 +457,7 @@ impl Game { return self.finish() } - self.skill_phase_start(resolution_delay) + self.skill_phase_start(r_animation_ms) } fn progress_durations(&mut self, resolved: &Vec) -> &mut Game {