Merge branch 'release/1.12.2'

This commit is contained in:
ntr 2020-01-17 17:34:43 +10:00
commit db753e5e97
31 changed files with 155 additions and 112 deletions

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@ -1 +1 @@
1.12.1
1.12.2

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@ -1,6 +1,6 @@
{
"name": "mnml-client",
"version": "1.12.1",
"version": "1.12.2",
"description": "",
"main": "index.js",
"scripts": {

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@ -15,3 +15,5 @@ cd $MNML_PATH/ops && npm --allow-same-version --no-git-tag-version version "$VER
cd $MNML_PATH/client && npm --allow-same-version --no-git-tag-version version "$VERSION"
cd $MNML_PATH/acp && npm --allow-same-version --no-git-tag-version version "$VERSION"
cd $MNML_PATH/studios && npm --allow-same-version --no-git-tag-version version "$VERSION"
git commit -am "v$VERSION"

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@ -112,7 +112,7 @@ section {
figure {
letter-spacing: 0.25em;
text-transform: uppercase;
font-size: 125%;
font-size: 1.5em;
display: flex;
flex-flow: column;
}
@ -138,27 +138,14 @@ section {
grid-template-columns: 1fr;
}
button.ready:enabled {
color: forestgreen;
border-color: forestgreen;
&:hover {
background: forestgreen;
color: black;
border-color: forestgreen;
}
}
// // all green
// button.ready:enabled {
// background: forestgreen;
// color: black;
// color: forestgreen;
// border-color: forestgreen;
// &:hover {
// color: forestgreen;
// background: forestgreen;
// color: black;
// border-color: forestgreen;
// background: 0;
// }
// }
}

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@ -173,6 +173,19 @@ button, input {
// &:active {
// filter: url("#noiseFilter");
// }
// all green
&.ready:enabled {
background: forestgreen;
color: black;
border-color: forestgreen;
&:hover {
color: forestgreen;
border-color: forestgreen;
background: 0;
}
}
}
a {
@ -269,6 +282,10 @@ figure.gray {
@media (max-width: 1500px) {
#mnml {
font-size: 75%;
&.front-page main {
padding: 0 10%;
}
}
svg {

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@ -1,6 +1,6 @@
{
"name": "mnml-client",
"version": "1.12.1",
"version": "1.12.2",
"description": "",
"main": "index.js",
"scripts": {

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@ -22,7 +22,7 @@ class Amplify extends Component {
xmlns="http://www.w3.org/2000/svg"
viewBox="0 0 200 200">
<filter id="amplifyFilter">
<feTurbulence type="turbulence" baseFrequency="0.4" numOctaves="2" result="turbulence"></feTurbulence>
<feTurbulence type="turbulence" baseFrequency="0.1" numOctaves="2" result="turbulence"></feTurbulence>
<feDisplacementMap in2="turbulence" in="SourceGraphic" scale="2" xChannelSelector="R" yChannelSelector="G"></feDisplacementMap>
</filter>
<path filter='url("#amplifyFilter")' d={path} />

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@ -6,8 +6,8 @@ function sourceCast(id, direction, idle) {
const { x, y } = direction;
return anime({
targets: [document.getElementById(id)],
translateX: x * window.screen.width * 0.1,
translateY: y * window.screen.height * 0.1,
translateX: x * window.innerWidth * 0.1,
translateY: y * window.innerHeight * 0.1,
easing: 'easeInOutElastic',
direction: 'alternate',
duration: TIMES.SOURCE_DURATION_MS,

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@ -69,7 +69,11 @@ class ConstructAvatar extends Component {
const type = resolution.event[0];
// only trigger the wiggle on damage and ko events rather than spam it on everything
// also stops wiggle triggering when invert effect is applied
if (['Damage', 'Ko'].includes(type)) return wiggle(construct.id, this.idle);
const wiggleEvents = [
'Damage',
// 'Ko'
];
if (wiggleEvents.includes(type)) return wiggle(construct.id, this.idle);
}
// different source object and source construct

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@ -63,6 +63,8 @@ class AnimText extends preact.Component {
}
case 'Ko': return <h1><span>KO!</span></h1>;
case 'Reflection': return <h1><span>REFLECT</span></h1>;
case 'CooldownIncrease': return <h1>+{event.turns}T cooldowns</h1>;
case 'CooldownDecrease': return <h1>-{event.turns}T cooldowns</h1>;
default: return false;
}
};

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@ -82,9 +82,11 @@ function Skill(props) {
const border = buttons[removeTier(s.skill)] ? buttons[removeTier(s.skill)]() : '';
const notSkill = game.phase !== 'Skill';
return (
<button
disabled={cdText || s.disabled || ko}
disabled={cdText || s.disabled || ko || notSkill}
class={`${(targeting || highlight) ? 'active' : ''} ${border}`}
onMouseOver={e => hoverInfo(e, { skill: s.skill, constructId: construct.id })}
onMouseOut={e => hoverInfo(e, null)}

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@ -10,6 +10,7 @@ const addState = connect(
chatShow,
instance,
account,
tutorial,
} = state;
function sendReady() {
@ -21,6 +22,7 @@ const addState = connect(
instance,
chatShow,
account,
tutorial,
sendReady,
};
@ -42,17 +44,17 @@ function InstanceCtrlBtns(args) {
instance,
chatShow,
account,
tutorial,
sendReady,
setChatShow,
} = args;
const finished = instance && instance.phase === 'Finished';
const tutorialDisable = tutorial && tutorial < 8;
return (
<div class="instance-ctrl-btns">
<button disabled={!account.subscribed} onClick={() => setChatShow(!chatShow)}>Chat</button>
<button disabled={finished} class="ready" onClick={() => sendReady()}>Ready</button>
<button disabled={finished || tutorialDisable} class="ready" onClick={() => sendReady()}>Ready</button>
</div>
);
}

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@ -95,7 +95,7 @@ function Play(args) {
type="submit">
Invite
</button>
<figcaption>Invite a Friend</figcaption>
<figcaption>Play against friend</figcaption>
</figure>
);
@ -221,13 +221,15 @@ function Play(args) {
<div>
<h1 class="credits">¤ {account.balance}</h1>
<div class='list'>
{subscription}
<button
onClick={() => setNav('shop')}
class="yellow-btn"
role="link">
Get Credits
</button>
<figure>{subscription}</figure>
<figure>
<button
onClick={() => setNav('shop')}
class="yellow-btn"
role="link">
Get Credits
</button>
</figure>
</div>
<div>
Join our Discord server to find opponents and talk to the devs. <br />

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@ -89,6 +89,7 @@ function Reshape(args) {
return (
<section class="top" onClick={() => setMtxActive(null)}>
<div class="news">
<h1> Customise your Constructs </h1>
<p class="play-p">Use credits to modify your construct names and appearance.</p>
<ul>
@ -106,19 +107,19 @@ function Reshape(args) {
<div>
<h1 class="credits">¤ {account.balance}</h1>
<div class='list'>
{subscription}
<button
onClick={() => setNav('shop')}
class="yellow-btn"
role="link">
Get Credits
</button>
<div id="error-message"></div>
</div>
<div class='list'>
<figure>{subscription}</figure>
<figure>
<button
onClick={() => setNav('shop')}
class="yellow-btn"
role="link">
Get Credits
</button>
</figure>
{shop.owned.map(useMtx)}
{shop.available.map(availableMtx)}
</div>
<div id="error-message"></div>
</div>
</section>
);

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@ -27,7 +27,7 @@ function Shop(args) {
return (
<section class="top">
<div class="news">
<h1>Support the game</h1>
<h1>Support MNML</h1>
<p>
<b>Credits</b> are in game currency used to change your team appearance:
<ul>

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@ -5,8 +5,8 @@ const { tutorialStage } = require('../tutorial.utils');
const { genItemInfo } = require('./vbox.utils');
const addState = connect(
({ info, player, tutorial, vboxInfo, itemInfo, instance, comboPreview }) => ({
info, player, tutorial, vboxInfo, itemInfo, instance, comboPreview,
({ info, player, tutorial, vboxInfo, itemInfo, instance, comboPreview, authenticated }) => ({
info, player, tutorial, vboxInfo, itemInfo, instance, comboPreview, authenticated
}));
@ -35,12 +35,13 @@ class Info extends preact.Component {
itemInfo,
instance,
comboPreview,
authenticated,
} = props;
// dispaly priority
// tutorial -> comboPreview -> vboxInfo -> info
if (tutorial) {
const tutorialStageInfo = tutorialStage(tutorial, clearTutorial, instance);
const tutorialStageInfo = tutorialStage(authenticated, tutorial, clearTutorial, instance);
if (tutorialStageInfo) return tutorialStageInfo;
}
if (comboPreview) return genItemInfo(comboPreview, itemInfo, player);

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@ -9,7 +9,7 @@ const buttons = require('./buttons');
const { removeTier } = require('../utils');
const addState = connect(
({ itemUnequip, vboxHighlight, vboxSelected }) => ({ itemUnequip, vboxHighlight, vboxSelected }));
({ itemUnequip, vboxHighlight, vboxSelected, tutorial }) => ({ itemUnequip, vboxHighlight, vboxSelected, tutorial }));
class stashElement extends preact.Component {
shouldComponentUpdate(newProps) {
@ -23,6 +23,7 @@ class stashElement extends preact.Component {
if (newProps.itemUnequip !== this.props.itemUnequip) return true;
if (newProps.vboxHighlight !== this.props.vboxHighlight) return true;
if (newProps.vboxSelected !== this.props.vboxSelected) return true;
if (newProps.tutorial !== this.props.tutorial) return true;
return false;
}
@ -39,6 +40,7 @@ class stashElement extends preact.Component {
itemUnequip,
vboxHighlight,
vboxSelected,
tutorial,
} = props;
const { storeSelect, stashSelect } = vboxSelected;
@ -95,7 +97,7 @@ class stashElement extends preact.Component {
: `${border} ${notValidCombo ? 'fade' : ''}`;
const invObject = shapes[v] ? shapes[v]() : v;
const tutorialDisable = tutorial === 1;
return (
<label
key={i}
@ -108,7 +110,9 @@ class stashElement extends preact.Component {
class={classes}
onMouseOver={e => vboxHover(e, v)}
onClick={e => e.stopPropagation()}
onMouseDown={e => onClick('click', e)}>
onMouseDown={e => onClick('click', e)}
disabled={tutorialDisable}
>
{invObject}
</button>
</label>

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@ -77,21 +77,24 @@ function registerEvents(store) {
if (game && currentGame) {
if (game.resolutions.length !== currentGame.resolutions.length) {
// stop fetching the game state til animations are done
store.dispatch(actions.setAnimating(true));
store.dispatch(actions.setGameSkillInfo(null));
// stop fetching the game state til animations are done
const newRes = game.resolutions[game.resolutions.length - 1];
return eachSeries(newRes, (r, cb) => {
if (r.delay === 0) return cb(); // TargetKo etc
setAnimations(r, store);
return setTimeout(cb, r.delay);
const newTurns = game.resolutions.slice(currentGame.resolutions.length);
return eachSeries(newTurns, (turn, turnCb) => {
return eachSeries(turn, (r, cb) => {
if (r.delay === 0) return cb(); // TargetKo etc
setAnimations(r, store);
return setTimeout(cb, r.delay);
}, turnCb);
}, err => {
if (err) return console.error(err);
clearAnimations(store);
// set the game state so resolutions don't fire twice
store.dispatch(actions.setGame(game));
ws.sendGameState(game.id);
return true;
return false;
});
}
}
@ -113,7 +116,6 @@ function registerEvents(store) {
}
store.dispatch(actions.setAccount(account));
store.dispatch(actions.setTutorial(null));
store.dispatch(actions.setAuthenticated(true));
}
@ -178,7 +180,7 @@ function registerEvents(store) {
setPvp(false);
const player = v.players.find(p => p.id === account.id);
store.dispatch(actions.setPlayer(player));
if (tutorial) tutorialVbox(player, store, tutorial);
if (v.phase === 'Finished') {
@ -186,7 +188,6 @@ function registerEvents(store) {
}
}
return store.dispatch(actions.setInstance(v));
}

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@ -106,7 +106,7 @@ function tutorialVbox(player, store, tutorial) {
store.dispatch(actions.setTutorial(stage));
}
function tutorialStage(tutorial, clearTutorial, instance) {
function tutorialStage(authenticated, tutorial, clearTutorial, instance) {
if (!(instance.time_control === 'Practice' && instance.rounds.length === 1)) return false;
const exit = () => clearTutorial();
@ -116,10 +116,9 @@ function tutorialStage(tutorial, clearTutorial, instance) {
return (
<div class='info-item'>
<h1>Welcome to MNML</h1>
<p> This is the <b>VBOX Phase</b> tutorial.</p>
<p> In the <b>VBOX Phase</b> you customise your constructs' skills and specialisations. </p>
<p> Colours are used to create powerful combinations with base items. </p>
<p> This is the <b>VBOX Phase</b> where you customise your team. </p>
<p> Buy the two colours from the store to continue. </p>
<p> <b>PRO TIP:</b> While selecting an item in the shop, click the stash to buy it. </p>
</div>
);
}
@ -128,8 +127,9 @@ function tutorialStage(tutorial, clearTutorial, instance) {
return (
<div class='info-item'>
<h2>Combining Items</h2>
<p> You start the game with the base <b>Attack</b> skill item. </p>
<p> Highlight the <b>Attack</b> and the two <b> colours</b> then click <b> combine</b> </p>
<p> You start the game with the <b>Attack</b> base skill item. </p>
<p> Create powerful combinations by combining colours with base items. </p>
<p> Select <b>all three items</b> to <b> combine</b>. </p>
</div>
);
}
@ -141,8 +141,7 @@ function tutorialStage(tutorial, clearTutorial, instance) {
<h2>Equipping Items</h2>
<p> The first construct on your team is <b>{constructOne}</b>. </p>
<p> Skill items can be equipped to your constructs to be used in the combat phase. </p>
<p> Click your new skill from the stash. <br />
Once selected click the flashing <b>SKILL</b> slot or the construct img to equip the skill. </p>
<p> Select your new skill from the stash and then click the flashing <b>SKILL</b> slot or the construct image to equip. </p>
</div>
);
}
@ -162,11 +161,10 @@ function tutorialStage(tutorial, clearTutorial, instance) {
return (
<div class='info-item'>
<h2>Specialisations</h2>
<p> Equipping specialisation items will increase the stats of your constructs.</p>
<p> These can also be combined with colours for further specialisation. </p>
<p> Click the specialisation item in the stash.<br />
Once selected click the flashing <b>SPEC</b> slot to equip the specialisation. </p>
<p> <b>PRO TIP:</b> while selecting an item in the shop, click on your construct to buy and equip in one step. </p>
<p> Specialisation items increase the stats of your constructs. <br/ >
They can be combined further with colours to optimise your team strategy.</p>
<p> Slect the item in the stash, once selected click the flashing <b>SPEC</b> slot to equip. </p>
<p> <b>PRO TIP:</b> While selecting an item in the shop, click on your construct to buy and equip in one step. </p>
</div>
);
}
@ -178,8 +176,7 @@ function tutorialStage(tutorial, clearTutorial, instance) {
<div class='info-item'>
<h2>Skills</h2>
<p> You have now created a construct with an upgraded skill and base spec. </p>
<p> The goal is to create three powerful constructs for combat. </p>
<p> Equip your other constructs <b>{constructTwo}</b> and <b>{constructThree}</b> with the Attack skill. <br />
<p> Equip your other constructs <b>{constructTwo}</b> and <b>{constructThree}</b> with skills. <br />
Ensure each construct has a single skill to continue. </p>
<p> <b>PRO TIP:</b> Select a skill or spec on a construct and click another construct to swap it. </p>
</div>
@ -203,7 +200,6 @@ function tutorialStage(tutorial, clearTutorial, instance) {
if (window.innerWidth < 1000) {
return exit();
}
return (
<div class='info-item'>
<h2>GLHF</h2>
@ -213,6 +209,7 @@ function tutorialStage(tutorial, clearTutorial, instance) {
</div>
);
}
return false;
};
@ -223,11 +220,18 @@ function tutorialStage(tutorial, clearTutorial, instance) {
onMouseDown={exit}> Continue </button>
: null;
const skipTutorial = authenticated && !exitTutorial ?
<button
onClick={e => e.stopPropagation()}
onMouseDown={exit}> Skip Tutorial </button>
: null;
return (
<div class='tutorial'>
{tutorialText()}
<figure>
{exitTutorial}
{skipTutorial}
</figure>
</div>);
}

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@ -1,6 +1,6 @@
[package]
name = "mnml_core"
version = "1.12.1"
version = "1.12.2"
authors = ["ntr <ntr@smokestack.io>", "mashy <mashy@mnml.gg>"]
[dependencies]

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@ -470,24 +470,26 @@ impl Construct {
}
pub fn increase_cooldowns(&mut self, turns: usize) -> Vec<Event> {
let mut events = vec![];
let mut cd_event = false;
for skill in self.skills.iter_mut() {
if skill.skill.base_cd().is_some() { // if has a cooldown
cd_event = true;
match skill.cd {
Some(cd) => {
skill.cd = Some(cd.saturating_add(turns));
events.push(Event::CooldownIncrease { construct: self.id, turns })
},
None => {
skill.cd = Some(turns);
events.push(Event::CooldownIncrease { construct: self.id, turns })
},
}
}
}
return events;
if cd_event {
return vec![Event::CooldownIncrease { construct: self.id, turns }];
}
return vec![];
}
pub fn reduce_cooldowns(&mut self) -> &mut Construct {
@ -909,7 +911,7 @@ impl Construct {
construct: self.id,
amount: healing,
overhealing,
colour: Colour::Red,
colour: Colour::Blue,
display: EventConstruct::new(self),
});
}
@ -931,7 +933,7 @@ impl Construct {
construct: self.id,
amount: blue_damage_amount,
mitigation: blue_mitigation,
colour: Colour::Red,
colour: Colour::Blue,
display: EventConstruct::new(self),
});
}

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@ -2082,7 +2082,7 @@ impl Purify {
fn purify(cast: Cast, game: &mut Game, values: Purify) {
let gp = game.value(Value::Stat { construct: cast.source, stat: Stat::GreenPower });
let rms = game.value(Value::Removals { construct: cast.target });
let rms = game.value(Value::Effects { construct: cast.target });
let amount = gp.pct(values.green_heal_base().saturating_mul(rms));
game.action(cast,

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@ -1,6 +1,6 @@
{
"name": "mnml-ops",
"version": "1.12.1",
"version": "1.12.2",
"description": "",
"main": "index.js",
"scripts": {

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@ -1,6 +1,6 @@
[package]
name = "mnml"
version = "1.12.1"
version = "1.12.2"
authors = ["ntr <ntr@smokestack.io>"]
[dependencies]

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@ -530,7 +530,7 @@ pub fn img_check(account: &Account) -> Result<Uuid, Error> {
}
}
pub fn tutorial(tx: &mut Transaction, account: &Account) -> Result<Option<Instance>, Error> {
pub fn _tutorial(tx: &mut Transaction, account: &Account) -> Result<Option<Instance>, Error> {
let query = "
SELECT count(id)
FROM players

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@ -25,7 +25,7 @@ use payments::{stripe};
pub const TOKEN_HEADER: &str = "x-auth-token";
pub const AUTH_CLEAR: &str =
"x-auth-token=; HttpOnly; SameSite=Strict; Path=/; Max-Age=-1;";
"x-auth-token=; HttpOnly; SameSite=None; Path=/; Max-Age=-1;";
#[derive(Clone, Copy, Fail, Debug, Serialize, Deserialize)]
pub enum MnmlHttpError {
@ -191,7 +191,7 @@ impl AfterMiddleware for ErrorHandler {
fn token_res(token: String) -> Response {
let v = Cookie::build(TOKEN_HEADER, token)
.http_only(true)
.same_site(SameSite::Strict)
.same_site(SameSite::None)
.path("/")
.max_age(Duration::weeks(1)) // 1 week aligns with db set
.finish();
@ -354,7 +354,7 @@ fn recover(req: &mut Request) -> IronResult<Response> {
let v = Cookie::build(TOKEN_HEADER, token)
.http_only(true)
.same_site(SameSite::Strict)
.same_site(SameSite::None)
.path("/")
.max_age(Duration::weeks(1)) // 1 week aligns with db set
.finish();

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@ -232,6 +232,12 @@ pub fn set(tx: &mut Transaction, account: Uuid, email: &String) -> Result<(Uuid,
RETURNING id;
";
let select_query = "
SELECT *
FROM emails
WHERE account = $1;
";
let update_query = "
UPDATE emails
SET email = $1, confirm_token = $2, confirmed = false, recover_token = $3
@ -239,18 +245,11 @@ pub fn set(tx: &mut Transaction, account: Uuid, email: &String) -> Result<(Uuid,
RETURNING id;
";
let result = match tx.query(insert_query, &[&id, &account, &email, &confirm_token, &recover_token]) {
Ok(r) => r,
// email update probably
Err(_) => {
match tx.query(update_query, &[&email, &confirm_token, &recover_token, &account]) {
Ok(r) => r,
Err(e) => {
warn!("{:?}", e);
return Err(err_msg("no email set"));
},
}
}
let existing = tx.query(select_query, &[&id])?;
let result = match existing.iter().next() {
Some(_) => tx.query(insert_query, &[&id, &account, &email, &confirm_token, &recover_token])?,
None => tx.query(update_query, &[&email, &confirm_token, &recover_token, &account])?,
};
match result.iter().next() {

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@ -128,6 +128,7 @@ pub enum RpcRequest {
pub trait User {
fn receive(&mut self, data: Vec<u8>, stripe: &StripeClient) -> Result<RpcMessage, Error>;
fn connected(&mut self) -> Result<(), Error>;
fn disconnected(&self) -> Result<(), Error>;
fn send(&mut self, msg: RpcMessage) -> Result<(), Error>;
}
@ -170,8 +171,8 @@ impl Handler for Connection {
}
fn on_close(&mut self, _: CloseCode, _: &str) {
info!("websocket disconnected id={:?}", self.id);
self.events.send(Event::Disconnect(self.id)).unwrap();
self.user.disconnected().unwrap();
}
fn on_request(&mut self, req: &Request) -> ws::Result<Response> {
@ -198,7 +199,10 @@ impl Handler for Connection {
if cookie.name() == TOKEN_HEADER {
let db = self.pool.get().unwrap();
match account::from_token(&db, &cookie.value().to_string()) {
Ok(a) => self.user = Box::new(Authenticated::new(a, self.ws.clone(), self.events.clone(), self.pool.clone())),
Ok(a) => {
self.id = a.id;
self.user = Box::new(Authenticated::new(a, self.ws.clone(), self.events.clone(), self.pool.clone()));
},
Err(_) => return unauth(),
}
}

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@ -74,6 +74,10 @@ impl User for Anonymous {
Ok(())
}
fn disconnected(&self) -> Result<(), Error> {
Ok(())
}
fn receive(&mut self, data: Vec<u8>, _stripe: &StripeClient) -> Result<RpcMessage, Error> {
match from_slice::<RpcRequest>(&data) {
Ok(v) => {

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@ -128,9 +128,9 @@ impl User for Authenticated {
let wheel = account::chat_wheel(&db, a.id)?;
self.ws.send(RpcMessage::ChatWheel(wheel))?;
if let Some(instance) = account::tutorial(&mut tx, &a)? {
self.ws.send(RpcMessage::InstanceState(instance))?;
}
// if let Some(instance) = account::tutorial(&mut tx, &a)? {
// self.ws.send(RpcMessage::InstanceState(instance))?;
// }
// tx should do nothing
tx.commit()?;
@ -138,6 +138,11 @@ impl User for Authenticated {
Ok(())
}
fn disconnected(&self) -> Result<(), Error> {
info!("user disconnected account={:?}", self.account);
Ok(())
}
fn receive(&mut self, data: Vec<u8>, stripe: &StripeClient) -> Result<RpcMessage, Error> {
// cast the msg to this type to receive method name
let begin = Instant::now();

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@ -1,6 +1,6 @@
{
"name": "mnml-studios",
"version": "1.12.1",
"version": "1.12.2",
"description": "",
"main": "index.js",
"scripts": {