timing sync fixes, block timer during animation, remove timeout for POST_ONLY
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@ -86,7 +86,7 @@ function getSequence(resolution) {
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case 'EndPost': return ['END_SKILL', 'POST_SKILL'];
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case 'EndOnly': return ['END_SKILL'];
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case 'PostOnly': return ['POST_SKILL'];
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case 'None': return [];
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case 'NoStages': return [];
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default: return ['START_SKILL', 'END_SKILL', 'POST_SKILL'];
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}
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}
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@ -10,11 +10,13 @@ const GameCtrlTopButtons = require('./game.ctrl.btns.top');
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const addState = connect(
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function receiveState(state) {
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const {
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animating,
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game,
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account,
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} = state;
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return {
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animating,
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game,
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account,
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};
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@ -23,6 +25,7 @@ const addState = connect(
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function Controls(args) {
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const {
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animating,
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account,
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game,
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} = args;
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@ -31,10 +34,10 @@ function Controls(args) {
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const opponent = game.players.find(t => t.id !== account.id);
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const player = game.players.find(t => t.id === account.id);
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const zero = Date.parse(game.phase_start);
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const now = Date.now();
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const now = animating ? zero : Date.now();
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const end = Date.parse(game.phase_end);
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const timerPct = game.phase_end
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? ((now - zero) / (end - zero) * 100)
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: 100;
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@ -1,10 +1,10 @@
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const preact = require('preact');
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const SOURCE_DURATION_MS = 1000;
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const TARGET_DELAY_MS = 500;
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const TARGET_DURATION_MS = 1500;
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const POST_SKILL_DURATION_MS = 1000;
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const SOURCE_AND_TARGET_TOTAL_DURATION = TARGET_DELAY_MS + TARGET_DURATION_MS;
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const SOURCE_DURATION_MS = 1000; // Time for SOURCE ONLY
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const TARGET_DELAY_MS = 500; // Used for Source + Target
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const TARGET_DURATION_MS = 1500; // Time for TARGET ONLY
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const POST_SKILL_DURATION_MS = 1000; // Time for all POST
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const SOURCE_AND_TARGET_TOTAL_DURATION = TARGET_DELAY_MS + TARGET_DURATION_MS; // SOURCE + TARGET time
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module.exports = {
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TIMES: {
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@ -82,10 +82,14 @@ function registerEvents(store) {
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}
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if (sequence.includes('POST_SKILL') && text) {
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// timeout to prevent text classes from being added too soon
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setTimeout(
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() => store.dispatch(actions.setAnimText(text)),
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timeout - TIMES.POST_SKILL_DURATION_MS
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);
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if (timeout === TIMES.POST_SKILL_DURATION_MS) {
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store.dispatch(actions.setAnimText(text));
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} else {
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setTimeout(
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() => store.dispatch(actions.setAnimText(text)),
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timeout - TIMES.POST_SKILL_DURATION_MS
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);
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}
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}
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return setTimeout(() => {
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store.dispatch(actions.setAnimSkill(null));
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@ -161,14 +161,12 @@ impl Game {
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self.skill_phase_start(0)
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}
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fn skill_phase_start(mut self, num_resolutions: usize) -> Game {
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let resolution_animation_ms = num_resolutions as i64 * 2500;
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fn skill_phase_start(mut self, resolution_time: i64) -> Game {
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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_time))
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.expect("could not set phase start");
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self.phase_end = self.time_control.game_phase_end(resolution_animation_ms);
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self.phase_end = self.time_control.game_phase_end(resolution_time);
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for player in self.players.iter_mut() {
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if player.skills_required() == 0 {
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@ -428,13 +426,12 @@ impl Game {
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// temp vec of this round's resolving skills
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// because need to check cooldown use before pushing them into the complete list
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let mut casts = vec![];
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let mut turn_events = 0;
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let mut resolution_delay = 0;
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while let Some(cast) = self.stack.pop() {
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// info!("{:} casts ", cast);
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let mut resolutions = resolution_steps(&cast, &mut self);
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turn_events += resolutions.len();
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resolution_delay = resolutions.iter().fold(resolution_delay, |acc, r| acc + r.clone().get_delay());
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self.resolved.append(&mut resolutions);
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// while let Some(resolution) = resolutions.pop() {
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@ -460,7 +457,7 @@ impl Game {
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return self.finish()
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}
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self.skill_phase_start(turn_events)
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self.skill_phase_start(resolution_delay)
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}
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fn progress_durations(&mut self, resolved: &Vec<Cast>) -> &mut Game {
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@ -415,7 +415,7 @@ pub enum EventStages {
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EndPost, // Skip Anim Anim
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EndOnly, // Skip Anim Skip
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PostOnly, // Skip Skip Anim
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None, // Skip Skip Skip
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NoStages, // Skip Skip Skip
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}
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#[derive(Debug,Clone,PartialEq,Serialize,Deserialize)]
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@ -455,6 +455,25 @@ impl Resolution {
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self.stages = s;
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self
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}
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pub fn get_delay(self) -> i64 {
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let source_duration = 1000; // Time for SOURCE ONLY
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let target_delay = 500; // Used for Source + Target
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let target_duration = 1500; // Time for TARGET ONLY
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let post_skill = 1000; // Time for all POST
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let source_and_target_total = target_delay + target_duration; // SOURCE + TARGET time
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match self.stages {
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EventStages::AllStages => source_and_target_total + post_skill, // Anim Anim Anim
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EventStages::StartEnd => source_and_target_total, // Anim Anim Skip
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EventStages::StartPost => source_duration + post_skill, // Anim Skip Anim
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EventStages::StartOnly => source_duration, // Anim Skip Skip
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EventStages::EndPost => target_duration + post_skill, // Skip Anim Anim
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EventStages::EndOnly => target_duration, // Skip Anim Skip
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EventStages::PostOnly => post_skill, // Skip Skip Anim
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EventStages::NoStages => 0, // Skip Skip Skip
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}
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}
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}
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@ -1363,7 +1382,7 @@ fn sustain(source: &mut Construct, target: &mut Construct, mut results: Resoluti
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let stages = match e {
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Event::Recharge { red, blue, skill: _ } => {
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if red > 0 || blue > 0 { EventStages::PostOnly }
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else { EventStages::None }
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else { EventStages::NoStages }
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}
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_ => panic!("not recharge")
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};
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@ -1382,7 +1401,7 @@ fn intercept(source: &mut Construct, target: &mut Construct, mut results: Resolu
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let stages = match e {
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Event::Recharge { red, blue, skill: _ } => {
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if red > 0 || blue > 0 { EventStages::PostOnly }
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else { EventStages::None }
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else { EventStages::NoStages }
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}
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_ => panic!("not recharge")
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};
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@ -1606,7 +1625,7 @@ fn electrocute(source: &mut Construct, target: &mut Construct, mut results: Reso
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let electrocute = ConstructEffect::new(effect, duration).set_tick(Cast::new_tick(source, target, tick_skill));
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results.push(Resolution::new(source, target)
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.event(target.add_effect(skill, electrocute))
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.stages(EventStages::EndPost));
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.stages(EventStages::PostOnly));
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match skip_tick {
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@ -1674,7 +1693,7 @@ fn reflect(source: &mut Construct, target: &mut Construct, mut results: Resoluti
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let stages = match e {
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Event::Recharge { red, blue, skill: _ } => {
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if red > 0 || blue > 0 { EventStages::PostOnly }
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else { EventStages::None }
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else { EventStages::NoStages }
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}
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_ => panic!("not recharge")
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};
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