remove auth from tutorial triggers, game.construct highlight based on time_control
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parent
f51c28a713
commit
ed5575eee8
@ -15,7 +15,7 @@ const addState = connect(
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ws,
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ws,
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game,
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game,
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authenticated,
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instance,
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activeSkill,
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activeSkill,
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animFocus,
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animFocus,
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resolution,
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resolution,
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@ -30,7 +30,7 @@ const addState = connect(
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return {
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return {
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game,
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game,
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authenticated,
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instance,
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activeSkill,
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activeSkill,
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animFocus,
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animFocus,
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resolution,
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resolution,
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@ -54,7 +54,7 @@ class GameConstruct extends preact.Component {
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render() {
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render() {
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const {
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const {
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// Changing state variables
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// Changing state variables
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authenticated,
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instance,
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game,
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game,
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activeSkill,
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activeSkill,
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animFocus,
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animFocus,
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@ -81,7 +81,9 @@ class GameConstruct extends preact.Component {
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const unfocus = animFocus && !animFocus.includes(construct.id) ? 'unfocus' : '';
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const unfocus = animFocus && !animFocus.includes(construct.id) ? 'unfocus' : '';
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const targeted = game.stack.find(c => c.target === construct.id);
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const targeted = game.stack.find(c => c.target === construct.id);
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const highlight = !authenticated && !targeted && activeSkill ? 'highlight' : '';
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const firstRoundTutorial = instance && instance.time_control === 'Practice' && !game.resolutions.length;
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const highlight = firstRoundTutorial && !targeted && activeSkill ? 'highlight' : '';
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const crypSkills = player
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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 class="skills"> {range(0, 3).map(j => <SkillBtn key={j} construct={construct} i={j} />)} </div>
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@ -10,6 +10,7 @@ const addState = connect(
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game,
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game,
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account,
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account,
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authenticated,
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authenticated,
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instance,
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chatShow,
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chatShow,
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animating,
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animating,
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} = state;
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} = state;
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@ -35,6 +36,7 @@ const addState = connect(
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game,
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game,
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account,
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account,
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authenticated,
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authenticated,
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instance,
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chatShow,
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chatShow,
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sendAbandon,
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sendAbandon,
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sendGameSkillClear,
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sendGameSkillClear,
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@ -68,6 +70,7 @@ function GameCtrlBtns(args) {
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account,
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account,
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chatShow,
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chatShow,
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authenticated,
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authenticated,
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instance,
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getInstanceState,
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getInstanceState,
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sendGameSkillClear,
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sendGameSkillClear,
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@ -86,7 +89,8 @@ function GameCtrlBtns(args) {
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quit();
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quit();
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}
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}
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const noTargets = !authenticated && game.stack.length === 0;
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const firstRoundTutorial = instance && instance.time_control === 'Practice' && !game.resolutions.length;
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const noTargets = firstRoundTutorial && game.stack.length === 0;
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const readyBtn = <button disabled={animating || noTargets} class="ready" onClick={() => sendReady()}>Ready</button>;
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const readyBtn = <button disabled={animating || noTargets} class="ready" onClick={() => sendReady()}>Ready</button>;
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const quitBtn = <button disabled={animating} class="quit" onClick={quitClick}>Back</button>;
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const quitBtn = <button disabled={animating} class="quit" onClick={quitClick}>Back</button>;
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@ -50,7 +50,7 @@ function InstanceCtrlBtns(args) {
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} = args;
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} = args;
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const finished = instance && instance.phase === 'Finished';
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const finished = instance && instance.phase === 'Finished';
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const tutorialDisable = instance.time_control === 'Practice' && tutorial;
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const tutorialDisable = instance.time_control === 'Practice' && tutorial && tutorial < 8;
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return (
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return (
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<div class="instance-ctrl-btns">
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<div class="instance-ctrl-btns">
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<button disabled={!account.subscribed} onClick={() => setChatShow(!chatShow)}>Chat</button>
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<button disabled={!account.subscribed} onClick={() => setChatShow(!chatShow)}>Chat</button>
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@ -44,15 +44,14 @@ class TargetSvg extends Component {
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animating,
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animating,
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game,
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game,
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gameEffectInfo,
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gameEffectInfo,
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authenticated,
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} = props;
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} = props;
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const { width, height } = state;
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const { width, height } = state;
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if (!game) return false; // game will be null when battle ends
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if (!game) return false; // game will be null when battle ends
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if (game.phase === 'Finished') return false; // Clear everything if its over (in case of abandon)
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if (game.phase === 'Finished') return false; // Clear everything if its over (in case of abandon)
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// First time joining game phase
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// First round of a game
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if (!authenticated && game.stack.length === 0) {
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if (!game.resolutions.length && game.stack.length === 0) {
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return (
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return (
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<div class="resolving-skill">
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<div class="resolving-skill">
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<h2><b>Select a skill</b> from each construct, <b>click a target</b> for that skill and then click <b>READY</b>.</h2>
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<h2><b>Select a skill</b> from each construct, <b>click a target</b> for that skill and then click <b>READY</b>.</h2>
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@ -14,7 +14,7 @@ const addState = connect(
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} = state;
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} = state;
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return {
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return {
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promptRegister: tutorial === 99, // see events
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promptRegister: !tutorial,
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};
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};
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},
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},
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);
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);
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@ -180,7 +180,8 @@ function registerEvents(store) {
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setPvp(false);
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setPvp(false);
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const player = v.players.find(p => p.id === account.id);
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const player = v.players.find(p => p.id === account.id);
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store.dispatch(actions.setPlayer(player));
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store.dispatch(actions.setPlayer(player));
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if (tutorial && v.time_control === 'Practice') tutorialVbox(player, store, tutorial);
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if (tutorial && v.rounds.length === 1 && v.time_control === 'Practice') tutorialVbox(player, store, tutorial);
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if (v.phase === 'Finished') {
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if (v.phase === 'Finished') {
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ws.sendAccountInstances();
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ws.sendAccountInstances();
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@ -211,7 +212,7 @@ function registerEvents(store) {
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}
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}
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function promptRegister() {
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function promptRegister() {
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store.dispatch(actions.setTutorial(99));
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store.dispatch(actions.setTutorial(null));
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store.dispatch(actions.setInstance(null));
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store.dispatch(actions.setInstance(null));
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}
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}
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