const { connect } = require('preact-redux'); const { Component } = require('preact'); const preact = require('preact'); const range = require('lodash/range'); const { STATS } = require('../utils'); const { ConstructAvatar, ConstructText } = require('./construct'); const { ConstructAnimation } = require('./animations'); const shapes = require('./shapes'); const SkillBtn = require('./skill.btn'); const addState = connect( function receiveState(state) { const { ws, game, account, activeSkill, animFocus, animating, animText, } = state; function selectSkillTarget(targetConstructId) { if (activeSkill) { return ws.sendGameSkill(game.id, activeSkill.constructId, targetConstructId, activeSkill.skill); } return false; } // intercept self casting skills if (activeSkill && activeSkill.skill.self_targeting) { ws.sendGameSkill(game.id, activeSkill.constructId, null, activeSkill.skill.skill); } return { game, account, animating, animFocus, animText, activeSkill, selectSkillTarget, }; } ); const eventClasses = (animating, animFocus, construct, postSkill) => { if (!animating) return ''; if (!postSkill) { if (animFocus.includes(construct.id)) return ''; return 'unfocus'; } if (postSkill.constructId !== construct.id) { if (animFocus.includes(construct.id)) return ''; return 'unfocus'; } if (postSkill.effects) construct.effects = postSkill.effects; construct.green_life.value = postSkill.life.green; construct.red_life.value = postSkill.life.red; construct.blue_life.value = postSkill.life.blue; return postSkill.css; }; class GameConstruct extends Component { constructor() { super(); this.resolvedLength = 0; } render() { const { i, animating, construct, player, activeSkill, selectSkillTarget, animFocus, animText, } = this.props; const ko = construct.green_life.value === 0 ? 'ko' : ''; const classes = eventClasses(animating, animFocus, construct, animText); const stats = ['RedLife', 'GreenLife', 'BlueLife'].map((s, j) => (
{shapes[s]()}
{construct[STATS[s].stat].value} / {construct[STATS[s].stat].max}
{construct[STATS[s].stat].value}
)); const skills = range(0, 3) .map(j => ); let crypSkills =
 
; if (player && !animating) crypSkills = (
{skills}
); const effects = construct.effects.length ? construct.effects.map(c =>
{c.effect} - {c.duration}T
) :
 
; return (
selectSkillTarget(construct.id)} style={ activeSkill ? { cursor: 'pointer' } : {}} class={`game-construct ${ko} ${classes}`} >

{construct.name}

{crypSkills}
{stats}
{effects}
); } } module.exports = addState(GameConstruct);