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games: Make Splendor end after last player has completed their turn #118
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| Original file line number | Diff line number | Diff line change | ||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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@@ -70,11 +70,11 @@ export class Splendor extends BaseGame<State> { | |||||||||||||||
| }; | ||||||||||||||||
| } | ||||||||||||||||
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| gameCanEnd(): boolean { | ||||||||||||||||
| gameCanEnd(turn: Turn | null = this.turn): boolean { | ||||||||||||||||
| const lastPlayerInRound = this.turns.findLast(turn => !this.players[turn].out); | ||||||||||||||||
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| return ( | ||||||||||||||||
| this.turn === lastPlayerInRound && | ||||||||||||||||
| turn === lastPlayerInRound && | ||||||||||||||||
| Object.values(this.players) | ||||||||||||||||
| .filter(player => !player.out) | ||||||||||||||||
| .some(player => this.state.playerData[player.turn].points >= this.state.pointsToWin) | ||||||||||||||||
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@@ -381,8 +381,11 @@ export class Splendor extends BaseGame<State> { | |||||||||||||||
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| this.state.actionState = { action: VIEW_ACTION_TYPE.NONE }; | ||||||||||||||||
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| if (this.gameCanEnd()) return this.end(); | ||||||||||||||||
| else this.handlePostTurn(action, playerData, user, player, logEntry); | ||||||||||||||||
| const currentPlayer = this.turn; | ||||||||||||||||
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| const turnEnded: boolean = this.handlePostTurn(action, playerData, user, player, logEntry); | ||||||||||||||||
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| if (turnEnded && this.gameCanEnd(currentPlayer)) return this.end(); | ||||||||||||||||
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Comment on lines
+384
to
+388
Owner
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Suggested change
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| } | ||||||||||||||||
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| canAfford( | ||||||||||||||||
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@@ -495,32 +498,32 @@ export class Splendor extends BaseGame<State> { | |||||||||||||||
| return { success: true, data: null }; | ||||||||||||||||
| } | ||||||||||||||||
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| handlePostTurn(action: POST_TURN_ACTIONS | ACTIONS, playerData: PlayerData, user: User, player: Player, logEntry: Log): void { | ||||||||||||||||
| handlePostTurn(action: POST_TURN_ACTIONS | ACTIONS, playerData: PlayerData, user: User, player: Player, logEntry: Log): boolean { | ||||||||||||||||
| if (Object.values(playerData.tokens).sum() > MAX_TOKEN_COUNT) { | ||||||||||||||||
| const count = Object.values(playerData.tokens).sum(); | ||||||||||||||||
| this.state.actionState = { action: POST_TURN_ACTIONS.TOO_MANY_TOKENS, discard: count - MAX_TOKEN_COUNT }; | ||||||||||||||||
| this.update(user.id); | ||||||||||||||||
| this.backup(); | ||||||||||||||||
| return; | ||||||||||||||||
| return false; | ||||||||||||||||
| } | ||||||||||||||||
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| if (action === POST_TURN_ACTIONS.CLAIM_TRAINER) { | ||||||||||||||||
| this.endTurn(); | ||||||||||||||||
| return; | ||||||||||||||||
| return true; | ||||||||||||||||
| } | ||||||||||||||||
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| const affordableTrainers = this.state.board.trainers.filter(trainer => this.canAfford(trainer.types, {}, playerData.cards)); | ||||||||||||||||
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| if (affordableTrainers.length === 0) { | ||||||||||||||||
| this.endTurn(); | ||||||||||||||||
| return; | ||||||||||||||||
| return true; | ||||||||||||||||
| } | ||||||||||||||||
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| if (affordableTrainers.length > 1) { | ||||||||||||||||
| this.state.actionState = { action: POST_TURN_ACTIONS.CLAIM_TRAINER, canAfford: affordableTrainers }; | ||||||||||||||||
| this.update(user.id); | ||||||||||||||||
| this.backup(); | ||||||||||||||||
| return; | ||||||||||||||||
| return false; | ||||||||||||||||
| } | ||||||||||||||||
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| this.state.board.trainers.remove(affordableTrainers[0]); | ||||||||||||||||
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@@ -537,6 +540,7 @@ export class Splendor extends BaseGame<State> { | |||||||||||||||
| this.update(user.id); | ||||||||||||||||
| this.chatLog(logEntry); | ||||||||||||||||
| this.endTurn(); | ||||||||||||||||
| return true; | ||||||||||||||||
| } | ||||||||||||||||
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| onEnd(type?: EndType): TranslatedText { | ||||||||||||||||
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Minor nit; any reason to send this from props? I think it's equivalent in this case.
Also, try to avoid shadowing