quick bug fix

This commit is contained in:
2022-08-12 14:30:36 -05:00
parent 2fba7b30fa
commit 15e32503e3

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@@ -5,6 +5,7 @@ import getTotalBuyingPower from "../../../util/getTotalBuyingPower";
import { initialActions, setStateGetNoble } from "../../../hooks/stateSetters";
import { canPickUpNoble } from "../../Nobles/canPickUpNoble";
import usePreviousPlayer from "../../../hooks/usePreviousPlayer";
import cardTierToKey from "../../../util/cardTierToKey";
export const tooExpensive = (card: CardData, state: AppState): boolean => {
const currentPlayer = useCurrentPlayer(state);
@@ -45,75 +46,54 @@ export const buyCard = (state: AppState, setState: setStateType, card: CardData)
const idx = newPlayers.indexOf(currentPlayer);
const updatedPlayer = newPlayers[idx];
// pointers for each value to be modified
const cardCost: ResourceCost = card.resourceCost;
const playerBuyingPower = getTotalBuyingPower(currentPlayer);
const newPlayerInventory = updatedPlayer.inventory;
const newResourcePool = prev.gameboard.tradingResources;
let availableGold = updatedPlayer.inventory.gold || 0;
const cardCost = card.resourceCost;
const totalBuyingPower = getTotalBuyingPower(updatedPlayer);
// evaluate whether gold must be used, assign to boolean
let buyingPowerTotal = 0;
let cardCostTotal = 0;
for (let key of Object.keys(playerBuyingPower)) {
if (key === 'gold') continue;
buyingPowerTotal += playerBuyingPower[key as keyof ResourceCost];
cardCostTotal += cardCost[key as keyof ResourceCost] || 0;
}
let availableGold = updatedPlayer.inventory['gold'] || 0;
let useGold = buyingPowerTotal < cardCostTotal;
for (let key of Object.keys(cardCost)) {
for (let key of Object.keys(totalBuyingPower)) {
const typedKey = key as keyof ResourceCost;
let adjustedCost = cardCost[typedKey];
let adjustedInventoryValue = newPlayerInventory[typedKey];
let adjustedResourcePoolValue = newResourcePool[typedKey] || 0;
if (!adjustedCost || !adjustedInventoryValue) continue;
if (key === 'gold') continue;
if (cardCost[typedKey] === 0) continue;
// before decrementing player inventory values, account for total buying power
const buyingPowerDifference = playerBuyingPower[typedKey] - adjustedInventoryValue;
adjustedCost -= buyingPowerDifference;
let tempPlayerInventory = updatedPlayer.inventory[typedKey] || 0;
let tempResourcePool = newResourcePool[typedKey] || 0;
let cardCostPointer = cardCost[typedKey] || 0;
let goldToReturn = 0;
// logic to handle the use of a gold chip
let newGoldCount = newResourcePool['gold'] || 0;
while (useGold) {
// @ts-ignore
if (cardCost[typedKey] > totalBuyingPower[typedKey]) {
availableGold--;
adjustedCost--;
buyingPowerTotal++;
newGoldCount++;
useGold = buyingPowerTotal < cardCostTotal;
goldToReturn++;
tempPlayerInventory++;
}
while (adjustedCost > 0) {
adjustedInventoryValue--;
adjustedCost--;
adjustedResourcePoolValue++;
while (cardCostPointer > 0) {
if (tempPlayerInventory === 0) {
availableGold--;
goldToReturn++;
} else {
tempPlayerInventory--;
tempResourcePool++;
}
cardCostPointer--;
}
// assign modified values to player inventory and resource pool
newPlayerInventory[typedKey] = adjustedInventoryValue;
newResourcePool[typedKey] = adjustedResourcePoolValue;
newResourcePool['gold'] = newGoldCount;
newResourcePool[typedKey] = tempResourcePool - goldToReturn;
newResourcePool['gold'] = (newResourcePool['gold'] || 0) + goldToReturn;
updatedPlayer.inventory[typedKey] = tempPlayerInventory - goldToReturn;
updatedPlayer.inventory['gold'] = availableGold;
}
newPlayerInventory['gold'] = availableGold;
updatedPlayer.cards = { ...updatedPlayer.cards, [card.gemValue]: [...updatedPlayer.cards[card.gemValue as keyof PlayerCards], card] }
// connect modified player state to updated list of all players
const typeofCard = card.gemValue as keyof PlayerCards;
updatedPlayer.cards[typeofCard] = [...updatedPlayer.cards[typeofCard], card]
updatedPlayer.inventory = newPlayerInventory;
updatedPlayer.points = updatedPlayer.points + (card.points || 0);
newPlayers[idx] = updatedPlayer;
// attempt to queue replacement card from full deck
const typedCardTier = ["tierThree", "tierTwo", "tierOne"][2 - (card.tier-1)] as keyof FullDeck;
const typedCardTier = cardTierToKey(card.tier);
let newFullDeckTargetTier = prev.gameboard.deck[typedCardTier];
const replacementCard = newFullDeckTargetTier.shift();
// isolate the affected row of face up cards, remove the purchased card
let newTargetCardRow = prev.gameboard.cardRows[typedCardTier];
newTargetCardRow = newTargetCardRow.filter((data: CardData) => data.resourceCost !== card.resourceCost);
// push replacement card to face up card, if exists
if (replacementCard) newTargetCardRow.push(replacementCard);
return {