incorporating action types into app state
This commit is contained in:
21
src/App.tsx
21
src/App.tsx
@@ -2,12 +2,12 @@ import { BrowserRouter, Routes, Route } from 'react-router-dom'
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import { useState } from 'react'
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import Gameboard from './components/Gameboard/Gameboard'
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import GameConstructor from './util/GameConstructor';
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import { PlayerData, NobleData, CardData } from './util/types';
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import { PlayerData, NobleData, CardData, AppState } from './util/types';
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import CardDeck from './data/cards.json';
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import './App.css'
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function App() {
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const [state, setState] = useState({
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const [state, setState] = useState<AppState>({
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gameboard: {
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nobles: new Array<NobleData>,
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cardRows: {
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@@ -24,9 +24,20 @@ function App() {
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gold: 5
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},
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deck: CardDeck,
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},
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round: 1,
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players: new Array<PlayerData>,
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},
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round: 1,
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players: new Array<PlayerData>,
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actions: {
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getChips: {
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active: false
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},
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buyCard: {
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active: false
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},
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reserveCard: {
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active: false
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}
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}
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})
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return (
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@@ -1,5 +1,5 @@
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import { Dispatch, SetStateAction, useEffect, useState } from 'react';
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import { CardData, FullDeck, NobleData, StateProps } from '../../util/types';
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import { useEffect, useState } from 'react';
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import { FullDeck, NobleData, StateProps } from '../../util/types';
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import AllPlayers from '../Player/AllPlayers';
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import AvailableChips from '../Resources/AvailableChips';
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import CardRow from './CardRow';
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@@ -1,7 +1,7 @@
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import { AppState, PlayerData, ResourceCost, StateProps } from "../../util/types"
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import { v4 } from "uuid";
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import React, { Dispatch, SetStateAction, useEffect, useState } from "react";
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import { AppState, ActionPrompts, GameActions, PlayerData, ResourceCost, StateProps } from "../../util/types";
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import { Dispatch, SetStateAction, useEffect, useState } from "react";
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import { TurnOrderUtil } from "../../util/TurnOrderUtil";
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import { v4 } from "uuid";
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interface PlayerProps extends StateProps {
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player: PlayerData
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@@ -11,17 +11,9 @@ interface PlayerProps extends StateProps {
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}
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}
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enum ActionPrompts {
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"Choose your action type below:",
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"Make a selection of three different available resources, or two of the same.",
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"Choose a card to purchase above.",
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"Select any card above to reserve. You will also automatically take a gold chip.",
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"Select any card above to reserve. You have the maximum allowed number of chips, so you cannnot take a gold chip.",
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"It is not your turn."
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}
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export default function Player({ player, state, setState, chipSelection }: PlayerProps) {
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const [actionPrompt, setActionPrompt] = useState(ActionPrompts[0]);
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const [actionType, setActionType] = useState<GameActions>();
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const [dynamic, setDynamic] = useState<PlayerData>();
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const { selection, setSelection } = chipSelection;
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@@ -30,18 +22,30 @@ export default function Player({ player, state, setState, chipSelection }: Playe
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}, [state]);
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useEffect(() => {
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console.log(selection)
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return;
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}, [selection, setSelection])
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useEffect(() => {
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switch (actionType) {
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case GameActions.GETCHIPS:
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console.log('get chips');
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getChips();
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setSelection([]);
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setActionType(GameActions.AWAIT);
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break;
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case GameActions.AWAIT:
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console.log('waiting for next action');
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break;
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default:
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break;
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}
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}, [actionType]);
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const getChips = () => {
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if (!dynamic?.turnActive) return;
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setActionPrompt(ActionPrompts[1]);
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console.log(selection);
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if (selection.length < 3) return;
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console.log('conditions met!');
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setState((prev: AppState) => {
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const { newPlayers, roundIncrement } = TurnOrderUtil(prev, dynamic);
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@@ -66,8 +70,6 @@ export default function Player({ player, state, setState, chipSelection }: Playe
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},
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}
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})
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setSelection([]);
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}
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return (
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@@ -80,7 +82,7 @@ export default function Player({ player, state, setState, chipSelection }: Playe
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{/* Dynamic data from state */}
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<p>{dynamic?.turnActive ? actionPrompt : "..."}</p>
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<button onClick={getChips}> {selection.length < 3 ? "Get Chips" : "Confirm"} </button>
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<button onClick={() => setActionType(GameActions.GETCHIPS)}>Get Chips</button>
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<button onClick={()=>{}}>Buy a Card</button>
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<button onClick={()=>{}}>Reserve a Card</button>
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@@ -1,7 +1,7 @@
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import { ResourceCost, StateProps } from "../../util/types";
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import { GameActions, ResourceCost, StateProps } from "../../util/types";
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import { v4 } from "uuid";
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import "./AvailableChips.css"
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import { Dispatch, SetStateAction, useEffect } from "react";
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import { Dispatch, SetStateAction, useEffect, useState } from "react";
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interface AvailableChipsProps extends StateProps {
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chipSelection: {
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@@ -20,7 +20,6 @@ export default function AvailableChips({ state, chipSelection }: AvailableChipsP
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newValue.push(key);
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setSelection(newValue);
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console.log(selection);
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}
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useEffect(() => {
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@@ -28,11 +27,20 @@ export default function AvailableChips({ state, chipSelection }: AvailableChipsP
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}, [state])
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useEffect(() => {
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console.log(selection);
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}, [selection, setSelection])
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switch (state.actions) {
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case (GameActions.GETCHIPS):
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console.log('get chips');
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}
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})
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return (
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<div className="available-chips">
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<div className="current-selection">
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<strong>Selection:</strong>
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{ selection.map((each) => <p key={v4()}>{each}</p>) }
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</div>
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{
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Object.keys(state.gameboard.tradingResources).map((key: string) => {
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return (
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@@ -46,6 +54,7 @@ export default function AvailableChips({ state, chipSelection }: AvailableChipsP
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)
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})
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}
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</div>
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)
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}
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@@ -1,5 +1,4 @@
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import { Dispatch, SetStateAction } from "react"
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import { AppState } from "../context/types"
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export interface AppState {
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gameboard: {
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@@ -13,7 +12,23 @@ export interface AppState {
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deck: FullDeck,
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},
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round: number,
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players: Array<PlayerData>
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players: Array<PlayerData>,
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actions?: {
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getChips?: {
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active: boolean
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chips?: Array<keyof ResourceCost>
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valid?: boolean
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}
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buyCard?: {
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active: boolean
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card?: CardData | null
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}
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reserveCard?: {
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active: boolean
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card?: CardData | null
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includeGold?: boolean
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}
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}
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}
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export interface StateProps {
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@@ -21,6 +36,22 @@ export interface StateProps {
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setState: Dispatch<SetStateAction<AppState>>
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}
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export enum GameActions {
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GETCHIPS,
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BUYCARD,
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RESERVECARD,
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AWAIT
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}
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export enum ActionPrompts {
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"Choose your action type below:",
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"Make a selection of three different available resources, or two of the same.",
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"Choose a card to purchase above.",
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"Select any card above to reserve. You will also automatically take a gold chip.",
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"Select any card above to reserve. You have the maximum allowed number of chips, so you cannnot take a gold chip.",
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"It is not your turn."
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}
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export interface GameInformation {
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players: PlayerData[],
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nobles: NobleData[],
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