diff --git a/src/components/Gameboard/Nobles.tsx b/src/components/Gameboard/Nobles.tsx
index 589a855..49d1341 100644
--- a/src/components/Gameboard/Nobles.tsx
+++ b/src/components/Gameboard/Nobles.tsx
@@ -43,14 +43,14 @@ export default function Nobles({ state, setState }: StateProps) {
return true;
}
- useEffect(() => {
- const currentPlayer = useCurrentPlayer(state);
- if (!currentPlayer) return;
+ // useEffect(() => {
+ // const currentPlayer = useCurrentPlayer(state);
+ // if (!currentPlayer) return;
- for (let each of state.gameboard.nobles) {
- console.log(`${currentPlayer.name} can pick up noble ${state.gameboard.nobles.indexOf(each) + 1}? ${canPickUpNoble(currentPlayer, each) ? "yes" : "no"}`)
- }
- }, [state])
+ // for (let each of state.gameboard.nobles) {
+ // console.log(`${currentPlayer.name} can pick up noble ${state.gameboard.nobles.indexOf(each) + 1}? ${canPickUpNoble(currentPlayer, each) ? "yes" : "no"}`)
+ // }
+ // }, [state])
return (
diff --git a/src/components/Player/ActionMethods/buyCardActions.ts b/src/components/Player/ActionMethods/buyCardActions.ts
index 5c4060a..59546e1 100644
--- a/src/components/Player/ActionMethods/buyCardActions.ts
+++ b/src/components/Player/ActionMethods/buyCardActions.ts
@@ -7,10 +7,10 @@ import { initialActions } from "../../../util/stateSetters";
export const tooExpensive = (card: CardData, state: AppState): boolean => {
const currentPlayer = useCurrentPlayer(state);
if (!currentPlayer) return true;
- for (let [gemType, cost] of Object.entries(card.resourceCost)) {
+ for (let [cardGemType, cardCost] of Object.entries(card.resourceCost)) {
let totalBuyingPower = getTotalBuyingPower(currentPlayer);
for (let [heldResource, quantity] of Object.entries(totalBuyingPower)) {
- if (gemType === heldResource && quantity < cost) {
+ if (cardGemType === heldResource && quantity < cardCost) {
return true;
}
}
@@ -39,8 +39,8 @@ export const buyCard = (state: AppState, setState: setStateType, card: CardData)
const typedKey = key as keyof ResourceCost;
let adjustedCost = cardCost[typedKey];
let adjustedInventoryValue = newPlayerInventory[typedKey];
- let adjustedResourcePoolValue = newResourcePool[typedKey];
- if (!adjustedCost || !adjustedInventoryValue || !adjustedResourcePoolValue) continue;
+ let adjustedResourcePoolValue = newResourcePool[typedKey] || 0;
+ if (!adjustedCost || !adjustedInventoryValue) continue;
// before decrementing player inventory values, account for total buying power
const buyingPowerDifference = playerBuyingPower[typedKey] - adjustedInventoryValue;
@@ -48,8 +48,8 @@ export const buyCard = (state: AppState, setState: setStateType, card: CardData)
while (adjustedCost > 0) {
adjustedInventoryValue--;
- adjustedResourcePoolValue++;
adjustedCost--;
+ adjustedResourcePoolValue++;
}
// assign modified values to player inventory and resource pool
@@ -57,13 +57,16 @@ export const buyCard = (state: AppState, setState: setStateType, card: CardData)
newResourcePool[typedKey] = adjustedResourcePoolValue;
}
+ console.log(newResourcePool);
+ console.log(newPlayerInventory);
+
// connect modified player state to updated list of all players
updatedPlayer.inventory = newPlayerInventory;
updatedPlayer.cards = [...updatedPlayer.cards, card];
newPlayers[idx] = updatedPlayer;
// attempt to queue replacement card from full deck
- const typedCardTier = ["tierThree", "tierTwo", "tierOne"][card.tier + 1] as keyof FullDeck;
+ const typedCardTier = ["tierThree", "tierTwo", "tierOne"][2 - (card.tier-1)] as keyof FullDeck;
let newFullDeckTargetTier = prev.gameboard.deck[typedCardTier];
const replacementCard = newFullDeckTargetTier.shift();
@@ -73,9 +76,6 @@ export const buyCard = (state: AppState, setState: setStateType, card: CardData)
// push replacement card to face up card, if exists
if (replacementCard) newTargetCardRow.push(replacementCard);
- console.log(newTargetCardRow);
- console.log(newFullDeckTargetTier);
-
return {
...prev,
players: newPlayers,