to do: differentiate between gold for purchase vs. held card for purchase
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@@ -62,28 +62,27 @@ export const buyCard = (state: AppState, setState: setStateType, card: CardData)
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let cardCostPointer = cardCost[typedKey] || 0;
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let cardCostPointer = cardCost[typedKey] || 0;
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let goldToReturn = 0;
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let goldToReturn = 0;
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// @ts-ignore
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while (cardCostPointer > tempPlayerInventory && availableGold > 0) {
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while (cardCostPointer > tempPlayerInventory) {
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availableGold--;
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availableGold--;
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goldToReturn++;
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goldToReturn++;
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tempPlayerInventory++;
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tempPlayerInventory++;
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}
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}
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while (cardCostPointer > 0) {
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while (goldToReturn) {
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if (tempPlayerInventory === 0) {
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goldToReturn--;
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availableGold--;
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goldToReturn++;
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} else {
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tempPlayerInventory--;
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tempResourcePool++;
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}
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cardCostPointer--;
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cardCostPointer--;
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tempPlayerInventory--;
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newResourcePool['gold'] && newResourcePool['gold']++;
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}
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}
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newResourcePool[typedKey] = tempResourcePool - goldToReturn;
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while (cardCostPointer > 0) {
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newResourcePool['gold'] = (newResourcePool['gold'] || 0) + goldToReturn;
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cardCostPointer--;
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updatedPlayer.inventory[typedKey] = tempPlayerInventory - goldToReturn;
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tempPlayerInventory--;
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tempResourcePool++;
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}
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newResourcePool[typedKey] = tempResourcePool;
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updatedPlayer.inventory[typedKey] = tempPlayerInventory;
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updatedPlayer.inventory['gold'] = availableGold;
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updatedPlayer.inventory['gold'] = availableGold;
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}
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}
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@@ -128,6 +127,8 @@ export const buyCard = (state: AppState, setState: setStateType, card: CardData)
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}
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}
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});
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});
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console.log(state.players);
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// iterates through gameboard nobles to determine if any can be acquired
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// iterates through gameboard nobles to determine if any can be acquired
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for (let noble of state.gameboard.nobles) {
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for (let noble of state.gameboard.nobles) {
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const previousPlayer = usePreviousPlayer(state);
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const previousPlayer = usePreviousPlayer(state);
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