to do: differentiate between gold for purchase vs. held card for purchase

This commit is contained in:
2022-08-16 12:48:05 -05:00
parent 6914d44900
commit e922a73fa1

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