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Solo Game #881
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Solo Game #881
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Co-authored-by: saachibm <saachibm@users.noreply.github.com> Co-authored-by: sabrinanel3 <sabrinanel3@users.noreply.github.com> Co-authored-by: sgfost <sgfost@users.noreply.github.com>
Co-authored-by: sabrinanel3 <sabrinanel3@users.noreply.github.com>
Co-authored-by: sabrinanel3 <sabrinanel3@users.noreply.github.com>
Co-authored-by: sabrinanel3 <sabrinanel3@users.noreply.github.com>
…k card entities refactor: minor changes to solo game treatment Co-authored-by: sabrinanel3 <sabrinanel3@users.noreply.github.com>
TODO: - implement service layer for persistence, recovery(?), and retrieval ref virtualcommons#856
caused a loop that wouldn't let the container start up properly, yarn install is ran from the Dockerfile
- minor renaming - add types - fix issues/refactor in the game logic commands
state is currently local to the component, we should reorganize the single vuex store we have currently (split up game and anything else) and then add a new SoloGame store
add solo game db model
- add fixtures for game treatments and event cards - add service methods for persisting game data and drawing cards/picking treatments - reworked solo game entities - (re-)add migration for solo game data model ref virtualcommons#856
add link to nav bar, which should probably have a better name
Co-authored-by: sgfost <sgfost@users.noreply.github.com>
finalization (updatePlayerPoints) would throw an error since gameId was not set on the solo_player
Co-authored-by: sgfost <sgfost@users.noreply.github.com>
Co-authored-by: sabrinanel3 <sabrinanel3@users.noreply.github.com> Co-authored-by: Tiffany Kawamura <Tkawamura02@users.noreply.github.com>
by setting activeRoundCardIndex to -1
Co-authored-by: sabrinanel3 <sabrinanel3@users.noreply.github.com> Co-authored-by: Tiffany Kawamura <Tkawamura02@users.noreply.github.com>
layout should enforce max sizes for individual components to prevent ones with more content from flexing too much
- fix DSEG font Co-authored-by: Tiffany Kawamura <Tkawamura02@users.noreply.github.com>
server waits a few seconds after investment before setting up a new round and the client now has access to `isRoundTransitioning` when this is taking place ref virtualcommons#882
run with `make test-server tests="sologame"`
- correct the logic for selecting 'played' treatments - select treatments from the available 12 instead of creating new ones - persist round in a seperate command before either setting a new round or ending a game to ensure the last round gets persisted correctly
…nts' are not shown
needed to clear the clock timeout
missing metadata needed for normalizing scores/analysis [no ci]
- for the first 12 treatments, go in order - correctly store max round when creating a game - display 0 points in the gameover screen for a defeat - always show 0 in the number display component when the value is 0
superseded by #895 |
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Adds the implementation of a solo game mode as described in #856
TODO: