Implemented Tiles Start Down
Signed-off-by: James Ketrenos <james_eikona@ketrenos.com>
This commit is contained in:
parent
502bccdc68
commit
394b86e38f
BIN
client/public/assets/gfx/tiles-jungle.png
Executable file
BIN
client/public/assets/gfx/tiles-jungle.png
Executable file
Binary file not shown.
After Width: | Height: | Size: 156 KiB |
@ -47,11 +47,13 @@ const Board = () => {
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const [ turn, setTurn ] = useState({});
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const [ state, setState ] = useState("");
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const [ color, setColor ] = useState("");
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const [ rules, setRules ] = useState({});
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const [ longestRoadLength, setLongestRoadLength ] = useState(0);
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const fields = useMemo(() => [
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'signature', 'robber', 'robberName',
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'pips', 'pipOrder', 'borders', 'borderOrder', 'tiles', 'tileOrder',
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'placements', 'turn', 'state', 'color', 'longestRoadLength'
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'placements', 'turn', 'state', 'color', 'longestRoadLength',
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'rules'
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], []);
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console.log(`board - ws`, ws);
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@ -68,7 +70,8 @@ const Board = () => {
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setRobber(data.update.robber);
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}
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if ('robberName' in data.update && data.update.robberName !== robberName) {
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if ('robberName' in data.update
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&& data.update.robberName !== robberName) {
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setRobberName(data.update.robberName);
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}
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@ -76,6 +79,11 @@ const Board = () => {
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setState(data.update.state);
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}
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if ('rules' in data.update
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&& !equal(data.update.rules, rules)) {
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setRules(data.update.rules);
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}
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if ('color' in data.update && data.update.color !== color) {
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setColor(data.update.color);
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}
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@ -485,8 +493,15 @@ const Board = () => {
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const tile = Object.assign({},
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tiles[order],
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{ index: index++, left: x, top: y});
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if ('tiles-start-facing-down' in rules
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&& rules[`tiles-start-facing-down`].enabled
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&& state !== 'normal'
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&& state !== 'winner') {
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tile.type = 'jungle';
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tile.card = 0;
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}
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let div = <Tile
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key={`${tile.type}-${tile.card}`}
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key={`tile-${order}`}
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tile={tile}
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/>;
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if (++rowCount === rows[row]) {
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@ -550,7 +565,7 @@ const Board = () => {
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}, [
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signature, generated,
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pips, pipOrder, borders, borderOrder, tiles, tileOrder,
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ws
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ws, state, rules
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]);
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/* Re-render turn info after every render */
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@ -9,32 +9,32 @@ import "./HouseRules.css";
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import { GlobalContext } from "./GlobalContext.js";
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const VictoryPoints = ({ ws, houseRules, field }) => {
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const VictoryPoints = ({ ws, rules, field }) => {
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const minVP = 10;
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const [points, setPoints] = useState(houseRules[field].points || minVP);
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console.log(`house-rules - ${field} - `, houseRules[field]);
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const [points, setPoints] = useState(rules[field].points || minVP);
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console.log(`house-rules - ${field} - `, rules[field]);
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if (!(field in houseRules)) {
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houseRules[field] = {
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if (!(field in rules)) {
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rules[field] = {
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points: minVP
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}
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};
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if (houseRules[field].points && houseRules[field].points !== points) {
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setPoints(houseRules[field].points);
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if (rules[field].points && rules[field].points !== points) {
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setPoints(rules[field].points);
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}
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const update = (value) => {
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let points = (houseRules[field].points || minVP) + value;
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let points = (rules[field].points || minVP) + value;
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if (points < minVP) {
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return;
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}
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if (points !== houseRules[field].points) {
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if (points !== rules[field].points) {
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setPoints(points);
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houseRules[field].points = points;
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rules[field].points = points;
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ws.send(JSON.stringify({
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type: 'rules',
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houseRules
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rules: rules
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}));
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}
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};
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@ -52,9 +52,8 @@ const NotImplemented = () => {
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const HouseRules = ({ houseRulesActive, setHouseRulesActive }) => {
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const { ws } = useContext(GlobalContext);
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const [houseRules, setHouseRules] = useState(undefined);
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const [rules, setRules] = useState(undefined);
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const [state, setState] = useState(undefined);
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const [rules, setRules] = useState([]);
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const [ruleElements, setRuleElements] = useState([]);
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const fields = useMemo(() => [
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'state', 'rules'
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@ -67,10 +66,11 @@ const HouseRules = ({ houseRulesActive, setHouseRulesActive }) => {
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if ('state' in data.update && data.update.state !== state) {
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setState(data.update.state);
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}
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if ('rules' in data.update && !equal(data.update.rules, houseRules)) {
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if ('rules' in data.update
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&& !equal(data.update.rules, rules)) {
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console.log(`house-rules - setting house rules to `,
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data.update.rules);
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setHouseRules(data.update.rules);
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setRules(data.update.rules);
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}
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break;
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default:
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@ -104,45 +104,43 @@ const HouseRules = ({ houseRulesActive, setHouseRulesActive }) => {
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}*/
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}, [setHouseRulesActive]);//ws, HouseRulesDismissed, setHouseRulesDismissed]);
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console.log(`house-rules - render - `, { houseRules });
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console.log(`house-rules - render - `, { rules });
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const setRule = useCallback((event, key) => {
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const rules = houseRules ? Object.assign({}, houseRules) : {};
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if (!(key in rules)) {
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rules[key] = { enabled: false };
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}
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rules[key].enabled = !rules[key].enabled;
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console.log(`house-rules - set ${key} - ${rules[key].enabled}`);
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setHouseRules(rules);
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setRules(Object.assign({}, rules));
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ws.send(JSON.stringify({
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type: 'rules',
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houseRules: rules
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rules
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}));
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}, [ws, houseRules]);
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}, [ws, rules]);
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useEffect(() => {
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const _rules = [ {
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setRuleElements([ {
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title: `More victory points`,
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key: `victory-points`,
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description: `Customize how many Victory Points are required to win. ` +
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`The minimum number of Victory Points is 10.`,
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element: <VictoryPoints {...{ ws, houseRules,
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description: `Customize how many Victory Points are required to win.`,
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element: <VictoryPoints {...{ ws, rules,
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field: `victory-points` }}/>,
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implemented: true
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}, {
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title: `Tiles start facing down`,
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key: `tiles-start-facing-down`,
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description: `Flip resource tiles upside - down while placing starting settlements.`,
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element: <NotImplemented {...{
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ws, houseRules,
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field: `tiles-start-facing-down`
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}} />,
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description: `Resource tiles start upside-down while placing starting settlements.`,
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element: <div>Once all players have placed their initial settlements
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and roads, the tiles are flipped and you discover what the
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resources are.</div>,
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implemented: true
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}, {
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title: `Bribery`,
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key: `bribery`,
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description: `Dissuade enemies from robbing you by offering resources voluntarily.`,
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element: <NotImplemented {...{
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ws, houseRules,
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ws, rules,
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field: `bribery`
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}} />,
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}, {
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@ -150,7 +148,7 @@ const HouseRules = ({ houseRulesActive, setHouseRulesActive }) => {
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key: `king-of-the-hill`,
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description: `Keep your lead for one full turn after you reach max victory points.`,
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element: <NotImplemented {...{
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ws, houseRules,
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ws, rules,
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field: `king-of-the-hill`
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}} />,
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}, {
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@ -158,7 +156,7 @@ const HouseRules = ({ houseRulesActive, setHouseRulesActive }) => {
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key: `everyone-gets-one-reroll`,
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description: `Each player gets one chance re - roll at any point.`,
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element: <NotImplemented {...{
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ws, houseRules,
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ws, rules,
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field: `everyone-gets-one-reroll`
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}} />,
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}, {
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@ -166,7 +164,7 @@ const HouseRules = ({ houseRulesActive, setHouseRulesActive }) => {
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key: `the-bridge`,
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description: `Build a super-bridge across one resource tile.`,
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element: <NotImplemented {...{
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ws, houseRules,
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ws, rules,
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field: `the-bridge`
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}} />,
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}, {
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@ -174,7 +172,7 @@ const HouseRules = ({ houseRulesActive, setHouseRulesActive }) => {
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key: `discard-desert`,
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description: `Scrap the desert in favour of an additional resource tile.`,
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element: <NotImplemented {...{
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ws, houseRules,
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ws, rules,
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field: `discard-desert`
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}} />,
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}, {
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@ -182,7 +180,7 @@ const HouseRules = ({ houseRulesActive, setHouseRulesActive }) => {
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key: `roll-double-roll-again`,
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description: `Roll again if you roll two of the same number.`,
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element: <NotImplemented {...{
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ws, houseRules,
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ws, rules,
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field: `roll-double-roll-again`
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}} />,
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}, {
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@ -196,7 +194,7 @@ const HouseRules = ({ houseRulesActive, setHouseRulesActive }) => {
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key: `crime-and-punishment`,
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description: `Change how the robber works to make Catan more or less competitive.`,
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element: <NotImplemented {...{
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ws, houseRules,
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ws, rules,
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field: `crime-and-punishment`
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}} />,
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}, {
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@ -204,7 +202,7 @@ const HouseRules = ({ houseRulesActive, setHouseRulesActive }) => {
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key: `credit`,
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description: `Trade with resources you don't have.`,
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element: <NotImplemented {...{
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ws, houseRules,
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ws, rules,
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field: `credit`
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}} />,
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} ]
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@ -220,24 +218,20 @@ const HouseRules = ({ houseRulesActive, setHouseRulesActive }) => {
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return +1;
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}
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return A.title.localeCompare();
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});
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setRules(_rules);
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setRuleElements(_rules
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})
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.map(item => {
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const disabled = (state !== 'lobby' || !item.implemented),
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defaultChecked = houseRules
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&& (item.key in houseRules)
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? houseRules[item.key].enabled
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defaultChecked = rules
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&& (item.key in rules)
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? rules[item.key].enabled
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: false;
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console.log(`house-rules - ${item.key} - `,
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{ houseRules, defaultChecked, disabled });
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{ rules, defaultChecked, disabled });
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return <div className="HouseRule"
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data-enabled={
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houseRules
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&& item.key in houseRules
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&& houseRules[item.key].enabled}
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rules
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&& item.key in rules
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&& rules[item.key].enabled}
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data-disabled={disabled}
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key={item.key}
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data-key={item.key}>
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@ -254,7 +248,7 @@ const HouseRules = ({ houseRulesActive, setHouseRulesActive }) => {
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{ defaultChecked && item.element }
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</div>
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}));
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}, [houseRules, setRules, setRule ]);
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}, [rules, setRules, setRuleElements, state, ws ]);
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if (!houseRulesActive) {
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return <></>;
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@ -292,8 +292,8 @@ const distributeResources = (game, roll) => {
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if (!tile.robber) {
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receives[active.color][resource.type] += count;
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} else {
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if (`robin-hood-robber` in game.houseRules
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&& game.houseRules[`robin-hood-robber`].enabled
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if (`robin-hood-robber` in game.rules
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&& game.rules[`robin-hood-robber`].enabled
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&& game.players[active.color].points <= 2) {
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addChatMessage(game, null, `Robber does not steal ${count}
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${resource.type} from ${game.players[active.color].name} ` +
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@ -2568,43 +2568,51 @@ const placeRoad = (game, session, index) => {
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const getVictoryPointRule = (game) => {
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const minVP = 10;
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if (!('victory-points' in game.houseRules)
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|| !game.houseRules['victory-points'].enabled) {
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if (!('victory-points' in game.rules)
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|| !game.rules['victory-points'].enabled) {
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return minVP;
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}
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return game.houseRules['victory-pionts'].points;
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return game.rules['victory-pionts'].points;
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}
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const setHouseRules = (game, session, houseRules) => {
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const setRules = (game, session, rules) => {
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if (game.state !== 'lobby') {
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return `You can not modify House Rules once the game has started.`;
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}
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for (let rule in houseRules) {
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if (equal(game.houseRules[rule], houseRules[rule])) {
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for (let rule in rules) {
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if (equal(game.rules[rule], rules[rule])) {
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continue;
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}
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switch (rule) {
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case 'victory-points':
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if (!('points' in houseRules[rule])) {
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if (!('points' in rules[rule])) {
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return `No points specified for victory-points`;
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}
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if (!houseRules[rule].enabled) {
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if (!rules[rule].enabled) {
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addChatMessage(game, null,
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`${getName(session)} has disabled the Victory Point ` +
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`house rule.`);
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} else {
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addChatMessage(game, null,
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`${getName(session)} set the minimum Victory Points to ` +
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`${houseRules[rule].points}`);
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`${rules[rule].points}`);
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}
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game.houseRules[rule] = houseRules[rule];
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game.rules[rule] = rules[rule];
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break;
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case 'tiles-start-facing-down':
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addChatMessage(game, null,
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`${getName(session)} has ${rules[rule].enabled ? 'en' : 'dis'}abled the Tiles Start Facing Down house rule.`);
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if (rules[rule].enabled) {
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shuffle(game, session);
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}
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game.rules[rule] = rules[rule];
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break;
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case 'robin-hood-robber':
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addChatMessage(game, null,
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`${getName(session)} has ${houseRules[rule].enabled ? 'en' : 'dis'}abled the Robin Hood Robber house rule.`);
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game.houseRules[rule] = houseRules[rule];
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`${getName(session)} has ${rules[rule].enabled ? 'en' : 'dis'}abled the Robin Hood Robber house rule.`);
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game.rules[rule] = rules[rule];
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break;
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default:
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return `Rule ${rule} not recognized.`;
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@ -2612,7 +2620,7 @@ const setHouseRules = (game, session, houseRules) => {
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}
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sendUpdateToPlayers(game, {
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rules: game.houseRules,
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rules: game.rules,
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chat: game.chat
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});
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};
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@ -3725,7 +3733,7 @@ router.ws("/ws/:id", async (ws, req) => {
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update[field] = game[field];
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break;
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case 'rules':
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update[field] = game.houseRules ? game.houseRules : {};
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update[field] = game.rules ? game.rules : {};
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break;
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case 'name':
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update.name = session.name;
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@ -3949,8 +3957,8 @@ router.ws("/ws/:id", async (ws, req) => {
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break;
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case 'rules':
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console.log(`${short} - <- rules:${getName(session)} - `,
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data.houseRules);
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warning = setHouseRules(game, session, data.houseRules);
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data.rules);
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warning = setRules(game, session, data.rules);
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if (warning) {
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sendWarning(session, warning);
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}
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@ -4303,7 +4311,7 @@ const createGame = (id) => {
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sessions: {},
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unselected: [],
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active: 0,
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houseRules: {
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rules: {
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'victory-points': {
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points: 10
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}
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