powergrid-viewer 2.0.8 → 2.0.10

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package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "powergrid-viewer",
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- "version": "2.0.8",
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+ "version": "2.0.10",
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  "repository": {
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  "type": "git",
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  "url": "git+https://github.com/boardgamers/powergrid.git",
@@ -142,13 +142,21 @@
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  </template>
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  </g>
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+ <g v-if="stacked" ref="slotResourceView" :transform="slotT('resourceView')">
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+ <ResourceViewButton :showTrack="showResourceTrack" @select="setResourceView($event)" />
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+ </g>
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+
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  <g ref="slotResources" :transform="slotT('resources')">
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  <!-- On a phone the printed price track is a strip of unreadable
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- columns, so the stacked layout swaps it for one box per buyable
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- source. Landscape and desktop keep the printed board exactly as
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- it was this is an either/or, never an overlay. -->
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+ columns, so the stacked layout defaults to one box per buyable
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+ source. It is still only a default: the switch above this row
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+ puts the printed track back, because the boxes deliberately
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+ throw away the price ladder and that ladder is most of what
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+ there is to know about uranium. Landscape and desktop keep the
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+ printed board exactly as it was — an either/or, never an
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+ overlay. -->
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  <ResourceBoxes
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- v-if="stacked"
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+ v-if="stacked && !showResourceTrack"
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  :transform="`translate(${G.map.supplyPosition[0]}, ${G.map.supplyPosition[1]})`"
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  :gameState="G"
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  :player="player"
@@ -744,6 +752,7 @@ import {
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  HelpButton,
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  RulesButton,
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  LayoutButton,
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+ ResourceViewButton,
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  } from './buttons';
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  import PlayerBoard from './PlayerBoard.vue';
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  import Calculator from './Calculator.vue';
@@ -757,6 +766,7 @@ import { LogMove } from 'powergrid-engine/src/log';
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  import { Phase, playerTimeUsed, PowerPlant, PowerPlantType, ResourceType } from 'powergrid-engine/src/gamestate';
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  import { City } from 'powergrid-engine/src/maps';
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  import { formatDuration } from '../util/time';
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+ import { playerOrderForDisplay } from '../util/player-order';
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  // Portrait layout: the rows the scene is broken into, top to bottom. Slots on
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  // the same row sit side by side and share one scale. Names map to the `slotX`
@@ -771,6 +781,9 @@ const STACK_ROWS: string[][] = [
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  // the draw pile and the round readout are things you glance at.
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  ['buttons', 'roundInfo', 'powerPlantDeck'],
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  ['powerPlantMarket'],
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+ // The resource-display switch sits between the two markets rather than in the
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+ // icon column: it belongs to the row it changes, and reads as that row's header.
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+ ['resourceView'],
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  ['resources'],
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  ['uraniumMines'],
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  ['freeJump'],
@@ -814,6 +827,9 @@ const STACK_SLOT_MAX_WIDTH: Record<string, number> = {
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  // The box market is one tall stack of full-width buttons; run edge to edge it
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  // reads as though it had been cropped rather than laid out.
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  resources: 0.94,
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+ // Matched to `resources` on purpose: equal budgets render equal widths, so the
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+ // switch and the market below it line up instead of nearly lining up.
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+ resourceView: 0.94,
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  };
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  /**
@@ -883,6 +899,7 @@ const round = (n: number, digits = 2) => Number(n.toFixed(digits));
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  HelpButton,
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  RulesButton,
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  LayoutButton,
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+ ResourceViewButton,
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  Button,
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  Calculator,
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  PowerPlantMarket,
@@ -2121,6 +2138,43 @@ export default class Game extends Vue {
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  this.relayout();
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  }
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+ /**
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+ * Only ever consulted inside the stacked layout — landscape and desktop draw the
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+ * printed board regardless, so this preference cannot reach them.
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+ */
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+ get showResourceTrack(): boolean {
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+ return this.preferences.portraitResourceTrack === true;
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+ }
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+
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+ setResourceView(showTrack: boolean) {
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+ if (showTrack === this.showResourceTrack) {
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+ return;
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+ }
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+
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+ this.emitter.emit('update:preference', { name: 'portraitResourceTrack', value: showTrack });
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+ this.preferences.portraitResourceTrack = showTrack;
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+ }
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+
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+ /**
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+ * The two resource displays are different shapes, so switching between them
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+ * invalidates the row heights the last layout solved for — the same trap as
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+ * entering the stacked layout at all. Measure again once the swap has landed.
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+ */
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+ @Watch('showResourceTrack')
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+ onResourceViewChanged() {
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+ this.$nextTick(() => {
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+ // The printed track fills itself imperatively and `createPieces` only ever
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+ // runs on a state update, so a track switched on mid-turn would draw an
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+ // EMPTY market until the next move landed — a display that lies. Fill it
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+ // before measuring: the cubes are what give the group its size.
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+ if (this.G) {
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+ this.resources?.createPieces(this.G);
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+ }
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+
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+ this.scheduleRelayout();
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+ });
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+ }
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+
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  relayout() {
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  if (!this.viewportIsMeasurable()) {
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  // Still hidden. Whoever reveals us triggers the observer below.
@@ -2302,19 +2356,7 @@ export default class Game extends Vue {
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  }
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  get adjustedPlayerOrder() {
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- if (!this.G) {
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- return [];
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- }
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-
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- if (!this.preferences.adjustPlayerOrder) {
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- return this.G.players.map((_p, i) => i); // 0 1 2 3 ...
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- }
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-
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- if (this.G.phase == Phase.Auction) {
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- return this.G.playerOrder;
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- }
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-
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- return this.G.playerOrder.reverse();
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+ return playerOrderForDisplay(this.G, this.preferences.adjustPlayerOrder);
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  }
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  getResourceResupply() {
@@ -0,0 +1,68 @@
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+ <template>
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+ <!--
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+ Which resource display the portrait layout shows. A labelled either/or rather
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+ than an icon: this changes what the whole row below it *is*, and no picture of
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+ "boxes" or "a track" is recognisable before you tap it.
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+
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+ Authored 620x72 so that, held to the same 0.94 width budget as the box market
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+ underneath, the two line up edge to edge and each half clears the 44px tap
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+ guideline on a 414px-wide phone.
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+ -->
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+ <g class="resourceView">
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+ <g class="button enabled" @click="$emit('select', false)">
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+ <rect
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+ x="0"
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+ y="0"
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+ width="306"
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+ height="72"
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+ rx="6"
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+ :fill="showTrack ? 'gainsboro' : '#333'"
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+ stroke="black"
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+ stroke-width="3"
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+ />
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+ <text
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+ x="153"
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+ y="47"
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+ text-anchor="middle"
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+ font-weight="700"
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+ :fill="showTrack ? 'black' : 'white'"
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+ style="font-size: 30px"
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+ >
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+ Buy boxes
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+ </text>
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+ <title>One box per buyable source: the price you pay, and the whole box is the tap target</title>
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+ </g>
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+ <g class="button enabled" @click="$emit('select', true)">
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+ <rect
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+ x="314"
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+ y="0"
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+ width="306"
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+ height="72"
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+ rx="6"
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+ :fill="showTrack ? '#333' : 'gainsboro'"
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+ stroke="black"
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+ stroke-width="3"
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+ />
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+ <text
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+ x="467"
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+ y="47"
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+ text-anchor="middle"
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+ font-weight="700"
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+ :fill="showTrack ? 'white' : 'black'"
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+ style="font-size: 30px"
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+ >
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+ Price track
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+ </text>
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+ <title>The printed market board, so the whole price track is visible at once</title>
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+ </g>
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+ </g>
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+ </template>
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+ <script lang="ts">
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+ import { Vue, Component, Prop } from 'vue-property-decorator';
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+
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+ @Component
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+ export default class ResourceViewButton extends Vue {
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+ @Prop()
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+ showTrack?: boolean;
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+ }
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+ </script>
@@ -4,7 +4,18 @@ import LayoutButton from './LayoutButton.vue';
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  import LogButton from './LogButton.vue';
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  import PassButton from './PassButton.vue';
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  import SoundButton from './SoundButton.vue';
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+ import ResourceViewButton from './ResourceViewButton.vue';
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  import RulesButton from './RulesButton.vue';
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  import UndoButton from './UndoButton.vue';
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- export { Button, HelpButton, LayoutButton, LogButton, PassButton, SoundButton, RulesButton, UndoButton };
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+ export {
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+ Button,
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+ HelpButton,
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+ LayoutButton,
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+ LogButton,
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+ PassButton,
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+ ResourceViewButton,
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+ SoundButton,
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+ RulesButton,
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+ UndoButton,
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+ };
package/src/launch.ts CHANGED
@@ -26,6 +26,7 @@ function launch(selector: string) {
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  undoWholeTurn: true,
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  fitToScreen: true,
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  stackOnPortrait: true,
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+ portraitResourceTrack: false,
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  }),
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  avatars: [],
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  };
@@ -13,6 +13,11 @@ export type Preferences = {
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  // Portrait phones stack the board into full-width rows. Per player, not per
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  // game: it describes the screen you are holding, not the rules being played.
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  stackOnPortrait: boolean;
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+ // Within the stacked layout, show the printed price track instead of the box
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+ // market. The boxes are the buying surface; the track is the reading surface --
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+ // it is the only place the whole price ladder is visible at once, which matters
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+ // most for uranium, where the cubes are few and the prices far apart.
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+ portraitResourceTrack: boolean;
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  };
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  export interface Piece {
@@ -0,0 +1,44 @@
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+ // `Phase` comes from the package root (the built `dist`), never from
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+ // `powergrid-engine/src/gamestate`: webpack 4 parses the engine SOURCE for the
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+ // unit-test bundle and dies on its `??`. Game.vue can import the source because the
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+ // app build does not; a file with a spec beside it cannot.
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+ import type { GameState } from 'powergrid-engine';
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+ import { Phase } from 'powergrid-engine';
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+
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+ /**
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+ * The order the player boards are stacked in (`Game.vue`'s `adjustedPlayerOrder`).
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+ *
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+ * Two different orders sit on this board and they are easy to confuse -- the issue
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+ * that produced this file (#141) was exactly that confusion:
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+ *
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+ * - TABLE order: where a player sits. Fixed for the whole game. This is what the
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+ * boards show when the preference is off, and it is why bidding "out of turn
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+ * order" is usually not a bug at all.
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+ * - TURN order (`G.playerOrder`): recomputed every round from cities and largest
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+ * plant. The auction runs down it; resources and building run back UP it.
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+ *
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+ * Kept out of the component so it can be tested against a real engine state, the
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+ * same way `util/resource-rows.ts` is -- and because the component version could not
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+ * be tested at all, which is how it stayed wrong.
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+ *
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+ * Written without optional chaining: webpack 4 parses the unit-test bundle and
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+ * rejects `?.` (same note as `util/turn-buffer.ts`).
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+ */
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+ export function playerOrderForDisplay(G: GameState | null | undefined, adjustPlayerOrder: boolean): number[] {
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+ if (!G) {
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+ return [];
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+ }
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+
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+ if (!adjustPlayerOrder) {
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+ return G.players.map((_p, i) => i); // 0 1 2 3 ...
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+ }
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+
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+ // Copy before reversing. `Array.reverse` works in place, so reading the order off
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+ // the state used to rewrite it -- see `player-order.spec.ts`. The engine already
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+ // spreads before it reverses, in both places it walks the order backwards.
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+ if (G.phase == Phase.Auction) {
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+ return [...G.playerOrder];
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+ }
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+
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+ return [...G.playerOrder].reverse();
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+ }