powergrid-viewer 2.0.9 → 2.0.11

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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": "2.0.9",
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+ "version": "2.0.11",
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  "repository": {
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  "type": "git",
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  "url": "git+https://github.com/boardgamers/powergrid.git",
@@ -18,7 +18,7 @@
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  "vue": "^2.6.11",
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  "vue-class-component": "^7.2.3",
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  "vue-property-decorator": "^8.4.2",
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- "powergrid-engine": "2.0.4"
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+ "powergrid-engine": "2.0.5"
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  },
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  "devDependencies": {
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  "@types/assert": "^1.4.7",
@@ -766,6 +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`
@@ -2355,19 +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 +1,44 @@
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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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+ }