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On the code in applyGameAction for returning early if a game action is taken by a non-active player, we'll need to add an addition check for if the player is the active one for resolving the effect (not just whoever has the current turn):
// Error out when event is being emitted by the non-active playerif(activePlayer?.name!==playerName){returnboard;// TODO: implement error UI}
Lastly, we'll need modify getLastEffectForActivePlayer and add a corresponding test in GameDisplay to test that the game properly displays the "Resolving: " text for a player resolving effects that is not the active player
The text was updated successfully, but these errors were encountered:
We'll need #255 to implement this. Units can go to the cemetery on other players' turns, meaning we need to allow players to resolve their effects
To implement implement effect-resolution of opponents' effects on their turns #255, we will need to move the
effectQueue
logic into the Board object, up a level fromPlayer
.On the code in
applyGameAction
for returning early if a game action is taken by a non-active player, we'll need to add an addition check for if the player is the active one for resolving the effect (not just whoever has the current turn):getLastEffectForActivePlayer
and add a corresponding test inGameDisplay
to test that the game properly displays the "Resolving: " text for a player resolving effects that is not the active playerThe text was updated successfully, but these errors were encountered: