Fix nurse shark and remove mid-battle choice.
This commit is contained in:
@@ -53,11 +53,8 @@ type View struct {
|
||||
// see a reveal is in progress; the eligible options are only sent to the
|
||||
// buyer (they name the buyer's own hidden pets).
|
||||
PendingReveal *PendingReveal `json:"pendingReveal,omitempty"`
|
||||
// PendingBattle (Golden pack: Nurse Shark) is a mid-battle decision owed by
|
||||
// one seat; public since the battle replay is public.
|
||||
PendingBattle *PendingBattleDecision `json:"pendingBattle,omitempty"`
|
||||
Battle *BattleResult `json:"battle,omitempty"`
|
||||
WinnerSeat int `json:"winnerSeat"`
|
||||
Battle *BattleResult `json:"battle,omitempty"`
|
||||
WinnerSeat int `json:"winnerSeat"`
|
||||
// Log is the shared, public event log shown across every phase.
|
||||
Log []LogEntry `json:"log,omitempty"`
|
||||
// Debug is set by the server when its DEBUG flag is on, unlocking the
|
||||
@@ -125,7 +122,6 @@ func (g *Game) ViewFor(playerID string) View {
|
||||
}
|
||||
v.PendingReveal = &reveal
|
||||
}
|
||||
v.PendingBattle = g.PendingBattle
|
||||
// Battle results (lineups, events) are public once resolved. Keep the
|
||||
// battle around during the following shop phase too, so late joiners /
|
||||
// reconnects can still see the last result.
|
||||
|
||||
Reference in New Issue
Block a user