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License: MIT License
When the game is done, the server needs to get the player object ready to join another game.
The client may need to stop polling.
When opening this modal, it would be nice if a valid combo was already selected. It can get tiring to click 6 cards for some of the longer routes
Sometimes the destination cards don't size very well. They're finicky because of the SVG.
If there are no shard cards or destination cards, and a user is unable to claim a route, their turn will never advance.
We decided to add a "skip turn" button if there are 0 dest/shard cards. This will mean adding a nextTurn
command so the server knows to skip their turn.
Too many options to claim a route makes the claim route button impossible
In a two player game, it seemed to function correctly, but in a 3 and a five player game, the train card counter was all over the place. it never had more than the max or less than zero, but it rarely had the right number of train cars displayed for each player.
During one game, a player had never claimed a route, and had 36 cars and 13 points
Its not clear to me if this is just the player list or it is calculating train cars incorrectly for the players hand
The server will end your turn after drawing your first card.
Fix the 500 error when claiming a route
Need to standardize lots of stuff. Remind me to do this after the phase is turned in.
The list of games in lobby has an "Available Games" heading, when it includes games that have started & cannot be joined. I think we should just change the heading to "All Games" or something
Per the rules, if 3 or more wild cards are in the face up pile, the entire pile is discarded and replaced.
Trying to draw a wild as your second card has no visible notification. It just doesn't do anything.
User only needs to keep one of the three cards during normal game play.
In game lobby needs to send requestGames command!
When drawing shard cards from the deck, on the second one you'll get two end of turn messages because the transition is triggered both by drawing the card and the change turn command.
The turn service will not leave the DrawnFirstCardState once you have drawn your first card.
This isn't really a bug but it's intuitive. The snackbar showing what card you drew typically comes after the turn notification. I would expect to know what card I got first and then be notified my turn is over.
Generate angular project
The complaint is that images sometimes load slowly or fail to load. Maybe we can cache them all when the game initially loads instead of requesting them from the server each time?
Never uses city2
either. Throws exceptions.
When claiming a route, the message looks like this:
The End Of You claimed a route between Helicarrier and New York City!
We should say what cards the player used to claim the route
User has to look at their hand and figure out what card they drew.
In the ngInit
of the game component, we should reset the state of the various game services. Adding a .reset()
method is probably good enough.
Don't reset subscriptions
ERROR TypeError: Cannot read property 'authToken' of undefined
at SafeSubscriber._next (main.js:1126)
at SafeSubscriber.push../node_modules/rxjs/_esm5/internal/Subscriber.js.SafeSubscriber.__tryOrUnsub (vendor.js:145188)
at SafeSubscriber.push../node_modules/rxjs/_esm5/internal/Subscriber.js.SafeSubscriber.next (vendor.js:145126)
at Subscriber.push../node_modules/rxjs/_esm5/internal/Subscriber.js.Subscriber._next (vendor.js:145069)
at Subscriber.push../node_modules/rxjs/_esm5/internal/Subscriber.js.Subscriber.next (vendor.js:145046)
at Subject.push../node_modules/rxjs/_esm5/internal/Subject.js.Subject.next (vendor.js:144811)
at ServerProxyService.push../src/app/core/server-proxy.service.ts.ServerProxyService.handleResponse (main.js:1195)
at SafeSubscriber._next (main.js:1226)
at SafeSubscriber.push../node_modules/rxjs/_esm5/internal/Subscriber.js.SafeSubscriber.__tryOrUnsub (vendor.js:145188)
at SafeSubscriber.push../node_modules/rxjs/_esm5/internal/Subscriber.js.SafeSubscriber.next (vendor.js:145126)
defaultErrorLogger @ vendor.js:76351
The client gets a routeClaimed with playerId -1, and you get an Oh Snap error
This might not be a bug but it looks a little odd because the user hasn't really finished their action.
Sometimes cards aren't taken away from the users hand when claiming a route. @jhawk93 knows best
Possibly related to the type of events we're listening to.
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