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somehow fixed reload bug by making things actively worse
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parent
1819712201
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152f54ee7a
@ -89,6 +89,11 @@ interface InProgressStub {
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onError(error: any): void;
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}
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interface onHoldStub {
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name: string;
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call(): void;
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}
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export class PhaseInterceptor {
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public scene: BattleScene;
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// @ts-expect-error: initialized in `initPhases`
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@ -98,7 +103,7 @@ export class PhaseInterceptor {
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* TODO: This should not be an array;
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* Our linear phase system means only 1 phase is ever started at once (if any)
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*/
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private onHold: PhaseClass[];
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private onHold: onHoldStub[];
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private interval: NodeJS.Timeout;
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private promptInterval: NodeJS.Timeout;
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private intervalRun: NodeJS.Timeout;
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@ -279,7 +284,7 @@ export class PhaseInterceptor {
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},
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onError: error => reject(error),
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};
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this.phases[currentPhase.name].start.call(this.scene.phaseManager.getCurrentPhase());
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currentPhase.call();
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}
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});
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});
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@ -325,7 +330,13 @@ export class PhaseInterceptor {
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*/
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startPhase(phase: PhaseClass) {
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this.log.push(phase.name as PhaseString);
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this.onHold.push(phase);
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const instance = this.scene.phaseManager.getCurrentPhase();
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this.onHold.push({
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name: phase.name,
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call: () => {
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this.phases[phase.name].start.apply(instance);
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},
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});
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}
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/**
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