Add 'components' mod + add empty comps. to roomGen
Create a components module to be used as the overseeing list/build of components to be used through-out the code-base. Added the components in said module to roomGeneration, but they are not used at currentdevelop^2
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// A seperate list for components, so they're easy to recall
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// Done as object, so it can be added to different rooms with components = NEW component?
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const component = {
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// Entity Stuff
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//item : [],
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//itemCount : 0,
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// Card Stuff
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cardData : {},
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cardFace : {},
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cardStatus : {
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tapped : {},
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attacking : {},
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inspected : {},
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},
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cardAttack : {},
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cardColours : {}, // Replace with colour
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colour : {
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white : {}, // entityId, amountOfColour
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blue : {},
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red : {},
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},
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cardManaColour : {},
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cardEffect : {}, // TODO: Split this into effect, trigger, step, targets.
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cardCost : {},
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cardSprite : {}, // id, position in spritesheet [0,4] e.g.
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//cardPlayer = {},
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// Deck Stuff?
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deckIn : {},
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deckData : {},
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// UI (so users know what's been targetted)
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selected : {},
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selectable : {},
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// Effect (break it up?)
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effect : {},
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effectTrigger : {},
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// etc, etc.
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// Board Elements
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// loop component.shield for shield items
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boardElement : {},
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// Replace with following
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realDeck : {},
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inDeck : {},
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hand : {},
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board : {},
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shield : {},
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mana : {},
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grave : {},
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void : {},
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//
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listPosition : {},
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// position (clientside)
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// size (clientside)
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// Passives
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// component.passive.flight ?
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passive : {
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flight : {},
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reach : {},
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taunt : {},
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},
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type : {
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unit : {},
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spell : {},
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token : {},
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},
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classes : {
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orc : {},
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human : {},
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spirit : {},
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},
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};
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// For front-end
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// position, size
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// These should be used as such (Not 100% as yet)
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// For onBoard()... for player()... for passive.flight()...
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// Check the board, items belonging to playerX, for flight passive?
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module.exports = {
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component
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}
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