Enable extra if the GridWeapon is in position 9, 10, 11
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beeeef3104
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1 changed files with 8 additions and 5 deletions
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@ -115,15 +115,15 @@ module Api
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# Render the conflict view as a string
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# Render the conflict view as a string
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def render_conflict_view(conflict_weapon, incoming_weapon, incoming_position)
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def render_conflict_view(conflict_weapon, incoming_weapon, incoming_position)
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ConflictBlueprint.render(nil, view: :weapons,
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ConflictBlueprint.render(nil, view: :weapons,
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conflict_weapon: conflict_weapon,
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conflict_weapon: conflict_weapon,
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incoming_weapon: incoming_weapon,
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incoming_weapon: incoming_weapon,
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incoming_position: incoming_position)
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incoming_position: incoming_position)
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end
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end
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def render_grid_weapon_view(grid_weapon, conflict_position)
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def render_grid_weapon_view(grid_weapon, conflict_position)
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GridWeaponBlueprint.render(grid_weapon, view: :full,
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GridWeaponBlueprint.render(grid_weapon, view: :full,
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root: :grid_weapon,
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root: :grid_weapon,
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meta: { replaced: conflict_position })
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meta: { replaced: conflict_position })
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end
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end
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def save_weapon(weapon)
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def save_weapon(weapon)
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@ -140,6 +140,9 @@ module Api
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if weapon.position == -1
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if weapon.position == -1
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party.element = weapon.weapon.element
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party.element = weapon.weapon.element
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party.save!
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party.save!
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elsif [9, 10, 11].include?(weapon.position)
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party.extra = true
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party.save!
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end
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end
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# Render the weapon if it can be saved
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# Render the weapon if it can be saved
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