fix inventory overview
This commit is contained in:
@@ -189,12 +189,12 @@ partial def handleServerEvent (ev : ServerEvent) : GameServerM Bool := do
|
||||
let some game ← getGame? s.game
|
||||
| return false
|
||||
-- All Levels have the same tiles, so we just load them from level 1 of an arbitrary world
|
||||
-- and reset `new`, `disabled` and `unlocked`
|
||||
match game.worlds.nodes.toList with
|
||||
| [] => return false
|
||||
| ⟨worldId, _⟩ :: _ =>
|
||||
-- and reset `new`, `disabled` and `unlocked`.
|
||||
-- Note: as we allow worlds without any levels (for developing), we might need
|
||||
-- to try until we find the first world with levels.
|
||||
for ⟨worldId, _⟩ in game.worlds.nodes.toList do
|
||||
let some lvl ← getLevel? {game := s.game, world := worldId, level := 1}
|
||||
| do return false
|
||||
| do continue
|
||||
let inventory : InventoryOverview := {
|
||||
tactics := lvl.tactics.tiles.map
|
||||
({ · with locked := true, disabled := false, new := false }),
|
||||
@@ -207,6 +207,7 @@ partial def handleServerEvent (ev : ServerEvent) : GameServerM Bool := do
|
||||
let c ← read
|
||||
c.hOut.writeLspResponse ⟨id, ToJson.toJson inventory⟩
|
||||
return true
|
||||
return false
|
||||
| _ => return false
|
||||
| _ => return false
|
||||
|
||||
|
||||
Reference in New Issue
Block a user