Christoph Nakazawa
Christoph Nakazawa
I updated the implementation from #34 to make it so that optional conditions can fire before the game ends with one condition. I think this makes the whole implementation from...
Here is the implementation of [`getCompletedObjectives`](https://github.com/nkzw-tech/athena-crisis/blob/main/apollo/lib/getCompletedObjectives.tsx) which can be used to get the amount of conditions that have been fulfilled by the player's team.
Updated the link 👍 > Hey since we have access to `map` inside `validateWinCondition()`, could we do something like this? Oh yes, good point, we don't have to change the...
If it works, that's great! I am wondering if the second optional objective has a reward attached to it, if it will be applied correctly of if something goes wrong....
> Fortunately for us, it looks okay..? Yay! Glad the reconciliation engine can figure it out just fine. > By the way, I was trying to come up with a...
player2 shouldn't be awarded with an objective if it doesn't apply to them and they denied it for somebody else. The game should also only end if there is no...
Oh good find. This makes sense for required objectives since losing one of those automatically means the other player wins. However, these should not apply when they are optional! Sorry,...
We should be able to use the `completed` and `optional` state to skip over the ones that have already previously matched for a specific player, right?
Yes, this is exactly the issue I was trying to point out earlier, however it is important that the game doesn't get into an undefined state. It's fine to add...
Please check the steps I shared in the previous comment again. Those are meant to outline how to support this feature. tl;dr: split those specific conditions out, and add a...