import { Data } from '@app/types'; import type { IGameResponse } from '@app/websocket'; import { GameDispatch } from '@app/store'; export class GameResponseImpl implements IGameResponse { clearStore(): void { GameDispatch.clearStore(); } gameStateChanged(gameId: number, data: Data.Event_GameStateChanged): void { GameDispatch.gameStateChanged(gameId, data); } playerJoined(gameId: number, playerProperties: Data.ServerInfo_PlayerProperties): void { GameDispatch.playerJoined(gameId, playerProperties); } playerLeft(gameId: number, playerId: number, reason: number): void { GameDispatch.playerLeft(gameId, playerId, reason); } playerPropertiesChanged(gameId: number, playerId: number, properties: Data.ServerInfo_PlayerProperties): void { GameDispatch.playerPropertiesChanged(gameId, playerId, properties); } gameClosed(gameId: number): void { GameDispatch.gameClosed(gameId); } gameHostChanged(gameId: number, hostId: number): void { GameDispatch.gameHostChanged(gameId, hostId); } kicked(gameId: number): void { GameDispatch.kicked(gameId); } gameSay(gameId: number, playerId: number, message: string, timeReceived: number): void { GameDispatch.gameSay(gameId, playerId, message, timeReceived); } cardMoved(gameId: number, playerId: number, data: Data.Event_MoveCard): void { GameDispatch.cardMoved(gameId, playerId, data); } cardFlipped(gameId: number, playerId: number, data: Data.Event_FlipCard): void { GameDispatch.cardFlipped(gameId, playerId, data); } cardDestroyed(gameId: number, playerId: number, data: Data.Event_DestroyCard): void { GameDispatch.cardDestroyed(gameId, playerId, data); } cardAttached(gameId: number, playerId: number, data: Data.Event_AttachCard): void { GameDispatch.cardAttached(gameId, playerId, data); } tokenCreated(gameId: number, playerId: number, data: Data.Event_CreateToken): void { GameDispatch.tokenCreated(gameId, playerId, data); } cardAttrChanged(gameId: number, playerId: number, data: Data.Event_SetCardAttr): void { GameDispatch.cardAttrChanged(gameId, playerId, data); } cardCounterChanged(gameId: number, playerId: number, data: Data.Event_SetCardCounter): void { GameDispatch.cardCounterChanged(gameId, playerId, data); } arrowCreated(gameId: number, playerId: number, data: Data.Event_CreateArrow): void { GameDispatch.arrowCreated(gameId, playerId, data); } arrowDeleted(gameId: number, playerId: number, data: Data.Event_DeleteArrow): void { GameDispatch.arrowDeleted(gameId, playerId, data); } counterCreated(gameId: number, playerId: number, data: Data.Event_CreateCounter): void { GameDispatch.counterCreated(gameId, playerId, data); } counterSet(gameId: number, playerId: number, data: Data.Event_SetCounter): void { GameDispatch.counterSet(gameId, playerId, data); } counterDeleted(gameId: number, playerId: number, data: Data.Event_DelCounter): void { GameDispatch.counterDeleted(gameId, playerId, data); } cardsDrawn(gameId: number, playerId: number, data: Data.Event_DrawCards): void { GameDispatch.cardsDrawn(gameId, playerId, data); } cardsRevealed(gameId: number, playerId: number, data: Data.Event_RevealCards): void { GameDispatch.cardsRevealed(gameId, playerId, data); } zoneShuffled(gameId: number, playerId: number, data: Data.Event_Shuffle): void { GameDispatch.zoneShuffled(gameId, playerId, data); } dieRolled(gameId: number, playerId: number, data: Data.Event_RollDie): void { GameDispatch.dieRolled(gameId, playerId, data); } activePlayerSet(gameId: number, activePlayerId: number): void { GameDispatch.activePlayerSet(gameId, activePlayerId); } activePhaseSet(gameId: number, phase: number): void { GameDispatch.activePhaseSet(gameId, phase); } turnReversed(gameId: number, reversed: boolean): void { GameDispatch.turnReversed(gameId, reversed); } zoneDumped(gameId: number, playerId: number, data: Data.Event_DumpZone): void { GameDispatch.zoneDumped(gameId, playerId, data); } zonePropertiesChanged(gameId: number, playerId: number, data: Data.Event_ChangeZoneProperties): void { GameDispatch.zonePropertiesChanged(gameId, playerId, data); } }