fix encounters image URL
Browse files
src/lib/components/Pages/Encounters.svelte
CHANGED
@@ -13,6 +13,7 @@
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let encounters: Encounter[] = [];
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let isLoading = true;
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let isRefreshing = false;
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// Battle state
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let showBattle = false;
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@@ -41,12 +42,41 @@
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console.log('Using existing encounters:', currentEncounters.length);
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encounters = currentEncounters;
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}
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} catch (error) {
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console.error('Error loading encounters:', error);
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}
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isLoading = false;
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}
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async function handleRefresh() {
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isRefreshing = true;
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try {
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@@ -54,6 +84,9 @@
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console.log('Force refreshing encounters...');
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encounters = await EncounterService.generateEncounters();
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// Update game state with new refresh time
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const gameState = await getOrCreateGameState();
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await db.gameState.update(gameState.id!, {
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@@ -124,6 +157,7 @@
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try {
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await EncounterService.forceEncounterRefresh();
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encounters = await EncounterService.generateEncounters();
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} catch (error) {
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console.error('Error refreshing encounters:', error);
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}
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@@ -381,27 +415,25 @@
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{#if encounter.type === EncounterType.WILD_PICLET && encounter.picletTypeId}
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{#if encounter.title === 'Your First Piclet!'}
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<div class="piclet-silhouette">
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-
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<div class="silhouette-fallback" style="display: none">?</div>
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</div>
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{:else}
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-
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}
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-
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<div class="fallback-icon" style="display: none">{getEncounterIcon(encounter)}</div>
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{/if}
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{:else}
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<span class="type-icon">{getEncounterIcon(encounter)}</span>
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let encounters: Encounter[] = [];
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let isLoading = true;
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let isRefreshing = false;
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+
let monsterImages: Map<string, string> = new Map();
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// Battle state
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let showBattle = false;
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console.log('Using existing encounters:', currentEncounters.length);
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encounters = currentEncounters;
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}
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// Load monster images for wild piclet encounters
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await loadMonsterImages();
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} catch (error) {
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console.error('Error loading encounters:', error);
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}
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isLoading = false;
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}
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async function loadMonsterImages() {
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const wildEncounters = encounters.filter(e =>
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e.type === EncounterType.WILD_PICLET && e.picletTypeId
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);
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for (const encounter of wildEncounters) {
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if (!encounter.picletTypeId) continue;
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// Convert picletTypeId to monster name format
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const monsterName = encounter.picletTypeId
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.replace(/-/g, ' ')
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.replace(/\b\w/g, l => l.toUpperCase());
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const monster = await db.monsters
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.where('name')
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.equals(monsterName)
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.first();
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if (monster && monster.imageData) {
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monsterImages.set(encounter.picletTypeId, monster.imageData);
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}
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}
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// Trigger reactive update
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monsterImages = monsterImages;
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}
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async function handleRefresh() {
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isRefreshing = true;
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try {
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console.log('Force refreshing encounters...');
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encounters = await EncounterService.generateEncounters();
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// Load monster images for new encounters
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await loadMonsterImages();
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// Update game state with new refresh time
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const gameState = await getOrCreateGameState();
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await db.gameState.update(gameState.id!, {
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try {
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await EncounterService.forceEncounterRefresh();
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encounters = await EncounterService.generateEncounters();
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await loadMonsterImages();
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} catch (error) {
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console.error('Error refreshing encounters:', error);
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}
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{#if encounter.type === EncounterType.WILD_PICLET && encounter.picletTypeId}
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{#if encounter.title === 'Your First Piclet!'}
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<div class="piclet-silhouette">
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{#if monsterImages.has(encounter.picletTypeId)}
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<img
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src={monsterImages.get(encounter.picletTypeId)}
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alt="Mystery Piclet"
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class="silhouette-img"
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/>
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{:else}
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<div class="silhouette-fallback">?</div>
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{/if}
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</div>
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{:else}
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{#if monsterImages.has(encounter.picletTypeId)}
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<img
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src={monsterImages.get(encounter.picletTypeId)}
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alt="Wild Piclet"
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/>
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{:else}
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<div class="fallback-icon">{getEncounterIcon(encounter)}</div>
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{/if}
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{/if}
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{:else}
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<span class="type-icon">{getEncounterIcon(encounter)}</span>
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