fix(gameplay): start campaigns in playable state
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Co-authored-by: multica-agent <github@multica.ai>
This commit is contained in:
2026-08-21 19:41:50 +05:00
parent 19693c78c4
commit f7ca158fe4
9 changed files with 590 additions and 44 deletions

View File

@@ -51,7 +51,11 @@ const myIntent = computed(() => payload.value?.intents.find(intent =>
intent.member_id === currentMember.value?.id || intent.character_id === myCharacter.value?.id,
))
const isReady = computed(() => Boolean(myIntent.value?.ready))
const activeHumanMembers = computed(() => payload.value?.members.filter(member => member.active !== false) ?? [])
const activeHumanMembers = computed(() => payload.value?.members.filter(member =>
member.active !== false && payload.value?.characters.some(character =>
character.user_id === member.user_id && character.controller === 'human',
),
) ?? [])
const readyCount = computed(() => activeHumanMembers.value.filter(member => payload.value?.intents.some(intent => intent.member_id === member.id && intent.ready)).length)
const canAct = computed(() => currentRound.value?.status === 'open' && Boolean(myCharacter.value))
const roundBusy = computed(() => ['queued', 'resolving'].includes(String(currentRound.value?.status)))