Ordering of non-animation and animation events to have better play experience.
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@@ -467,6 +467,8 @@ var GempLotrGameUI = Class.extend({
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processGameEventsXml: function(element) {
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processGameEventsXml: function(element) {
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var gameEvents = element.getElementsByTagName("gameEvent");
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var gameEvents = element.getElementsByTagName("gameEvent");
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// First the non-animation things
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for (var i = 0; i < gameEvents.length; i++) {
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for (var i = 0; i < gameEvents.length; i++) {
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var gameEvent = gameEvents[i];
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var gameEvent = gameEvents[i];
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var eventType = gameEvent.getAttribute("type");
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var eventType = gameEvent.getAttribute("type");
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@@ -504,10 +506,21 @@ var GempLotrGameUI = Class.extend({
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this.message(gameEvent);
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this.message(gameEvent);
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} else if (eventType == "WARNING") {
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} else if (eventType == "WARNING") {
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this.warning(gameEvent);
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this.warning(gameEvent);
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} else if (eventType == "CARD_AFFECTS_CARD") {
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}
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}
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if (gameEvents.length > 0)
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this.layoutUI(true);
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// Then the strictly animation events
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for (var i = 0; i < gameEvents.length; i++) {
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var gameEvent = gameEvents[i];
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var eventType = gameEvent.getAttribute("type");
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if (eventType == "CARD_AFFECTS_CARD") {
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this.cardAffectsCard(gameEvent);
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this.cardAffectsCard(gameEvent);
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}
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}
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}
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}
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var skirmish = element.getElementsByTagName("skirmish")
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var skirmish = element.getElementsByTagName("skirmish")
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if (skirmish.length > 0) {
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if (skirmish.length > 0) {
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this.fpStrengthDiv.text(skirmish[0].getAttribute("fpStrength"));
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this.fpStrengthDiv.text(skirmish[0].getAttribute("fpStrength"));
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@@ -532,9 +545,6 @@ var GempLotrGameUI = Class.extend({
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}
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}
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}
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}
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if (gameEvents.length > 0)
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this.layoutUI(true);
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var decisions = element.getElementsByTagName("decision");
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var decisions = element.getElementsByTagName("decision");
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if (decisions.length == 1) {
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if (decisions.length == 1) {
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var decision = decisions[0];
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var decision = decisions[0];
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