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Class: DealCards

commands.DealCards

A command which by itself changes nothing, but applies subCommands and executes these instead.

Hierarchy​

Constructors​

constructor​

• new DealCards(source, targets, options?)

Deals count cards from this container to other containers. Eg. hands

Parameters​

NameTypeDescription
sourceTarget<ParentTrait>will take cards from here
targetsTargets<ParentTrait>and put them in these containers
optionsDealCardsOptions-

Overrides​

Command.constructor

Properties​

count​

• count: number


onEmptied​

• onEmptied: () => Command<State<Record<string, unknown>>>

Type declaration​

▸ (): Command<State<Record<string, unknown>>>

Returns​

Command<State<Record<string, unknown>>>


source​

• source: TargetHolder<ParentTrait>


step​

• step: number


targets​

• targets: TargetsHolder<ParentTrait>

Accessors​

name​

• get name(): string

Returns​

string

Inherited from​

Command.name

Methods​

execute​

▸ execute(state, room): Promise<void>

Parameters​

NameType
stateState<Record<string, unknown>>
roomRoom<any, Record<string, unknown>>

Returns​

Promise<void>

Overrides​

Command.execute


subExecute​

▸ Protected subExecute(state, room, command): Promise<void>

Execute a sub command. Call ONLY during your commands execute method. Will also remember it internally for undoing.

Parameters​

NameType
stateState<Record<string, unknown>>
roomRoom<State<Record<string, unknown>>, Record<string, unknown>>
commandCommand<State<Record<string, unknown>>>

Returns​

Promise<void>

Inherited from​

Command.subExecute


undo​

▸ undo(state, room): Promise<void>

Undoes every remembered extra sub command. Command may gather new sub commands only while executing. Sequence will only gather sub commands upon construction.

Parameters​

NameType
stateState<Record<string, unknown>>
roomRoom<any, Record<string, unknown>>

Returns​

Promise<void>

Overrides​

Command.undo