Migrating followStates and followRoles from a const object to a type restricted to only the string values allowed.
This allows for more secure code (compilation checks) and simpler code too (we can pass strings instead of const values)
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@@ -6,13 +6,7 @@ import type { RemotePlayer } from "../Entity/RemotePlayer";
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import { get } from "svelte/store";
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import { userMovingStore } from "../../Stores/GameStore";
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import {
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followStateStore,
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followRoleStore,
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followUsersStore,
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followRoles,
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followStates,
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} from "../../Stores/FollowStore";
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import { followStateStore, followRoleStore, followUsersStore } from "../../Stores/FollowStore";
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export const hasMovedEventName = "hasMoved";
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export const requestEmoteEventName = "requestEmote";
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@@ -51,7 +45,7 @@ export class Player extends Character {
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}
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// Compute movement deltas
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const followMode = get(followStateStore) !== followStates.off;
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const followMode = get(followStateStore) !== "off";
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const speedup = activeEvents.get(UserInputEvent.SpeedUp) && !followMode ? 25 : 9;
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const moveAmount = speedup * 20;
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x = x * moveAmount;
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@@ -90,7 +84,7 @@ export class Player extends Character {
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const player = this.scene.MapPlayersByKey.get(get(followUsersStore)[0]);
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if (!player) {
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this.scene.connection?.emitFollowAbort();
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followStateStore.set(followStates.off);
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followStateStore.set("off");
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return [0, 0];
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}
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@@ -107,7 +101,7 @@ export class Player extends Character {
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}
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public enableFollowing() {
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followStateStore.set(followStates.active);
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followStateStore.set("active");
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}
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public moveUser(delta: number): void {
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@@ -116,17 +110,17 @@ export class Player extends Character {
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const role = get(followRoleStore);
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if (activeEvents.get(UserInputEvent.Follow)) {
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if (state === followStates.off && this.scene.groups.size > 0) {
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followStateStore.set(followStates.requesting);
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followRoleStore.set(followRoles.leader);
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} else if (state === followStates.active) {
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followStateStore.set(followStates.ending);
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if (state === "off" && this.scene.groups.size > 0) {
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followStateStore.set("requesting");
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followRoleStore.set("leader");
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} else if (state === "active") {
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followStateStore.set("ending");
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}
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}
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let x = 0;
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let y = 0;
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if ((state === followStates.active || state === followStates.ending) && role === followRoles.follower) {
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if ((state === "active" || state === "ending") && role === "follower") {
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[x, y] = this.computeFollowMovement();
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}
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this.inputStep(activeEvents, x, y);
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