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fixing up the logging lol
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@ -1,4 +1,4 @@
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import { clientSessionId, loggedInUser } from "#app/account";
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import { clientSessionId } from "#app/account";
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import { BattleType } from "#app/battle";
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import BattleScene from "#app/battle-scene";
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import { getCharVariantFromDialogue } from "#app/data/dialogue";
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@ -114,7 +114,9 @@ export class GameOverPhase extends BattlePhase {
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this.scene.gameData.gameStats.dailyRunSessionsWon++;
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}
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}
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this.scene.gameData.saveRunHistory(this.scene, this.getRunHistoryEntry(), this.victory);
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this.getRunHistoryEntry().then(runHistoryEntry => {
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this.scene.gameData.saveRunHistory(this.scene, runHistoryEntry, this.victory);
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});
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const fadeDuration = this.victory ? 10000 : 5000;
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this.scene.fadeOutBgm(fadeDuration, true);
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const activeBattlers = this.scene.getField().filter(p => p?.isActive(true));
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@ -226,9 +228,8 @@ export class GameOverPhase extends BattlePhase {
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* Retrieves the session's data to log its TBD
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* @returns
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*/
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getRunHistoryEntry(): SessionSaveData {
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const preWaveSessionDataCached = localStorage.getItem(`sessionData${this.scene.sessionSlotId ? this.scene.sessionSlotId : ""}_${loggedInUser?.username}`);
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const preWaveSessionData = preWaveSessionDataCached ? this.scene.gameData.parseSessionData(preWaveSessionDataCached) : null;
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private async getRunHistoryEntry(): Promise<SessionSaveData> {
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const preWaveSessionData = await this.scene.gameData.getSession(this.scene.sessionSlotId);
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return {
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seed: this.scene.seed,
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playTime: this.scene.sessionPlayTime,
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