* feat: Add hasAdminRole property to UserInfo interface and update initLoggedInUser and updateUserInfo functions
This commit adds the hasAdminRole property to the UserInfo interface in the account.ts file. The initLoggedInUser function is updated to set the hasAdminRole property to false by default. The updateUserInfo function is also updated to set the hasAdminRole property to false when bypassLogin is true. This change allows for better management of user roles and permissions.
Co-authored-by: frutescens <info@laptop>
Co-authored-by: Frederico Santos <frederico.f.santos@tecnico.ulisboa.pt>
* Updated UI for admin panel and menu
* Remove random blank line from merge
* Fix imports in `src/ui/ui.ts`
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Co-authored-by: Frederico Santos <frederico.f.santos@tecnico.ulisboa.pt>
Co-authored-by: frutescens <info@laptop>
Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
* TS: enable strict-null
* fix battle-scene.ts
* fix voucher.ts
* adapt more files to strict-null
* adapt more files to strict-null ( 2)
* adapt ability.ts to strict-null
* adapt `arena.ts` to strict-null
* adapt TagAddedEvent constructor to strict-null
* adapt phases.ts.to strict-null
* adapt status-effect.ts to strict-null
* adapt `account.ts` to strict-null
* adapt `configHandler.ts` to strict-null
* adapt `ability.ts` to strict-null
* adapt `biomes.ts` to strict-null
* adapt `challenge.ts` to strict-null
* adapt `daily-run.ts` to strict-null
* adapt `nature.ts` to strict-null
* adapt `pokemon-forms.ts` to strict-null
* adapt `tainer-names.ts` to strict-null
* adapt `types.ts` to strict-null
* adapt `weather.ts` to strict-null
* adapt `egg-hatch-phase.ts` to strict-null
* adapt `evolution-phase.ts` to strict-null
* adapt `pokemon-sprite-sparkle-handler.ts` to strict-null
* adapt `evolution-phase.ts` to strict-null
* adapt `game-mode.ts` to strict-null
* adapt `utils.ts` to strict-null
* adapt `voucher-ui-handler.ts` to strict-null
* adapt `src/ui/unavailable-modal-ui-handler.ts` to strict-null
* adapt `src/ui/ui.ts` to strict-null
* adapt `src/ui/ui-theme.ts` to strict-null
* adapt `src/ui/title-ui-handler.ts` to strict-null
* adapt `src/ui/time-of-day-widget.ts` to strict-null
* adapt `src/ui/text.ts` to strict-null
* adapt `src/ui/target-select-ui-handler.ts` to strict-null
* adapt `src/ui/settings/settings-keyboard-ui-handler.ts` to strict-null
* adapt more files to strict-null (3)
* adapt more files to strict-null (4)
* adapt more files (mostly tests) to strict-null (5)
* adapt more files to strict-null (6)
* adapt more files to strict-null (7)
* Update `src/data/pokemon-evolutions.ts` for strict-null
Partial update `src/data/pokemon-species.ts` for strict-null
* adapt more files to strict-null (8)
* adapt more files to strict-null (9)
* Strict some more nulls (still a few errors remaining)
* adapt rest of the files to strict-null (9)
* fix tests (check for null instead of undefined)
* repalce a lot of `??` with bangs
And added TODO notice as usual
* fix more tests
* all tests pass now
* fix broken game-loop after trainer battle
add some console.warn for missing cases and falling back to default
* remove guessed fallback from utils.rgbHexToRgba
* add TODO for this.currentBattle = null
* adjust getPokemonById() return to include `null`
* fix compilation errors
* add test for pokemon.trySetStatus
* `chanceMultiplier` shouldn't be optional
* allow `null` for currentPhase
* adjust hasExpSprite logic for no keymatch found
* reduce bang usage in account.updateUserInfo()
* fix new strict-null issues after merge
* fix `strict-null` issues in dropdown.ts
and sand_spit.test.ts
* fix egg-gacha
* adapt gul_missile.test.ts to strict-null
* fix move.ts strict-null
* fix i18n.ts strict-null
* fix strict-null issues
* fix baton_pass test
after accidentially breaking it
* chore: fix compiler errors
* revert accidential changes in baton_pass.test.ts
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Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
* eslint config + packages
* updated eslint config
* fix the issue eslint adding ;;;; at interfaces
* first round with eslint --fix .
* removed config for unused export
* Revert "first round with eslint --fix ."
This reverts commit 77a88e0895f7c3389cb223651b90d918af778fe9.
* removed config for camelCase
* for real this time, first round of eslint --fix .
* halfway to manual eslint fix
* eslint done
* added "how to setup" the hook to eslint --fix each new file before commit (if wanted)
* removed eslintrc config file duplicat
* fix human error + ignore build folder + merge overrides
* added curly brace style + eslint
* applied double quote linter rule
* added lefthook
* test precommit
* test precommit
* test precommit
* test precommit
* test precommit
* test precommit
* test precommit
* github action to run eslint
* added node_modules to ignore eslint
* different action for typescript
* no need for different glob (default src)
* node 20
* node 20
* removed no longer needed install file
* remove hooks part from README
* eslint fixes
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Co-authored-by: Frederico Santos <frederico.f.santos@tecnico.ulisboa.pt>
* rework of the input handling, including different gamepad and keyboard
* rework of the input handling, including different gamepad and keyboard
* first version of a too complex inputHandler based on phaser3-merged-input
* removed useless control management and kept it simple for our use case, investigating to put out button_XX()
* renamed inputHandler to inputController
* aggregate directions and some action into a same method + fix menu return value
* added back repeated input feature on keeping down a key
* cleanup + return type
* fix submit/action doing two things simultaneously, still same behaviour as before
* extracted UI inputs out of battle-scene
* tab -> spaces
* tab -> spaces what about now github ?
* tab -> spaces final (maybe)
* tried to fix the plugin loading issue on prod
* remove Plugins things as it's too uncertain how it works on prod
* seems old code source is indented with tab
* cleanup
* cleanup
* cleanup
* putting in an enum file the enum buttons
* fix repeating stats button + change message in event when the key is repeating
* added return type for ui-inputs
* added return type for inputs-controller
* adapted the code to integrate changes of bennybroseph
* rework of the input handling, including different gamepad and keyboard
* rework of the input handling, including different gamepad and keyboard
* first version of a too complex inputHandler based on phaser3-merged-input
* removed useless control management and kept it simple for our use case, investigating to put out button_XX()
* renamed inputHandler to inputController
* aggregate directions and some action into a same method + fix menu return value
* added back repeated input feature on keeping down a key
* cleanup + return type
* fix submit/action doing two things simultaneously, still same behaviour as before
* extracted UI inputs out of battle-scene
* tab -> spaces
* tab -> spaces what about now github ?