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Added service for mastery data #30
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That was unexpected. |
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All in all a good PR and an especially welcome one! Thanks a lot!
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Added new commits with the requested changes. Purposely didn't squash so you can easily spot the changes. While I've fixed a performance issue now that everything is generated runtime, I must add it happens quite often: Every time you go into a Destination. So when you are casually browsing to decide the contract to play, you are constantly doing a lot of calculations to build this object with drops. If that is acceptable in order to safe some memory, then I'm okay with it. |
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This is definitely getting closer to how I envisioned a mastery system. Just a few final things.
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Since all final changes are most likely fully conform agreements, I went ahead and squashed the branch already for a final review. |
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We're almost there, I can feel it! Just one final thing.
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components/contracts/dataGen.ts
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"Could not get CompletionData for location ${locationId}", | ||
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return <CompletionData>{ |
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Same here.
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This cast is still here!
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A few final final things!
components/contracts/dataGen.ts
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"Could not get CompletionData for location ${locationId}", | ||
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return <CompletionData>{ |
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This cast is still here!
Added simplified mastery data for all locations Added runtime generation of the full mastery data Added initial support for profile progression Reworked code around loading of resources to be more generic
Fixed typo in the MasteryDataTemplate Removed unnecessary casts Removed unused controller reference
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LGTM. Thank you so much for implementing this!
Depends on: #25Added by RDIL, but this is not true. It has portions of which Evergreen can benefit, however.This PR includes:
This PR does not include:
General note: