frontend: refactor build viewer a bit more
This commit is contained in:
@@ -1,6 +1,6 @@
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<script setup lang="ts">
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import { deepClone } from '~/utils/helpers'
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import { trimBuilds, trimLateGameItems, getHighestPickrateBuildIndex, getFirstCoreItems } from '~/utils/buildHelpers'
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import { getHighestPickrateBuildIndex, getFirstCoreItems } from '~/utils/buildHelpers'
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import { MOCK_SUMMONER_SPELLS, BOOTS_RUSH_THRESHOLD } from '~/utils/mockData'
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import BuildVariantSelector from '~/components/build/BuildVariantSelector.vue'
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import SummonerSpells from '~/components/build/SummonerSpells.vue'
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import CompactRuneSelector from '~/components/build/CompactRuneSelector.vue'
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@@ -28,43 +28,25 @@ const { summonerSpellMap } = useSummonerSpellMap()
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// Use composable for rune styles
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const { perks, primaryStyles, secondaryStyles, keystoneIds } = useRuneStyles(toRef(props, 'runes'))
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// Mock summoner spells data if not provided by API
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const mockSummonerSpells = computed(() => {
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if (props.summonerSpells && props.summonerSpells.length > 0) {
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return props.summonerSpells
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}
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// Default mock data based on common summoner spells
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return [
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{ id: 4, count: 1000, pickrate: 0.45 }, // Flash
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{ id: 7, count: 800, pickrate: 0.35 }, // Heal
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{ id: 14, count: 600, pickrate: 0.15 }, // Ignite
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{ id: 3, count: 200, pickrate: 0.05 } // Exhaust
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]
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})
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// Use composable for builds management
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const { builds } = useBuilds(toRef(props, 'builds'))
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// Builds management
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const builds = ref<Builds>(deepClone(props.builds))
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watch(
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() => props.builds,
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(newBuilds) => {
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builds.value = deepClone(newBuilds)
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trimBuilds(builds.value)
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trimLateGameItems(builds.value)
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},
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{ deep: true }
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// Summoner spells data - use提供的 or fall back to mock
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const displaySummonerSpells = computed(() =>
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(props.summonerSpells && props.summonerSpells.length > 0)
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? props.summonerSpells
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: MOCK_SUMMONER_SPELLS
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)
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onMounted(() => {
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trimBuilds(builds.value)
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trimLateGameItems(builds.value)
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})
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// Computed properties using utility functions
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const firstCoreItems = computed(() => getFirstCoreItems(props.runes, builds.value))
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const highestPickrateBuildIndex = computed(() => getHighestPickrateBuildIndex(props.runes))
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const bootsLabel = computed(() =>
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builds.value.bootsFirst > BOOTS_RUSH_THRESHOLD ? 'Boots Rush' : 'Boots'
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)
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// Reset selected build when runes change
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watch(
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() => props.runes,
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@@ -94,7 +76,7 @@ function selectRune(index: number): void {
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<!-- Left Column: Summoner Spells + Runes -->
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<div class="build-left-column">
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<!-- Summoner Spells -->
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<SummonerSpells :spells="mockSummonerSpells" :summoner-spell-map="summonerSpellMap" />
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<SummonerSpells :spells="displaySummonerSpells" :summoner-spell-map="summonerSpellMap" />
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<!-- Rune Page -->
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<div class="rune-section">
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@@ -1,346 +0,0 @@
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<script setup lang="ts">
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import { isEmpty, deepClone } from '~/utils/helpers'
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const props = defineProps<{
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builds: Builds
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loading?: boolean
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error?: boolean
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}>()
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// State - use cached API endpoint instead of direct CDragon fetch
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const {
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data: items,
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pending: loadingItems,
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error: itemsError
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} = useFetch('/api/cdragon/items', {
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lazy: true, // Don't block rendering
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server: false // Client-side only
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})
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const itemMap = ref<Map<number, unknown>>(new Map())
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// Initialize item map
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watch(
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items,
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newItems => {
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try {
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const itemsData = newItems || []
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if (Array.isArray(itemsData)) {
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const map = new Map<number, unknown>()
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for (const item of itemsData) {
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if (item?.id) {
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map.set(item.id, item)
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}
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}
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itemMap.value = map
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}
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} catch (error) {
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console.error('Error initializing item map:', error)
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}
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},
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{ immediate: true }
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)
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// Builds management
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const builds = ref<Builds>(deepClone(props.builds))
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watch(
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() => props.builds,
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newBuilds => {
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builds.value = deepClone(newBuilds)
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trimBuilds(builds.value)
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trimLateGameItems(builds.value)
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},
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{ deep: true }
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)
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// Initialize with trimmed builds
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onMounted(() => {
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trimBuilds(builds.value)
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trimLateGameItems(builds.value)
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})
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/**
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* Trim builds tree to show only primary build paths
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*/
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function trimBuilds(builds: Builds): void {
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if (!builds?.tree?.children) return
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// Keep only the first child (primary build path)
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builds.tree.children.splice(1, builds.tree.children.length - 1)
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// For the primary path, keep only the first child of the first child
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if (builds.tree.children[0]?.children) {
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builds.tree.children[0].children.splice(1, builds.tree.children[0].children.length - 1)
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}
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}
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/**
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* Remove items from lateGame that are already in the build tree
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*/
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function trimLateGameItems(builds: Builds): void {
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if (!builds?.tree || isEmpty(builds.lateGame)) return
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function trimLateGameItemsFromTree(tree: ItemTree): void {
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const foundIndex = builds.lateGame.findIndex(x => x.data === tree.data)
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if (foundIndex !== -1) {
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builds.lateGame.splice(foundIndex, 1)
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}
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for (const child of tree.children || []) {
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trimLateGameItemsFromTree(child)
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}
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}
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trimLateGameItemsFromTree(builds.tree)
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}
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// Error and loading states
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const _hasError = computed(() => itemsError.value || props.error)
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const _isLoading = computed(() => loadingItems.value || props.loading)
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</script>
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<template>
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<div id="iv-container">
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<div>
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<!-- Start items -->
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<ItemBox v-if="builds.suppItems == undefined || builds.suppItems == null" title="start">
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<div class="iv-items-container">
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<div
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v-for="item in builds.start"
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:key="item.data"
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style="margin-left: 5px; margin-right: 5px"
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>
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<NuxtImg
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v-if="item.data != null && item.data != undefined && itemMap.get(item.data)"
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class="item-img"
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width="64"
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height="64"
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:alt="item.data.toString()"
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:src="CDRAGON_BASE + mapPath((itemMap.get(item.data) as any).iconPath)"
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/>
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<div
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v-else
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style="
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width: 64px;
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height: 64px;
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margin: 10px;
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background: var(--color-surface);
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border: 1px solid var(--color-on-surface);
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"
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></div>
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<h3 style="width: fit-content; margin: auto; margin-bottom: 10px">
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{{ ((item.count / builds.tree.count) * 100).toFixed(0) }}%
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</h3>
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</div>
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</div>
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</ItemBox>
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<!-- Supp items -->
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<ItemBox v-if="builds.suppItems != undefined && builds.suppItems != null" title="supp">
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<div class="iv-items-container">
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<div
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v-for="item in builds.suppItems"
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:key="item.data"
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style="margin-left: 5px; margin-right: 5px"
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>
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<NuxtImg
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v-if="item.data != null && item.data != undefined && itemMap.get(item.data)"
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class="item-img"
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width="64"
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height="64"
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:alt="item.data.toString()"
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:src="CDRAGON_BASE + mapPath((itemMap.get(item.data) as any).iconPath)"
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/>
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<div
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v-else
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style="
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width: 64px;
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height: 64px;
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margin: 10px;
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background: var(--color-surface);
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border: 1px solid var(--color-on-surface);
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"
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></div>
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<h3 style="width: fit-content; margin: auto; margin-bottom: 10px">
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{{ ((item.count / builds.tree.count) * 100).toFixed(0) }}%
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</h3>
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</div>
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</div>
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</ItemBox>
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</div>
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<!-- Boots first : when champion rush boots -->
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<ItemBox v-if="builds.bootsFirst > 0.5" title="boots rush" :boots-first="builds.bootsFirst">
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<div class="iv-items-container">
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<div
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v-for="item in builds.boots"
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:key="item.data"
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style="margin-left: 5px; margin-right: 5px"
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>
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<NuxtImg
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v-if="item.data != null && item.data != undefined && itemMap.get(item.data)"
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class="item-img"
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width="64"
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height="64"
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:alt="item.data.toString()"
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:src="CDRAGON_BASE + mapPath((itemMap.get(item.data) as any).iconPath)"
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/>
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<div
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v-else
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style="
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width: 64px;
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height: 64px;
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margin: 10px;
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background: var(--color-surface);
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border: 1px solid var(--color-on-surface);
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"
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></div>
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<h3 style="width: fit-content; margin: auto; margin-bottom: 10px">
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{{ ((item.count / builds.tree.count) * 100).toFixed(0) }}%
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</h3>
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</div>
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</div>
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</ItemBox>
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<!-- Core items -->
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<ItemBox title="core">
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<ItemTree style="margin: auto; width: fit-content" :tree="builds.tree" />
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</ItemBox>
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<!-- Boots -->
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<ItemBox v-if="builds.bootsFirst <= 0.5" title="boots">
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<div class="iv-items-container">
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<div
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v-for="item in builds.boots.slice(0, 4)"
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:key="item.data"
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style="margin-left: 5px; margin-right: 5px"
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>
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<NuxtImg
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v-if="item.data != null && item.data != undefined && itemMap.get(item.data)"
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class="item-img"
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width="64"
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height="64"
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:alt="item.data.toString()"
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:src="CDRAGON_BASE + mapPath((itemMap.get(item.data) as any).iconPath)"
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/>
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<div
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v-else
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style="
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width: 64px;
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height: 64px;
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margin: 10px;
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background: var(--color-surface);
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border: 1px solid var(--color-on-surface);
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"
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></div>
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<h3 style="width: fit-content; margin: auto; margin-bottom: 10px">
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{{ ((item.count / builds.tree.count) * 100).toFixed(0) }}%
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</h3>
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</div>
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</div>
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</ItemBox>
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<!-- Late game items -->
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<ItemBox title="late game">
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<div id="iv-late-game-container">
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<div class="iv-items-container">
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<div
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v-for="item in builds.lateGame.slice(0, 4)"
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:key="item.data"
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style="margin-left: 5px; margin-right: 5px"
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>
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<NuxtImg
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v-if="item.data != null && item.data != undefined && itemMap.get(item.data)"
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class="item-img"
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width="64"
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height="64"
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:alt="item.data.toString()"
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:src="CDRAGON_BASE + mapPath((itemMap.get(item.data) as any).iconPath)"
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/>
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<div
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v-else
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style="
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width: 64px;
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height: 64px;
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margin: 10px;
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background: var(--color-surface);
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border: 1px solid var(--color-on-surface);
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"
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></div>
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<h3 style="width: fit-content; margin: auto; margin-bottom: 10px">
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{{ ((item.count / builds.tree.count) * 100).toFixed(0) }}%
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</h3>
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</div>
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</div>
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<div v-if="builds.lateGame.length > 4" class="iv-items-container">
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<div
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v-for="item in builds.lateGame.slice(4, 8)"
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:key="item.data"
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style="margin-left: 5px; margin-right: 5px"
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>
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<NuxtImg
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v-if="item.data != null && item.data != undefined && itemMap.get(item.data)"
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class="item-img"
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width="64"
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height="64"
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:alt="item.data.toString()"
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:src="CDRAGON_BASE + mapPath((itemMap.get(item.data) as any).iconPath)"
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/>
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<div
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v-else
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style="
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width: 64px;
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height: 64px;
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margin: 10px;
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background: var(--color-surface);
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border: 1px solid var(--color-on-surface);
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"
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></div>
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<h3 style="width: fit-content; margin: auto; margin-bottom: 10px">
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{{ ((item.count / builds.tree.count) * 100).toFixed(0) }}%
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</h3>
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</div>
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</div>
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</div>
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</ItemBox>
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</div>
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</template>
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<style>
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#iv-container {
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display: flex;
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width: fit-content;
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height: fit-content;
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}
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.iv-items-container {
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display: flex;
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flex-direction: column;
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width: fit-content;
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height: fit-content;
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margin: auto;
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}
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.item-img {
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border: 1px solid var(--color-on-surface);
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margin: 10px;
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}
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#iv-late-game-container {
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display: flex;
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}
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@media only screen and (max-width: 1000px) {
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#iv-container {
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flex-direction: column;
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width: 100%;
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}
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.iv-items-container {
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flex-direction: row;
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}
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.item-img {
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width: 48px;
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height: 48px;
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}
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#iv-late-game-container {
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flex-direction: column;
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}
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}
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</style>
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@@ -1,152 +0,0 @@
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<script setup lang="ts">
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const props = defineProps<{
|
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runes: Array<{
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count: number
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primaryStyle: number
|
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secondaryStyle: number
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selections: Array<number>
|
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pickrate: number
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}>
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}>()
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const currentlySelectedPage = ref(0)
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const primaryStyles: Ref<Array<PerkStyle>> = ref(Array(props.runes.length))
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const secondaryStyles: Ref<Array<PerkStyle>> = ref(Array(props.runes.length))
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const keystoneIds: Ref<Array<number>> = ref(Array(props.runes.length))
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// Use cached API endpoints instead of direct CDragon fetch
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const { data: perks_data }: PerksResponse = await useFetch('/api/cdragon/perks')
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const perks = reactive(new Map())
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for (const perk of perks_data.value) {
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perks.set(perk.id, perk)
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}
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const { data: stylesData }: PerkStylesResponse = await useFetch('/api/cdragon/perkstyles')
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watch(
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() => props.runes,
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(_newRunes, _oldRunes) => {
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currentlySelectedPage.value = 0
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primaryStyles.value = Array(props.runes.length)
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secondaryStyles.value = Array(props.runes.length)
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keystoneIds.value = Array(props.runes.length)
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refreshStylesKeystones()
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}
|
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)
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function refreshStylesKeystones() {
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for (const style of stylesData.value.styles) {
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for (const rune of props.runes) {
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if (style.id == rune.primaryStyle) {
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primaryStyles.value[props.runes.indexOf(rune)] = style
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for (const perk of style.slots[0].perks) {
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if (rune.selections.includes(perk)) {
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keystoneIds.value[props.runes.indexOf(rune)] = perk
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}
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}
|
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}
|
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if (style.id == rune.secondaryStyle) {
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secondaryStyles.value[props.runes.indexOf(rune)] = style
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}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
refreshStylesKeystones()
|
||||
|
||||
function runeSelect(index: number) {
|
||||
currentlySelectedPage.value = index
|
||||
}
|
||||
</script>
|
||||
|
||||
<template>
|
||||
<div style="width: fit-content">
|
||||
<RunePage
|
||||
v-if="runes[currentlySelectedPage] != undefined && runes[currentlySelectedPage] != null"
|
||||
style="margin: auto; width: fit-content"
|
||||
:primary-style-id="runes[currentlySelectedPage].primaryStyle"
|
||||
:secondary-style-id="runes[currentlySelectedPage].secondaryStyle"
|
||||
:selection-ids="runes[currentlySelectedPage].selections"
|
||||
/>
|
||||
<div style="display: flex; margin-top: 20px; justify-content: center">
|
||||
<div v-for="(_, i) in runes" :key="i" @click="runeSelect(i)">
|
||||
<div
|
||||
:class="
|
||||
'rune-selector-entry ' +
|
||||
(i == currentlySelectedPage ? 'rune-selector-entry-selected' : '')
|
||||
"
|
||||
>
|
||||
<div class="rs-styles-container">
|
||||
<NuxtImg
|
||||
v-if="primaryStyles[i] != null && primaryStyles[i] != undefined"
|
||||
class="rs-style-img"
|
||||
style="margin: auto"
|
||||
:src="CDRAGON_BASE + mapPath(primaryStyles[i].iconPath)"
|
||||
/>
|
||||
<NuxtImg
|
||||
v-if="keystoneIds[i] != null && keystoneIds[i] != undefined"
|
||||
class="rs-style-img"
|
||||
width="34"
|
||||
:src="CDRAGON_BASE + mapPath(perks.get(keystoneIds[i]).iconPath)"
|
||||
/>
|
||||
<NuxtImg
|
||||
v-if="secondaryStyles[i] != null && secondaryStyles[i] != undefined"
|
||||
class="rs-style-img"
|
||||
style="margin: auto"
|
||||
:src="CDRAGON_BASE + mapPath(secondaryStyles[i].iconPath)"
|
||||
/>
|
||||
</div>
|
||||
</div>
|
||||
<h3 class="rs-pickrate">{{ (runes[i].pickrate * 100).toFixed(2) }}% pick.</h3>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
</template>
|
||||
|
||||
<style>
|
||||
.rune-selector-entry {
|
||||
width: 200px;
|
||||
height: 120px;
|
||||
|
||||
margin-left: 10px;
|
||||
margin-right: 10px;
|
||||
|
||||
border-radius: 8%;
|
||||
border: 1px solid var(--color-on-surface);
|
||||
}
|
||||
.rune-selector-entry:hover {
|
||||
cursor: pointer;
|
||||
}
|
||||
.rune-selector-entry-selected {
|
||||
background-color: var(--color-surface-darker);
|
||||
}
|
||||
.rs-styles-container {
|
||||
display: flex;
|
||||
margin-top: 20px;
|
||||
}
|
||||
.rs-pickrate {
|
||||
text-align: center;
|
||||
margin-top: -40px;
|
||||
padding-bottom: 40px;
|
||||
}
|
||||
@media only screen and (max-width: 650px) {
|
||||
.rune-selector-entry {
|
||||
width: 100px;
|
||||
height: 60px;
|
||||
|
||||
margin-left: 5px;
|
||||
margin-right: 5px;
|
||||
}
|
||||
.rs-styles-container {
|
||||
margin-top: 17px;
|
||||
}
|
||||
.rs-pickrate {
|
||||
margin-top: 5px;
|
||||
padding-bottom: 0px;
|
||||
}
|
||||
.rs-style-img {
|
||||
width: 24px;
|
||||
height: 24px;
|
||||
}
|
||||
}
|
||||
</style>
|
||||
32
frontend/composables/useBuilds.ts
Normal file
32
frontend/composables/useBuilds.ts
Normal file
@@ -0,0 +1,32 @@
|
||||
/**
|
||||
* Composable for managing build data with automatic trimming
|
||||
* Handles deep cloning and tree manipulation
|
||||
*/
|
||||
import { deepClone } from '~/utils/helpers'
|
||||
import { trimBuilds, trimLateGameItems } from '~/utils/buildHelpers'
|
||||
|
||||
export const useBuilds = (buildsProp: Ref<Builds>) => {
|
||||
const builds = ref<Builds>(deepClone(buildsProp.value))
|
||||
|
||||
function trimBuildData(): void {
|
||||
trimBuilds(builds.value)
|
||||
trimLateGameItems(builds.value)
|
||||
}
|
||||
|
||||
// Watch for changes and rebuild
|
||||
watch(
|
||||
() => buildsProp.value,
|
||||
(newBuilds) => {
|
||||
builds.value = deepClone(newBuilds)
|
||||
trimBuildData()
|
||||
},
|
||||
{ deep: true }
|
||||
)
|
||||
|
||||
// Initial trim on mount
|
||||
onMounted(() => {
|
||||
trimBuildData()
|
||||
})
|
||||
|
||||
return { builds }
|
||||
}
|
||||
16
frontend/utils/mockData.ts
Normal file
16
frontend/utils/mockData.ts
Normal file
@@ -0,0 +1,16 @@
|
||||
/**
|
||||
* Mock data for development and fallback scenarios
|
||||
* Used when API data is not available
|
||||
*/
|
||||
|
||||
export const MOCK_SUMMONER_SPELLS = [
|
||||
{ id: 4, count: 1000, pickrate: 0.45 }, // Flash
|
||||
{ id: 7, count: 800, pickrate: 0.35 }, // Heal
|
||||
{ id: 14, count: 600, pickrate: 0.15 }, // Ignite
|
||||
{ id: 3, count: 200, pickrate: 0.05 } // Exhaust
|
||||
]
|
||||
|
||||
/**
|
||||
* Constants used throughout the application
|
||||
*/
|
||||
export const BOOTS_RUSH_THRESHOLD = 0.5
|
||||
Reference in New Issue
Block a user