fix: raised&mark brick logic

This commit is contained in:
efim 2023-11-25 08:57:50 +00:00
parent 85b3a3f89e
commit a091a26d0d
1 changed files with 12 additions and 13 deletions

View File

@ -18,14 +18,13 @@ type brickState struct {
type personData struct { type personData struct {
Name string Name string
IsSpeaker bool IsSpeaker bool
IsMark bool IsMark bool // to distinguish Mark from HandGesture(0)
IsRaised bool IsRaised bool // to distinguish Raised from HandGesture(0)
Raised rooms.HandGesture Raised rooms.HandGesture
Mark rooms.HandGesture Mark rooms.HandGesture
Index int Index int
} }
// data to be passed to "roomPeople" template // data to be passed to "roomPeople" template
type roomTableData struct { type roomTableData struct {
*rooms.Room *rooms.Room
@ -176,7 +175,7 @@ func (pData personData) BricksForPerson() []brickState {
// this results in iteration 4,3,2,1,0,255 wow // this results in iteration 4,3,2,1,0,255 wow
templateType := "inactiveBrick" templateType := "inactiveBrick"
switch { switch {
case pData.IsRaised && pData.IsMark && gesture == pData.Raised: case pData.IsRaised && pData.IsMark && gesture == pData.Raised && gesture == pData.Mark:
templateType = "markAndRaisedBrick" templateType = "markAndRaisedBrick"
case pData.IsMark && gesture == pData.Mark: case pData.IsMark && gesture == pData.Mark:
templateType = "markBrick" templateType = "markBrick"