rollGiant(i) {
    let updateLock = this.state.giantLock.splice();
    updateLock[i] = true;
    this.setState(st => ({
      giantDie: st.giantDie.map(
        (d, i) => st.giantLock[i] ? d : Math.ceil(Math.random() * 10)
      ),
      giantLock: updateLock,
    }));
    return this.state.giantDie;
  }
/**
   * Roll die for Giant.
   * If there was more than one, all would be rolled.
   * => array of dice values.
  */
Roll die for Giant.
If there was more than one, all would be rolled.
=> array of dice values.
Roll die for Giant . If there was more than one all would be rolled . = > array of dice values .
rollGiant(i) {
    let updateLock = this.state.giantLock.splice();
    updateLock[i] = true;
    this.setState(st => ({
      giantDie: st.giantDie.map(
        (d, i) => st.giantLock[i] ? d : Math.ceil(Math.random() * 10)
      ),
      giantLock: updateLock,
    }));
    return this.state.giantDie;
  }
rollGiant ( i ) { let updateLock = this . state . giantLock . splice ( ) ; updateLock [ i ] = true ; this . setState ( st => ( { giantDie : st . giantDie . map ( ( d , i ) => st . giantLock [ i ] ? d : Math . ceil ( Math . random ( ) * 10 ) ) , giantLock : updateLock , } ) ) ; return this . state . giantDie ; }
Roll die for Giant.
Roll die for Giant .