Archived
Small fixes for playtesting
This commit is contained in:
@@ -126,8 +126,11 @@ class ClientController:
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case "heal":
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return await self.player.turn.heal(message.data)
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case "damage":
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return await self.player.turn.damage(message.data)
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case "damage_team":
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return await self.player.turn.damage_team(message.data)
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case "damage_champion":
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return await self.player.turn.damage_champion(message.data)
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case "end_turn":
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return await self.player.turn.end_turn()
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+32
-15
@@ -1,7 +1,7 @@
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from json import JSONDecodeError
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from pathlib import Path
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from pydantic import BaseModel, ValidationError
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from typing import List, Dict
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from typing import List, Dict, Optional
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from model.card_validator import CardParser, EffectParser
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from model.card import Effect, Card
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@@ -42,14 +42,21 @@ def create_card(card: CardParser, effects: List[Effect]) -> Card:
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)
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def create_card_effects(card: CardParser) -> List[Effect]:
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def create_card_effects(
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card: CardParser, all_effects: Optional[List[Effect]] = None
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) -> (List[Effect], List[Effect]):
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if all_effects is None:
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all_effects: List[Effect] = []
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combined: List[Effect] = []
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mutexes: Dict[int, List[Effect]] = {}
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for mutex in set([c.mutex for c in card.effects if c.mutex is not None]):
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mutexes[mutex] = []
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for effect in card.effects:
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real_effect = create_effect(effect)
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real_effect, sub_effects = create_effect(effect)
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for e in sub_effects:
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all_effects.append(e)
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all_effects.append(real_effect)
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combined.append(real_effect)
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if effect.mutex in mutexes:
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mutexes[effect.mutex].append(real_effect)
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@@ -58,29 +65,39 @@ def create_card_effects(card: CardParser) -> List[Effect]:
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if effect.mutex in mutexes:
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combined[index].mutex = mutexes[effect.mutex]
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return combined
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return combined, all_effects
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def create_effect(effect: EffectParser) -> Effect:
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def create_effect(
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effect: EffectParser, all_effects: Optional[List[Effect]] = None
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) -> (Effect, List[Effect]):
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if all_effects is None:
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all_effects: List[Effect] = []
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sub_effects: List[Effect] = []
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mutexes: Dict[int, List[Effect]] = {}
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for mutex in set([c.mutex for c in effect.sub_effects if c.mutex is not None]):
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mutexes[mutex] = []
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for s in effect.sub_effects:
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real_effect = create_effect(s)
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real_effect, all_effects2 = create_effect(s, all_effects)
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for e in all_effects2:
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all_effects.append(e)
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all_effects.append(real_effect)
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sub_effects.append(real_effect)
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if s.mutex in mutexes:
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mutexes[s.mutex].append(real_effect)
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for index, effect in enumerate(effect.sub_effects):
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if effect.mutex in mutexes:
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sub_effects[index].mutex = mutexes[effect.mutex]
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for index, s in enumerate(effect.sub_effects):
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if s.mutex in mutexes:
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sub_effects[index].mutex = mutexes[s.mutex]
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return Effect(
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effect=effect.effect,
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amount=effect.amount,
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effect_type=effect.effect_type,
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sub_effects=sub_effects,
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times=effect.times,
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return (
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Effect(
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effect=effect.effect,
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amount=effect.amount,
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effect_type=effect.effect_type,
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sub_effects=sub_effects,
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times=effect.times,
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),
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all_effects,
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)
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@@ -54,6 +54,7 @@ class EffectTimes(str, Enum):
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PER_OTHER_CHAMPION = "per_other_champion"
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PER_OTHER_GUARD = "per_other_guard"
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PER_CARD_OF_SAME_FACTION = "per_card_of_same_faction"
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PER_OTHER_CARD_OF_SAME_FACTION = "per_other_card_of_same_faction"
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class EffectType(str, Enum):
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+2
-2
@@ -47,8 +47,8 @@ class Game(Serializable):
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await self.distribute_market_cards()
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async def instanciate_card(self, card_parser: CardParser) -> Card:
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effects = create_card_effects(card_parser)
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for e in effects:
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effects, card_effects = create_card_effects(card_parser)
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for e in card_effects:
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self.effects.append(e)
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await self.notify_controller("create", e.serialize())
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card = create_card(card_parser, effects)
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+2
-2
@@ -83,7 +83,7 @@ class Player(Serializable):
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random.shuffle(self.stack_pile)
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async def start_turn(self):
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self.turn.start_turn()
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await self.turn.start_turn()
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async def end_turn(self):
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temp_board = [*self.board]
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@@ -251,7 +251,7 @@ class Player(Serializable):
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for p in self.game.players:
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if p.team == self.team:
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continue
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card = self.game.search_card_in_pile(card.id, p.board)
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card = self.game.search_card_in_pile(card_id, p.board)
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if card is None:
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continue
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else:
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+62
-12
@@ -12,6 +12,7 @@ from model import (
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CardEffects,
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EffectType,
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EffectTimes,
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Team,
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)
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@@ -40,7 +41,7 @@ class Turn(Serializable):
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self.damage_reserve = 0
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self.heal_reserve = 0
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self.gold_reserve = 0
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self.champions_health: Dict[UUID, int] = {}
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self.champions_health: Dict[str, int] = {}
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self.effects_availables: List[Effect] = []
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self.cards_locked: List[Card] = []
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self.discard_markers = 0
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@@ -75,6 +76,10 @@ class Turn(Serializable):
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for c in self.player.board:
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if c.faction == card.faction:
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self.effects_availables.append(effect)
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case EffectTimes.PER_OTHER_CARD_OF_SAME_FACTION:
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for c in self.player.board:
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if c.faction == card.faction and c != card:
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self.effects_availables.append(effect)
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case EffectTimes.PER_CHAMPION:
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for c in self.player.board:
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if c.card_role == CardType.CHAMPION:
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@@ -100,19 +105,21 @@ class Turn(Serializable):
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await self.player.game.notify_controller("update", self.serialize())
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def discard_card(self, card_id: str):
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async def discard_card(self, card_id: str):
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if self.discard_markers <= 0:
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return print("You don't have any discard markers!")
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card = self.player.game.search_card_in_pile(card_id, self.cards_locked)
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if card is not None:
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return print("Cannot discard: card is locked")
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return self.player.discard_card(card_id)
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self.discard_markers -= 1
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await self.player.game.notify_controller("update", self.serialize())
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return await self.player.discard_card(card_id)
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def sacrifice_card(self, card_id: str):
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card = self.player.game.search_card_in_pile(card_id, self.cards_locked)
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if card is not None:
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return print("Cannot sacrifice : card is locked")
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return self.player.discard_card(card_id)
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return self.player.sacrifice_card(card_id)
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async def use_effect_with_check(self, effect_id: str, target: Optional[str]):
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if self.discard_markers > 0:
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@@ -177,7 +184,9 @@ class Turn(Serializable):
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self.effects_availables.remove(effect)
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for e in effect.sub_effects:
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self.effects_availables.append(e)
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for _ in range(e.amount):
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self.effects_availables.append(e)
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print([str(e.uuid) for e in self.effects_availables])
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await self.player.game.notify_controller("update", self.serialize())
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async def use_effect(self, effect_id: str, target: str):
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@@ -193,13 +202,13 @@ class Turn(Serializable):
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match effect.effect:
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case CardEffects.GOLD:
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self.gold_reserve += effect.amount
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self.gold_reserve += 1
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success = True
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case CardEffects.DAMAGE:
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self.damage_reserve += effect.amount
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self.damage_reserve += 1
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success = True
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case CardEffects.HEAL:
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self.heal_reserve += effect.amount
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self.heal_reserve += 1
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success = True
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case CardEffects.PERPARE:
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success = self.prepare(target)
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@@ -246,10 +255,12 @@ class Turn(Serializable):
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self.effects_availables.append(e)
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return True
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def start_turn(self) -> None:
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async def start_turn(self) -> None:
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self.champions_health = {}
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for c in self.player.board:
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if c.card_type == CardType.CHAMPION:
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self.champions_health[c.uuid] = c.defense
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self.champions_health[str(c.uuid)] = c.defense
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await self.player.game.notify_controller("update", self.serialize())
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def serialize(self):
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data = super().serialize() | {
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@@ -268,7 +279,7 @@ class Turn(Serializable):
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print("card is not a champion")
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return False
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else:
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return await self.player.put_on_stack_from_discard(self, card)
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return await self.player.put_on_stack_from_discard(card)
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async def stack_next_card_bought_check(self, card: Card) -> bool:
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@@ -314,7 +325,16 @@ class Turn(Serializable):
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await self.player.game.notify_controller("update", self.serialize())
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await self.player.game.notify_controller("update", self.player.team.serialize())
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async def damage(self, target: str):
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def check_for_guard(self, team: "Team"):
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for p in self.player.game.players:
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if p.team != team:
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continue
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for c in p.board:
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if c.guard == True:
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return True
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return False
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async def damage_team(self, target: str):
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team = next(
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(t for t in self.player.game.teams if str(t.uuid) == target),
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None,
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@@ -323,9 +343,39 @@ class Turn(Serializable):
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return print("team not found")
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if team == self.player.team:
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return print("KYS!")
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if self.check_for_guard(team):
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return print("You cannot attack this team if a guard is present")
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if self.damage_reserve > 0:
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self.damage_reserve -= 1
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team.health -= 1
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await self.player.game.notify_controller("update", self.serialize())
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await self.player.game.notify_controller("update", team.serialize())
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async def damage_champion(self, target: str):
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if self.damage_reserve <= 0:
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print("No damage left to attack")
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return
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for p in self.player.game.players:
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if self.player.team == p.team:
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continue
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for c in p.board:
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if str(c.uuid) != target:
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continue
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if c.card_type != CardType.CHAMPION:
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continue
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if not c.guard and self.check_for_guard(p.team):
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print("You cannot attack this champion if a guard is present")
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return
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self.damage_reserve -= 1
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p.turn.champions_health[str(c.uuid)] -= 1
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if p.turn.champions_health[str(c.uuid)] <= 0:
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await self.player.stun(c.uuid)
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await self.player.game.notify_controller("update", self.serialize())
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await self.player.game.notify_controller("update", p.turn.serialize())
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return
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print("card not found")
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