Archived
Fix Rampage (The final (For Real (True)))
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@@ -76,7 +76,7 @@ async def effect_draw(effect: Effect, turn: "Turn", _target: str):
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async def effect_draw_and_discard(effect: Effect, turn: "Turn", _target: str):
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turn.discard_markers += 1
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turn.discard_marker_card = effect.card
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turn.discard_marker_effect = effect
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return await turn.player.draw_and_play(1)
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+9
-5
@@ -33,7 +33,7 @@ class Turn(Serializable):
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fuck_u_markers: int
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damage_reserve: int
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gold_reserve: int
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discard_marker_card: Optional[Card]
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discard_marker_effect: Optional[Effect]
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def __init__(self, player: "Player") -> None:
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super().__init__()
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@@ -44,7 +44,7 @@ class Turn(Serializable):
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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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self.discard_marker_card = None
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self.discard_marker_effect = None
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self.fuck_u_markers = 0
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async def end_turn(self) -> None:
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@@ -60,7 +60,7 @@ class Turn(Serializable):
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self.effects_availables = []
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self.cards_locked = []
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self.discard_markers = 0
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self.discard_marker_card = None
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self.discard_marker_effect = None
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self.fuck_u_markers = 0
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for p in self.player.game.players:
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p.turn.champions_health = {}
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@@ -113,6 +113,9 @@ class Turn(Serializable):
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else:
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return print("you don't have any discard or fuck_u markers")
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while self.discard_marker_effect in self.effects_availables:
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self.effects_availables.remove(self.discard_marker_effect)
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await self.player.discard_card(card_id)
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await self.player.game.notify_controller(MessageType.UPDATE, self.serialize())
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@@ -137,7 +140,7 @@ class Turn(Serializable):
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"You cannot use another effect than draw_and_discard with discard markers!"
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)
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if self.discard_markers > 0 and effect.card != self.discard_marker_card:
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if self.discard_markers > 0 and effect != self.discard_marker_effect:
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return print("You have to discard first before using another card's effect")
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card = effect.card
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@@ -198,7 +201,7 @@ class Turn(Serializable):
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"effects_availables": [effect.uuid for effect in self.effects_availables],
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}
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return {k: data[k] for k in data.keys() - ["player", "discard_marker_card"]}
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return {k: data[k] for k in data.keys() - ["player", "discard_marker_effect"]}
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async def restack_discarded_champion(self, card_id) -> bool:
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card = self.player.game.search_card_in_pile(card_id, self.player.discard_pile)
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@@ -303,6 +306,7 @@ class Turn(Serializable):
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if p.turn.champions_health[str(c.uuid)] > self.damage_reserve:
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print("You don't have enough damage points to stun champion!")
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return
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self.damage_reserve -= p.turn.champions_health[str(c.uuid)]
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await self.player.stun(str(c.uuid))
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