fix sub_effects triggering multiple times when effect is damage, gold or heal with amount > 1

This commit is contained in:
2024-05-06 17:41:29 +02:00
parent cf6825790b
commit db549aac49
+10 -2
View File
@@ -32,6 +32,7 @@ class Turn(Serializable):
fuck_u_markers: int fuck_u_markers: int
damage_reserve: int damage_reserve: int
gold_reserve: int gold_reserve: int
discard_marker_card: Optional[Card]
def __init__(self, player: "Player") -> None: def __init__(self, player: "Player") -> None:
super().__init__() super().__init__()
@@ -42,7 +43,7 @@ class Turn(Serializable):
self.effects_availables: List[Effect] = [] self.effects_availables: List[Effect] = []
self.cards_locked: List[Card] = [] self.cards_locked: List[Card] = []
self.discard_markers = 0 self.discard_markers = 0
self.discard_marker_card: Optional[Card] self.discard_marker_card = None
self.fuck_u_markers = 0 self.fuck_u_markers = 0
async def end_turn(self) -> None: async def end_turn(self) -> None:
@@ -158,6 +159,13 @@ class Turn(Serializable):
self.effects_availables.remove(effect) self.effects_availables.remove(effect)
for e in effect.sub_effects: for e in effect.sub_effects:
if effect.effect in [
CardEffects.DAMAGE,
CardEffects.GOLD,
CardEffects.HEAL,
]:
self.effects_availables.append(effect)
else:
for _ in range(e.amount): for _ in range(e.amount):
self.effects_availables.append(e) self.effects_availables.append(e)
await self.player.game.notify_controller("update", self.serialize()) await self.player.game.notify_controller("update", self.serialize())
@@ -189,7 +197,7 @@ class Turn(Serializable):
"effects_availables": [effect.uuid for effect in self.effects_availables], "effects_availables": [effect.uuid for effect in self.effects_availables],
} }
return {k: data[k] for k in data.keys() - ["player"]} return {k: data[k] for k in data.keys() - ["player", "discard_marker_card"]}
async def restack_discarded_champion(self, card_id) -> bool: async def restack_discarded_champion(self, card_id) -> bool:
card = self.player.game.search_card_in_pile(card_id, self.player.discard_pile) card = self.player.game.search_card_in_pile(card_id, self.player.discard_pile)