Archived
fix sub_effects triggering multiple times when effect is damage, gold or heal with amount > 1
This commit is contained in:
+10
-2
@@ -32,6 +32,7 @@ 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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def __init__(self, player: "Player") -> None:
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super().__init__()
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@@ -42,7 +43,7 @@ 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: Optional[Card]
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self.discard_marker_card = None
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self.fuck_u_markers = 0
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async def end_turn(self) -> None:
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@@ -158,6 +159,13 @@ 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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if effect.effect in [
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CardEffects.DAMAGE,
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CardEffects.GOLD,
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CardEffects.HEAL,
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]:
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self.effects_availables.append(effect)
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else:
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for _ in range(e.amount):
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self.effects_availables.append(e)
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await self.player.game.notify_controller("update", self.serialize())
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@@ -189,7 +197,7 @@ 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"]}
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return {k: data[k] for k in data.keys() - ["player", "discard_marker_card"]}
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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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