Merge branch 'dev' into main
This commit is contained in:
commit
30d8fa20bd
@ -408,7 +408,7 @@ class Game:
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player.attacker.hand.append(self.deck.draw(True))
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player.attacker.hand.append(self.deck.draw(True))
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player.attacker.notify_self()
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player.attacker.notify_self()
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print(f'player {player.name} died')
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print(f'player {player.name} died')
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if (self.waiting_for > 0):
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if self.waiting_for > 0 and player.pending_action == pl.PendingAction.RESPOND:
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self.responders_did_respond_resume_turn()
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self.responders_did_respond_resume_turn()
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if player.is_dead: return
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if player.is_dead: return
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@ -486,6 +486,8 @@ class Game:
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herb[0].notify_self()
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herb[0].notify_self()
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self.is_handling_death = False
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self.is_handling_death = False
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if corpse.is_my_turn:
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if corpse.is_my_turn:
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corpse.is_my_turn = False
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corpse.notify_self()
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self.next_turn()
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self.next_turn()
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def reset(self):
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def reset(self):
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@ -406,8 +406,6 @@ class Player:
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self.hand.append(self.game.deck.draw_from_scrap_pile())
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self.hand.append(self.game.deck.draw_from_scrap_pile())
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if not self.game.check_event(ceh.Sete):
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if not self.game.check_event(ceh.Sete):
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self.hand.append(self.game.deck.draw())
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self.hand.append(self.game.deck.draw())
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if self.game.check_event(ceh.IlTreno) or (self.is_ghost and self.game.ceck_event(ceh.CittaFantasma)):
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self.hand.append(self.game.deck.draw())
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self.sio.emit('chat_message', room=self.game.name,
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self.sio.emit('chat_message', room=self.game.name,
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data=f'_draw_from_scrap|{self.name}')
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data=f'_draw_from_scrap|{self.name}')
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elif type(pile) == str and pile != self.name and pile in self.game.players_map and self.character.check(self.game, chars.JesseJones) and len(self.game.get_player_named(pile).hand) > 0:
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elif type(pile) == str and pile != self.name and pile in self.game.players_map and self.character.check(self.game, chars.JesseJones) and len(self.game.get_player_named(pile).hand) > 0:
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@ -418,15 +416,11 @@ class Player:
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data=f'_draw_from_player|{self.name}|{pile}')
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data=f'_draw_from_player|{self.name}|{pile}')
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if not self.game.check_event(ceh.Sete):
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if not self.game.check_event(ceh.Sete):
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self.hand.append(self.game.deck.draw())
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self.hand.append(self.game.deck.draw())
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if self.game.check_event(ceh.IlTreno) or (self.is_ghost and self.game.ceck_event(ceh.CittaFantasma)):
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self.hand.append(self.game.deck.draw())
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elif self.character.check(self.game, chd.BillNoface):
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elif self.character.check(self.game, chd.BillNoface):
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self.hand.append(self.game.deck.draw())
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self.hand.append(self.game.deck.draw())
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if not self.game.check_event(ceh.Sete):
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if not self.game.check_event(ceh.Sete):
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for i in range(self.max_lives-self.lives):
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for i in range(self.max_lives-self.lives):
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self.hand.append(self.game.deck.draw())
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self.hand.append(self.game.deck.draw())
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if self.game.check_event(ceh.IlTreno):
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self.hand.append(self.game.deck.draw())
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else:
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else:
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for i in range(2):
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for i in range(2):
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card: cs.Card = self.game.deck.draw()
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card: cs.Card = self.game.deck.draw()
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@ -486,10 +480,12 @@ class Player:
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data=f'_flipped|{self.name}|{picked}')
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data=f'_flipped|{self.name}|{picked}')
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if not picked.check_suit(self.game, [cs.Suit.HEARTS]) and pickable_cards == 0:
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if not picked.check_suit(self.game, [cs.Suit.HEARTS]) and pickable_cards == 0:
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self.game.deck.scrap(self.equipment.pop(i), True)
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self.game.deck.scrap(self.equipment.pop(i), True)
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self.sio.emit('chat_message', room=self.game.name, data=f'_prison_turn|{self.name}')
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self.end_turn(forced=True)
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self.end_turn(forced=True)
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return
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return
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elif pickable_cards == 0:
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elif pickable_cards == 0:
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self.game.deck.scrap(self.equipment.pop(i), True)
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self.game.deck.scrap(self.equipment.pop(i), True)
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self.sio.emit('chat_message', room=self.game.name, data=f'_prison_free|{self.name}')
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break
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break
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break
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break
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if any([isinstance(c, cs.Prigione) for c in self.equipment]):
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if any([isinstance(c, cs.Prigione) for c in self.equipment]):
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@ -96,7 +96,9 @@
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"doctor_heal": "{0} was healed by the doctor.",
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"doctor_heal": "{0} was healed by the doctor.",
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"respond": "{0} responded with {1}.",
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"respond": "{0} responded with {1}.",
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"change_username": "{0} is now {1}.",
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"change_username": "{0} is now {1}.",
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"lobby_reset": "Going back to lobby in {0} seconds..."
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"lobby_reset": "Going back to lobby in {0} seconds...",
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"prison_free": "{0} got out of prison",
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"prison_turn": "{0} stayed in prison this turn"
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},
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},
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"foc": {
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"foc": {
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"leggedelwest": "He must play this card on this turn if possible."
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"leggedelwest": "He must play this card on this turn if possible."
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@ -96,7 +96,9 @@
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"doctor_heal": "{0} è stato curato dal dottore.",
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"doctor_heal": "{0} è stato curato dal dottore.",
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"respond": "{0} ha risposto con {1}.",
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"respond": "{0} ha risposto con {1}.",
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"change_username": "{0} ha cambiato nome in {1}.",
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"change_username": "{0} ha cambiato nome in {1}.",
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"lobby_reset": "Si ritorna alla stanza in {0} secondi..."
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"lobby_reset": "Si ritorna alla stanza in {0} secondi...",
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"prison_free": "{0} è uscito di prigione",
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"prison_turn": "{0} rimane in prigione questo turno"
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},
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},
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"foc": {
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"foc": {
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"leggedelwest": "Ed è obbligato a usarla nel suo turno, se possibile"
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"leggedelwest": "Ed è obbligato a usarla nel suo turno, se possibile"
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