diff --git a/backend/__init__.py b/backend/__init__.py index b49947d..a9d204f 100644 --- a/backend/__init__.py +++ b/backend/__init__.py @@ -81,7 +81,7 @@ def get_me(sid, room): sio.emit('role', room=sid, data=json.dumps(bot.role, default=lambda o: o.__dict__)) bot.notify_self() else: #spectate - de_games[0].dead_players.append(sio.get_session(sid)) + de_games[0].spectators.append(sio.get_session(sid)) sio.get_session(sid).game = de_games[0] sio.enter_room(sid, de_games[0].name) de_games[0].notify_room(sid) diff --git a/backend/bang/expansions/high_noon/card_events.py b/backend/bang/expansions/high_noon/card_events.py index aee86a4..61e1629 100644 --- a/backend/bang/expansions/high_noon/card_events.py +++ b/backend/bang/expansions/high_noon/card_events.py @@ -79,6 +79,12 @@ class NuovaIdentita(CardEvent): self.desc = "All'inizio del proprio turno, ogni giocatore potrà decidere se sostituire il suo personaggio attuale con quello era stato proposto ad inizio partita, se lo fa riparte con 2 punti vita" self.desc_eng = "" +class CittaFantasma(CardEvent): + def __init__(self): + super().__init__("Città Fantasma", "👻") + self.desc = "Tutti i giocatori morti tornano in vita al proprio turno, non possono morire e pescano 3 carte invece che 2. Quando terminano il turno tornano morti." + self.desc_eng = "" + class MezzogiornoDiFuoco(CardEvent): def __init__(self): super().__init__("Mezzogiorno di Fuoco", "🔥") @@ -89,7 +95,7 @@ def get_all_events(): cards = [ Benedizione(), Maledizione(), - # CittaFantasma(), + CittaFantasma(), CorsaAllOro(), IDalton(), IlDottore(), diff --git a/backend/bang/game.py b/backend/bang/game.py index 89f8359..0d648dc 100644 --- a/backend/bang/game.py +++ b/backend/bang/game.py @@ -17,7 +17,7 @@ class Game: self.sio = sio self.name = name self.players: List[pl.Player] = [] - self.dead_players: List[pl.Player] = [] + self.spectators: List[pl.Player] = [] self.deck: Deck = None self.started = False self.turn = 0 @@ -34,6 +34,8 @@ class Game: self.is_russian_roulette_on = False self.dalton_on = False self.bot_speed = 1.5 + self.incremental_turn = 0 + self.did_resuscitate_deadman = False def notify_room(self, sid=None): if len([p for p in self.players if p.character == None]) != 0 or sid: @@ -151,7 +153,7 @@ class Game: attacker.notify_self() self.waiting_for = 0 self.readyCount = 0 - for p in self.players: + for p in self.get_alive_players(): if p != attacker: if p.get_banged(attacker=attacker): self.waiting_for += 1 @@ -165,7 +167,7 @@ class Game: attacker.notify_self() self.waiting_for = 0 self.readyCount = 0 - for p in self.players: + for p in self.get_alive_players(): if p != attacker: if p.get_indians(attacker=attacker): self.waiting_for += 1 @@ -199,24 +201,26 @@ class Game: self.get_player_named(target_username).notify_self() def emporio(self): - self.available_cards = [self.deck.draw(True) for i in range(len([p for p in self.players if p.lives > 0]))] - self.players[self.turn].pending_action = pl.PendingAction.CHOOSE - self.players[self.turn].choose_text = 'choose_card_to_get' - self.players[self.turn].available_cards = self.available_cards - self.players[self.turn].notify_self() + pls = self.get_alive_players() + self.available_cards = [self.deck.draw(True) for i in range(len(pls))] + pls[self.turn].pending_action = pl.PendingAction.CHOOSE + pls[self.turn].choose_text = 'choose_card_to_get' + pls[self.turn].available_cards = self.available_cards + pls[self.turn].notify_self() def respond_emporio(self, player, i): player.hand.append(self.available_cards.pop(i)) player.available_cards = [] player.pending_action = pl.PendingAction.WAIT player.notify_self() - nextPlayer = self.players[(self.turn + (len(self.players)-len(self.available_cards))) % len(self.players)] + pls = self.get_alive_players() + nextPlayer = pls[(pls.index(self.players[self.turn])+(len(pls)-len(self.available_cards))) % len(pls)] if nextPlayer == self.players[self.turn]: self.players[self.turn].pending_action = pl.PendingAction.PLAY self.players[self.turn].notify_self() else: nextPlayer.pending_action = pl.PendingAction.CHOOSE - self.players[self.turn].choose_text = 'choose_card_to_get' + nextPlayer.choose_text = 'choose_card_to_get' nextPlayer.available_cards = self.available_cards nextPlayer.notify_self() @@ -259,20 +263,36 @@ class Game: self.players[self.turn].pending_action = pl.PendingAction.PLAY self.players[self.turn].notify_self() - def next_player(self): #viene usato solo per passare la dinamite - return self.players[(self.turn + 1) % len(self.players)] + def next_player(self): + pls = self.get_alive_players() + return pls[(pls.index(self.players[self.turn]) + 1) % len(pls)] def play_turn(self): + self.incremental_turn += 1 + if self.players[self.turn].lives <= 0 or self.players[self.turn].is_dead: + pl = sorted(self.get_dead_players(), key=lambda x:x.death_turn)[0] + if self.check_event(ce.DeadMan) and not self.did_resuscitate_deadman and pl != self.players[self.turn]: + print(f'{self.players[self.turn]} is dead, revive') + self.did_resuscitate_deadman = True + pl.is_dead = False + pl.is_ghost = False + pl.lives = 2 + pl.hand.append(self.deck.draw()) + pl.hand.append(self.deck.draw()) + pl.notify_self() + elif self.check_event(ceh.CittaFantasma): + print(f'{self.players[self.turn]} is dead, event ghost') + self.players[self.turn].is_ghost = True + else: + print(f'{self.players[self.turn]} is dead, next turn') + return self.next_turn() self.player_bangs = 0 if isinstance(self.players[self.turn].role, roles.Sheriff): self.deck.flip_event() - if self.check_event(ce.DeadMan) and len(self.dead_players) > 0: - self.players.append(self.dead_players.pop(0)) - self.players[-1].lives = 2 - self.players[-1].hand.append(self.deck.draw()) - self.players[-1].hand.append(self.deck.draw()) - self.players_map = {c.name: i for i, c in enumerate(self.players)} - self.players[-1].notify_self() + if len(self.deck.event_cards) > 0: + print(f'flip new event {self.deck.event_cards[0].name}') + if self.check_event(ce.DeadMan): + self.did_resuscitate_deadman = False elif self.check_event(ce.RouletteRussa): self.is_russian_roulette_on = True if self.players[self.turn].get_banged(self.deck.event_cards[0]): @@ -307,11 +327,14 @@ class Game: else: self.responders_did_respond_resume_turn() else: + print(f'notifying {self.players[self.turn].name} about his turn') self.players[self.turn].play_turn() def next_turn(self): if self.shutting_down: return - if len(self.players) > 0: + print(f'{self.players[self.turn].name} invoked next turn') + pls = self.get_alive_players() + if len(pls) > 0: if self.check_event(ceh.CorsaAllOro): self.turn = (self.turn - 1) % len(self.players) else: @@ -334,26 +357,29 @@ class Game: def handle_disconnect(self, player: pl.Player): print(f'player {player.name} left the game {self.name}') - if player in self.players: - if self.disconnect_bot and self.started: - player.is_bot = True - eventlet.sleep(15) # he may reconnect - player.notify_self() - else: - self.player_death(player=player, disconnected=True) + if player in self.spectators: + self.spectators.remove(player) + return + if self.disconnect_bot and self.started: + player.is_bot = True + eventlet.sleep(15) # he may reconnect + player.notify_self() else: - self.dead_players.remove(player) - if len([p for p in self.players if not p.is_bot])+len([p for p in self.dead_players if not p.is_bot]) == 0: + self.player_death(player=player, disconnected=True) + # else: + # player.lives = 0 + # self.players.remove(player) + if len([p for p in self.players if not p.is_bot]) == 0: print(f'no players left in game {self.name}') self.shutting_down = True self.players = [] - self.dead_players = [] + self.spectators = [] self.deck = None return True else: return False def player_death(self, player: pl.Player, disconnected=False): - if not player in self.players: return + if not player in self.players or player.is_ghost: return import bang.expansions.dodge_city.characters as chd print(player.attacker) if player.attacker and player.attacker in self.players and isinstance(player.attacker.role, roles.Sheriff) and isinstance(player.role, roles.Vice): @@ -370,15 +396,23 @@ class Game: if (self.waiting_for > 0): self.responders_did_respond_resume_turn() - if not player in self.players: return - index = self.players.index(player) - died_in_his_turn = self.started and index == self.turn - if self.started and index <= self.turn: - self.turn -= 1 + if player.is_dead: return + if not self.started: + self.players.remove(player) + elif disconnected: + index = self.players.index(player) + if self.started and index <= self.turn: + self.turn -= 1 + self.players.remove(player) + self.players_map = {c.name: i for i, c in enumerate(self.players)} + player.lives = 0 + player.is_dead = True + player.death_turn = self.incremental_turn - corpse = self.players.pop(index) - if not disconnected: - self.dead_players.append(corpse) + # corpse = self.players.pop(index) + corpse = player + # if not disconnected: + # self.dead_players.append(corpse) self.notify_room() self.sio.emit('chat_message', room=self.name, data=f'_died|{player.name}') if self.started: @@ -386,23 +420,23 @@ class Game: for p in self.players: if not p.is_bot: p.notify_self() - self.players_map = {c.name: i for i, c in enumerate(self.players)} + # self.players_map = {c.name: i for i, c in enumerate(self.players)} if self.started: print('Check win status') attacker_role = None if player.attacker and player.attacker in self.players: attacker_role = player.attacker.role - winners = [p for p in self.players if p.role != None and p.role.on_player_death(self.players, initial_players=self.initial_players, dead_role=player.role, attacker_role=attacker_role)] + winners = [p for p in self.players if p.role != None and p.role.on_player_death(self.get_alive_players(), initial_players=self.initial_players, dead_role=player.role, attacker_role=attacker_role)] if len(winners) > 0: print('WE HAVE A WINNER') - for p in self.players: + for p in self.get_alive_players(): p.win_status = p in winners self.sio.emit('chat_message', room=self.name, data=f'_won|{p.name}') p.notify_self() eventlet.sleep(5.0) return self.reset() - vulture = [p for p in self.players if p.character.check(self, characters.VultureSam)] + vulture = [p for p in self.get_alive_players() if p.character.check(self, characters.VultureSam)] if len(vulture) == 0: for i in range(len(player.hand)): self.deck.scrap(player.hand.pop(), True) @@ -423,31 +457,32 @@ class Game: vulture[0].notify_self() #se Vulture Sam è uno sceriffo e ha appena ucciso il suo Vice, deve scartare le carte che ha pescato con la sua abilità - if player.attacker and player.attacker in self.players and isinstance(player.attacker.role, roles.Sheriff) and isinstance(player.role, roles.Vice): + if player.attacker and player.attacker in self.get_alive_players() and isinstance(player.attacker.role, roles.Sheriff) and isinstance(player.role, roles.Vice): for i in range(len(player.attacker.hand)): self.deck.scrap(player.attacker.hand.pop(), True) player.attacker.notify_self() - greg = [p for p in self.players if p.character.check(self, chd.GregDigger)] + greg = [p for p in self.get_alive_players() if p.character.check(self, chd.GregDigger)] if len(greg) > 0: greg[0].lives = min(greg[0].lives+2, greg[0].max_lives) - herb = [p for p in self.players if p.character.check(self, chd.HerbHunter)] + herb = [p for p in self.get_alive_players() if p.character.check(self, chd.HerbHunter)] if len(herb) > 0: herb[0].hand.append(self.deck.draw(True)) herb[0].hand.append(self.deck.draw(True)) herb[0].notify_self() - if died_in_his_turn: + if corpse.is_my_turn: self.next_turn() def reset(self): print('resetting lobby') - self.players.extend(self.dead_players) - self.dead_players = [] + self.players.extend(self.spectators) + self.spectators = [] self.players = [p for p in self.players if not p.is_bot] print(self.players) self.started = False self.waiting_for = 0 + self.incremental_turn = 0 for p in self.players: p.reset() p.notify_self() @@ -459,17 +494,26 @@ class Game: return isinstance(self.deck.event_cards[0], ev) def get_visible_players(self, player: pl.Player): - i = self.players.index(player) + pls = self.get_alive_players() + if len(pls) == 0 or player not in pls: return [] + i = pls.index(player) sight = player.get_sight() mindist = 99 if not self.check_event(ce.Agguato) else 1 return [{ - 'name': self.players[j].name, - 'dist': min([abs(i - j), (i+ abs(j-len(self.players))), (j+ abs(i-len(self.players))), mindist]) + self.players[j].get_visibility() - (player.get_sight(countWeapon=False)-1), - 'lives': self.players[j].lives, - 'max_lives': self.players[j].max_lives, - 'is_sheriff': isinstance(self.players[j].role, roles.Sheriff), - 'cards': len(self.players[j].hand)+len(self.players[j].equipment) - } for j in range(len(self.players)) if i != j] + 'name': pls[j].name, + 'dist': min([abs(i - j), (i+ abs(j-len(pls))), (j+ abs(i-len(pls))), mindist]) + pls[j].get_visibility() - (player.get_sight(countWeapon=False)-1), + 'lives': pls[j].lives, + 'max_lives': pls[j].max_lives, + 'is_sheriff': isinstance(pls[j].role, roles.Sheriff), + 'cards': len(pls[j].hand)+len(pls[j].equipment), + 'is_ghost': pls[j].is_ghost, + } for j in range(len(pls)) if i != j] + + def get_alive_players(self): + return [p for p in self.players if not p.is_dead or p.is_ghost] + + def get_dead_players(self): + return [p for p in self.players if p.is_dead] def notify_all(self): if self.started: @@ -484,6 +528,7 @@ class Game: 'pending_action': p.pending_action, 'character': p.character.__dict__ if p.character else None, 'real_character': p.real_character.__dict__ if p.real_character else None, - 'icon': p.role.icon if self.initial_players == 3 and p.role else '🤠' - } for p in self.players] + 'icon': p.role.icon if self.initial_players == 3 and p.role else '🤠', + 'is_ghost': p.is_ghost, + } for p in self.get_alive_players()] self.sio.emit('players_update', room=self.name, data=data) diff --git a/backend/bang/players.py b/backend/bang/players.py index 177ef0d..8885cc7 100644 --- a/backend/bang/players.py +++ b/backend/bang/players.py @@ -61,6 +61,9 @@ class Player: self.is_bot = bot self.bang_used = 0 self.special_use_count = 0 + self.is_dead = False + self.death_turn = 0 + self.is_ghost = False def reset(self): self.hand: cs.Card = [] @@ -93,6 +96,9 @@ class Player: pass self.mancato_needed = 0 self.molly_discarded_cards = 0 + self.is_dead = False + self.is_ghost = False + self.death_turn = 0 def join_game(self, game): self.game = game @@ -158,6 +164,7 @@ class Player: self.sio.emit('notify_card', room=self.sid, data=mess) def notify_self(self): + if self.is_ghost: self.lives = 0 if self.pending_action == PendingAction.DRAW and self.game.check_event(ce.Peyote): self.available_cards = [{ 'icon': '🔴' @@ -175,9 +182,9 @@ class Player: self.is_playing_ranch = True self.choose_text = 'choose_ranch' self.pending_action = PendingAction.CHOOSE - elif self.character and self.character.check(self.game, chars.SuzyLafayette) and len(self.hand) == 0 and ( not self.is_my_turn or self.pending_action == PendingAction.PLAY): + elif self.character and self.character.check(self.game, chars.SuzyLafayette) and self.lives > 0 and len(self.hand) == 0 and ( not self.is_my_turn or self.pending_action == PendingAction.PLAY): self.hand.append(self.game.deck.draw(True)) - if self.lives <= 0 and self.max_lives > 0: + if self.lives <= 0 and self.max_lives > 0 and not self.is_dead: print('dying, attacker', self.attacker) if self.character.check(self.game, chars.SidKetchum) and len(self.hand) > 1: self.lives += 1 @@ -199,7 +206,7 @@ class Player: ser['sight'] = self.get_sight() ser['lives'] = max(ser['lives'], 0) - if self.lives <= 0 and self.max_lives > 0: + if self.lives <= 0 and self.max_lives > 0 and not self.is_dead: self.pending_action = PendingAction.WAIT ser['hand'] = [] ser['equipment'] = [] @@ -306,7 +313,7 @@ class Player: self.choose(randrange(0, len(target.hand)+len(target.equipment))) def play_turn(self, can_play_vendetta = True): - if self.lives == 0: + if (self.lives == 0 or self.is_dead) and not self.is_ghost: return self.end_turn(forced=True) self.scrapped_cards = 0 self.can_play_ranch = True @@ -329,12 +336,14 @@ class Player: self.heal_if_needed() if self.lives <= 0: return self.notify_self() - if self.game.check_event(ce.FratelliDiSangue) and self.lives > 1 and not self.is_giving_life and len([p for p in self.game.players if p != self and p.lives < p.max_lives]): + + #non è un elif perchè vera custer deve fare questo poi cambiare personaggio + if self.game.check_event(ce.FratelliDiSangue) and self.lives > 1 and not self.is_giving_life and len([p for p in self.game.get_alive_players() if p != self and p.lives < p.max_lives]): self.available_cards = [{ 'name': p.name, 'icon': '⭐️' if isinstance(p.role, r.Sheriff) else '🤠', 'alt_text': ''.join(['❤️']*p.lives)+''.join(['💀']*(p.max_lives-p.lives)) - } for p in self.game.players if p != self and p.lives < p.max_lives] + } for p in self.game.get_alive_players() if p != self and p.lives < p.max_lives] self.available_cards.append({'icon': '❌'}) self.choose_text = 'choose_fratelli_di_sangue' self.pending_action = PendingAction.CHOOSE @@ -345,7 +354,7 @@ class Player: else: self.is_giving_life = False if isinstance(self.real_character, chd.VeraCuster): - self.set_available_character([p.character for p in self.game.players if p != self]) + self.set_available_character([p.character for p in self.game.get_alive_players() if p != self]) else: self.pending_action = PendingAction.DRAW self.notify_self() @@ -366,7 +375,7 @@ class Player: self.available_cards = [{ 'name': p.name, 'icon': '⭐️' if isinstance(p.role, r.Sheriff) else '🤠' - } for p in self.game.players if len(p.equipment) > 0 and p != self] + } for p in self.game.get_alive_players() if len(p.equipment) > 0 and p != self] self.available_cards.append({'icon': '❌'}) self.choose_text = 'choose_rimbalzo_player' self.pending_action = PendingAction.CHOOSE @@ -416,7 +425,7 @@ class Player: card: cs.Card = self.game.deck.draw() self.hand.append(card) if i == 1 and self.character.check(self.game, chars.BlackJack) or self.game.check_event(ce.LeggeDelWest): - for p in self.game.players: + for p in self.game.get_alive_players(): if p != self: p.notify_card(self, card, 'blackjack_special' if self.character.check(self.game, chars.BlackJack) else 'foc.leggedelwest') if card.check_suit(self.game, [cs.Suit.HEARTS, cs.Suit.DIAMONDS]) and self.character.check(self.game, chars.BlackJack): @@ -480,7 +489,7 @@ class Player: self.notify_self() return if isinstance(self.real_character, chd.VeraCuster): - self.set_available_character([p.character for p in self.game.players if p != self]) + self.set_available_character([p.character for p in self.game.get_alive_players() if p != self]) else: self.pending_action = PendingAction.DRAW self.notify_self() @@ -561,15 +570,15 @@ class Player: self.hand.append(card) else: self.game.deck.scrap(card, True) - if self.event_type != 'rissa' or (self.event_type == 'rissa' and self.target_p == [p.name for p in self.game.players if p != self and (len(p.hand)+len(p.equipment)) > 0][-1]): + if self.event_type != 'rissa' or (self.event_type == 'rissa' and (len([p.name for p in self.game.get_alive_players() if p != self and (len(p.hand)+len(p.equipment)) > 0]) == 0 or self.target_p == [p.name for p in self.game.get_alive_players() if p != self and (len(p.hand)+len(p.equipment)) > 0][-1])): self.event_type = '' self.target_p = '' self.choose_action = '' self.pending_action = PendingAction.PLAY else: - self.target_p = self.game.players[self.game.players_map[self.target_p]+1].name + self.target_p = self.game.players[(self.game.players_map[self.target_p]+1)%len(self.game.players)].name while self.target_p == self.name or len(self.game.players[self.game.players_map[self.target_p]].hand) + len(self.game.players[self.game.players_map[self.target_p]].equipment) == 0: - self.target_p = self.game.players[self.game.players_map[self.target_p]+1].name + self.target_p = self.game.players[(self.game.players_map[self.target_p]+1)%len(self.game.players)].name self.notify_self() elif self.is_giving_life and self.game.check_event(ce.FratelliDiSangue): try: @@ -758,7 +767,7 @@ class Player: print('has mancato') self.pending_action = PendingAction.RESPOND self.expected_response = self.game.deck.mancato_cards.copy() - if self.attacker and self.attacker in self.game.players and isinstance(self.attacker.character, chd.BelleStar) or self.game.check_event(ce.Lazo): + if self.attacker and self.attacker in self.game.get_alive_players() and isinstance(self.attacker.character, chd.BelleStar) or self.game.check_event(ce.Lazo): self.expected_response = self.game.deck.mancato_cards_not_green elif self.character.check(self.game, chars.CalamityJanet) and cs.Bang(0, 0).name not in self.expected_response: self.expected_response.append(cs.Bang(0, 0).name) @@ -814,7 +823,7 @@ class Player: return True def heal_if_needed(self): - while self.lives <= 0 and len(self.game.players) > 2 and len([c for c in self.hand if isinstance(c, cs.Birra)]) > 0: + while self.lives <= 0 and len(self.game.get_alive_players()) > 2 and len([c for c in self.hand if isinstance(c, cs.Birra)]) > 0: for i in range(len(self.hand)): if isinstance(self.hand[i], cs.Birra): if self.character.check(self.game, chd.MollyStark) and not self.is_my_turn: @@ -832,7 +841,7 @@ class Player: self.sio.emit('chat_message', room=self.game.name, data=f'_special_bart_cassidy|{self.name}') self.hand.append(self.game.deck.draw(True)) - elif self.character.check(self.game, chars.ElGringo) and self.attacker and self.attacker in self.game.players and len(self.attacker.hand) > 0: + elif self.character.check(self.game, chars.ElGringo) and self.attacker and self.attacker in self.game.get_alive_players() and len(self.attacker.hand) > 0: self.hand.append(self.attacker.hand.pop( randrange(0, len(self.attacker.hand)))) self.sio.emit('chat_message', room=self.game.name, @@ -886,7 +895,7 @@ class Player: self.hand.append(self.game.deck.draw(True)) self.molly_discarded_cards = 0 self.notify_self() - elif self.attacker and self.attacker in self.game.players and isinstance(self.attacker.character, chd.MollyStark) and self.is_my_turn: + elif self.attacker and self.attacker in self.game.get_alive_players() and isinstance(self.attacker.character, chd.MollyStark) and self.is_my_turn: for i in range(self.attacker.molly_discarded_cards): self.attacker.hand.append(self.attacker.game.deck.draw(True)) self.attacker.molly_discarded_cards = 0 @@ -951,6 +960,7 @@ class Player: self.notify_self() def end_turn(self, forced=False): + print(f"{self.name} wants to end his turn") if not self.is_my_turn: return maxcards = self.lives if not self.character.check(self.game, chd.SeanMallory) else 10 @@ -968,6 +978,12 @@ class Player: for i in range(len(self.equipment)): if self.equipment[i].usable_next_turn and not self.equipment[i].can_be_used_now: self.equipment[i].can_be_used_now = True + if self.is_dead and self.is_ghost and self.game.check_event(ceh.CittaFantasma): + self.is_ghost = False + for i in range(len(self.hand)): + self.deck.scrap(self.hand.pop(), True) + for i in range(len(self.equipment)): + self.deck.scrap(self.equipment.pop(), True) self.pending_action = PendingAction.WAIT self.notify_self() self.game.next_turn() diff --git a/frontend/src/components/Deck.vue b/frontend/src/components/Deck.vue index 2b0ed6a..27ea016 100644 --- a/frontend/src/components/Deck.vue +++ b/frontend/src/components/Deck.vue @@ -52,7 +52,7 @@ export default { sockets: { self(self){ self = JSON.parse(self) - this.isPlaying = self.lives > 0 + this.isPlaying = self.lives > 0 || self.is_ghost this.pending_action = self.pending_action }, scrap(card) { diff --git a/frontend/src/components/Lobby.vue b/frontend/src/components/Lobby.vue index 7f01be0..3f1aa11 100644 --- a/frontend/src/components/Lobby.vue +++ b/frontend/src/components/Lobby.vue @@ -16,10 +16,13 @@
- + ❤️ 💀 +
+ 👻 +
@@ -40,8 +43,8 @@

{{$t('mods')}}

{{$t('mod_comp')}} -
- {{$t('disconnect_bot')}} + +
diff --git a/frontend/src/components/Player.vue b/frontend/src/components/Player.vue index 78fc6f3..384f6f4 100644 --- a/frontend/src/components/Player.vue +++ b/frontend/src/components/Player.vue @@ -1,6 +1,6 @@