fix - sheriff kills deputy and loses gold rush equipment
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185984c364
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f01d31ed2d
@ -541,11 +541,14 @@ 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.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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# se lo sceriffo uccide il proprio vice
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if player.attacker and player.attacker in self.players and isinstance(player.attacker.role, roles.Sheriff) and isinstance(player.role, roles.Vice):
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if player.attacker and player.attacker in self.players and isinstance(player.attacker.role, roles.Sheriff) and isinstance(player.role, roles.Vice):
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for i in range(len(player.attacker.hand)):
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for i in range(len(player.attacker.hand)):
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self.deck.scrap(player.attacker.hand.pop(), True)
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self.deck.scrap(player.attacker.hand.pop(), True)
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for i in range(len(player.attacker.equipment)):
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for i in range(len(player.attacker.equipment)):
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self.deck.scrap(player.attacker.equipment.pop(), True)
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self.deck.scrap(player.attacker.equipment.pop(), True)
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for i in range(len(player.attacker.gold_rush_equipment)):
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self.deck.shop_deck.append(player.attacker.gold_rush_equipment.pop())
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player.attacker.notify_self()
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player.attacker.notify_self()
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elif player.attacker and player.attacker in self.players and (isinstance(player.role, roles.Outlaw) or self.initial_players == 3):
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elif player.attacker and player.attacker in self.players and (isinstance(player.role, roles.Outlaw) or self.initial_players == 3):
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for i in range(3):
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for i in range(3):
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@ -588,9 +591,11 @@ class Game:
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return self.announces_winners(winners)
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return self.announces_winners(winners)
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elif len(winners) > 0 and not self.someone_won: # non tutti hanno risposto, ma ci sono vincitori.
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elif len(winners) > 0 and not self.someone_won: # non tutti hanno risposto, ma ci sono vincitori.
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self.pending_winners = winners
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self.pending_winners = winners
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vulture = [p for p in self.get_alive_players() if p.character.check(self, characters.VultureSam)]
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for i in range(len(player.gold_rush_equipment)):
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for i in range(len(player.gold_rush_equipment)):
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self.deck.shop_deck.append(player.gold_rush_equipment.pop()) # vulture sam doesnt get these cards
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self.deck.shop_deck.append(player.gold_rush_equipment.pop()) # vulture sam doesnt get these cards
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vulture = [p for p in self.get_alive_players() if p.character.check(self, characters.VultureSam)]
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if len(vulture) == 0:
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if len(vulture) == 0:
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for i in range(len(player.hand)):
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for i in range(len(player.hand)):
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self.deck.scrap(player.hand.pop(), True)
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self.deck.scrap(player.hand.pop(), True)
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@ -628,6 +633,7 @@ class Game:
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herb[i].hand.append(self.deck.draw(True))
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herb[i].hand.append(self.deck.draw(True))
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herb[i].hand.append(self.deck.draw(True))
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herb[i].hand.append(self.deck.draw(True))
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herb[i].notify_self()
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herb[i].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.is_my_turn = False
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