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Make evadventure get_sides more consistent. Resolve #3199
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9 changed files with 20 additions and 52 deletions
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@ -152,11 +152,11 @@ class EvAdventureCombatTwitchHandler(EvAdventureCombatBaseHandler):
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npcs = [comb for comb in combatants if comb not in pcs]
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if combatant in pcs:
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# combatant is a PC, so NPCs are all enemies
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allies = [comb for comb in pcs if comb != combatant]
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allies = pcs
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enemies = npcs
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else:
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# combatant is an NPC, so PCs are all enemies
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allies = [comb for comb in npcs if comb != combatant]
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allies = npcs
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enemies = pcs
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return allies, enemies
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@ -357,7 +357,6 @@ class EvAdventureCombatTwitchHandler(EvAdventureCombatBaseHandler):
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"""
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allies, enemies = self.get_sides(self.obj)
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allies.append(self.obj)
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location = self.obj.location
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@ -382,7 +381,7 @@ class EvAdventureCombatTwitchHandler(EvAdventureCombatBaseHandler):
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We must make sure to check if combat is over.
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- **Line 12**: With our `.get_sides()` method we can easily get the two sides of the conflict. Note that `combatant` is not included among the allies, so we need to add it back in on the following line.
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- **Line 12**: With our `.get_sides()` method we can easily get the two sides of the conflict.
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- **Lines 18, 19**: We get everyone still alive _and still in the same room_. The latter condition is important in case we move away from the battle - you can't hit your enemy from another room.
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In the `stop_method` we'll need to do a bunch of cleanup. We'll hold off on implementing this until we have the Commands written out. Read on.
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