Ejemplo n.º 1
0
    def try_launch(self, c, tl, skills=[]):
        p = self.ilet.actor
        act = ActionStageLaunchCard(p, tl, c)
        if act.can_fire():
            self.ilet.set_result(skills=skills, cards=[c], players=tl)
            return True

        return False
Ejemplo n.º 2
0
    def try_launch(self, c, tl, skills=[]):
        p = self.ilet.actor
        act = ActionStageLaunchCard(p, tl, c)
        if act.can_fire():
            self.ilet.set_result(skills=skills, cards=[c], players=tl)
            return True

        return False
Ejemplo n.º 3
0
    def apply_action(self):
        src, tgt = self.source, self.target
        g = Game.getgame()
        pl = [p for p in g.players if not p.dead and p is not src]
        p, rst = ask_for_action(self,
                                pl, ('cards', 'showncards'), [],
                                timeout=6)
        if not p:
            ttags(src)['assisted_attack_disable'] = True
            return False

        (c, ), _ = rst
        g.process_action(
            ActionStageLaunchCard(src, [tgt], AssistedAttackCard.wrap([c],
                                                                      src)))

        return True
Ejemplo n.º 4
0
 def is_valid(self):
     src, tgt = self.source, self.target
     act = ActionStageLaunchCard(src, [tgt], AttackCard())
     disabled = ttags(src)['assisted_attack_disable']
     return not disabled and act.can_fire()
Ejemplo n.º 5
0
 def is_valid(self):
     src, tgt = self.source, self.target
     act = ActionStageLaunchCard(src, [tgt], AttackCard())
     disabled = ttags(src)['assisted_attack_disable']
     return not disabled and act.can_fire()