def combat_flow(self, user_input, input_kwargs, combat_kwargs): # Debug --- print( f"COMBAT | FLOW | Entity: {self.name}, input_kwargs: {input_kwargs}, combat_kwargs: {combat_kwargs}" ) # Determine dmg output --- Combat.calc_dmg(self, user_input, input_kwargs, combat_kwargs) # Establish RT --- if self.entity_type['base'] == "player": self.round_time_set(combat_kwargs['round_time']) Update_Client.update_round_time(self) Lex.pub_print( self=self, target=None, send_kwargs={ 'type': 'text', 'spacing': 1 }, first_person= f"Round time, {combat_kwargs['round_time']} seconds...", target_person="", third_person="", ) # Check death --- self.check_death(user_input, input_kwargs)
def round_time_dec(self): if self.conditions['round_time'] < 1: # pass all_schedules[self.uuid_id]['sched'].remove_event_name("round_time_dec", "rt") else: self.conditions['round_time'] = self.conditions['round_time'] - 1 print("RT DEC | Reducing RT from", self.conditions['round_time'], "to", self.conditions['round_time'] - 1) all_schedules[self.uuid_id]['sched'].eventabs( time.time() + 1, # event timer 1, # priority (1 = highest) "round_time_dec", # event name "rt", # event type Character.round_time_dec, # action kwargs={"self": self}) # kwargs Update_Client.update_round_time(self)