Exemplo n.º 1
0
    def is_valid(self):
        src = self.source
        card = self.associated_card.associated_cards[0]
        if card.is_card(AttackCard) and src.tags['vitality'] < 1:
            if not AttackCardVitalityHandler.is_disabled(src):
                return False

        if card.usage != 'launch':
            return False

        victim = self.target
        tgts = self.target_list[1:]
        lc = LaunchCard(victim, tgts, card)
        return lc.can_fire()
Exemplo n.º 2
0
    def is_valid(self):
        src = self.source
        card = self.associated_card.associated_cards[0]
        if card.is_card(AttackCard) and src.tags["vitality"] < 1:
            if not AttackCardVitalityHandler.is_disabled(src):
                return False

        if card.usage != "launch":
            return False

        victim = self.target
        tgts = self.target_list[1:]
        lc = LaunchCard(victim, tgts, card)
        return lc.can_fire()
Exemplo n.º 3
0
    def handle(self, evt_type, act):
        if evt_type == 'action_before' and isinstance(act, DrawCardStage):
            if act.cancelled: return act
            tgt = act.target
            if not tgt.has_skill(CriticalStrike): return act
            if not user_input([tgt], ChooseOptionInputlet(self, (False, True))):
                return act

            Game.getgame().process_action(CriticalStrikeAction(tgt, tgt))

            act.amount = max(0, act.amount - 1)

        elif evt_type == 'action_apply' and isinstance(act, BaseAttack):
            src = act.source
            tags = src.tags
            if not self.in_critical_strike(src):
                return act

            tgt = act.target
            if isinstance(act, BaseAttack):
                tags['flan_targets'].append(tgt)
                act.damage += 1

        elif evt_type == 'action_before' and isinstance(act, Damage):
            g = Game.getgame()
            pact = g.action_stack[-1]
            if not isinstance(pact, BaseDuel):
                return act

            src, tgt = act.source, act.target

            if not self.in_critical_strike(src):
                return act

            act.amount += 1

        elif evt_type == 'action_before' and isinstance(act, ActionStageLaunchCard):
            src = act.source
            if not self.in_critical_strike(src):
                return act

            if act.card.is_card(AttackCard):
                act.vitality_consumed = True
                src.tags['vitality'] -= 1

        elif evt_type == 'action_shootdown':
            if not isinstance(act, ActionStageLaunchCard): return act
            c = act.card
            src = act.source
            tags = src.tags
            if not self.in_critical_strike(src): return act
            if not c.is_card(AttackCard): return act
            if src.has_skill(ElementalReactorSkill): return act
            if src.tags['vitality'] > 0: return act
            if getattr(act, 'vitality_consumed', False): return act
            if set(act.target_list) & set(tags['flan_targets']):
                raise CriticalStrikeLimit

            return act

        elif evt_type == 'action_stage_action':
            tgt = act
            if not self.in_critical_strike(tgt): return act
            AttackCardVitalityHandler.disable(tgt)

        return act
Exemplo n.º 4
0
    def handle(self, evt_type, act):
        if evt_type == 'action_before' and isinstance(act, DrawCardStage):
            if act.cancelled: return act
            tgt = act.target
            if not tgt.has_skill(CriticalStrike): return act
            if not user_input([tgt], ChooseOptionInputlet(self,
                                                          (False, True))):
                return act

            Game.getgame().process_action(CriticalStrikeAction(tgt, tgt))

            act.amount = max(0, act.amount - 1)

        elif evt_type == 'action_apply' and isinstance(act, BaseAttack):
            src = act.source
            tags = src.tags
            if not self.in_critical_strike(src):
                return act

            tgt = act.target
            if isinstance(act, BaseAttack):
                tags['flan_targets'].append(tgt)
                act.damage += 1

        elif evt_type == 'action_before' and isinstance(act, Damage):
            g = Game.getgame()
            pact = g.action_stack[-1]
            if not isinstance(pact, BaseDuel):
                return act

            src, tgt = act.source, act.target

            if not self.in_critical_strike(src):
                return act

            act.amount += 1

        elif evt_type == 'action_before' and isinstance(
                act, ActionStageLaunchCard):
            src = act.source
            if not self.in_critical_strike(src):
                return act

            if act.card.is_card(AttackCard):
                act.vitality_consumed = True
                src.tags['vitality'] -= 1

        elif evt_type == 'action_shootdown':
            if not isinstance(act, ActionStageLaunchCard): return act
            c = act.card
            src = act.source
            tags = src.tags
            if not self.in_critical_strike(src): return act
            if not c.is_card(AttackCard): return act
            if src.has_skill(ElementalReactorSkill): return act
            if src.tags['vitality'] > 0: return act
            if getattr(act, 'vitality_consumed', False): return act
            if set(act.target_list) & set(tags['flan_targets']):
                raise CriticalStrikeLimit

            return act

        elif evt_type == 'action_stage_action':
            tgt = act
            if not self.in_critical_strike(tgt): return act
            AttackCardVitalityHandler.disable(tgt)

        return act