def remove_global_status(self, s_id, gameStateObj=None): if not any(status.id == s_id for status in self.status_effects): return # Must have the right status to remove status_obj = [status for status in self.status_effects if status.id == s_id][0] self.status_effects.discard(status_obj) if gameStateObj: for unit in gameStateObj.allunits: if unit.position: StatusObject.HandleStatusRemoval(status_obj, unit, gameStateObj)
def remove(self, unit, gameStateObj): if unit.id in self.children: StatusObject.HandleStatusRemoval(self.child_status, unit, gameStateObj)
def remove_global_status(self, s_id, gameStateObj=None): self.status_effects.discard(s_id) if gameStateObj: for unit in gameStateObj.allunits: if unit.position: StatusObject.HandleStatusRemoval(s_id, unit, gameStateObj)