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Revert thing where dulla doesn't need to kill targets in sleepy
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The targets on dulla list now need to properly all die again for dulla
to win. Nightmares were a bit pointless otherwise.
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skizzerz committed Dec 26, 2024
1 parent ea66d8a commit e90670d
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Showing 2 changed files with 3 additions and 5 deletions.
4 changes: 2 additions & 2 deletions messages/en.json
Original file line number Diff line number Diff line change
Expand Up @@ -1232,8 +1232,8 @@
"sleepy_nightmare_escape_hide": "You momentarily break line of sight with your {=pursuer,pursuers:plural({0})} and take the opportunity to dive for cover. You hold your breath for what feels like an eternity as they finally rush past you. After a few more minutes, you gather enough courage to sneak back to the village.",
"sleepy_nightmare_caught": "Your attempts to evade your {=pursuer,pursuers:plural({0})} fail as they catch you...",
"sleepy_nightmare_kill": "You catch up with {0:@} with an evil grin on your face as you raise your whip...",
"sleepy_nightmare_fail_river": "Certain that your quarry has chosen to lay down in the grassy plains, you slow your pace to check for signs of movement or unnaturally flat grass. Looking up, you spot your target on the bridge, crossing to the other side of the river. Now that your target has successfully evaded you, you feel no compulsion to attack them in the future.",
"sleepy_nightmare_fail_hide": "As you continue thundering down the path, you realise something is amiss as your quarry is nowhere to be seen! You search around for some time, but are unable to find them. Now that your target has successfully evaded you, you feel no compulsion to attack them in the future.",
"sleepy_nightmare_fail_river": "Certain that your quarry has chosen to lay down in the grassy plains, you slow your pace to check for signs of movement or unnaturally flat grass. Looking up, you spot your target on the bridge, crossing to the other side of the river.",
"sleepy_nightmare_fail_hide": "As you continue thundering down the path, you realise something is amiss as your quarry is nowhere to be seen! You search around for some time, but are unable to find them.",
"sleepy_nightmare_success": "You have chosen to {0!command:bold}.",
"sleepy_nightmare_acted": "You have already made your choice!",
"sleepy_nightmare_dullahan_idle": "Because you did not act in time, you are consumed by the thrill of the hunt as you give chase to your target.",
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4 changes: 1 addition & 3 deletions src/gamemodes/sleepy.py
Original file line number Diff line number Diff line change
Expand Up @@ -158,7 +158,7 @@ def nightmare_timer(self, timer_type: str, var: GameState):
self.nightmare_step(var)

def nightmare_step(self, var: GameState):
from src.roles.dullahan import KILLS, TARGETS
from src.roles.dullahan import KILLS
# keep track of who was already sent messages in case they're being chased by multiple dullahans
notified = set()
dulla_counts = defaultdict(int)
Expand All @@ -184,15 +184,13 @@ def nightmare_step(self, var: GameState):
notified.add(target)
target.send(messages["sleepy_nightmare_escape_hide"].format(dulla_counts[target]))
dulla.send(messages["sleepy_nightmare_fail_hide"])
TARGETS[dulla].discard(target)
elif self.nightmare_progress[target] == 4:
# target escapes
del self.having_nightmare[dulla]
if target not in notified:
notified.add(target)
target.send(messages["sleepy_nightmare_escape_run"].format(dulla_counts[target]))
dulla.send(messages["sleepy_nightmare_fail_river"])
TARGETS[dulla].discard(target)
else:
# target still being chased
if target not in notified:
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