From e90670da8a8a9517fa6a0091b661f5ca7b841bee Mon Sep 17 00:00:00 2001 From: Ryan Schmidt Date: Wed, 25 Dec 2024 20:46:53 -0700 Subject: [PATCH] Revert thing where dulla doesn't need to kill targets in sleepy The targets on dulla list now need to properly all die again for dulla to win. Nightmares were a bit pointless otherwise. --- messages/en.json | 4 ++-- src/gamemodes/sleepy.py | 4 +--- 2 files changed, 3 insertions(+), 5 deletions(-) diff --git a/messages/en.json b/messages/en.json index 2837e471..b6b01159 100644 --- a/messages/en.json +++ b/messages/en.json @@ -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.", diff --git a/src/gamemodes/sleepy.py b/src/gamemodes/sleepy.py index ca259ac9..205416e9 100644 --- a/src/gamemodes/sleepy.py +++ b/src/gamemodes/sleepy.py @@ -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) @@ -184,7 +184,6 @@ 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] @@ -192,7 +191,6 @@ def nightmare_step(self, var: GameState): 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: