Damage booster activisation update and bugfix
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c298d66086
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@ -787,7 +787,7 @@ class Citizen(classes.CitizenAPI):
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damage = 0
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damage = 0
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err = False
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err = False
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if j_resp.get("error"):
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if j_resp.get("error"):
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if j_resp.get("message") == "SHOOT_LOCKOUT":
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if j_resp.get("message") == "SHOOT_LOCKOUT" or j_resp.get("message") == "ZONE_INACTIVE":
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pass
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pass
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else:
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else:
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if j_resp.get("message") == "UNKNOWN_SIDE":
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if j_resp.get("message") == "UNKNOWN_SIDE":
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@ -796,6 +796,7 @@ class Citizen(classes.CitizenAPI):
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elif j_resp.get("message") == "ENEMY_KILLED":
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elif j_resp.get("message") == "ENEMY_KILLED":
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hits = (self.energy.recovered - j_resp["details"]["wellness"]) // 10
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hits = (self.energy.recovered - j_resp["details"]["wellness"]) // 10
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self.energy.recovered = j_resp["details"]["wellness"]
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self.energy.recovered = j_resp["details"]["wellness"]
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self.details.xp = int(j_resp["details"]["points"])
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damage = j_resp["user"]["givenDamage"] * (1.1 if j_resp["oldEnemy"]["isNatural"] else 1)
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damage = j_resp["user"]["givenDamage"] * (1.1 if j_resp["oldEnemy"]["isNatural"] else 1)
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else:
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else:
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err = True
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err = True
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@ -1248,6 +1249,7 @@ class Citizen(classes.CitizenAPI):
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cost=amount * cheapest["price"], quality=cheapest_q, energy=amount * hp_per_quality[cheapest_q])
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cost=amount * cheapest["price"], quality=cheapest_q, energy=amount * hp_per_quality[cheapest_q])
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self.reporter.report_action("BUY_FOOD", json_val=data)
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self.reporter.report_action("BUY_FOOD", json_val=data)
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self.buy_from_market(cheapest["offer_id"], amount)
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self.buy_from_market(cheapest["offer_id"], amount)
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self.update_inventory()
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else:
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else:
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s = "Don't have enough money! Needed: {}cc, Have: {}cc".format(amount * cheapest["price"], self.details.cc)
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s = "Don't have enough money! Needed: {}cc, Have: {}cc".format(amount * cheapest["price"], self.details.cc)
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self.write_log(s)
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self.write_log(s)
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@ -1277,8 +1279,7 @@ class Citizen(classes.CitizenAPI):
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def activate_dmg_booster(self):
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def activate_dmg_booster(self):
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if self.config.boosters:
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if self.config.boosters:
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inventory = self.update_inventory()
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if not self.get_active_ground_damage_booster():
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if not ("+100% Damage" in inventory['items']['active'] or "+50% Damage" in inventory['items']['active']):
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duration = 0
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duration = 0
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for length, amount in self.boosters[50].items():
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for length, amount in self.boosters[50].items():
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if amount > 1:
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if amount > 1:
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@ -1287,6 +1288,15 @@ class Citizen(classes.CitizenAPI):
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if duration:
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if duration:
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self._post_economy_activate_booster(5, duration, "damage")
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self._post_economy_activate_booster(5, duration, "damage")
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def get_active_ground_damage_booster(self):
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inventory = self.update_inventory()
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if "+100% Ground Damage Booster" in inventory['items']['active']:
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return 100
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elif "+50% Ground Damage Booster" in inventory['items']['active']:
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return 50
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else:
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return 0
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def activate_battle_effect(self, battle_id: int, kind: str) -> Response:
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def activate_battle_effect(self, battle_id: int, kind: str) -> Response:
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return self._post_main_activate_battle_effect(battle_id, kind, self.details.citizen_id)
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return self._post_main_activate_battle_effect(battle_id, kind, self.details.citizen_id)
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