修复啃咬刷新判断bug
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@ -1046,19 +1046,22 @@ class Level(tool.State):
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if zombie.state != c.ATTACK:
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continue
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# 没有新的植物种下时不用刷新
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elif not self.newPlantAndPositon:
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if not self.newPlantAndPositon:
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continue
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else:
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# 被攻击对象是植物时才可能刷新
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if zombie.prey_is_plant:
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# 新植物种在被攻击植物同一格时才可能刷新
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# 被攻击对象是植物时才可能刷新
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if zombie.prey_is_plant:
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# 新植物种在被攻击植物同一格时才可能刷新
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mapX, mapY = self.map.getMapIndex(zombie.prey.rect.centerx, zombie.prey.rect.centery)
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if (mapX, mapY) == self.newPlantAndPositon[1]:
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# 如果被攻击植物是睡莲和花盆,同一格种了植物必然刷新
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mapX, mapY = self.map.getMapIndex(zombie.prey.rect.centerx, zombie.prey.rect.centery)
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if ((mapX, mapY) == self.newPlantAndPositon[1] and
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(zombie.prey.name not in {c.LILYPAD, "花盆(未实现)"})):
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# 如果被攻击植物不是睡莲和花盆,同一格种了南瓜头才刷新
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if self.newPlantAndPositon[0] != "南瓜头(未实现)":
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continue
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# 如果被攻击植物不是睡莲和花盆,同一格种了南瓜头才刷新
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if ((zombie.prey.name not in {c.LILYPAD, "花盆(未实现)"})
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and (self.newPlantAndPositon[0] != "南瓜头(未实现)")):
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continue
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else:
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continue
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else:
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continue
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if zombie.canSwim and (not zombie.swimming):
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continue
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