修复啃咬刷新判断bug

This commit is contained in:
星外之神 2022-05-12 22:55:04 +08:00
parent e8f001629a
commit 445e6488d6

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@ -1046,18 +1046,21 @@ class Level(tool.State):
if zombie.state != c.ATTACK: if zombie.state != c.ATTACK:
continue continue
# 没有新的植物种下时不用刷新 # 没有新的植物种下时不用刷新
elif not self.newPlantAndPositon: if not self.newPlantAndPositon:
continue continue
else:
# 被攻击对象是植物时才可能刷新 # 被攻击对象是植物时才可能刷新
if zombie.prey_is_plant: if zombie.prey_is_plant:
# 新植物种在被攻击植物同一格时才可能刷新 # 新植物种在被攻击植物同一格时才可能刷新
# 如果被攻击植物是睡莲和花盆,同一格种了植物必然刷新
mapX, mapY = self.map.getMapIndex(zombie.prey.rect.centerx, zombie.prey.rect.centery) mapX, mapY = self.map.getMapIndex(zombie.prey.rect.centerx, zombie.prey.rect.centery)
if ((mapX, mapY) == self.newPlantAndPositon[1] and if (mapX, mapY) == self.newPlantAndPositon[1]:
(zombie.prey.name not in {c.LILYPAD, "花盆(未实现)"})): # 如果被攻击植物是睡莲和花盆,同一格种了植物必然刷新
# 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 # 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
if self.newPlantAndPositon[0] != "南瓜头(未实现)": if ((zombie.prey.name not in {c.LILYPAD, "花盆(未实现)"})
and (self.newPlantAndPositon[0] != "南瓜头(未实现)")):
continue
else:
continue
else:
continue continue
if zombie.canSwim and (not zombie.swimming): if zombie.canSwim and (not zombie.swimming):
continue continue