maybe dont make the game entirely unplayable
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parent
99938e1447
commit
d30493e529
4
game.go
4
game.go
@ -52,7 +52,7 @@ func NewGame(sentDeck []int, scoDeck []int) *Game {
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}
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func (g *Game) String() string {
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return fmt.Sprintf("Sen(%v): %v\n\n%v\n\nSco(%v): %v\nStatus:%v Draw:%v Turn:%v\nBuffers\nCardBuffer:%v\nSB:%v BB:%v\nEffectTarget:%v\nQueuedEffect:%v", g.SentinalPlayer.Life, g.SentinalPlayer.Hand, g.GameBoard, g.ScourgePlayer.Life, g.ScourgePlayer.Hand, g.Status, g.CanDraw, g.CurrentTurn, g.CardBuffer, g.ScryBuffer, g.CardBuffer, g.TargetReq, g.QueuedEffect)
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return fmt.Sprintf("Sen(%v): %v\n\n%v\n\nSco(%v): %v\nStatus:%v Draw:%v Turn:%v\nBuffers\nCardBuffer:%v\nSB:%v BB:%v\nEffectTarget:%v\nQueuedEffect:%v\n", g.SentinalPlayer.Life, g.SentinalPlayer.Hand, g.GameBoard, g.ScourgePlayer.Life, g.ScourgePlayer.Hand, g.Status, g.CanDraw, g.CurrentTurn, g.CardBuffer, g.ScryBuffer, g.CardBuffer, g.TargetReq, g.QueuedEffect)
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}
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func (g *Game) Parse(cmd *Command) *CommandResult {
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@ -222,7 +222,7 @@ func (g *Game) PlayerStateAct(id int, cmd string) *GameView {
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}
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func (g *Game) PlayerAct(id int, cmd string) *Deck {
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if g.Status != StatusLobby {
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if g.Status != StatusPlaying {
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return nil
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}
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if id != g.CurrentTurn {
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