Closed michaelgtuttle closed 2 years ago
should be solvable by adding the check if self.team != trigger.team:
in the pets faint trigger
This has been fixed in the the newest branch loop_effect_queue.
For fly case you can see tests for behavior here: https://github.com/manny405/sapai/blob/d03f7a69d0fcc1ef9ae4f403611855e29e829eaf/tests/test_effect_queue.py#L117
For shark case you can see tests for behavior here: https://github.com/manny405/sapai/blob/d03f7a69d0fcc1ef9ae4f403611855e29e829eaf/tests/test_effect_queue.py#L164
I am still working on some final test cases for #83. If you are interested in contributing, the remaining test cases start here: https://github.com/manny405/sapai/blob/d03f7a69d0fcc1ef9ae4f403611855e29e829eaf/tests/test_effect_queue.py#L479.
Enemy faints appear to be triggering the faint abilities of sharks and flies. Below test causes a zombie fly to spawn after enemy otter faints:
This test causes an error as sharks try to apply feint triggers