Don't leak info about what exists or not if player can't afford the hint (#1146)
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e6c6b00109
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@ -1332,6 +1332,8 @@ class ClientMessageProcessor(CommonCommandProcessor):
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def get_hints(self, input_text: str, for_location: bool = False) -> bool:
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def get_hints(self, input_text: str, for_location: bool = False) -> bool:
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points_available = get_client_points(self.ctx, self.client)
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points_available = get_client_points(self.ctx, self.client)
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cost = self.ctx.get_hint_cost(self.client.slot)
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if not input_text:
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if not input_text:
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hints = {hint.re_check(self.ctx, self.client.team) for hint in
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hints = {hint.re_check(self.ctx, self.client.team) for hint in
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self.ctx.hints[self.client.team, self.client.slot]}
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self.ctx.hints[self.client.team, self.client.slot]}
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@ -1386,7 +1388,6 @@ class ClientMessageProcessor(CommonCommandProcessor):
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return False
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return False
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if hints:
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if hints:
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cost = self.ctx.get_hint_cost(self.client.slot)
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new_hints = set(hints) - self.ctx.hints[self.client.team, self.client.slot]
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new_hints = set(hints) - self.ctx.hints[self.client.team, self.client.slot]
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old_hints = set(hints) - new_hints
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old_hints = set(hints) - new_hints
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if old_hints:
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if old_hints:
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@ -1436,7 +1437,12 @@ class ClientMessageProcessor(CommonCommandProcessor):
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return True
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return True
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else:
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else:
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self.output("Nothing found. Item/Location may not exist.")
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if points_available >= cost:
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self.output("Nothing found. Item/Location may not exist.")
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else:
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self.output(f"You can't afford the hint. "
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f"You have {points_available} points and need at least "
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f"{self.ctx.get_hint_cost(self.client.slot)}.")
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return False
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return False
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@mark_raw
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@mark_raw
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