Idea: let's NOT mess with how the game logic is laid out unless you can
mathematically prove that your new cool shorthand way of doing things is
exactly equivalent to the old way.
Was already mostly in wolf.py, but this takes it out and lays groundwork
for splitting out var.DISEASED_WOLVES and base events that the new
berserker wolf can use.
* Split Mad Scientist
Related changes:
- MS now honors all protections instead of only caring about blessed
villagers
- Allow FA to bypass protection even if FA is applied as a template
- Make bodyguard swap themselves in as the assassination target rather
than blocking the attempt outright and suiciding. This means that
active protections on the bodyguard have a chance to save them as well.
- Redo some messages to make the above sound nice in the bot.
- Add some additional params to the assassinate event to see WHY the
assassination is happening (source) and WHO is doing the assassination
(killer; currently a nick but should be a user sometime in the future).
- Add a target data item to teh assassinate event so that listeners can
change who is being assassinated. Protection boilerplate has been
adjusted to account for this.
- Add helper function to get the targets, avoiding code duplication
The dead player is already removed from var.ROLES by the time the event
fires. Also, tweak del_player event to make it much easier to support
arbitrary roles as not being the player's main role by changing nicktpls
to allroles (which is a set that includes mainrole). The assassinate
event is similarly tweaked.
Templates are still applied on game start according to
var.TEMPLATE_RESTRICTIONS, but now any arbitrary role can be applied as
a template during gameplay without breaking things horribly.
Speaking of breaking things horribly, things are probably broken
horribly due to this. It was lightly tested, but there's a lot of
fundamental stuff that changed.
mm = matchmaker, ms = mad scientist, vg = vengeful ghost
Additionally, allow all special keys to be queried via pstats in an
extensible manner (used for vg activated and vg driven off)
If in team reveal and succubus visits victim, show her as a neutral
player.
Don't try to double-kill people if all succubi die. While double tap is
a proven technique against zombies, it apparently breaks werewolf bots.
Eliminate stupid get_final_role event and instead simply don't add cubs
to var.FINAL_ROLES when they grow up into wolf. That var is only ever
used for end-game stats readouts, so there is no mechanical impact in
omitting adding something there.
Add new event to experimental stats to allow roles like cub and clone to
reflect role swaps when players die. Cubs growing up now shows up in
experimental stats.
* Split + buff succubus
When all succubi die, all entranced people now die along with them. This
should prevent an entranced person from ratting out the succubus early
on so that they go back to their team, as they lose now even if succubus
dies. One exception is if EVERY succubus idles out, then everyone that
is entranced is freed of entrancement, as it isn't their fault that they
didn't protect their friends in that case.
Dullahans now have succubi entirely removed from their list as the
likelihood they get unentranced is low, and it's easier to implement
this way.
Ensure that entranced people can vote along with ANY succubus, even if
that vote isn't the one that succeeded. Before there were cases where
they could vote along with succubus but still end up dying (particularly
in respect to a vote passing when a succubus abstained).
Clear up some message wording with regards to succubi.
Cleaned up chk_win_conditions and eliminated chk_traitor, so they make
much more sense now.
Also fixed minor issues, such as end-game saying "same number" of wolves
even if there are more wolves than villagers, hunter/vigilante dying
during night sometimes not clearing variables correctly (thus causing
premature night end) and some various stupidity going on with some old
code I wrote that doesn't have any visible effects.
* Combine all players into the same succubus death message
* Fix stylistic issues and succubus idling not working
If it is impossible for other (non-wolf) roles to have killed at night,
we do not deduct from the traitor count. This logic isn't perfect yet,
but should cover the majority of cases.
Causing way too many bugs, need to use a more sane method of breaking
the cmd API, and only do so when it's actually ready to go. My
personal preference is to make the new API use @command instead of @cmd.
This reverts commits c90d35e6c0a9ba96692e9d73bbe27efca405d542 and 5f5966a8b49e5214c82d806ac43a2553754fdee6.
As part of this, adjust team and accurate stats to no longer hide any
information. For team stats in particular, it was very misleading to
list traitor as villager, because it gives the village the impression
they have more time than they actually do (i.e. 2 wolfteam 5 vilteam
actually means 3 wolfteam 4 vilteam but that is not obvious). As team
stats were changed, team reveal was also changed to disregard hidden
traitor, so that the two can't be correlated to pick out if traitor died
(if traitor was revealed as vilteam but stats decremented wolfteam, that
would guarantee that traitor died).
Also commit groundwork for the stats rewrite, hidden behind an
"experimental" stats type (so it is not on by default). It is still very
WIP, many things do not yet work with it.