PING_WAIT = 300 # Seconds PING_MIN_WAIT = 30 # How long !start has to wait after a !ping MINIMUM_WAIT = 60 EXTRA_WAIT = 20 EXTRA_WAIT_JOIN = 0 # Add this many seconds to the waiting time for each !join WAIT_AFTER_JOIN = 10 # Wait at least this many seconds after the last join MAXIMUM_WAITED = 3 # limit for amount of !wait's STATS_RATE_LIMIT = 60 VOTES_RATE_LIMIT = 60 ADMINS_RATE_LIMIT = 300 GSTATS_RATE_LIMIT = 0 PSTATS_RATE_LIMIT = 0 TIME_RATE_LIMIT = 10 SHOTS_MULTIPLIER = .12 # ceil(shots_multiplier * len_players) = bullets given SHARPSHOOTER_MULTIPLIER = 0.06 MIN_PLAYERS = 4 MAX_PLAYERS = 21 DRUNK_SHOTS_MULTIPLIER = 3 NIGHT_TIME_LIMIT = 120 NIGHT_TIME_WARN = 90 # should be less than NIGHT_TIME_LIMIT DAY_TIME_LIMIT_WARN = 600 DAY_TIME_LIMIT_CHANGE = 120 # seconds after DAY_TIME_LIMIT_WARN has passed JOIN_TIME_LIMIT = 3600 # May only be set if the above are also set SHORT_DAY_PLAYERS = 6 # Number of players left to have a short day SHORT_DAY_LIMIT_WARN = 400 SHORT_DAY_LIMIT_CHANGE = 120 # If time lord is lynched, the timers get set to this instead (60s day, 30s night) TIME_LORD_DAY_WARN = 45 TIME_LORD_DAY_CHANGE = 15 TIME_LORD_NIGHT_LIMIT = 30 TIME_LORD_NIGHT_WARN = 20 KILL_IDLE_TIME = 300 WARN_IDLE_TIME = 180 PART_GRACE_TIME = 30 QUIT_GRACE_TIME = 30 # controls how many people it does in one /msg; only works for messages that are the same MAX_PRIVMSG_TARGETS = 4 LEAVE_STASIS_PENALTY = 1 IDLE_STASIS_PENALTY = 1 PART_STASIS_PENALTY = 1 GOAT_HERDER = True SELF_LYNCH_ALLOWED = True HIDDEN_TRAITOR = True VENGEFUL_GHOST_KNOWS_ROLES = True BODYGUARD_CAN_GUARD_SELF = True START_WITH_DAY = False WOLF_STEALS_GUN = True # at night, the wolf can steal steal the victim's bullets ROLE_REVEAL = True CARE_BOLD = False CARE_COLOR = False KILL_COLOR = False KILL_BOLD = False LOG_FILENAME = "" BARE_LOG_FILENAME = "" # HIT MISS SUICIDE HEADSHOT GUN_CHANCES = ( 5/7 , 1/7 , 1/7 , 2/5 ) WOLF_GUN_CHANCES = ( 5/7 , 1/7 , 1/7 , 2/5 ) DRUNK_GUN_CHANCES = ( 2/7 , 3/7 , 2/7 , 2/5 ) SHARPSHOOTER_GUN_CHANCES = ( 1 , 0 , 0 , 1 ) GUNNER_KILLS_WOLF_AT_NIGHT_CHANCE = 1/4 GUARDIAN_ANGEL_DIES_CHANCE = 0 BODYGUARD_DIES_CHANCE = 0 DETECTIVE_REVEALED_CHANCE = 2/5 SHARPSHOOTER_CHANCE = 1/5 # if sharpshooter is enabled, chance that a gunner will become a sharpshooter instead AMNESIAC_NIGHTS = 3 # amnesiac gets to know their actual role on this night BUREAUCRAT_VOTES = 2 # bureaucrat votes count for this many normal votes # DEATH PROTECTION REVEALING NARCOLEPSY SILENCE DESPERATION TOTEM_CHANCES = ( 1/6 , 1/6 , 1/6 , 1/6 , 1/6 , 1/6 ) GAME_MODES = {} AWAY = ['services.', 'services.int'] # cloaks of people who are away. SIMPLE_NOTIFY = [] # cloaks of people who !simple, who want everything /notice'd # TODO: move this to a game mode called "fixed" once we implement a way to randomize roles (and have that game mode be called "random") DEFAULT_ROLE = "villager" ROLE_INDEX = ( 4 , 6 , 8 , 10 , 12 , 15 , 17 , 18 , 20 ) ROLE_GUIDE = {# village roles "villager" : ( 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 ), "seer" : ( 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 ), "oracle" : ( 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 ), "augur" : ( 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 ), "village drunk" : ( 0 , 0 , 1 , 1 , 1 , 1 , 1 , 1 , 1 ), "harlot" : ( 0 , 0 , 1 , 1 , 1 , 1 , 1 , 1 , 1 ), "guardian angel" : ( 0 , 0 , 0 , 0 , 0 , 0 , 1 , 1 , 1 ), "bodyguard" : ( 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 ), "detective" : ( 0 , 0 , 0 , 0 , 1 , 1 , 1 , 1 , 1 ), "village elder" : ( 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 ), "time lord" : ( 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 ), "matchmaker" : ( 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 ), "mad scientist" : ( 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 ), "hunter" : ( 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 ), "shaman" : ( 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 ), # wolf roles "wolf" : ( 1 , 1 , 1 , 2 , 2 , 3 , 3 , 3 , 4 ), "traitor" : ( 0 , 0 , 1 , 1 , 1 , 1 , 1 , 1 , 1 ), "werecrow" : ( 0 , 0 , 0 , 0 , 1 , 1 , 1 , 1 , 1 ), "cultist" : ( 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 ), "minion" : ( 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 ), "hag" : ( 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 ), "wolf cub" : ( 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 ), "sorcerer" : ( 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 ), # neutral roles "lycan" : ( 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 ), "vengeful ghost" : ( 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 ), "clone" : ( 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 ), "crazed shaman" : ( 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 ), "fool" : ( 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 ), "monster" : ( 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 ), # templates "cursed villager" : ( 0 , 1 , 1 , 1 , 1 , 1 , 1 , 2 , 2 ), "gunner" : ( 0 , 0 , 0 , 1 , 1 , 1 , 1 , 1 , 1 ), # NB: for sharpshooter, numbers can't be higher than gunner, since gunners get converted to sharpshooters. This is the MAX number of gunners that can be converted. "sharpshooter" : ( 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 ), "mayor" : ( 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 ), "assassin" : ( 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 ), "amnesiac" : ( 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 ), "bureaucrat" : ( 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 ), } # Harlot dies when visiting, gunner kills when shooting, GA and bodyguard have a chance at dying when guarding # If every wolf role dies, the game ends and village wins and there are no remaining traitors, the game ends and villagers win WOLF_ROLES = ["wolf", "werecrow", "wolf cub"] # Access to wolfchat, and counted towards the # of wolves vs villagers when determining if a side has won WOLFCHAT_ROLES = ["wolf", "traitor", "werecrow", "hag", "wolf cub", "sorcerer"] # Wins with the wolves, even if the roles are not necessarily wolves themselves WOLFTEAM_ROLES = ["wolf", "traitor", "werecrow", "hag", "wolf cub", "sorcerer", "minion", "cultist"] # These roles never win as a team, only ever individually (either instead of or in addition to the regular winners) TRUE_NEUTRAL_ROLES = ["vengeful ghost", "crazed shaman", "fool", "monster", "clone"] # The roles in here are considered templates and will be applied on TOP of other roles. The restrictions are a list of roles that they CANNOT be applied to # NB: if you want a template to apply to everyone, list it here but make the restrictions an empty list. Templates not listed here are considered full roles instead TEMPLATE_RESTRICTIONS = {"cursed villager" : ["wolf", "wolf cub", "werecrow", "seer", "oracle", "augur", "fool"], "gunner" : ["wolf", "traitor", "werecrow", "hag", "wolf cub", "sorcerer", "minion", "cultist", "fool", "lycan"], "sharpshooter" : ["wolf", "traitor", "werecrow", "hag", "wolf cub", "sorcerer", "minion", "cultist", "fool", "lycan"], "mayor" : ["fool"], "assassin" : ["seer", "augur", "oracle", "harlot", "detective", "bodyguard", "guardian angel", "village drunk", "hunter", "shaman", "crazed shaman", "fool", "mayor", "wolf", "werecrow", "wolf cub", "traitor", "lycan"], "amnesiac" : ["villager", "cultist", "wolf", "minion", "matchmaker", "village elder", "time lord", "clone", "mad scientist", "vengeful ghost"], "bureaucrat" : [], } NO_VICTIMS_MESSAGES = ("The body of a young penguin pet is found.", "A pool of blood and wolf paw prints are found.", "Traces of wolf fur are found.") LYNCH_MESSAGES = ("The villagers, after much debate, finally decide on lynching \u0002{0}\u0002, who turned out to be... a \u0002{1}\u0002.", "Under a lot of noise, the pitchfork-bearing villagers lynch \u0002{0}\u0002, who turned out to be... a \u0002{1}\u0002.", "Despite protests, the mob drags their victim to the hanging tree. \u0002{0}\u0002 succumbs to the will of the horde, and is hanged. The villagers have killed a \u0002{1}\u0002.", "Resigned to the inevitable, \u0002{0}\u0002 is led to the gallows. Once the twitching stops, it is discovered that the village lynched a \u0002{1}\u0002.", "Before the rope is pulled, \u0002{0}\u0002, the \u0002{1}\u0002, throws a grenade at the mob. The grenade explodes early.") LYNCH_MESSAGES_NO_REVEAL = ("The villagers, after much debate, finally decide on lynching \u0002{0}\u0002.", "Under a lot of noise, the pitchfork-bearing villagers lynch \u0002{0}\u0002.", "Despite protests, the mob drags their victim to the hanging tree. \u0002{0}\u0002 succumbs to the will of the horde, and is hanged.", "Resigned to the inevitable, \u0002{0}\u0002 is led to the gallows.", "Before the rope is pulled, \u0002{0}\u0002 throws a grenade at the mob. The grenade explodes early.") import botconfig RULES = (botconfig.CHANNEL + " channel rules: http://wolf.xnrand.com/rules") # Other settings: OPT_IN_PING = False # instead of !away/!back, users can opt-in to be pinged PING_IN = [] # cloaks of users who have opted in for ping is_role = lambda plyr, rol: rol in ROLES and plyr in ROLES[rol] def plural(role): if role == "wolf": return "wolves" elif role == "person": return "people" else: return role + "s" def list_players(roles = None): if roles == None: roles = ROLES.keys() pl = [] for x in roles: if x != "amnesiac" and x in TEMPLATE_RESTRICTIONS.keys(): continue for p in ROLES[x]: pl.append(p) return pl def list_players_and_roles(): plr = {} for x in ROLES.keys(): if x != "amnesiac" and x in TEMPLATE_RESTRICTIONS.keys(): continue # only get actual roles for p in ROLES[x]: plr[p] = x return plr get_role = lambda plyr: list_players_and_roles()[plyr] def get_reveal_role(nick): if HIDDEN_TRAITOR and get_role(nick) == "traitor": return DEFAULT_ROLE else: return get_role(nick) def del_player(pname): prole = get_role(pname) ROLES[prole].remove(pname) tpls = get_templates(pname) for t in tpls: ROLES[t].remove(pname) def get_templates(nick): tpl = [] for x in TEMPLATE_RESTRICTIONS.keys(): try: if nick in ROLES[x]: tpl.append(x) except KeyError: pass return tpl class InvalidModeException(Exception): pass def game_mode(name): def decor(c): GAME_MODES[name] = c return c return decor # TODO: implement more game modes @game_mode("roles") class ChangedRolesMode(object): """Example: !fgame roles=wolf:1,seer:0,guardian angel:1""" def __init__(self, arg = ""): self.ROLE_GUIDE = ROLE_GUIDE.copy() self.ROLE_INDEX = (MIN_PLAYERS,) pairs = arg.split(",") if not pairs: raise InvalidModeException("Invalid syntax for mode roles. arg={0}".format(arg)) for role in self.ROLE_GUIDE.keys(): self.ROLE_GUIDE[role] = (0,) for pair in pairs: change = pair.split(":") if len(change) != 2: raise InvalidModeException("Invalid syntax for mode roles. arg={0}".format(arg)) role, num = change try: num = int(num) if role.lower() in self.ROLE_GUIDE: self.ROLE_GUIDE[role.lower()] = tuple([num] * len(ROLE_INDEX)) else: raise InvalidModeException(("The role \u0002{0}\u0002 "+ "is not valid.").format(role)) except ValueError: raise InvalidModeException("A bad value was used in mode roles.") @game_mode("evilvillage") class EvilVillageMode(object): def __init__(self): self.MIN_PLAYERS = 6 self.MAX_PLAYERS = 12 self.DEFAULT_ROLE = "cultist" self.ROLE_INDEX = ( 6 , 10 ) self. ROLE_GUIDE = {# village roles "villager" : ( 0 , 0 ), "seer" : ( 0 , 0 ), "oracle" : ( 1 , 1 ), "augur" : ( 0 , 0 ), "village drunk" : ( 0 , 0 ), "harlot" : ( 0 , 0 ), "guardian angel" : ( 0 , 0 ), "bodyguard" : ( 0 , 1 ), "detective" : ( 0 , 0 ), "village elder" : ( 0 , 0 ), "time lord" : ( 0 , 0 ), "matchmaker" : ( 0 , 0 ), "mad scientist" : ( 0 , 0 ), "hunter" : ( 0 , 0 ), "shaman" : ( 1 , 1 ), # wolf roles "wolf" : ( 1 , 1 ), "traitor" : ( 0 , 0 ), "werecrow" : ( 0 , 0 ), "cultist" : ( 0 , 0 ), "minion" : ( 0 , 1 ), "hag" : ( 0 , 0 ), "wolf cub" : ( 0 , 0 ), "sorcerer" : ( 0 , 0 ), # neutral roles "lycan" : ( 0 , 0 ), "vengeful ghost" : ( 0 , 0 ), "clone" : ( 0 , 0 ), "crazed shaman" : ( 0 , 0 ), "fool" : ( 0 , 0 ), "monster" : ( 0 , 0 ), # templates "cursed villager" : ( 0 , 0 ), "gunner" : ( 0 , 0 ), "sharpshooter" : ( 0 , 0 ), "mayor" : ( 0 , 0 ), "assassin" : ( 0 , 0 ), "amnesiac" : ( 0 , 0 ), "bureaucrat" : ( 0 , 0 ), } # Persistence # Load saved settings import sqlite3 conn = sqlite3.connect("data.sqlite3", check_same_thread = False) with conn: c = conn.cursor() c.execute('CREATE TABLE IF NOT EXISTS away (nick TEXT)') # whoops, i mean cloak, not nick c.execute('CREATE TABLE IF NOT EXISTS simple_role_notify (cloak TEXT)') # people who understand each role c.execute('SELECT * FROM away') for row in c: AWAY.append(row[0]) c.execute('SELECT * FROM simple_role_notify') for row in c: SIMPLE_NOTIFY.append(row[0]) # populate the roles table c.execute('DROP TABLE IF EXISTS roles') c.execute('CREATE TABLE roles (id INTEGER PRIMARY KEY AUTOINCREMENT, role TEXT)') for x in list(ROLE_GUIDE.keys()): c.execute("INSERT OR REPLACE INTO roles (role) VALUES (?)", (x,)) c.execute(('CREATE TABLE IF NOT EXISTS rolestats (player TEXT, role TEXT, '+ 'teamwins SMALLINT, individualwins SMALLINT, totalgames SMALLINT, '+ 'UNIQUE(player, role))')) c.execute(('CREATE TABLE IF NOT EXISTS gamestats (size SMALLINT, villagewins SMALLINT, ' + 'wolfwins SMALLINT, totalgames SMALLINT, UNIQUE(size))')) if OPT_IN_PING: c.execute('CREATE TABLE IF NOT EXISTS ping (cloak text)') c.execute('SELECT * FROM ping') for row in c: PING_IN.append(row[0]) def remove_away(clk): with conn: c.execute('DELETE from away where nick=?', (clk,)) def add_away(clk): with conn: c.execute('INSERT into away VALUES (?)', (clk,)) def remove_simple_rolemsg(clk): with conn: c.execute('DELETE from simple_role_notify where cloak=?', (clk,)) def add_simple_rolemsg(clk): with conn: c.execute('INSERT into simple_role_notify VALUES (?)', (clk,)) def remove_ping(clk): with conn: c.execute('DELETE from ping where cloak=?', (clk,)) def add_ping(clk): with conn: c.execute('INSERT into ping VALUES (?)', (clk,)) def update_role_stats(acc, role, won, iwon): with conn: wins, iwins, total = 0, 0, 0 c.execute(("SELECT teamwins, individualwins, totalgames FROM rolestats "+ "WHERE player=? AND role=?"), (acc, role)) row = c.fetchone() if row: wins, iwins, total = row if won: wins += 1 if iwon: iwins += 1 total += 1 c.execute("INSERT OR REPLACE INTO rolestats VALUES (?,?,?,?,?)", (acc, role, wins, iwins, total)) def update_game_stats(size, winner): with conn: vwins, wwins, total = 0, 0, 0 c.execute("SELECT villagewins, wolfwins, totalgames FROM gamestats "+ "WHERE size=?", (size,)) row = c.fetchone() if row: vwins, wwins, total = row if winner == "wolves": wwins += 1 elif winner == "villagers": vwins += 1 total += 1 c.execute("INSERT OR REPLACE INTO gamestats VALUES (?,?,?,?)", (size, vwins, wwins, total)) def get_player_stats(acc, role): if role.lower() not in [k.lower() for k in ROLE_GUIDE.keys()]: return "No such role: {0}".format(role) with conn: c.execute("SELECT player FROM rolestats WHERE player=? COLLATE NOCASE", (acc,)) player = c.fetchone() if player: for row in c.execute("SELECT * FROM rolestats WHERE player=? COLLATE NOCASE AND role=? COLLATE NOCASE", (acc, role)): msg = "\u0002{0}\u0002 as \u0002{1}\u0002 | Team wins: {2} (%d%%), Individual wins: {3} (%d%%), Total games: {4}".format(*row) return msg % (round(row[2]/row[4] * 100), round(row[3]/row[4] * 100)) else: return "No stats for {0} as {1}.".format(player[0], role) return "{0} has not played any games.".format(acc) def get_player_totals(acc): role_totals = [] with conn: c.execute("SELECT player FROM rolestats WHERE player=? COLLATE NOCASE", (acc,)) player = c.fetchone() if player: for role in [k.lower() for k in ROLE_GUIDE.keys()]: c.execute("SELECT totalgames FROM rolestats WHERE player=? COLLATE NOCASE AND role=? COLLATE NOCASE", (acc, role)) row = c.fetchone() if row: role_totals.append("\u0002{0}\u0002: {1}".format(role, *row)) c.execute("SELECT SUM(totalgames) from rolestats WHERE player=? COLLATE NOCASE AND role!='cursed villager' AND role!='gunner'", (acc,)) row = c.fetchone() return "\u0002{0}\u0002's totals | \u0002{1}\u0002 games | {2}".format(player[0], row[0], ", ".join(role_totals)) else: return "\u0002{0}\u0002 has not played any games.".format(acc) def get_game_stats(size): with conn: for row in c.execute("SELECT * FROM gamestats WHERE size=?", (size,)): msg = "\u0002{0}\u0002 player games | Village wins: {1} (%d%%), Wolf wins: {2} (%d%%), Total games: {3}".format(*row) return msg % (round(row[1]/row[3] * 100), round(row[2]/row[3] * 100)) else: return "No stats for \u0002{0}\u0002 player games.".format(size) def get_game_totals(): size_totals = [] total = 0 with conn: for size in range(MIN_PLAYERS, MAX_PLAYERS + 1): c.execute("SELECT size, totalgames FROM gamestats WHERE size=?", (size,)) row = c.fetchone() if row: size_totals.append("\u0002{0}p\u0002: {1}".format(*row)) total += row[1] if len(size_totals) == 0: return "No games have been played." else: return "Total games ({0}) | {1}".format(total, ", ".join(size_totals)) # vim: set expandtab:sw=4:ts=4: