import fnmatch import sqlite3 import re from collections import defaultdict, OrderedDict import botconfig MINIMUM_WAIT = 60 EXTRA_WAIT = 30 EXTRA_WAIT_JOIN = 0 # Add this many seconds to the waiting time for each !join WAIT_AFTER_JOIN = 25 # Wait at least this many seconds after the last join # !wait uses a token bucket WAIT_TB_INIT = 2 # initial number of tokens WAIT_TB_DELAY = 240 # wait time between adding tokens WAIT_TB_BURST = 3 # maximum number of tokens that can be accumulated STATS_RATE_LIMIT = 60 VOTES_RATE_LIMIT = 60 ADMINS_RATE_LIMIT = 300 GSTATS_RATE_LIMIT = 0 PSTATS_RATE_LIMIT = 0 TIME_RATE_LIMIT = 10 START_RATE_LIMIT = 10 # (per-user) WAIT_RATE_LIMIT = 10 # (per-user) SHOTS_MULTIPLIER = .12 # ceil(shots_multiplier * len_players) = bullets given SHARPSHOOTER_MULTIPLIER = 0.06 MIN_PLAYERS = 4 MAX_PLAYERS = 24 DRUNK_SHOTS_MULTIPLIER = 3 NIGHT_TIME_LIMIT = 120 NIGHT_TIME_WARN = 90 # should be less than NIGHT_TIME_LIMIT DAY_TIME_LIMIT = 720 DAY_TIME_WARN = 600 # should be less than DAY_TIME_LIMIT 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 = 520 SHORT_DAY_WARN = 400 # If time lord dies, the timers get set to this instead (60s day, 30s night) TIME_LORD_DAY_LIMIT = 60 TIME_LORD_DAY_WARN = 45 TIME_LORD_NIGHT_LIMIT = 30 TIME_LORD_NIGHT_WARN = 20 KILL_IDLE_TIME = 300 WARN_IDLE_TIME = 180 PM_WARN_IDLE_TIME = 240 PART_GRACE_TIME = 30 QUIT_GRACE_TIME = 30 ACC_GRACE_TIME = 30 START_QUIT_DELAY = 10 # controls how many people it does in one /msg; only works for messages that are the same MAX_PRIVMSG_TARGETS = 4 # how many mode values can be specified at once; used only as fallback MODELIMIT = 3 LEAVE_STASIS_PENALTY = 1 IDLE_STASIS_PENALTY = 1 PART_STASIS_PENALTY = 1 ACC_STASIS_PENALTY = 1 QUIET_DEAD_PLAYERS = False DEVOICE_DURING_NIGHT = False QUIET_MODE = "q" # "q" or "b" QUIET_PREFIX = "" # "" or "~q:" # The bot will automatically toggle those modes of people joining AUTO_TOGGLE_MODES = "" DYNQUIT_DURING_GAME = False # are dynamic quit messages used while a game is in progress? Note that true will break certain stats scrapers GOAT_HERDER = True ABSTAIN_ENABLED = True # whether village can !abstain in order to not vote anyone during day LIMIT_ABSTAIN = True # if true, village will be limited to successfully !abstaining a vote only once SELF_LYNCH_ALLOWED = True HIDDEN_TRAITOR = True HIDDEN_AMNESIAC = False # amnesiac still shows as amnesiac if killed even after turning HIDDEN_CLONE = False GUARDIAN_ANGEL_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 = "on" # on/off/team - what role information is shown on death STATS_TYPE = "default" # default/accurate/team/disabled - what role information is shown when doing !stats LOVER_WINS_WITH_FOOL = False # if fool is lynched, does their lover win with them? DEFAULT_SEEN_AS_VILL = True # non-wolves are seen as villager regardless of the default role # Debug mode settings, whether or not timers and stasis should apply during debug mode DISABLE_DEBUG_MODE_TIMERS = True DISABLE_DEBUG_MODE_TIME_LORD = False DISABLE_DEBUG_MODE_REAPER = True DISABLE_DEBUG_MODE_STASIS = True # Minimum number of players needed for mad scientist to skip over dead people when determining who is next to them # Set to 0 to always skip over dead players. Note this is number of players that !joined, NOT number of players currently alive MAD_SCIENTIST_SKIPS_DEAD_PLAYERS = 16 CARE_BOLD = False CARE_COLOR = False KILL_COLOR = False KILL_BOLD = False # 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 FALLEN_ANGEL_KILLS_GUARDIAN_ANGEL_CHANCE = 1/2 AMNESIAC_NIGHTS = 3 # amnesiac gets to know their actual role on this night ALPHA_WOLF_NIGHTS = 3 # alpha wolf turns the target into a wolf after this many nights (note the night they are bitten is considered night 1) DOCTOR_IMMUNIZATION_MULTIPLIER = 0.135 # ceil(num_players * multiplier) = number of immunizations TOTEM_ORDER = ( "shaman" , "crazed shaman" ) TOTEM_CHANCES = { "death": ( 1 , 1 ), "protection": ( 1 , 1 ), "silence": ( 1 , 1 ), "revealing": ( 1 , 1 ), "desperation": ( 1 , 1 ), "impatience": ( 1 , 1 ), "pacifism": ( 1 , 1 ), "influence": ( 1 , 1 ), "narcolepsy": ( 0 , 1 ), "exchange": ( 0 , 1 ), "lycanthropy": ( 0 , 1 ), "luck": ( 0 , 1 ), "pestilence": ( 0 , 1 ), "retribution": ( 0 , 1 ), "misdirection": ( 0 , 1 ), } GAME_MODES = {} SIMPLE_NOTIFY = set() # cloaks of people who !simple, who don't want detailed instructions SIMPLE_NOTIFY_ACCS = set() # same as above, except accounts. takes precedence PREFER_NOTICE = set() # cloaks of people who !notice, who want everything /notice'd PREFER_NOTICE_ACCS = set() # Same as above, except accounts. takes precedence ACCOUNTS_ONLY = False # If True, will use only accounts for everything DISABLE_ACCOUNTS = False # If True, all account-related features are disabled. Automatically set if we discover we do not have proper ircd support for accounts # This will override ACCOUNTS_ONLY if it is set NICKSERV = "NickServ" NICKSERV_IDENTIFY_COMMAND = "IDENTIFY {account} {password}" NICKSERV_GHOST_COMMAND = "GHOST {nick}" NICKSERV_RELEASE_COMMAND = "RELEASE {nick}" NICKSERV_REGAIN_COMMAND = "REGAIN {nick}" CHANSERV = "ChanServ" CHANSERV_OP_COMMAND = "OP {channel}" STASISED = defaultdict(int) STASISED_ACCS = defaultdict(int) # 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 , 7 , 8 , 9 , 10 , 11 , 12 , 13 , 15 , 16 , 18 , 20 , 21 , 23 , 24 ) ROLE_GUIDE = OrderedDict([ # This is order-sensitive - many parts of the code rely on this order! # wolf roles ("wolf" , ( 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 2 , 2 , 2 , 2 , 3 , 3 , 3 )), ("alpha wolf" , ( 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 )), ("werecrow" , ( 0 , 0 , 0 , 0 , 0 , 0 , 0 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 )), ("werekitten" , ( 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 )), ("wolf mystic" , ( 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 )), ("fallen angel" , ( 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 )), ("wolf cub" , ( 0 , 0 , 0 , 0 , 0 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 )), ("traitor" , ( 0 , 0 , 0 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 )), ("hag" , ( 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 1 )), ("sorcerer" , ( 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 1 , 1 , 1 , 1 )), ("warlock" , ( 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 )), ("minion" , ( 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 )), ("cultist" , ( 0 , 0 , 1 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 )), # villager roles ("seer" , ( 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 )), ("oracle" , ( 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 )), ("harlot" , ( 0 , 0 , 0 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 )), ("shaman" , ( 0 , 0 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 )), ("hunter" , ( 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 1 , 1 , 1 , 1 , 1 , 1 , 1 )), ("augur" , ( 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 1 , 1 , 1 , 1 )), ("detective" , ( 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 )), ("guardian angel" , ( 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 )), ("bodyguard" , ( 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 1 , 1 , 1 , 1 , 1 )), ("doctor" , ( 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 )), ("mad scientist" , ( 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 )), ("mystic" , ( 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 )), ("matchmaker" , ( 0 , 0 , 0 , 0 , 0 , 0 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 )), ("village drunk" , ( 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 )), ("time lord" , ( 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 )), ("villager" , ( 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 )), # neutral roles ("jester" , ( 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 )), ("fool" , ( 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 )), ("crazed shaman" , ( 0 , 0 , 0 , 0 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 )), ("monster" , ( 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 1 , 1 , 1 , 1 , 1 , 1 )), ("piper" , ( 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 )), ("amnesiac" , ( 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 1 , 1 )), ("turncoat" , ( 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 )), ("clone" , ( 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 )), ("lycan" , ( 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 )), ("vengeful ghost" , ( 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 )), # templates ("cursed villager" , ( 0 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 2 , 2 , 2 , 2 )), ("gunner" , ( 0 , 0 , 0 , 0 , 0 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 2 , 2 , 2 )), # 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 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 )), ("mayor" , ( 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 1 , 1 )), ("assassin" , ( 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 )), ("bureaucrat" , ( 0 , 0 , 0 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 )), ]) # Harlot dies when visiting, seer sees as wolf, gunner kills when shooting, GA and bodyguard have a chance at dying when guarding # If every wolf role dies, and there are no remaining traitors, the game ends and villagers win (monster may steal win) WOLF_ROLES = frozenset({"wolf", "alpha wolf", "werecrow", "wolf cub", "werekitten", "wolf mystic", "fallen angel"}) # Access to wolfchat, and counted towards the # of wolves vs villagers when determining if a side has won WOLFCHAT_ROLES = WOLF_ROLES | {"traitor", "hag", "sorcerer", "warlock"} # Wins with the wolves, even if the roles are not necessarily wolves themselves WOLFTEAM_ROLES = WOLFCHAT_ROLES | {"minion", "cultist"} # These roles either steal away wins or can otherwise win with any team TRUE_NEUTRAL_ROLES = frozenset({"crazed shaman", "fool", "jester", "monster", "clone", "piper", "turncoat"}) # These are the roles that will NOT be used for when amnesiac turns, everything else is fair game! (var.DEFAULT_ROLE is also added if not in this set) AMNESIAC_BLACKLIST = frozenset({"monster", "minion", "matchmaker", "clone", "doctor", "villager", "cultist", "piper"}) # These roles are seen as wolf by the seer/oracle SEEN_WOLF = WOLF_ROLES | {"monster", "mad scientist"} # These are seen as the default role (or villager) when seen by seer (this overrides SEEN_WOLF) SEEN_DEFAULT = frozenset({"traitor", "hag", "sorcerer", "time lord", "villager", "cultist", "minion", "turncoat", "amnesiac", "vengeful ghost", "lycan", "clone", "fool", "jester", "werekitten", "warlock", "piper"}) # 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 set. Templates not listed here are considered full roles instead TEMPLATE_RESTRICTIONS = {"cursed villager" : SEEN_WOLF | {"seer", "oracle", "fool", "jester"}, "gunner" : WOLFTEAM_ROLES | {"fool", "lycan", "jester"}, "sharpshooter" : frozenset(), # the above gets automatically added to the set. this set is the list of roles that can be gunner but not sharpshooter "mayor" : frozenset({"fool", "jester", "monster"}), "assassin" : WOLF_ROLES | {"traitor", "seer", "augur", "oracle", "harlot", "detective", "bodyguard", "guardian angel", "lycan"}, "bureaucrat" : frozenset(), } # make sharpshooter restrictions at least the same as gunner TEMPLATE_RESTRICTIONS["sharpshooter"] |= TEMPLATE_RESTRICTIONS["gunner"] # fallen angel can be assassin even though they are a wolf role TEMPLATE_RESTRICTIONS["assassin"] -= {"fallen angel"} # Roles listed here cannot be used in !fgame roles=blah. If they are defined in ROLE_GUIDE they may still be used. DISABLED_ROLES = frozenset() NO_VICTIMS_MESSAGES = ("The body of a young penguin pet is found.", "Paw prints are found circling around the village.", "A pool of blood and wolf paw prints are found.", "The body of a slain cat is found.", "Some house doors have been opened, but nothing has changed.", "A scent much like that of a wolf permeates the air.", "Half-buried wolf droppings 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{1} \u0002{2}\u0002.", "After a prolonged struggle, \u0002{0}\u0002 is forced to the gallows, and is discovered after death to be a{1} \u0002{2}\u0002.", "The villagers choose to hang \u0002{0}\u0002; however, the rope stretches and breaks, and the ensuing fall kills the \u0002{2}\u0002.", "The villagers, heavy with the pain of death, reluctantly lynch \u0002{0}\u0002, a{1} \u0002{2}\u0002.", "Compliant with the will of the village, the gallows prove effective in killing \u0002{0}\u0002, a{1} \u0002{2}\u0002.", "Galvanized by fear, the mob puts \u0002{0}\u0002 to death. After inspection, they find that they have killed a{1} \u0002{2}\u0002.", "In a fit of hysteria, the villagers lynch \u0002{0}\u0002, killing a{1} \u0002{2}\u0002.", "Believing their fellow neighbor and friend to be dangerous, the mob puts \u0002{0}\u0002, a{1} \u0002{2}\u0002, to death.", "Under a lot of noise, the pitchfork-bearing villagers lynch \u0002{0}\u0002, who turned out to be... a{1} \u0002{2}\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{1} \u0002{2}\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{1} \u0002{2}\u0002.", "Before the rope is pulled, \u0002{0}\u0002, a{1} \u0002{2}\u0002, pulls the pin on a grenade. They hesitate, and it explodes, killing them.", "Before the rope is pulled, \u0002{0}\u0002, a{1} \u0002{2}\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.", "After a prolonged struggle, \u0002{0}\u0002 is forced to the gallows.", "The villagers choose to hang \u0002{0}\u0002; however, the rope stretches and breaks, and the ensuing fall kills them.", "The villagers, heavy with the pain of death, reluctantly lynch \u0002{0}\u0002.", "Compliant with the will of the village, the gallows prove effective in killing \u0002{0}\u0002.", "Galvanized by fear, the mob puts \u0002{0}\u0002 to death.", "In a fit of hysteria, the villagers lynch \u0002{0}\u0002.", "Believing their fellow neighbor and friend to be dangerous, the mob puts \u0002{0}\u0002 to death.", "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 pulls the pin on a grenade. They hesitate, and it explodes, killing them.", "Before the rope is pulled, \u0002{0}\u0002 throws a grenade at the mob. The grenade explodes early.") QUIT_MESSAGES= ("\u0002{0}\u0002, a{1} \u0002{2}\u0002, suddenly falls over dead before the astonished villagers.", "While wearing a fake pair of antlers, \u0002{0}\u0002, a{1} \u0002{2}\u0002, is shot dead by a hunter.", "Standing under a tree, \u0002{0}\u0002, a{1} \u0002{2}\u0002, is killed by a falling branch.", "\u0002{0}\u0002, a{1} \u0002{2}\u0002, is killed by lightning before the villagers' eyes. The air smells of burnt flesh.", "Rampaging through the village, a bull gores \u0002{0}\u0002, a{1} \u0002{2}\u0002.", "\u0002{0}\u0002, a{1} \u0002{2}\u0002, falls into a vat of molasses and drowns.", "A pack of wild animals sets upon \u0002{0}\u0002. Soon the \u0002{2}\u0002 is only a pile of bones and a lump in the beasts' stomachs.", "\u0002{0}\u0002, a{1} \u0002{2}\u0002, fell off the roof of their house and is now dead.", "\u0002{0}\u0002 is crushed to death by a falling tree. The villagers desperately try to save the \u0002{2}\u0002, but it is too late.", "\u0002{0}\u0002 suddenly bursts into flames and is now all but a memory. The survivors bury the \u0002{2}\u0002's ashes.") QUIT_MESSAGES_NO_REVEAL = ("\u0002{0}\u0002 suddenly falls over dead before the astonished villagers.", "While wearing a fake pair of antlers, \u0002{0}\u0002 is shot dead by a hunter.", "Standing under a tree, \u0002{0}\u0002 is killed by a falling branch.", "\u0002{0}\u0002 is killed by lightning before the villagers' eyes. The air smells of burnt flesh.", "Rampaging through the village, a bull gores \u0002{0}\u0002.", "\u0002{0}\u0002 falls into a vat of molasses and drowns.", "A pack of wild animals sets upon \u0002{0}\u0002. Soon they are only a pile of bones and a lump in the beasts' stomachs.", "\u0002{0}\u0002 fell off the roof of their house and is now dead.", "\u0002{0}\u0002 is crushed to death by a falling tree. The villagers desperately try to save them, but it is too late.", "\u0002{0}\u0002 suddenly bursts into flames and is now all but a memory.") PING_MESSAGES = ("Pong!", "Ping!", "Sure thing.", "No.", "!gniP", "!gnoP", "Segmentation fault", "Segmentation fault (core dumped)", "{0}.exe has stopped working. Windows is checking for a solution to the problem...".format(botconfig.NICK), "HTTP Error 418: I'm a teapot", "An error has pinged and has been ponged.", "I'm here!", "I refuse!", "What?", "Don't you mean \u0002{0}ping\u0002?".format(botconfig.CMD_CHAR), "skynet.exe has stopped working. Windows is checking for a solution to the problem...", "No ping received for 1337 seconds.", "Congratulations! You're the 1337th person to use {0}ping. You win a goat!".format(botconfig.CMD_CHAR), "PING! {nick}", "I'm sorry Dave, I'm afraid I can't do that.", "Give me a ping, Vasily. One ping only, please.") GIF_CHANCE = 1/50 FORTUNE_CHANCE = 1/25 RULES = (botconfig.CHANNEL + " channel rules: http://wolf.xnrand.com/rules") DENY = {} ALLOW = {} DENY_ACCOUNTS = {} ALLOW_ACCOUNTS = {} # pingif-related mappings PING_IF_PREFS = {} PING_IF_PREFS_ACCS = {} PING_IF_NUMS = {} PING_IF_NUMS_ACCS = {} is_role = lambda plyr, rol: rol in ROLES and plyr in ROLES[rol] def match_hostmask(hostmask, nick, ident, host): # support n!u@h, u@h, or just h by itself matches = re.match('(?:(?:(.*?)!)?(.*?)@)?(.*)', hostmask.lower()) if ((not matches.group(1) or fnmatch.fnmatch(nick.lower(), matches.group(1))) and (not matches.group(2) or fnmatch.fnmatch(ident.lower(), matches.group(2))) and fnmatch.fnmatch(host.lower(), matches.group(3))): return True return False def check_priv(priv): assert priv in ("owner", "admin") # Owners can do everything hosts = set(botconfig.OWNERS) accounts = set(botconfig.OWNERS_ACCOUNTS) if priv == "admin": hosts.update(botconfig.ADMINS) accounts.update(botconfig.ADMINS_ACCOUNTS) def do_check(nick, ident=None, host=None, acc=None): if nick in USERS.keys(): if not ident: ident = USERS[nick]["ident"] if not host: host = USERS[nick]["host"] if not acc: acc = USERS[nick]["account"] if not DISABLE_ACCOUNTS and acc and acc != "*": for pattern in accounts: if fnmatch.fnmatch(acc.lower(), pattern.lower()): return True if host: for hostmask in hosts: if match_hostmask(hostmask, nick, ident, host): return True return False return do_check is_admin = check_priv("admin") is_owner = check_priv("owner") def irc_lower(nick): mapping = { "[": "{", "]": "}", "\\": "|", "^": "~", } if CASEMAPPING == "strict-rfc1459": mapping.pop("^") elif CASEMAPPING == "ascii": mapping = {} return nick.lower().translate(str.maketrans(mapping)) def irc_equals(nick1, nick2): return irc_lower(nick1) == irc_lower(nick2) def plural(role): bits = role.split() bits[-1] = {"person": "people", "wolf": "wolves"}.get(bits[-1], bits[-1] + "s") return " ".join(bits) def list_players(roles = None): if roles == None: roles = ROLES.keys() pl = set() for x in roles: if x in TEMPLATE_RESTRICTIONS.keys(): continue for p in ROLES.get(x, ()): pl.add(p) return [p for p in ALL_PLAYERS if p in pl] def list_players_and_roles(): plr = {} for x in ROLES.keys(): if x in TEMPLATE_RESTRICTIONS.keys(): continue # only get actual roles for p in ROLES[x]: plr[p] = x return plr def get_role(p): for role, pl in ROLES.items(): if role in TEMPLATE_RESTRICTIONS.keys(): continue # only get actual roles if p in pl: return role def get_reveal_role(nick): if HIDDEN_TRAITOR and get_role(nick) == "traitor": role = DEFAULT_ROLE elif HIDDEN_AMNESIAC and nick in ORIGINAL_ROLES["amnesiac"]: role = "amnesiac" elif HIDDEN_CLONE and nick in ORIGINAL_ROLES["clone"]: role = "clone" else: role = get_role(nick) if ROLE_REVEAL != "team": return role if role in WOLFTEAM_ROLES: return "wolf" elif role in TRUE_NEUTRAL_ROLES: return "neutral player" else: return "villager" def del_player(pname): prole = get_role(pname) ROLES[prole].remove(pname) tpls = get_templates(pname) for t in tpls: ROLES[t].remove(pname) if pname in BITTEN: del BITTEN[pname] if pname in BITTEN_ROLES: del BITTEN_ROLES[pname] if pname in CHARMED: CHARMED.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 role_order = lambda: ROLE_GUIDE def break_long_message(phrases, joinstr = " "): message = [] count = 0 for phrase in phrases: # IRC max is 512, but freenode splits around 380ish, make 300 to have plenty of wiggle room if count + len(joinstr) + len(phrase) > 300: message.append("\n" + phrase) count = len(phrase) else: if not message: count = len(phrase) else: count += len(joinstr) + len(phrase) message.append(phrase) return joinstr.join(message) class InvalidModeException(Exception): pass # Persistence conn = sqlite3.connect("data.sqlite3", check_same_thread = False) c = conn.cursor() def init_db(): with conn: c.execute('CREATE TABLE IF NOT EXISTS simple_role_notify (cloak TEXT)') # people who understand each role (hostmasks - backup) c.execute('CREATE TABLE IF NOT EXISTS simple_role_accs (acc TEXT)') # people who understand each role (accounts - primary) c.execute('CREATE TABLE IF NOT EXISTS prefer_notice (cloak TEXT)') # people who prefer /notice (hostmasks - backup) c.execute('CREATE TABLE IF NOT EXISTS prefer_notice_acc (acc TEXT)') # people who prefer /notice (accounts - primary) c.execute('CREATE TABLE IF NOT EXISTS stasised (cloak TEXT, games INTEGER, UNIQUE(cloak))') # stasised people (cloaks) c.execute('CREATE TABLE IF NOT EXISTS stasised_accs (acc TEXT, games INTEGER, UNIQUE(acc))') # stasised people (accounts - takes precedence) c.execute('CREATE TABLE IF NOT EXISTS denied (cloak TEXT, command TEXT, UNIQUE(cloak, command))') # DENY c.execute('CREATE TABLE IF NOT EXISTS denied_accs (acc TEXT, command TEXT, UNIQUE(acc, command))') # DENY_ACCOUNTS c.execute('CREATE TABLE IF NOT EXISTS allowed (cloak TEXT, command TEXT, UNIQUE(cloak, command))') # ALLOW c.execute('CREATE TABLE IF NOT EXISTS allowed_accs (acc TEXT, command TEXT, UNIQUE(acc, command))') # ALLOW_ACCOUNTS c.execute('CREATE TABLE IF NOT EXISTS pingif_prefs (user TEXT, is_account BOOLEAN, players INTEGER, PRIMARY KEY(user, is_account))') # pingif player count preferences c.execute('CREATE INDEX IF NOT EXISTS ix_ping_prefs_pingif ON pingif_prefs (players ASC)') # index apparently makes it faster c.execute('PRAGMA table_info(pre_restart_state)') try: next(c) except StopIteration: c.execute('CREATE TABLE pre_restart_state (players TEXT)') c.execute('INSERT INTO pre_restart_state (players) VALUES (NULL)') c.execute('SELECT * FROM simple_role_notify') for row in c: SIMPLE_NOTIFY.add(row[0]) c.execute('SELECT * FROM simple_role_accs') for row in c: SIMPLE_NOTIFY_ACCS.add(row[0]) c.execute('SELECT * FROM prefer_notice') for row in c: PREFER_NOTICE.add(row[0]) c.execute('SELECT * FROM prefer_notice_acc') for row in c: PREFER_NOTICE_ACCS.add(row[0]) c.execute('SELECT * FROM stasised') for row in c: STASISED[row[0]] = row[1] c.execute('SELECT * FROM stasised_accs') for row in c: STASISED_ACCS[row[0]] = row[1] c.execute('SELECT * FROM denied') for row in c: if row[0] not in DENY: DENY[row[0]] = set() DENY[row[0]].add(row[1]) c.execute('SELECT * FROM denied_accs') for row in c: if row[0] not in DENY_ACCOUNTS: DENY_ACCOUNTS[row[0]] = set() DENY_ACCOUNTS[row[0]].add(row[1]) c.execute('SELECT * FROM allowed') for row in c: if row[0] not in ALLOW: ALLOW[row[0]] = set() ALLOW[row[0]].add(row[1]) c.execute('SELECT * FROM allowed_accs') for row in c: if row[0] not in ALLOW_ACCOUNTS: ALLOW_ACCOUNTS[row[0]] = set() ALLOW_ACCOUNTS[row[0]].add(row[1]) c.execute('SELECT * FROM pingif_prefs') for row in c: # is an account if row[1]: if row[0] not in PING_IF_PREFS_ACCS: PING_IF_PREFS_ACCS[row[0]] = row[2] if row[2] not in PING_IF_NUMS_ACCS: PING_IF_NUMS_ACCS[row[2]] = set() PING_IF_NUMS_ACCS[row[2]].add(row[0]) # is a host else: if row[0] not in PING_IF_PREFS: PING_IF_PREFS[row[0]] = row[2] if row[2] not in PING_IF_NUMS: PING_IF_NUMS[row[2]] = set() PING_IF_NUMS[row[2]].add(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): 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 (gamemode TEXT, size SMALLINT, villagewins SMALLINT, ' + 'wolfwins SMALLINT, monsterwins SMALLINT, foolwins SMALLINT, piperwins SMALLINT, totalgames SMALLINT, UNIQUE(gamemode, size))')) 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_simple_rolemsg_acc(acc): with conn: c.execute('DELETE from simple_role_accs where acc=?', (acc,)) def add_simple_rolemsg_acc(acc): with conn: c.execute('INSERT into simple_role_accs VALUES (?)', (acc,)) def remove_prefer_notice(clk): with conn: c.execute('DELETE from prefer_notice where cloak=?', (clk,)) def add_prefer_notice(clk): with conn: c.execute('INSERT into prefer_notice VALUES (?)', (clk,)) def remove_prefer_notice_acc(acc): with conn: c.execute('DELETE from prefer_notice_acc where acc=?', (acc,)) def add_prefer_notice_acc(acc): with conn: c.execute('INSERT into prefer_notice_acc VALUES (?)', (acc,)) def set_stasis(clk, games): with conn: if games <= 0: c.execute('DELETE FROM stasised WHERE cloak=?', (clk,)) else: c.execute('INSERT OR REPLACE INTO stasised VALUES (?,?)', (clk, games)) def set_stasis_acc(acc, games): with conn: if games <= 0: c.execute('DELETE FROM stasised_accs WHERE acc=?', (acc,)) else: c.execute('INSERT OR REPLACE INTO stasised_accs VALUES (?,?)', (acc, games)) def add_deny(clk, command): with conn: c.execute('INSERT OR IGNORE INTO denied VALUES (?,?)', (clk, command)) def remove_deny(clk, command): with conn: c.execute('DELETE FROM denied WHERE cloak=? AND command=?', (clk, command)) def add_deny_acc(acc, command): with conn: c.execute('INSERT OR IGNORE INTO denied_accs VALUES (?,?)', (acc, command)) def remove_deny_acc(acc, command): with conn: c.execute('DELETE FROM denied_accs WHERE acc=? AND command=?', (acc, command)) def add_allow(clk, command): with conn: c.execute('INSERT OR IGNORE INTO allowed VALUES (?,?)', (clk, command)) def remove_allow(clk, command): with conn: c.execute('DELETE FROM allowed WHERE cloak=? AND command=?', (clk, command)) def add_allow_acc(acc, command): with conn: c.execute('INSERT OR IGNORE INTO allowed_accs VALUES (?,?)', (acc, command)) def remove_allow_acc(acc, command): with conn: c.execute('DELETE FROM allowed_accs WHERE acc=? AND command=?', (acc, command)) def set_pingif_status(user, is_account, players): with conn: c.execute('DELETE FROM pingif_prefs WHERE user=? AND is_account=?', (user, is_account)) if players != 0: c.execute('INSERT OR REPLACE INTO pingif_prefs VALUES (?,?,?)', (user, is_account, players)) 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(gamemode, size, winner): with conn: vwins, wwins, mwins, fwins, pwins, total = 0, 0, 0, 0, 0, 0 c.execute("SELECT villagewins, wolfwins, monsterwins, foolwins, totalgames "+ "FROM gamestats WHERE gamemode=? AND size=?", (gamemode, size)) row = c.fetchone() if row: vwins, wwins, mwins, fwins, total = row if winner == "wolves": wwins += 1 elif winner == "villagers": vwins += 1 elif winner == "monsters": mwins += 1 elif winner == "pipers": pwins += 1 elif winner.startswith("@"): fwins += 1 total += 1 c.execute("INSERT OR REPLACE INTO gamestats VALUES (?,?,?,?,?,?,?,?)", (gamemode, size, vwins, wwins, mwins, fwins, pwins, total)) def get_player_stats(acc, role): if role.lower() not in [k.lower() for k in ROLE_GUIDE.keys()] and role != "lover": 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: c.execute("SELECT role, totalgames FROM rolestats WHERE player=? COLLATE NOCASE ORDER BY totalgames DESC", (acc,)) role_tmp = defaultdict(int) totalgames = 0 while True: row = c.fetchone() if row: role_tmp[row[0]] += row[1] if row[0] not in TEMPLATE_RESTRICTIONS and row[0] != "lover": totalgames += row[1] else: break order = role_order() #ordered role stats role_totals = ["\u0002{0}\u0002: {1}".format(role, role_tmp[role]) for role in order if role in role_tmp] #lover or any other special stats role_totals += ["\u0002{0}\u0002: {1}".format(role, count) for role, count in role_tmp.items() if role not in order] return "\u0002{0}\u0002's totals | \u0002{1}\u0002 games | {2}".format(player[0], totalgames, break_long_message(role_totals, ", ")) else: return "\u0002{0}\u0002 has not played any games.".format(acc) def get_game_stats(gamemode, size): with conn: for row in c.execute("SELECT * FROM gamestats WHERE gamemode=? AND size=?", (gamemode, size)): msg = "\u0002%d\u0002 player games | Village wins: %d (%d%%), Wolf wins: %d (%d%%)" % (row[1], row[2], round(row[2]/row[7] * 100), row[3], round(row[3]/row[7] * 100)) if row[4] > 0: msg += ", Monster wins: %d (%d%%)" % (row[4], round(row[4]/row[7] * 100)) if row[5] > 0: msg += ", Fool wins: %d (%d%%)" % (row[5], round(row[5]/row[7] * 100)) if row[6] > 0: msg += ", Piper wins: %d (%d%%)" % (row[6], round(row[6]/row[7] * 100)) return msg + ", Total games: {0}".format(row[7]) else: return "No stats for \u0002{0}\u0002 player games.".format(size) def get_game_totals(gamemode): size_totals = [] total = 0 with conn: for size in range(MIN_PLAYERS, MAX_PLAYERS + 1): c.execute("SELECT size, totalgames FROM gamestats WHERE gamemode=? AND size=?", (gamemode, 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 in the {0} game mode.".format(gamemode) else: return "Total games ({0}) | {1}".format(total, ", ".join(size_totals)) # vim: set expandtab:sw=4:ts=4: