# Copyright (c) 2011, Jimmy Cao All rights reserved. # # Redistribution and use in source and binary forms, with or without # modification, are permitted provided that the following conditions are met: # # Redistributions of source code must retain the above copyright notice, this # list of conditions and the following disclaimer. Redistributions in binary # form must reproduce the above copyright notice, this list of conditions and # the following disclaimer in the documentation and/or other materials provided # with the distribution. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS # AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, # BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR # A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER # OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, # EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, # PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; # OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, # WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR # OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF # ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. import copy import fnmatch import itertools import functools import math import os import platform import random import re import signal import socket import string import subprocess import sys import threading import time import traceback import urllib.request from collections import defaultdict, deque, Counter import json from datetime import datetime, timedelta from oyoyo.parse import parse_nick import botconfig import src import src.settings as var from src.utilities import * from src import db, events, dispatcher, channels, users, hooks, logger, debuglog, errlog, plog from src.decorators import command, cmd, hook, handle_error, event_listener, COMMANDS from src.containers import UserList, UserSet, UserDict, DefaultUserDict from src.functions import get_players, get_all_players, get_participants, get_main_role, get_all_roles, get_reveal_role, get_target from src.messages import messages from src.warnings import * from src.context import IRCContext # done this way so that events is accessible in !eval (useful for debugging) Event = events.Event # Game Logic Begins: var.LAST_STATS = None var.LAST_VOTES = None var.LAST_ADMINS = None var.LAST_GSTATS = None var.LAST_PSTATS = None var.LAST_TIME = None var.LAST_START = {} var.LAST_WAIT = {} var.LAST_GOAT = {} var.USERS = {} var.ADMIN_PINGING = False var.DCED_LOSERS = UserSet() # type: Set[users.User] var.PLAYERS = {} var.DCED_PLAYERS = {} var.ADMIN_TO_PING = None var.AFTER_FLASTGAME = None var.PINGING_IFS = False var.TIMERS = {} var.OLD_MODES = defaultdict(set) var.ROLES = UserDict() # type: Dict[str, Set[users.User]] var.ORIGINAL_ROLES = UserDict() # type: Dict[str, Set[users.User]] var.MAIN_ROLES = UserDict() # type: Dict[users.User, str] var.ORIGINAL_MAIN_ROLES = UserDict() # type: Dict[users.User, str] var.ALL_PLAYERS = UserList() var.FORCE_ROLES = DefaultUserDict(UserSet) var.DYING = UserSet() var.WOUNDED = UserSet() var.CONSECRATING = UserSet() var.GUNNERS = UserDict() var.NO_LYNCH = UserSet() var.VOTES = UserDict() var.DEADCHAT_PLAYERS = UserSet() var.SPECTATING_WOLFCHAT = UserSet() var.SPECTATING_DEADCHAT = UserSet() var.ORIGINAL_SETTINGS = {} var.CURRENT_GAMEMODE = var.GAME_MODES["default"][0]() var.LAST_SAID_TIME = {} var.GAME_START_TIME = datetime.now() # for idle checker only var.CAN_START_TIME = 0 var.STARTED_DAY_PLAYERS = 0 var.DISCONNECTED = {} # players who are still alive but disconnected var.RESTARTING = False var.BITTEN_ROLES = {} var.LYCAN_ROLES = {} var.START_VOTES = UserSet() if botconfig.DEBUG_MODE and var.DISABLE_DEBUG_MODE_TIMERS: var.NIGHT_TIME_LIMIT = 0 # 120 var.NIGHT_TIME_WARN = 0 # 90 var.DAY_TIME_LIMIT = 0 # 720 var.DAY_TIME_WARN = 0 # 600 var.SHORT_DAY_LIMIT = 0 # 520 var.SHORT_DAY_WARN = 0 # 400 if botconfig.DEBUG_MODE and var.DISABLE_DEBUG_MODE_REAPER: var.KILL_IDLE_TIME = 0 # 300 var.WARN_IDLE_TIME = 0 # 180 var.PM_WARN_IDLE_TIME = 0 # 240 var.JOIN_TIME_LIMIT = 0 # 3600 if botconfig.DEBUG_MODE and var.DISABLE_DEBUG_MODE_STASIS: var.LEAVE_PENALTY = 0 var.IDLE_PENALTY = 0 var.PART_PENALTY = 0 var.ACC_PENALTY = 0 if botconfig.DEBUG_MODE and var.DISABLE_DEBUG_MODE_TIME_LORD: var.TIME_LORD_DAY_LIMIT = 0 # 60 var.TIME_LORD_DAY_WARN = 0 # 45 var.TIME_LORD_NIGHT_LIMIT = 0 # 30 var.TIME_LORD_NIGHT_WARN = 0 # 20 plog("Loading Werewolf IRC bot") def connect_callback(): db.init_vars() SIGUSR1 = getattr(signal, "SIGUSR1", None) SIGUSR2 = getattr(signal, "SIGUSR2", None) def sighandler(signum, frame): wrapper = dispatcher.MessageDispatcher(users.FakeUser.from_nick(""), channels.Main) if signum == signal.SIGINT: # Exit immediately if Ctrl-C is pressed twice signal.signal(signal.SIGINT, signal.SIG_DFL) if signum in (signal.SIGINT, signal.SIGTERM): forced_exit.func(var, wrapper, "") elif signum == SIGUSR1: restart_program.func(var, wrapper, "") elif signum == SIGUSR2: plog("Scheduling aftergame restart") aftergame.func(var, wrapper, "frestart") signal.signal(signal.SIGINT, sighandler) signal.signal(signal.SIGTERM, sighandler) if SIGUSR1: signal.signal(SIGUSR1, sighandler) if SIGUSR2: signal.signal(SIGUSR2, sighandler) def who_end(event, var, request): if request is channels.Main: if "WHOX" not in hooks.Features: if not var.DISABLE_ACCOUNTS: plog("IRCd does not support WHOX, disabling account-related features.") var.DISABLE_ACCOUNTS = True var.ACCOUNTS_ONLY = False # Devoice all on connect mode = hooks.Features["PREFIX"]["+"] pending = [] for user in channels.Main.modes.get(mode, ()): pending.append(("-" + mode, user)) accumulator.send(pending) next(accumulator, None) # Expire tempbans expire_tempbans() players = db.get_pre_restart_state() if players: channels.Main.send(*players, first="PING! ") channels.Main.send(messages["game_restart_cancel"]) events.remove_listener("who_end", who_end) def end_listmode(event, var, chan, mode): if chan is channels.Main and mode == var.QUIET_MODE: pending = [] for quiet in chan.modes.get(mode, ()): if re.search(r"^{0}.+\!\*@\*$".format(var.QUIET_PREFIX), quiet): pending.append(("-" + mode, quiet)) accumulator.send(pending) next(accumulator, None) events.remove_listener("end_listmode", end_listmode) def mode_change(event, var, actor, target): if target is channels.Main: # we may or may not be opped; assume we are accumulator.send([]) next(accumulator, None) events.remove_listener("mode_change", mode_change) events.add_listener("who_end", who_end) events.add_listener("end_listmode", end_listmode) events.add_listener("mode_change", mode_change) def accumulate_cmodes(count): modes = [] for i in range(count): item = yield modes.extend(item) yield i if modes: channels.Main.mode(*modes) accumulator = accumulate_cmodes(3) accumulator.send(None) @hook("mode") # XXX Get rid of this when the user/channel refactor is done def check_for_modes(cli, rnick, chan, modeaction, *target): nick = parse_nick(rnick)[0] if chan != botconfig.CHANNEL: return oldpref = "" trgt = "" keeptrg = False target = list(target) if target and target != [users.Bot.nick]: while modeaction: if len(modeaction) > 1: prefix = modeaction[0] change = modeaction[1] else: prefix = oldpref change = modeaction[0] if not keeptrg: if target: trgt = target.pop(0) else: trgt = "" # Last item, no target keeptrg = False if not prefix in ("-", "+"): change = prefix prefix = oldpref else: oldpref = prefix modeaction = modeaction[modeaction.index(change)+1:] if change in var.MODES_NOSET: keeptrg = True if prefix == "-" and change in var.MODES_ONLYSET: keeptrg = True if change not in var.MODES_PREFIXES.values(): continue if trgt in var.USERS: if prefix == "+": var.USERS[trgt]["modes"].add(change) if change in var.USERS[trgt]["moded"]: var.USERS[trgt]["moded"].remove(change) elif change in var.USERS[trgt]["modes"]: var.USERS[trgt]["modes"].remove(change) def reset_settings(): var.CURRENT_GAMEMODE.teardown() var.CURRENT_GAMEMODE = var.GAME_MODES["default"][0]() for attr in list(var.ORIGINAL_SETTINGS.keys()): setattr(var, attr, var.ORIGINAL_SETTINGS[attr]) var.ORIGINAL_SETTINGS.clear() def reset_modes_timers(var): # Reset game timers with var.WARNING_LOCK: # make sure it isn't being used by the ping join handler for x, timr in var.TIMERS.items(): timr[0].cancel() var.TIMERS = {} # Reset modes cmodes = [] for plr in get_players(): if not plr.is_fake: cmodes.append(("-v", plr.nick)) for user, modes in var.OLD_MODES.items(): for mode in modes: cmodes.append(("+" + mode, user)) var.OLD_MODES.clear() if var.QUIET_DEAD_PLAYERS: for deadguy in var.DEAD: if not is_fake_nick(deadguy): cmodes.append(("-{0}".format(var.QUIET_MODE), var.QUIET_PREFIX+deadguy+"!*@*")) channels.Main.mode("-m", *cmodes) def reset(): var.PHASE = "none" # "join", "day", or "night" var.GAME_ID = 0 var.ALL_PLAYERS.clear() var.RESTART_TRIES = 0 var.DEAD = set() var.JOINED_THIS_GAME = set() # keeps track of who already joined this game at least once (hostmasks) var.JOINED_THIS_GAME_ACCS = set() # same, except accounts var.PINGED_ALREADY = set() var.PINGED_ALREADY_ACCS = set() var.NO_LYNCH.clear() var.FGAMED = False var.GAMEMODE_VOTES = {} #list of players who have used !game var.START_VOTES.clear() # list of players who have voted to !start var.ROLE_STATS = frozenset() # type: FrozenSet[FrozenSet[Tuple[str, int]]] var.ROLE_SETS = [] # type: List[Tuple[Counter[str], int]] var.VOTES.clear() reset_settings() var.LAST_SAID_TIME.clear() var.PLAYERS.clear() var.DCED_PLAYERS.clear() var.DISCONNECTED.clear() var.DCED_LOSERS.clear() var.SPECTATING_WOLFCHAT.clear() var.SPECTATING_DEADCHAT.clear() var.ROLES.clear() var.ORIGINAL_ROLES.clear() var.ROLES["person"] = UserSet() var.MAIN_ROLES.clear() var.ORIGINAL_MAIN_ROLES.clear() var.FORCE_ROLES.clear() evt = Event("reset", {}) evt.dispatch(var) reset() @command("sync", "fsync", flag="m", pm=True) def fsync(var, wrapper, message): """Makes the bot apply the currently appropriate channel modes.""" sync_modes(var) @event_listener("sync_modes") def on_sync_modes(evt, var): sync_modes(var) def sync_modes(var): voices = [None] mode = hooks.Features["PREFIX"]["+"] pl = get_players() for user in channels.Main.users: if var.DEVOICE_DURING_NIGHT and var.PHASE == "night": if mode in user.channels[channels.Main]: voices.append(("-" + mode, user)) elif user in pl and mode not in user.channels[channels.Main]: voices.append(("+" + mode, user)) elif user not in pl and mode in user.channels[channels.Main]: voices.append(("-" + mode, user)) if var.PHASE in var.GAME_PHASES: voices[0] = "+m" else: voices[0] = "-m" channels.Main.mode(*voices) @command("refreshdb", flag="m", pm=True) def refreshdb(var, wrapper, message): """Updates our tracking vars to the current db state.""" db.expire_stasis() db.init_vars() expire_tempbans() wrapper.reply("Done.") @command("fdie", "fbye", flag="F", pm=True) def forced_exit(var, wrapper, message): """Forces the bot to close.""" args = message.split() # Force in debug mode by default force = botconfig.DEBUG_MODE if args and args[0] == "-dirty": # use as a last resort os.abort() elif args and args[0] == "-force": force = True message = " ".join(args[1:]) if var.PHASE in var.GAME_PHASES: if var.PHASE == "join" or force or wrapper.source.nick == "": stop_game(var, log=False) else: wrapper.pm(messages["stop_bot_ingame_safeguard"].format( what="stop", cmd="fdie", prefix=botconfig.CMD_CHAR)) return reset_modes_timers(var) reset() msg = "{0} quit from {1}" if message.strip(): msg += " ({2})" hooks.quit(wrapper, msg.format("Scheduled" if forced_exit.aftergame else "Forced", wrapper.source, message.strip())) def _restart_program(mode=None): plog("RESTARTING") python = sys.executable if mode is not None: print(mode) assert mode in ("normal", "verbose", "debug") os.execl(python, python, sys.argv[0], "--{0}".format(mode)) else: os.execl(python, python, *sys.argv) @command("restart", "frestart", flag="D", pm=True) def restart_program(var, wrapper, message): """Restarts the bot.""" args = message.split() # Force in debug mode by default force = botconfig.DEBUG_MODE if args and args[0] == "-force": force = True message = " ".join(args[1:]) if var.PHASE in var.GAME_PHASES: if var.PHASE == "join" or force: stop_game(var, log=False) else: wrapper.pm(messages["stop_bot_ingame_safeguard"].format( what="restart", cmd="frestart", prefix=botconfig.CMD_CHAR)) return reset_modes_timers(var) db.set_pre_restart_state(list_players()) reset() msg = "{0} restart from {1}".format( "Scheduled" if restart_program.aftergame else "Forced", wrapper.source) message = message.strip() mode = None if message: args = message.split() first_arg = args[0].lower() if first_arg.endswith("mode") and first_arg != "mode": mode = first_arg.replace("mode", "") valid_modes = ("normal", "verbose", "debug") if mode not in valid_modes: wrapper.pm(messages["invalid_restart_mode"].format(mode, ", ".join(valid_modes))) return msg += " in {0} mode".format(mode) message = " ".join(args[1:]) if message: msg += " ({0})".format(message.strip()) hooks.quit(wrapper, msg.format(wrapper.source, message.strip())) def restart_buffer(evt, var, user, reason): # restart the bot once our quit message goes though to ensure entire IRC queue is sent if user is users.Bot: _restart_program(mode) events.add_listener("server_quit", restart_buffer) # This is checked in the on_error handler. Some IRCds, such as InspIRCd, don't send the bot # its own QUIT message, so we need to use ERROR. Ideally, we shouldn't even need the above # handler now, but I'm keeping it for now just in case. var.RESTARTING = True @command("ping", pm=True) def pinger(var, wrapper, message): """Check if you or the bot is still connected.""" wrapper.reply(random.choice(messages["ping"]).format( nick=wrapper.source, bot_nick=users.Bot, cmd_char=botconfig.CMD_CHAR, goat_action=random.choice(messages["goat_actions"]))) @command("simple", pm=True) def mark_simple_notify(var, wrapper, message): """Makes the bot give you simple role instructions, in case you are familiar with the roles.""" temp = wrapper.source.lower() account = temp.account userhost = temp.userhost if account is None and var.ACCOUNTS_ONLY: wrapper.pm(messages["not_logged_in"]) return simple = wrapper.source.prefers_simple() simple_set, value = (var.SIMPLE_NOTIFY, userhost) if account is None else (var.SIMPLE_NOTIFY_ACCS, account) action, toggle = (simple_set.discard, "off") if simple else (simple_set.add, "on") action(value) db.toggle_simple(account, userhost) wrapper.pm(messages["simple_" + toggle]) @command("notice", pm=True) def mark_prefer_notice(var, wrapper, message): """Makes the bot NOTICE you for every interaction.""" if wrapper.private and message: # Ignore if called in PM with parameters, likely a message to wolfchat # and not an intentional invocation of this command return temp = wrapper.source.lower() account = temp.account userhost = temp.userhost if account is None and var.ACCOUNTS_ONLY: wrapper.pm(messages["not_logged_in"]) return notice = wrapper.source.prefers_notice() notice_set, value = (var.PREFER_NOTICE, userhost) if account is None else (var.PREFER_NOTICE_ACCS, account) action, toggle = (notice_set.discard, "off") if notice else (notice_set.add, "on") action(value) db.toggle_notice(account, userhost) wrapper.pm(messages["notice_" + toggle]) @command("swap", "replace", pm=True, phases=("join", "day", "night")) def replace(var, wrapper, message): """Swap out a player logged in to your account.""" if wrapper.source not in channels.Main.users: wrapper.pm(messages["invalid_channel"].format(channels.Main)) return if wrapper.source in get_players(): wrapper.pm(messages["already_playing"].format("You")) return if wrapper.source.account is None: wrapper.pm(messages["not_logged_in"]) return rest = message.split() if not rest: # bare call target = None for user in var.ALL_PLAYERS: if users.equals(user.account, wrapper.source.account): if user is wrapper.source or user not in get_participants(): continue elif target is None: target = user else: wrapper.pm(messages["swap_notice"].format(botconfig.CMD_CHAR)) return if target is None: wrapper.pm(messages["account_not_playing"]) return else: pl = get_participants() target, _ = users.complete_match(rest[0], pl) if target is None: wrapper.pm(messages["target_not_playing"]) return if target not in pl: wrapper.pm(messages["target_no_longer_playing" if target.nick in var.DEAD else "target_not_playing"]) # FIXME: Need to fix once var.DEAD holds User instances return if target.account is None: wrapper.pm(messages["target_not_logged_in"]) return if users.equals(target.account, wrapper.source.account) and target is not wrapper.source: rename_player(var, wrapper.source, target.nick) target.swap(wrapper.source) if var.PHASE in var.GAME_PHASES: return_to_village(var, target, show_message=False) if not var.DEVOICE_DURING_NIGHT or var.PHASE != "night": channels.Main.mode(("-v", target), ("+v", wrapper.source)) channels.Main.send(messages["player_swap"].format(wrapper.source, target)) myrole.caller(wrapper.source.client, wrapper.source.nick, wrapper.target.name, "") # FIXME: Old API @command("pingif", "pingme", "pingat", "pingpref", pm=True) def altpinger(var, wrapper, message): """Pings you when the number of players reaches your preference. Usage: "pingif ". https://werewolf.chat/Pingif""" if wrapper.source.account is None and var.ACCOUNTS_ONLY: wrapper.pm(messages["not_logged_in"]) return players = wrapper.source.get_pingif_count() args = message.lower().split() msg = [] if not args: if players: msg.append(messages["get_pingif"].format(players)) else: msg.append(messages["no_pingif"]) elif any((args[0] in ("off", "never"), args[0].isdigit() and int(args[0]) == 0, len(args) > 1 and args[1].isdigit() and int(args[1]) == 0)): if players: msg.append(messages["unset_pingif"].format(players)) wrapper.source.set_pingif_count(0, players) else: msg.append(messages["no_pingif"]) elif args[0].isdigit() or (len(args) > 1 and args[1].isdigit()): if args[0].isdigit(): num = int(args[0]) else: num = int(args[1]) if num > 999: msg.append(messages["pingif_too_large"]) elif players == num: msg.append(messages["pingif_already_set"].format(num)) elif players: msg.append(messages["pingif_change"].format(players, num)) wrapper.source.set_pingif_count(num, players) else: msg.append(messages["set_pingif"].format(num)) wrapper.source.set_pingif_count(num) else: msg.append(messages["pingif_invalid"]) wrapper.pm(*msg, sep="\n") @handle_error def join_timer_handler(var): with var.WARNING_LOCK: var.PINGING_IFS = True to_ping = [] pl = list_players() checker = set() chk_acc = set() # Add accounts/hosts to the list of possible players to ping if not var.DISABLE_ACCOUNTS: for num in var.PING_IF_NUMS_ACCS: if num <= len(pl): for acc in var.PING_IF_NUMS_ACCS[num]: if db.has_unacknowledged_warnings(acc, None): continue chk_acc.add(users.lower(acc)) if not var.ACCOUNTS_ONLY: for num in var.PING_IF_NUMS: if num <= len(pl): for hostmask in var.PING_IF_NUMS[num]: if db.has_unacknowledged_warnings(None, hostmask): continue checker.add(users.lower(hostmask, casemapping="ascii")) # Don't ping alt connections of users that have already joined if not var.DISABLE_ACCOUNTS: for player in pl: user = users._get(player) # FIXME var.PINGED_ALREADY_ACCS.add(users.lower(user.account)) # Remove players who have already been pinged from the list of possible players to ping chk_acc -= var.PINGED_ALREADY_ACCS checker -= var.PINGED_ALREADY # If there is nobody to ping, do nothing if not chk_acc and not checker: var.PINGING_IFS = False return def get_altpingers(event, var, chan, user): if event.params.away or user.stasis_count() or not var.PINGING_IFS or user is users.Bot or user.nick in pl: # FIXME: Fix this when list_players() returns User instances return temp = user.lower() if temp.account in chk_acc: to_ping.append(temp) var.PINGED_ALREADY_ACCS.add(temp.account) return if not var.ACCOUNTS_ONLY: if temp.userhost in checker: to_ping.append(temp) var.PINGED_ALREADY.add(temp.userhost) def ping_altpingers(event, var, request): if request is channels.Main: var.PINGING_IFS = False if to_ping: to_ping.sort(key=lambda x: x.nick) user_list = [(user.ref or user).nick for user in to_ping] msg_prefix = messages["ping_player"].format(len(pl), "" if len(pl) == 1 else "s") channels.Main.send(*user_list, first=msg_prefix) del to_ping[:] events.remove_listener("who_result", get_altpingers) events.remove_listener("who_end", ping_altpingers) events.add_listener("who_result", get_altpingers) events.add_listener("who_end", ping_altpingers) channels.Main.who() def join_deadchat(var, *all_users): if not var.ENABLE_DEADCHAT or var.PHASE not in var.GAME_PHASES: return to_join = [] pl = get_participants() for user in all_users: if user.stasis_count() or user in pl or user in var.DEADCHAT_PLAYERS: continue to_join.append(user) if not to_join: return if len(to_join) == 1: msg = messages["player_joined_deadchat"].format(to_join[0]) elif len(to_join) == 2: msg = messages["multiple_joined_deadchat"].format(*to_join) else: msg = messages["multiple_joined_deadchat"].format("\u0002, \u0002".join([user.nick for user in to_join[:-1]]), to_join[-1]) people = var.DEADCHAT_PLAYERS.union(to_join) for user in var.DEADCHAT_PLAYERS: user.queue_message(msg) for user in var.SPECTATING_DEADCHAT: user.queue_message("[deadchat] " + msg) for user in to_join: user.queue_message(messages["joined_deadchat"]) user.queue_message(messages["players_list"].format(", ".join([user.nick for user in people]))) var.DEADCHAT_PLAYERS.update(to_join) var.SPECTATING_DEADCHAT.difference_update(to_join) user.send_messages() # send all messages at once def leave_deadchat(var, user, *, force=None): if not var.ENABLE_DEADCHAT or var.PHASE not in var.GAME_PHASES or user not in var.DEADCHAT_PLAYERS: return var.DEADCHAT_PLAYERS.remove(user) if force is None: user.send(messages["leave_deadchat"]) msg = messages["player_left_deadchat"].format(user) else: user.send(messages["force_leave_deadchat"].format(force)) msg = messages["player_force_leave_deadchat"].format(user, force) if var.DEADCHAT_PLAYERS or var.SPECTATING_DEADCHAT: for user in var.DEADCHAT_PLAYERS: user.queue_message(msg) for user in var.SPECTATING_DEADCHAT: user.queue_message("[deadchat] " + msg) user.send_messages() @command("deadchat", pm=True) def deadchat_pref(var, wrapper, message): """Toggles auto joining deadchat on death.""" if not var.ENABLE_DEADCHAT: return temp = wrapper.source.lower() if wrapper.source.account is None: if var.ACCOUNTS_ONLY: wrapper.pm(messages["not_logged_in"]) return value = temp.host variable = var.DEADCHAT_PREFS else: value = temp.account variable = var.DEADCHAT_PREFS_ACCS if value in variable: wrapper.pm(messages["chat_on_death"]) variable.remove(value) else: wrapper.pm(messages["no_chat_on_death"]) variable.add(value) db.toggle_deadchat(temp.account, temp.host) @command("join", "j", pm=True) def join(var, wrapper, message): """Either starts a new game of Werewolf or joins an existing game that has not started yet.""" # keep this and the event in fjoin() in sync evt = Event("join", { "join_player": join_player, "join_deadchat": join_deadchat, "vote_gamemode": vote_gamemode }) if not evt.dispatch(var, wrapper, message, forced=False): return if var.PHASE in ("none", "join"): if wrapper.private: return if var.ACCOUNTS_ONLY: if wrapper.source.account is None: wrapper.pm(messages["not_logged_in"]) return if evt.data["join_player"](var, wrapper) and message: evt.data["vote_gamemode"](var, wrapper, message.lower().split()[0], doreply=False) else: # join deadchat if wrapper.private and wrapper.source is not wrapper.target: evt.data["join_deadchat"](var, wrapper.source) def join_player(var, wrapper, who=None, forced=False, *, sanity=True): if who is None: who = wrapper.source pl = list_players() if wrapper.target is not channels.Main: return False stasis = wrapper.source.stasis_count() if stasis > 0: if forced and stasis == 1: decrement_stasis(wrapper.source.nick) else: who.send(messages["stasis"].format( "you are" if wrapper.source is who else wrapper.source.nick + " is", stasis, "s" if stasis != 1 else ""), notice=True) return False temp = wrapper.source.lower() # don't check unacked warnings on fjoin if wrapper.source is who and db.has_unacknowledged_warnings(temp.account, temp.rawnick): wrapper.pm(messages["warn_unacked"]) return False cmodes = [] if not wrapper.source.is_fake: cmodes.append(("+v", wrapper.source)) if var.PHASE == "none": if not wrapper.source.is_fake: for mode in var.AUTO_TOGGLE_MODES & wrapper.source.channels[channels.Main]: cmodes.append(("-" + mode, wrapper.source)) var.OLD_MODES[wrapper.source].add(mode) var.ROLES["person"].add(wrapper.source) var.MAIN_ROLES[wrapper.source] = "person" var.ALL_PLAYERS.append(wrapper.source) var.PHASE = "join" with var.WAIT_TB_LOCK: var.WAIT_TB_TOKENS = var.WAIT_TB_INIT var.WAIT_TB_LAST = time.time() var.GAME_ID = time.time() var.PINGED_ALREADY_ACCS = set() var.PINGED_ALREADY = set() if wrapper.source.userhost: var.JOINED_THIS_GAME.add(wrapper.source.userhost) if wrapper.source.account: var.JOINED_THIS_GAME_ACCS.add(wrapper.source.account) var.CAN_START_TIME = datetime.now() + timedelta(seconds=var.MINIMUM_WAIT) wrapper.send(messages["new_game"].format(wrapper.source.nick, botconfig.CMD_CHAR)) # Set join timer if var.JOIN_TIME_LIMIT > 0: t = threading.Timer(var.JOIN_TIME_LIMIT, kill_join, [var, wrapper]) var.TIMERS["join"] = (t, time.time(), var.JOIN_TIME_LIMIT) t.daemon = True t.start() elif wrapper.source.nick in pl: # FIXME: To fix when everything returns Users who.send(messages["already_playing"].format("You" if who is wrapper.source else "They"), notice=True) # if we're not doing insane stuff, return True so that one can use !join to vote for a game mode # even if they are already joined. If we ARE doing insane stuff, return False to indicate that # the player was not successfully joined by this call. return sanity elif len(pl) >= var.MAX_PLAYERS: who.send(messages["too_many_players"], notice=True) return False elif sanity and var.PHASE != "join": who.send(messages["game_already_running"], notice=True) return False else: if not botconfig.DEBUG_MODE: for nick in pl: if users.equals(users._get(nick).account, temp.account): # FIXME msg = messages["account_already_joined"] if who is wrapper.source: who.send(msg.format(who, "your", messages["join_swap_instead"].format(botconfig.CMD_CHAR)), notice=True) else: who.send(msg.format(who, "their", ""), notice=True) return var.ALL_PLAYERS.append(wrapper.source) if not wrapper.source.is_fake or not botconfig.DEBUG_MODE: for mode in var.AUTO_TOGGLE_MODES & wrapper.source.channels[channels.Main]: cmodes.append(("-" + mode, wrapper.source)) var.OLD_MODES[wrapper.source].add(mode) wrapper.send(messages["player_joined"].format(wrapper.source, len(pl) + 1)) if not sanity: # Abandon Hope All Ye Who Enter Here leave_deadchat(var, wrapper.source) var.SPECTATING_DEADCHAT.discard(wrapper.source) var.SPECTATING_WOLFCHAT.discard(wrapper.source) return True var.ROLES["person"].add(wrapper.source) var.MAIN_ROLES[wrapper.source] = "person" if not wrapper.source.is_fake: if wrapper.source.userhost not in var.JOINED_THIS_GAME and wrapper.source.account not in var.JOINED_THIS_GAME_ACCS: # make sure this only happens once var.JOINED_THIS_GAME.add(wrapper.source.userhost) if wrapper.source.account: var.JOINED_THIS_GAME_ACCS.add(wrapper.source.account) now = datetime.now() # add var.EXTRA_WAIT_JOIN to wait time if now > var.CAN_START_TIME: var.CAN_START_TIME = now + timedelta(seconds=var.EXTRA_WAIT_JOIN) else: var.CAN_START_TIME += timedelta(seconds=var.EXTRA_WAIT_JOIN) # make sure there's at least var.WAIT_AFTER_JOIN seconds of wait time left, if not add them if now + timedelta(seconds=var.WAIT_AFTER_JOIN) > var.CAN_START_TIME: var.CAN_START_TIME = now + timedelta(seconds=var.WAIT_AFTER_JOIN) var.LAST_STATS = None # reset var.LAST_GSTATS = None var.LAST_PSTATS = None var.LAST_TIME = None with var.WARNING_LOCK: if "join_pinger" in var.TIMERS: var.TIMERS["join_pinger"][0].cancel() t = threading.Timer(10, join_timer_handler, (var,)) var.TIMERS["join_pinger"] = (t, time.time(), 10) t.daemon = True t.start() if not wrapper.source.is_fake or not botconfig.DEBUG_MODE: channels.Main.mode(*cmodes) return True @handle_error def kill_join(var, wrapper): pl = [x.nick for x in get_players()] pl.sort(key=lambda x: x.lower()) reset_modes_timers(var) reset() wrapper.send(*pl, first="PING! ") wrapper.send(messages["game_idle_cancel"]) # use this opportunity to expire pending stasis db.expire_stasis() db.init_vars() expire_tempbans() if var.AFTER_FLASTGAME is not None: var.AFTER_FLASTGAME() var.AFTER_FLASTGAME = None @command("fjoin", flag="A") def fjoin(var, wrapper, message): """Forces someone to join a game.""" # keep this and the event in def join() in sync evt = Event("join", { "join_player": join_player, "join_deadchat": join_deadchat, "vote_gamemode": vote_gamemode }) if not evt.dispatch(var, wrapper, message, forced=True): return noticed = False fake = False if not message.strip(): evt.data["join_player"](var, wrapper, forced=True) parts = re.split(" +", message) possible_users = {u.lower().nick for u in wrapper.target.users} to_join = [] if not botconfig.DEBUG_MODE: match = complete_one_match(users.lower(parts[0]), possible_users) if match: to_join.append(match) else: for i, s in enumerate(parts): match = complete_one_match(users.lower(s), possible_users) if match: to_join.append(match) else: to_join.append(s) for tojoin in to_join: tojoin = tojoin.strip() # Allow joining single number fake users in debug mode if users.predicate(tojoin) and botconfig.DEBUG_MODE: user = users._add(wrapper.client, nick=tojoin) # FIXME evt.data["join_player"](var, type(wrapper)(user, wrapper.target), forced=True, who=wrapper.source) continue # Allow joining ranges of numbers as fake users in debug mode if "-" in tojoin and botconfig.DEBUG_MODE: first, hyphen, last = tojoin.partition("-") if first.isdigit() and last.isdigit(): if int(last)+1 - int(first) > var.MAX_PLAYERS - len(list_players()): wrapper.send(messages["too_many_players_to_join"].format(wrapper.source.nick)) break fake = True for i in range(int(first), int(last)+1): user = users._add(wrapper.client, nick=str(i)) # FIXME evt.data["join_player"](var, type(wrapper)(user, wrapper.target), forced=True, who=wrapper.source) continue if not tojoin: continue maybe_user = None for user in wrapper.target.users: if users.equals(user.nick, tojoin): maybe_user = user break else: if not users.predicate(tojoin) or botconfig.DEBUG_MODE: if not noticed: # important wrapper.send("{0}{1}".format(wrapper.source, messages["fjoin_in_chan"])) noticed = True continue if maybe_user is not None: if not botconfig.DEBUG_MODE and var.ACCOUNTS_ONLY: if maybe_user.account is None: wrapper.pm(messages["account_not_logged_in"].format(maybe_user)) return elif botconfig.DEBUG_MODE: fake = True if maybe_user is not users.Bot: if maybe_user is None and users.predicate(tojoin) and botconfig.DEBUG_MODE: maybe_user = users._add(wrapper.client, nick=tojoin) # FIXME evt.data["join_player"](var, type(wrapper)(maybe_user, wrapper.target), forced=True, who=wrapper.source) else: wrapper.pm(messages["not_allowed"]) if fake: wrapper.send(messages["fjoin_success"].format(wrapper.source, len(list_players()))) @command("fleave", "fquit", flag="A", pm=True, phases=("join", "day", "night")) def fleave(var, wrapper, message): """Force someone to leave the game.""" for person in re.split(" +", message): person = person.strip() if not person: continue target, _ = users.complete_match(person, get_players()) dead_target = None if var.PHASE in var.GAME_PHASES: dead_target, _ = users.complete_match(person, var.DEADCHAT_PLAYERS) if target is not None: if wrapper.target is not channels.Main: wrapper.pm(messages["fquit_fail"]) return msg = [messages["fquit_success"].format(wrapper.source, target)] if get_main_role(target) != "person" and var.ROLE_REVEAL in ("on", "team"): msg.append(messages["fquit_goodbye"].format(get_reveal_role(target))) if var.PHASE == "join": player_count = len(list_players()) - 1 to_say = "new_player_count" if not player_count: to_say = "no_players_remaining" msg.append(messages[to_say].format(player_count)) wrapper.send(*msg) if var.PHASE != "join": if target.nick in var.PLAYERS: var.DCED_PLAYERS[target.nick] = var.PLAYERS.pop(target.nick) del_player(target, death_triggers=False) elif dead_target is not None: leave_deadchat(var, dead_target, force=wrapper.source) if wrapper.source not in var.DEADCHAT_PLAYERS: wrapper.pm(messages["admin_fleave_deadchat"].format(dead_target)) else: wrapper.send(messages["not_playing"].format(person)) return @cmd("fstart", flag="S", phases=("join",)) def fstart(cli, nick, chan, rest): """Forces the game to start immediately.""" cli.msg(botconfig.CHANNEL, messages["fstart_success"].format(nick)) start(cli, nick, botconfig.CHANNEL, forced = True) @event_listener("chan_kick") def kicked_modes(evt, var, chan, actor, target, reason): if target is users.Bot and chan is channels.Main: chan.join() var.OLD_MODES.pop(target, None) @event_listener("chan_part") def parted_modes(evt, var, chan, user, reason): if user is users.Bot and chan is channels.Main: chan.join() var.OLD_MODES.pop(user, None) @cmd("stats", "players", pm=True, phases=("join", "day", "night")) def stats(cli, nick, chan, rest): """Displays the player statistics.""" pl = list_players() if nick != chan and (nick in pl or var.PHASE == "join"): # only do this rate-limiting stuff if the person is in game if (var.LAST_STATS and var.LAST_STATS + timedelta(seconds=var.STATS_RATE_LIMIT) > datetime.now()): cli.notice(nick, messages["command_ratelimited"]) return var.LAST_STATS = datetime.now() _nick = nick + ": " if nick == chan: _nick = "" badguys = var.WOLFCHAT_ROLES if var.RESTRICT_WOLFCHAT & var.RW_REM_NON_WOLVES: if var.RESTRICT_WOLFCHAT & var.RW_TRAITOR_NON_WOLF: badguys = var.WOLF_ROLES else: badguys = var.WOLF_ROLES | {"traitor"} role = None if nick in pl: role = get_role(nick) if chan == nick and role in badguys | {"warlock"}: ps = pl[:] if role in badguys: for i, player in enumerate(ps): prole = get_role(player) wevt = Event("wolflist", {"tags": set()}) wevt.dispatch(var, users._get(player), users._get(nick)) # FIXME tags = " ".join(wevt.data["tags"]) if prole in badguys: if tags: tags += " " ps[i] = "\u0002{0}\u0002 ({1}{2})".format(player, tags, prole) elif tags: ps[i] = "{0} ({1})".format(player, tags) elif role == "warlock": # warlock not in wolfchat explicitly only sees cursed for i, player in enumerate(pl): if player in get_roles("cursed villager"): # FIXME ps[i] = player + " (cursed)" msg = "\u0002{0}\u0002 players: {1}".format(len(pl), ", ".join(ps)) elif len(pl) > 1: msg = "{0}\u0002{1}\u0002 players: {2}".format(_nick, len(pl), ", ".join(pl)) else: msg = "{0}\u00021\u0002 player: {1}".format(_nick, pl[0]) reply(cli, nick, chan, msg) if var.PHASE == "join" or var.STATS_TYPE == "disabled": return message = [] # Instead of looping over the current roles, we start with the original set and apply # changes to it as public game events occur. This way, !stats output should duplicate # what a player would have if they were manually tracking who is what and did not # have any non-public information. The comments below explain the logic such a player # would be using to derive the list. Note that this logic is based on the assumption # that role reveal is on. If role reveal is off or team, stats type should probably be # set to disabled or team respectively instead of this, as this will then leak info. if var.STATS_TYPE == "default": # role: [min, max] -- "we may not necessarily know *exactly* how # many of a particular role there are, but we know that there is # between min and max of them" rolecounts = defaultdict(lambda: [0, 0]) start_roles = set() orig_roles = {} equiv_sets = {} total_immunizations = 0 extra_lycans = 0 # Step 1. Get our starting set of roles. This also calculates the maximum numbers for equivalency sets # (sets of roles that are decremented together because we can't know for sure which actually died). for r, v in var.ORIGINAL_ROLES.items(): if r in var.TEMPLATE_RESTRICTIONS.keys(): continue if len(v) == 0: continue start_roles.add(r) rolecounts[r] = [len(v), len(v)] for p in v: orig_roles[p.nick] = r if var.CURRENT_GAMEMODE.name == "villagergame": # hacky hacks that hack pcount = len(var.ALL_PLAYERS) if pcount >= 8: rolecounts["villager"][0] -= 2 rolecounts["villager"][1] -= 2 rolecounts["wolf"] = [1, 1] rolecounts["traitor"] = [1, 1] elif pcount == 7: rolecounts["villager"][0] -= 2 rolecounts["villager"][1] -= 2 rolecounts["wolf"] = [1, 1] rolecounts["cultist"] = [1, 1] else: rolecounts["villager"][0] -= 1 rolecounts["villager"][1] -= 1 rolecounts["wolf"] = [1, 1] total_immunizations = rolecounts["doctor"][0] * math.ceil(len(var.ALL_PLAYERS) * var.DOCTOR_IMMUNIZATION_MULTIPLIER) if "amnesiac" in start_roles and "doctor" not in var.AMNESIAC_BLACKLIST: total_immunizations += rolecounts["amnesiac"][0] * math.ceil(len(var.ALL_PLAYERS) * var.DOCTOR_IMMUNIZATION_MULTIPLIER) extra_lycans = rolecounts["lycan"][0] - min(total_immunizations, rolecounts["lycan"][0]) equiv_sets["traitor_default"] = rolecounts["traitor"][0] + rolecounts[var.DEFAULT_ROLE][0] equiv_sets["lycan_villager"] = min(rolecounts["lycan"][0], total_immunizations) + rolecounts["villager"][0] equiv_sets["traitor_lycan_villager"] = equiv_sets["traitor_default"] + equiv_sets["lycan_villager"] - rolecounts[var.DEFAULT_ROLE][0] equiv_sets["amnesiac_clone"] = rolecounts["amnesiac"][0] + rolecounts["clone"][0] equiv_sets["amnesiac_clone_cub"] = rolecounts["amnesiac"][0] + rolecounts["clone"][0] + rolecounts["wolf cub"][0] equiv_sets["wolf_fallen"] = 0 equiv_sets["fallen_guardian"] = 0 if var.TRAITOR_TURNED: equiv_sets["traitor_default"] -= rolecounts["traitor"][0] equiv_sets["traitor_lycan_villager"] -= rolecounts["traitor"][0] rolecounts["wolf"][0] += rolecounts["traitor"][0] rolecounts["wolf"][1] += rolecounts["traitor"][1] rolecounts["traitor"] = [0, 0] # Step 2. Handle role swaps via exchange totem by modifying orig_roles -- the original # roles themselves didn't change, just who has them. By doing the swap early on we greatly # simplify the death logic below in step 3 -- to an outsider that doesn't know any info # the role swap might as well never happened and those people simply started with those roles; # they can't really tell the difference. for a, b in var.EXCHANGED_ROLES: orig_roles[a], orig_roles[b] = orig_roles[b], orig_roles[a] # Step 3. Work out people that turned into wolves via either alpha wolf, lycan, or lycanthropy totem # All three of those play the same "chilling howl" message, once per additional wolf num_alpha = rolecounts["alpha wolf"][0] num_angel = rolecounts["guardian angel"][0] if "amnesiac" in start_roles and "guardian angel" not in var.AMNESIAC_BLACKLIST: num_angel += rolecounts["amnesiac"][0] have_lycan_totem = False for idx, shaman in enumerate(var.TOTEM_ORDER): if (shaman in start_roles or ("amnesiac" in start_roles and shaman not in var.AMNESIAC_BLACKLIST)) and var.TOTEM_CHANCES["lycanthropy"][idx] > 0: have_lycan_totem = True extra_wolves = var.EXTRA_WOLVES num_wolves = rolecounts["wolf"][0] num_fallen = rolecounts["fallen angel"][0] while extra_wolves > 0: extra_wolves -= 1 if num_alpha == 0 and not have_lycan_totem: # This is easy, all of our extra wolves are actual lycans, and we know this for a fact rolecounts["wolf"][0] += 1 rolecounts["wolf"][1] += 1 num_wolves += 1 if rolecounts["lycan"][1] > 0: rolecounts["lycan"][0] -= 1 rolecounts["lycan"][1] -= 1 else: # amnesiac or clone became lycan and was subsequently turned maxcount = max(0, equiv_sets["amnesiac_clone"] - 1) rolecounts["amnesiac"][0] = max(0, rolecounts["amnesiac"][0] - 1) if rolecounts["amnesiac"][1] > maxcount: rolecounts["amnesiac"][1] = maxcount rolecounts["clone"][0] = max(0, rolecounts["clone"][0] - 1) if rolecounts["clone"][1] > maxcount: rolecounts["clone"][1] = maxcount equiv_sets["amnesiac_clone"] = maxcount if extra_lycans > 0: extra_lycans -= 1 else: equiv_sets["lycan_villager"] = max(0, equiv_sets["lycan_villager"] - 1) equiv_sets["traitor_lycan_villager"] = max(0, equiv_sets["traitor_lycan_villager"] - 1) elif num_alpha == 0 or num_angel == 0: # We are guaranteed to have gotten an additional wolf, but we can't guarantee it was an actual lycan rolecounts["wolf"][0] += 1 rolecounts["wolf"][1] += 1 num_wolves += 1 rolecounts["lycan"][0] = max(0, rolecounts["lycan"][0] - 1) # apply alphas before lycan totems (in case we don't actually have lycan totems) # this way if we don't have totems and alphas is 0 we hit guaranteed lycans above if num_alpha > 0: num_alpha -= 1 else: # We may have gotten an additional wolf or an additional fallen angel, we don't necessarily know which num_alpha -= 1 num_angel -= 1 rolecounts["lycan"][0] = max(0, rolecounts["lycan"][0] - 1) rolecounts["wolf"][1] += 1 rolecounts["fallen angel"][1] += 1 rolecounts["guardian angel"][0] -= 1 equiv_sets["wolf_fallen"] += 1 equiv_sets["fallen_guardian"] += 1 # Step 4. Remove all dead players # When rolesets are a thing (e.g. one of x, y, or z), those will be resolved here as well for p in var.ALL_PLAYERS: p = p.nick # FIXME: Need to modify this block to handle User instances if p in pl: continue # pr should be the role the person gets revealed as should they die pr = orig_roles[p] if p in var.FINAL_ROLES and pr not in ("amnesiac", "clone"): pr = var.FINAL_ROLES[p] elif pr == "amnesiac" and not var.HIDDEN_AMNESIAC and p in var.FINAL_ROLES: pr = var.FINAL_ROLES[p] elif pr == "clone" and not var.HIDDEN_CLONE and p in var.FINAL_ROLES: pr = var.FINAL_ROLES[p] elif pr == "traitor" and var.TRAITOR_TURNED: # we turned every traitor into wolf above, which means even though # this person died as traitor, we need to deduct the count from wolves pr = "wolf" elif pr == "traitor" and var.HIDDEN_TRAITOR: pr = var.DEFAULT_ROLE # set to true if we kill more people than exist in a given role, # which means that amnesiac or clone must have became that role overkill = False if pr == var.DEFAULT_ROLE: # the person that died could have been traitor or an immunized lycan if var.DEFAULT_ROLE == "villager": maxcount = equiv_sets["traitor_lycan_villager"] else: maxcount = equiv_sets["traitor_default"] if maxcount == 0: overkill = True maxcount = max(0, maxcount - 1) if var.HIDDEN_TRAITOR and not var.TRAITOR_TURNED: rolecounts["traitor"][0] = max(0, rolecounts["traitor"][0] - 1) if rolecounts["traitor"][1] > maxcount: rolecounts["traitor"][1] = maxcount if var.DEFAULT_ROLE == "villager" and total_immunizations > 0: total_immunizations -= 1 rolecounts["lycan"][0] = max(0, rolecounts["lycan"][0] - 1) if rolecounts["lycan"][1] > maxcount + extra_lycans: rolecounts["lycan"][1] = maxcount + extra_lycans rolecounts[pr][0] = max(0, rolecounts[pr][0] - 1) if rolecounts[pr][1] > maxcount: rolecounts[pr][1] = maxcount if var.DEFAULT_ROLE == "villager": equiv_sets["traitor_lycan_villager"] = maxcount else: equiv_sets["traitor_default"] = maxcount elif pr == "villager": # the villager that died could have been an immunized lycan maxcount = max(0, equiv_sets["lycan_villager"] - 1) if equiv_sets["lycan_villager"] == 0: overkill = True if total_immunizations > 0: total_immunizations -= 1 rolecounts["lycan"][0] = max(0, rolecounts["lycan"][0] - 1) if rolecounts["lycan"][1] > maxcount + extra_lycans: rolecounts["lycan"][1] = maxcount + extra_lycans rolecounts[pr][0] = max(0, rolecounts[pr][0] - 1) if rolecounts[pr][1] > maxcount: rolecounts[pr][1] = maxcount equiv_sets["lycan_villager"] = maxcount elif pr == "lycan": # non-immunized lycan, reduce counts appropriately if rolecounts[pr][1] == 0: overkill = True rolecounts[pr][0] = max(0, rolecounts[pr][0] - 1) rolecounts[pr][1] = max(0, rolecounts[pr][1] - 1) if extra_lycans > 0: extra_lycans -= 1 else: equiv_sets["lycan_villager"] = max(0, equiv_sets["lycan_villager"] - 1) equiv_sets["traitor_lycan_villager"] = max(0, equiv_sets["traitor_lycan_villager"] - 1) elif pr == "wolf": # person that died could have possibly been turned by alpha if rolecounts[pr][1] == 0: # this overkill either means that we're hitting amnesiac/clone or that cubs turned overkill = True rolecounts[pr][0] = max(0, rolecounts[pr][0] - 1) rolecounts[pr][1] = max(0, rolecounts[pr][1] - 1) if num_wolves > 0: num_wolves -= 1 elif equiv_sets["wolf_fallen"] > 0: equiv_sets["wolf_fallen"] -= 1 equiv_sets["fallen_guardian"] = max(0, equiv_sets["fallen_guardian"] - 1) rolecounts["fallen angel"][1] = max(0, rolecounts["fallen angel"][1] - 1) rolecounts["guardian angel"][0] = max(rolecounts["guardian angel"][0] + 1, rolecounts["guardian angel"][1]) rolecounts["fallen angel"][0] = min(rolecounts["fallen angel"][0], rolecounts["fallen angel"][1]) elif pr == "fallen angel": # person that died could have possibly been turned by alpha if rolecounts[pr][1] == 0: overkill = True rolecounts[pr][0] = max(0, rolecounts[pr][0] - 1) rolecounts[pr][1] = max(0, rolecounts[pr][1] - 1) if num_fallen > 0: num_fallen -= 1 elif equiv_sets["wolf_fallen"] > 0: equiv_sets["wolf_fallen"] -= 1 equiv_sets["fallen_guardian"] = max(0, equiv_sets["fallen_guardian"] - 1) rolecounts["wolf"][1] = max(0, rolecounts["wolf"][1] - 1) rolecounts["wolf"][0] = min(rolecounts["wolf"][0], rolecounts["wolf"][1]) # this also means a GA died for sure (we lowered the lower bound previously) rolecounts["guardian angel"][1] = max(0, rolecounts["guardian angel"][1] - 1) elif pr == "guardian angel": if rolecounts[pr][1] == 0: overkill = True if rolecounts[pr][1] <= equiv_sets["fallen_guardian"] and equiv_sets["fallen_guardian"] > 0: # we got rid of a GA that was an FA candidate, so get rid of the FA as well # (this also means that there is a guaranteed wolf so add that in) equiv_sets["fallen_guardian"] = max(0, equiv_sets["fallen_guardian"] - 1) equiv_sets["wolf_fallen"] = max(0, equiv_sets["wolf_fallen"] - 1) rolecounts["fallen angel"][1] = max(rolecounts["fallen angel"][0], rolecounts["fallen angel"][1] - 1) rolecounts["wolf"][0] = min(rolecounts["wolf"][0] + 1, rolecounts["wolf"][1]) rolecounts[pr][0] = max(0, rolecounts[pr][0] - 1) rolecounts[pr][1] = max(0, rolecounts[pr][1] - 1) elif pr == "wolf cub": if rolecounts[pr][1] == 0: overkill = True rolecounts[pr][0] = max(0, rolecounts[pr][0] - 1) rolecounts[pr][1] = max(0, rolecounts[pr][1] - 1) equiv_sets["amnesiac_clone_cub"] = max(0, equiv_sets["amnesiac_clone_cub"] - 1) else: # person that died is guaranteed to be that role (e.g. not in an equiv_set) if rolecounts[pr][1] == 0: overkill = True rolecounts[pr][0] = max(0, rolecounts[pr][0] - 1) rolecounts[pr][1] = max(0, rolecounts[pr][1] - 1) if overkill: # we tried killing more people than exist in a role, so deduct from amnesiac/clone count instead if var.CURRENT_GAMEMODE.name == "sleepy" and pr == "doomsayer": rolecounts["seer"][0] = max(0, rolecounts["seer"][0] - 1) rolecounts["seer"][1] = max(0, rolecounts["seer"][1] - 1) elif var.CURRENT_GAMEMODE.name == "sleepy" and pr == "demoniac": rolecounts["cultist"][0] = max(0, rolecounts["cultist"][0] - 1) rolecounts["cultist"][1] = max(0, rolecounts["cultist"][1] - 1) elif var.CURRENT_GAMEMODE.name == "sleepy" and pr == "succubus": rolecounts["harlot"][0] = max(0, rolecounts["harlot"][0] - 1) rolecounts["harlot"][1] = max(0, rolecounts["harlot"][1] - 1) elif pr == "clone": # in this case, it means amnesiac became a clone (clone becoming amnesiac is impossible so we # do not have the converse check in here - clones always inherit what amnesiac turns into). equiv_sets["amnesiac_clone"] = max(0, equiv_sets["amnesiac_clone"] - 1) equiv_sets["amnesiac_clone_cub"] = max(0, equiv_sets["amnesiac_clone_cub"] - 1) rolecounts["amnesiac"][0] = max(0, rolecounts["amnesiac"][0] - 1) rolecounts["amnesiac"][1] = max(0, rolecounts["amnesiac"][1] - 1) elif pr == "wolf": # This could potentially be caused by a cub, not necessarily amnesiac/clone # as such we use a different equiv_set to reflect this maybe_cub = True num_realwolves = sum([rolecounts[r][1] for r in var.WOLF_ROLES if r != "wolf cub"]) if rolecounts["wolf cub"][1] == 0 or num_realwolves > 0: maybe_cub = False if (var.HIDDEN_AMNESIAC or rolecounts["amnesiac"][1] == 0) and (var.HIDDEN_CLONE or rolecounts["clone"][1] == 0): # guaranteed to be cub equiv_sets["amnesiac_clone_cub"] = max(0, equiv_sets["amnesiac_clone_cub"] - 1) rolecounts["wolf cub"][0] = max(0, rolecounts["wolf cub"][0] - 1) rolecounts["wolf cub"][1] = max(0, rolecounts["wolf cub"][1] - 1) elif (var.HIDDEN_CLONE or rolecounts["clone"][1] == 0) and not maybe_cub: # guaranteed to be amnesiac equiv_sets["amnesiac_clone"] = max(0, equiv_sets["amnesiac_clone"] - 1) equiv_sets["amnesiac_clone_cub"] = max(0, equiv_sets["amnesiac_clone_cub"] - 1) rolecounts["amnesiac"][0] = max(0, rolecounts["amnesiac"][0] - 1) rolecounts["amnesiac"][1] = max(0, rolecounts["amnesiac"][1] - 1) elif (var.HIDDEN_AMNESIAC or rolecounts["amnesiac"][1] == 0) and not maybe_cub: # guaranteed to be clone equiv_sets["amnesiac_clone"] = max(0, equiv_sets["amnesiac_clone"] - 1) equiv_sets["amnesiac_clone_cub"] = max(0, equiv_sets["amnesiac_clone_cub"] - 1) rolecounts["clone"][0] = max(0, rolecounts["clone"][0] - 1) rolecounts["clone"][1] = max(0, rolecounts["clone"][1] - 1) else: # could be anything, how exciting! if maybe_cub: maxcount = max(0, equiv_sets["amnesiac_clone_cub"] - 1) else: maxcount = max(0, equiv_sets["amnesiac_clone"] - 1) rolecounts["amnesiac"][0] = max(0, rolecounts["amnesiac"][0] - 1) if rolecounts["amnesiac"][1] > maxcount: rolecounts["amnesiac"][1] = maxcount rolecounts["clone"][0] = max(0, rolecounts["clone"][0] - 1) if rolecounts["clone"][1] > maxcount: rolecounts["clone"][1] = maxcount if maybe_cub: rolecounts["wolf cub"][0] = max(0, rolecounts["wolf cub"][0] - 1) if rolecounts["wolf cub"][1] > maxcount: rolecounts["wolf cub"][1] = maxcount if maybe_cub: equiv_sets["amnesiac_clone_cub"] = maxcount equiv_sets["amnesiac_clone"] = min(equiv_sets["amnesiac_clone"], maxcount) else: equiv_sets["amnesiac_clone"] = maxcount equiv_sets["amnesiac_clone_cub"] = max(maxcount, equiv_sets["amnesiac_clone_cub"] - 1) elif not var.HIDDEN_AMNESIAC and (var.HIDDEN_CLONE or rolecounts["clone"][1] == 0): # guaranteed to be amnesiac overkilling as clone reports as clone equiv_sets["amnesiac_clone"] = max(0, equiv_sets["amnesiac_clone"] - 1) equiv_sets["amnesiac_clone_cub"] = max(0, equiv_sets["amnesiac_clone_cub"] - 1) rolecounts["amnesiac"][0] = max(0, rolecounts["amnesiac"][0] - 1) rolecounts["amnesiac"][1] = max(0, rolecounts["amnesiac"][1] - 1) elif not var.HIDDEN_CLONE and (var.HIDDEN_AMNESIAC or rolecounts["amnesiac"][1] == 0): # guaranteed to be clone overkilling as amnesiac reports as amnesiac equiv_sets["amnesiac_clone"] = max(0, equiv_sets["amnesiac_clone"] - 1) equiv_sets["amnesiac_clone_cub"] = max(0, equiv_sets["amnesiac_clone_cub"] - 1) rolecounts["clone"][0] = max(0, rolecounts["clone"][0] - 1) rolecounts["clone"][1] = max(0, rolecounts["clone"][1] - 1) else: # could be either maxcount = max(0, equiv_sets["amnesiac_clone"] - 1) rolecounts["amnesiac"][0] = max(0, rolecounts["amnesiac"][0] - 1) if rolecounts["amnesiac"][1] > maxcount: rolecounts["amnesiac"][1] = maxcount rolecounts["clone"][0] = max(0, rolecounts["clone"][0] - 1) if rolecounts["clone"][1] > maxcount: rolecounts["clone"][1] = maxcount equiv_sets["amnesiac_clone"] = maxcount equiv_sets["amnesiac_clone_cub"] = max(maxcount, equiv_sets["amnesiac_clone_cub"] - 1) # Step 5. Handle cub growing up. Bot does not send out a message for this, so we need # to puzzle it out ourselves. If there are no amnesiacs or clones # then we can deterministically figure out cubs growing up. Otherwise we don't know for # sure whether or not they grew up. num_realwolves = sum([rolecounts[r][1] for r in var.WOLF_ROLES if r != "wolf cub"]) if num_realwolves == 0: # no wolves means cubs may have turned, set the min cub and max wolf appropriately rolecounts["wolf"][1] += rolecounts["wolf cub"][1] if rolecounts["amnesiac"][1] == 0 and rolecounts["clone"][1] == 0: # we know for sure they grew up rolecounts["wolf"][0] += rolecounts["wolf cub"][0] rolecounts["wolf cub"][1] = 0 rolecounts["wolf cub"][0] = 0 # Finally, combine all of our rolecounts into a message, with the default role last order = [r for r in role_order() if r in rolecounts] if var.DEFAULT_ROLE in order: order.remove(var.DEFAULT_ROLE) order.append(var.DEFAULT_ROLE) first = rolecounts[order[0]] if first[0] == first[1] == 1: vb = "is" else: vb = "are" for role in order: count = rolecounts[role] if count[0] == count[1]: if count[0] > 1 or count[0] == 0: if count[0] == 0 and role not in start_roles: continue message.append("\u0002{0}\u0002 {1}".format(count[0] if count[0] else "\u0002no\u0002", plural(role))) else: message.append("\u0002{0}\u0002 {1}".format(count[0], role)) else: message.append("\u0002{0}-{1}\u0002 {2}".format(count[0], count[1], plural(role))) # Experimental replacement for default, not yet ready for prime-time # Uses events in order to enable roles to modify logic # The events are fired off as part of transition_day and del_player, and are not calculated here elif var.STATS_TYPE == "experimental": # Collapse var.ROLE_STATS into a Dict[str, Tuple[int, int]] role_stats = {} for stat_set in var.ROLE_STATS: for r, a in stat_set: if r not in role_stats: role_stats[r] = (a, a) else: mn, mx = role_stats[r] role_stats[r] = (min(mn, a), max(mx, a)) start_roles = set() for r, v in var.ORIGINAL_ROLES.items(): if r in var.TEMPLATE_RESTRICTIONS or len(v) == 0: continue start_roles.add(r) for r in start_roles: if r not in role_stats: role_stats[r] = (0, 0) order = [r for r in role_order() if r in role_stats] if var.DEFAULT_ROLE in order: order.remove(var.DEFAULT_ROLE) order.append(var.DEFAULT_ROLE) first = role_stats[order[0]] if first[0] == first[1] == 1: vb = "is" else: vb = "are" for role in order: count = role_stats[role] if count[0] == count[1]: if count[0] != 1: if count[0] == 0 and role not in start_roles: continue message.append("\u0002{0}\u0002 {1}".format(count[0] if count[0] else "\u0002no\u0002", plural(role))) else: message.append("\u0002{0}\u0002 {1}".format(count[0], role)) else: message.append("\u0002{0}-{1}\u0002 {2}".format(count[0], count[1], plural(role))) # Show everything as-is, with no hidden information elif var.STATS_TYPE == "accurate": l1 = [k for k in var.ROLES.keys() if var.ROLES[k]] l2 = [k for k in var.ORIGINAL_ROLES.keys() if var.ORIGINAL_ROLES[k]] rs = set(l1+l2) rs = [role for role in role_order() if role in rs] # picky ordering: villager always last if var.DEFAULT_ROLE in rs: rs.remove(var.DEFAULT_ROLE) rs.append(var.DEFAULT_ROLE) vb = "are" for role in rs: count = len(var.ROLES[role]) # only show actual roles if role in var.TEMPLATE_RESTRICTIONS.keys(): continue if role == rs[0]: if count == 1: vb = "is" else: vb = "are" if count != 1: if count == 0 and len(var.ORIGINAL_ROLES[role]) == 0: continue message.append("\u0002{0}\u0002 {1}".format(count if count else "\u0002no\u0002", plural(role))) else: message.append("\u0002{0}\u0002 {1}".format(count, role)) # Only show team affiliation, this may be different than what mystics # and wolf mystics are told since neutrals are split off. Determination # of what numbers are shown is the same as summing up counts in "accurate" # as accurate, this contains no hidden information elif var.STATS_TYPE == "team": wolfteam = 0 villagers = 0 neutral = 0 for role, players in var.ROLES.items(): if role in var.TEMPLATE_RESTRICTIONS.keys(): continue if role in var.WOLFTEAM_ROLES: wolfteam += len(players) elif role in var.TRUE_NEUTRAL_ROLES: neutral += len(players) else: villagers += len(players) message.append("\u0002{0}\u0002 {1}".format(wolfteam if wolfteam else "\u0002no\u0002", "wolf" if wolfteam == 1 else "wolves")) message.append("\u0002{0}\u0002 {1}".format(villagers if villagers else "\u0002no\u0002", "villager" if villagers == 1 else "villagers")) message.append("\u0002{0}\u0002 {1}".format(neutral if neutral else "\u0002no\u0002", "neutral player" if neutral == 1 else "neutral players")) vb = "is" if wolfteam == 1 else "are" stats_mssg = "{0}It is currently {4}. There {3} {1}, and {2}.".format(_nick, ", ".join(message[0:-1]), message[-1], vb, var.PHASE) reply(cli, nick, chan, stats_mssg) @handle_error def hurry_up(gameid, change): if var.PHASE != "day": return if gameid: if gameid != var.DAY_ID: return if not change: event = Event("daylight_warning", {"message": "daylight_warning"}) event.dispatch(var) channels.Main.send(messages[event.data["message"]]) return var.DAY_ID = 0 pl = set(get_players()) - (var.WOUNDED | var.CONSECRATING) evt = Event("get_voters", {"voters": pl}) evt.dispatch(var) pl = evt.data["voters"] not_lynching = set(var.NO_LYNCH) avail = len(pl) votesneeded = avail // 2 + 1 with copy.deepcopy(var.VOTES) as votelist: # Note: this event can be differentiated between regular chk_decision # by checking evt.params.timeout. event = Event("chk_decision", { "not_lynching": not_lynching, "votelist": votelist, "numvotes": {}, # filled as part of a priority 1 event "weights": {}, # filled as part of a priority 1 event "transition_night": transition_night }, voters=pl, timeout=True) if not event.dispatch(var, None): return numvotes = event.data["numvotes"] found_dup = False maxfound = (0, "") for votee, voters in votelist.items(): if numvotes[votee] > maxfound[0]: maxfound = (numvotes[votee], votee) found_dup = False elif numvotes[votee] == maxfound[0]: found_dup = True if maxfound[0] > 0 and not found_dup: channels.Main.send(messages["sunset_lynch"]) chk_decision(force=maxfound[1]) # Induce a lynch else: channels.Main.send(messages["sunset"]) event.data["transition_night"]() @cmd("fnight", flag="N") def fnight(cli, nick, chan, rest): """Forces the day to end and night to begin.""" if var.PHASE != "day": cli.notice(nick, messages["not_daytime"]) else: hurry_up(0, True) @cmd("fday", flag="N") def fday(cli, nick, chan, rest): """Forces the night to end and the next day to begin.""" if var.PHASE != "night": cli.notice(nick, messages["not_nighttime"]) else: transition_day() # Specify force = user to force user to be lynched def chk_decision(force=None, end_game=True, deadlist=None): if deadlist is None: deadlist = [] with var.GRAVEYARD_LOCK: if var.PHASE != "day": return # Even if the lynch fails, we want to go to night phase if we are forcing a lynch (day timeout) do_night_transision = True if force else False pl = set(get_players()) - (var.WOUNDED | var.CONSECRATING) evt = Event("get_voters", {"voters": pl}) evt.dispatch(var) pl = evt.data["voters"] not_lynching = set(var.NO_LYNCH) avail = len(pl) votesneeded = avail // 2 + 1 with copy.deepcopy(var.VOTES) as votelist: event = Event("chk_decision", { "not_lynching": not_lynching, "votelist": votelist, "numvotes": {}, # filled as part of a priority 1 event "weights": {}, # filled as part of a priority 1 event "transition_night": transition_night }, voters=pl, timeout=False) if not event.dispatch(var, force): return numvotes = event.data["numvotes"] # we only need 50%+ to not lynch, instead of an actual majority, because a tie would time out day anyway # don't check for ABSTAIN_ENABLED here since we may have a case where the majority of people have pacifism totems or something if len(not_lynching) >= math.ceil(avail / 2): abs_evt = Event("chk_decision_abstain", {}, votelist=votelist, numvotes=numvotes) abs_evt.dispatch(var, not_lynching) channels.Main.send(messages["village_abstain"]) var.ABSTAINED = True event.data["transition_night"]() return for votee, voters in votelist.items(): if numvotes[votee] >= votesneeded or votee is force: # priorities: # 1 = displaying impatience totem messages # 3 = mayor/revealing totem # 4 = fool # 5 = desperation totem, other things that happen on generic lynch vote_evt = Event("chk_decision_lynch", {"votee": votee, "deadlist": deadlist}, del_player=del_player, original_votee=votee, force=(votee is force), votelist=votelist, not_lynching=not_lynching) if vote_evt.dispatch(var, voters): votee = vote_evt.data["votee"] # roles that end the game upon being lynched if votee in get_all_players(("fool",)): # ends game immediately, with fool as only winner # hardcode "fool" as the role since game is ending due to them being lynched, # so we want to show "fool" even if it's a template lmsg = random.choice(messages["lynch_reveal"]).format(votee, "", "fool") channels.Main.send(lmsg) if chk_win(winner="@" + votee.nick): return deadlist.append(votee) # Other if votee in get_all_players(("jester",)): var.JESTERS.add(votee.nick) if var.ROLE_REVEAL in ("on", "team"): rrole = get_reveal_role(votee) an = "n" if rrole.startswith(("a", "e", "i", "o", "u")) else "" lmsg = random.choice(messages["lynch_reveal"]).format(votee, an, rrole) else: lmsg = random.choice(messages["lynch_no_reveal"]).format(votee) channels.Main.send(lmsg) if not del_player(votee, killer_role="villager", deadlist=deadlist, end_game=end_game): return do_night_transision = True break if do_night_transision: event.data["transition_night"]() @cmd("votes", pm=True, phases=("join", "day", "night")) def show_votes(cli, nick, chan, rest): """Displays the voting statistics.""" pl = list_players() if var.PHASE == "join": #get gamemode votes in a dict (key = mode, value = number of votes) gamemode_votes = {} for vote in var.GAMEMODE_VOTES.values(): gamemode_votes[vote] = gamemode_votes.get(vote, 0) + 1 votelist = [] majority = False for gamemode,num_votes in sorted(gamemode_votes.items(), key=lambda x: x[1], reverse=True): #bold the game mode if: we have the right number of players, another game mode doesn't already have the majority, and this gamemode can be picked randomly or has the majority if (len(pl) >= var.GAME_MODES[gamemode][1] and len(pl) <= var.GAME_MODES[gamemode][2] and (not majority or num_votes >= len(pl)/2) and (var.GAME_MODES[gamemode][3] > 0 or num_votes >= len(pl)/2)): votelist.append("\u0002{0}\u0002: {1}".format(gamemode, num_votes)) if num_votes >= len(pl)/2: majority = True else: votelist.append("{0}: {1}".format(gamemode, num_votes)) the_message = ", ".join(votelist) if len(pl) >= var.MIN_PLAYERS: the_message += messages["majority_votes"].format("; " if votelist else "", int(math.ceil(len(pl)/2))) with var.WARNING_LOCK: if var.START_VOTES: the_message += messages["start_votes"].format(len(var.START_VOTES), ", ".join(p.nick for p in var.START_VOTES)) elif var.PHASE == "night": cli.notice(nick, messages["voting_daytime_only"]) return else: if (chan != nick and var.LAST_VOTES and var.VOTES_RATE_LIMIT and var.LAST_VOTES + timedelta(seconds=var.VOTES_RATE_LIMIT) > datetime.now()): cli.notice(nick, messages["command_ratelimited"]) return _nick = nick + ": " if chan == nick: _nick = "" if chan != nick and nick in pl: var.LAST_VOTES = datetime.now() if not var.VOTES.values(): msg = _nick + messages["no_votes"] if nick in pl: var.LAST_VOTES = None # reset else: votelist = ["{0}: {1} ({2})".format(votee, len(var.VOTES[votee]), " ".join(p.nick for p in var.VOTES[votee])) for votee in var.VOTES.keys()] msg = "{0}{1}".format(_nick, ", ".join(votelist)) reply(cli, nick, chan, msg) pl = set(get_players()) - (var.WOUNDED | var.CONSECRATING) evt = Event("get_voters", {"voters": pl}) evt.dispatch(var) pl = evt.data["voters"] avail = len(pl) votesneeded = avail // 2 + 1 not_voting = len(var.NO_LYNCH) if not_voting == 1: plural = " has" else: plural = "s have" the_message = messages["vote_stats"].format(_nick, len(list_players()), votesneeded, avail) if var.ABSTAIN_ENABLED: the_message += messages["vote_stats_abstain"].format(not_voting, plural) reply(cli, nick, chan, the_message) def stop_game(var, winner="", abort=False, additional_winners=None, log=True): if abort: channels.Main.send(messages["role_attribution_failed"]) if var.DAY_START_TIME: now = datetime.now() td = now - var.DAY_START_TIME var.DAY_TIMEDELTA += td if var.NIGHT_START_TIME: now = datetime.now() td = now - var.NIGHT_START_TIME var.NIGHT_TIMEDELTA += td daymin, daysec = var.DAY_TIMEDELTA.seconds // 60, var.DAY_TIMEDELTA.seconds % 60 nitemin, nitesec = var.NIGHT_TIMEDELTA.seconds // 60, var.NIGHT_TIMEDELTA.seconds % 60 total = var.DAY_TIMEDELTA + var.NIGHT_TIMEDELTA tmin, tsec = total.seconds // 60, total.seconds % 60 gameend_msg = messages["endgame_stats"].format(tmin, tsec, daymin, daysec, nitemin, nitesec) if not abort: channels.Main.send(gameend_msg) roles_msg = [] # squirrel away a copy of our original roleset for stats recording, as the following code # modifies var.ORIGINAL_ROLES and var.ORIGINAL_MAIN_ROLES. rolecounts = {role: len(players) for role, players in var.ORIGINAL_ROLES.items()} # save some typing rolemap = var.ORIGINAL_ROLES mainroles = var.ORIGINAL_MAIN_ROLES orig_main = {} # if get_final_role changes mainroles, we want to stash original main role for player, role in mainroles.items(): evt = Event("get_final_role", {"role": var.FINAL_ROLES.get(player.nick, role)}) evt.dispatch(var, player, role) if role != evt.data["role"]: rolemap[role].remove(player) rolemap[evt.data["role"]].add(player) mainroles[player] = evt.data["role"] orig_main[player] = role # track if we already printed "was" for a role swap, e.g. The wolves were A (was seer), B (harlot) # so that we can make the message a bit more concise roleswap_key = "endgame_roleswap_long" for role in role_order(): numrole = len(rolemap[role]) if numrole == 0: continue msg = [] for player in rolemap[role]: # check if the player changed roles during game, and if so insert the "was X" message player_msg = [] if mainroles[player] == role and player in orig_main: player_msg.append(messages[roleswap_key].format(orig_main[player])) roleswap_key = "endgame_roleswap_short" evt = Event("get_endgame_message", {"message": player_msg}) evt.dispatch(var, player, role, is_mainrole=mainroles[player] == role) if player_msg: msg.append("\u0002{0}\u0002 ({1})".format(player, ", ".join(player_msg))) else: msg.append("\u0002{0}\u0002".format(player)) # FIXME: get rid of hardcoded English if numrole == 2: roles_msg.append("The {1} were {0[0]} and {0[1]}.".format(msg, plural(role))) elif numrole == 1: roles_msg.append("The {1} was {0[0]}.".format(msg, role)) else: roles_msg.append("The {2} were {0}, and {1}.".format(", ".join(msg[0:-1]), msg[-1], plural(role))) message = "" count = 0 if not abort: evt = Event("game_end_messages", {"messages": roles_msg}) evt.dispatch(var) channels.Main.send(*roles_msg) # map player: all roles of that player (for below) allroles = {player: {role for role, players in rolemap.items() if player in players} for player in mainroles} # "" indicates everyone died or abnormal game stop if winner != "" or log: winners = set() player_list = [] if additional_winners is not None: winners.update(additional_winners) for plr, rol in mainroles.items(): splr = plr.nick # FIXME: for backwards-compat pentry = {"version": 2, "nick": None, "account": None, "ident": None, "host": None, "role": None, "templates": [], "special": [], "won": False, "iwon": False, "dced": False} if plr in var.DCED_LOSERS: pentry["dced"] = True pentry["account"] = plr.account pentry["nick"] = plr.nick pentry["ident"] = plr.ident pentry["host"] = plr.host pentry["mainrole"] = rol pentry["allroles"] = allroles[plr] won = False iwon = False survived = get_players() if not pentry["dced"]: # determine default win status (event can override) if rol in var.WOLFTEAM_ROLES or (var.DEFAULT_ROLE == "cultist" and role in var.HIDDEN_ROLES): if winner == "wolves": won = True iwon = plr in survived elif role not in var.TRUE_NEUTRAL_ROLES and winner == "villagers": won = True iwon = plr in survived # true neutral roles are handled via the event below evt = Event("player_win", {"won": won, "iwon": iwon, "special": pentry["special"]}) evt.dispatch(var, plr, rol, winner, plr in survived) won = evt.data["won"] iwon = evt.data["iwon"] # ensure that it is a) a list, and b) a copy (so it can't be mutated out from under us later) pentry["special"] = list(evt.data["special"]) # special-case everyone for after the event if winner == "everyone": iwon = True # determine if this player's team won if rol in var.TRUE_NEUTRAL_ROLES: # most true neutral roles never have a team win, only individual wins. Exceptions to that are here teams = {"monster":"monsters", "demoniac":"demoniacs"} if rol in teams and winner == teams[rol]: won = True elif rol == "turncoat" and splr in var.TURNCOATS and var.TURNCOATS[splr][0] != "none": won = (winner == var.TURNCOATS[splr][0]) elif rol == "fool" and "@" + splr == winner: won = True if pentry["dced"]: # You get NOTHING! You LOSE! Good DAY, sir! won = False iwon = False elif rol == "fool" and "@" + splr == winner: iwon = True elif rol == "monster" and plr in survived and winner == "monsters": iwon = True elif rol == "demoniac" and plr in survived and winner == "demoniacs": iwon = True elif rol == "clone": # this means they ended game while being clone and not some other role if plr in survived and not winner.startswith("@") and singular(winner) not in var.WIN_STEALER_ROLES: iwon = True elif rol == "jester" and splr in var.JESTERS: iwon = True elif not iwon: iwon = won and plr in survived # survived, team won = individual win if winner == "": pentry["won"] = False pentry["iwon"] = False else: pentry["won"] = won pentry["iwon"] = iwon if won or iwon: winners.add(plr.nick) if not plr.is_fake: # don't record fjoined fakes player_list.append(pentry) if winner == "": winners = set() if log: game_options = {"role reveal": var.ROLE_REVEAL, "stats": var.STATS_TYPE, "abstain": "on" if var.ABSTAIN_ENABLED and not var.LIMIT_ABSTAIN else "restricted" if var.ABSTAIN_ENABLED else "off", "roles": {}} for role,pl in var.ORIGINAL_ROLES.items(): if len(pl) > 0: game_options["roles"][role] = len(pl) # normalize fool wins; to determine which fool won look for who got a team win for the game # not plural (unlike other winner values) since only a singular fool wins if winner.startswith("@"): winner = "fool" db.add_game(var.CURRENT_GAMEMODE.name, len(survived) + len(var.DEAD), time.strftime("%Y-%m-%d %H:%M:%S", time.gmtime(var.GAME_ID)), time.strftime("%Y-%m-%d %H:%M:%S", time.gmtime()), winner, player_list, game_options) # spit out the list of winners winners = sorted(winners) if len(winners) == 1: channels.Main.send(messages["single_winner"].format(winners[0])) elif len(winners) == 2: channels.Main.send(messages["two_winners"].format(winners[0], winners[1])) elif len(winners) > 2: nicklist = ("\u0002" + x + "\u0002" for x in winners[0:-1]) channels.Main.send(messages["many_winners"].format(", ".join(nicklist), winners[-1])) # Message players in deadchat letting them know that the game has ended if var.DEADCHAT_PLAYERS: for user in var.DEADCHAT_PLAYERS: user.queue_message(messages["endgame_deadchat"].format(channels.Main)) user.send_messages() reset_modes_timers(var) reset() expire_tempbans() # This must be after reset() if var.AFTER_FLASTGAME is not None: var.AFTER_FLASTGAME() var.AFTER_FLASTGAME = None if var.ADMIN_TO_PING is not None: # It was an flastgame channels.Main.send("PING! {0}".format(var.ADMIN_TO_PING)) var.ADMIN_TO_PING = None return True def chk_win(*, end_game=True, winner=None): """ Returns True if someone won """ lpl = len(list_players()) if var.PHASE == "join": if lpl == 0: reset_modes_timers(var) reset() # This must be after reset() if var.AFTER_FLASTGAME is not None: var.AFTER_FLASTGAME() var.AFTER_FLASTGAME = None if var.ADMIN_TO_PING is not None: # It was an flastgame channels.Main.send("PING! {0}".format(var.ADMIN_TO_PING)) var.ADMIN_TO_PING = None return True return False if var.PHASE not in var.GAME_PHASES: return False #some other thread already ended game probably return chk_win_conditions(var.ROLES, var.MAIN_ROLES, end_game, winner) def chk_win_conditions(rolemap, mainroles, end_game=True, winner=None): """Internal handler for the chk_win function.""" with var.GRAVEYARD_LOCK: if var.PHASE == "day": pl = set(get_players()) - (var.WOUNDED | var.CONSECRATING) evt = Event("get_voters", {"voters": pl}) evt.dispatch(var) pl = evt.data["voters"] lpl = len(pl) else: pl = set(get_players(mainroles=mainroles)) lpl = len(pl) if var.RESTRICT_WOLFCHAT & var.RW_REM_NON_WOLVES: if var.RESTRICT_WOLFCHAT & var.RW_TRAITOR_NON_WOLF: wcroles = var.WOLF_ROLES else: wcroles = var.WOLF_ROLES | {"traitor"} else: wcroles = var.WOLFCHAT_ROLES wolves = set(get_players(wcroles, mainroles=mainroles)) lwolves = len(wolves & pl) lcubs = len(rolemap.get("wolf cub", ())) lrealwolves = len(get_players(var.WOLF_ROLES - {"wolf cub"}, mainroles=mainroles)) lmonsters = len(rolemap.get("monster", ())) ldemoniacs = len(rolemap.get("demoniac", ())) ltraitors = len(rolemap.get("traitor", ())) message = "" # fool won, chk_win was called from !lynch if winner and winner.startswith("@"): message = messages["fool_win"] elif lpl < 1: message = messages["no_win"] # still want people like jesters, dullahans, etc. to get wins if they fulfilled their win conds winner = "no_team_wins" elif lrealwolves == 0 and ltraitors == 0 and lcubs == 0: if ldemoniacs > 0: s = "s" if ldemoniacs > 1 else "" message = (messages["demoniac_win"]).format(s) winner = "demoniacs" elif lmonsters > 0: s = "s" if lmonsters > 1 else "" message = messages["monster_win"].format(s, "" if s else "s") winner = "monsters" elif lwolves == lpl / 2: if lmonsters > 0: s = "s" if lmonsters > 1 else "" message = messages["monster_wolf_win"].format(s) winner = "monsters" elif lwolves > lpl / 2: if lmonsters > 0: s = "s" if lmonsters > 1 else "" message = messages["monster_wolf_win"].format(s) winner = "monsters" # TODO: flip priority order (so that things like fool run last, and therefore override previous win conds) # Priorities: # 0 = fool, other roles that end game immediately # 1 = things that could short-circuit game ending, such as cub growing up or traitor turning # Such events should also set stop_processing and prevent_default to True to force a re-calcuation # 2 = win stealers not dependent on winners, such as succubus # Events in priority 3 and 4 should check if a winner was already set and short-circuit if so # it is NOT recommended that events in priorities 0 and 2 set stop_processing to True, as doing so # will prevent gamemode-specific win conditions from happening # 3 = normal roles # 4 = win stealers dependent on who won, such as demoniac and monster # (monster's message changes based on who would have otherwise won) # 5 = gamemode-specific win conditions event = Event("chk_win", {"winner": winner, "message": message, "additional_winners": None}) if not event.dispatch(var, rolemap, mainroles, lpl, lwolves, lrealwolves): return chk_win_conditions(rolemap, mainroles, end_game, winner) winner = event.data["winner"] message = event.data["message"] if winner is None: return False if end_game: debuglog("WIN:", winner) channels.Main.send(message) stop_game(var, winner, additional_winners=event.data["additional_winners"]) return True @handle_error def del_player(player, *, devoice=True, end_game=True, death_triggers=True, killer_role="", deadlist=[], original=None, cmode=[], deadchat=[], ismain=True): """ Returns: False if one side won. """ def refresh_pl(old_pl): return set(p for p in get_players() if p in old_pl) t = time.time() # time var.LAST_STATS = None # reset var.LAST_VOTES = None if original is None: original = player with var.GRAVEYARD_LOCK: if not var.GAME_ID or var.GAME_ID > t: # either game ended, or a new game has started. return False ret = True pl = set(get_players()).difference(deadlist) if player is not None and (player is original or player in pl): mainrole = get_main_role(player) revealrole = get_reveal_role(player) allroles = get_all_roles(player) del var.MAIN_ROLES[player] for r in allroles: var.ROLES[r].remove(player) if player.nick in var.BITTEN_ROLES: del var.BITTEN_ROLES[player.nick] # FIXME pl.discard(player) # handle roles that trigger on death # clone happens regardless of death_triggers being true or not if var.PHASE in var.GAME_PHASES: clones = get_all_players(("clone",)) for clone in clones: # clone is a User, var.CLONED is a Dict[str,str] # dealist is a List[User]; ensure we add .nick appropriately # FIXME: someone should convert var.CLONED if clone.nick in var.CLONED and clone not in deadlist: target = var.CLONED[clone.nick] if player.nick == target and clone.nick in var.CLONED: # clone is cloning nick, so clone becomes nick's role # clone does NOT get any of nick's templates (gunner/assassin/etc.) del var.CLONED[clone.nick] if mainrole == "amnesiac": from src.roles.amnesiac import ROLES # clone gets the amnesiac's real role sayrole = ROLES[player] else: sayrole = mainrole change_role(clone, "clone", sayrole) debuglog("{0} (clone) CLONE DEAD PLAYER: {1} ({2})".format(clone, target, sayrole)) if sayrole in var.HIDDEN_VILLAGERS: sayrole = "villager" elif sayrole in var.HIDDEN_ROLES: sayrole = var.DEFAULT_ROLE an = "n" if sayrole.startswith(("a", "e", "i", "o", "u")) else "" clone.send(messages["clone_turn"].format(an, sayrole)) # if a clone is cloning a clone, clone who the old clone cloned if mainrole == "clone" and player.nick in var.CLONED: if var.CLONED[player.nick] == clone.nick: clone.send(messages["forever_aclone"].format(player)) else: var.CLONED[clone.nick] = var.CLONED[player.nick] clone.send(messages["clone_success"].format(var.CLONED[clone.nick])) # FIXME: change below to get_main_role(var.CLONED[clone]) once var.CLONED is converted debuglog("{0} (clone) CLONE: {1} ({2})".format(clone, var.CLONED[clone.nick], get_role(var.CLONED[clone.nick]))) elif mainrole in var.WOLFCHAT_ROLES: wolves = get_players(var.WOLFCHAT_ROLES) wolves.remove(clone) # remove self from list for wolf in wolves: wolf.queue_message(messages["clone_wolf"].format(clone, player)) if wolves: wolf.send_messages() if var.PHASE == "day": random.shuffle(wolves) for i, wolf in enumerate(wolves): wolfrole = get_main_role(wolf) wevt = Event("wolflist", {"tags": set()}) wevt.dispatch(var, wolf, clone) tags = " ".join(wevt.data["tags"]) if tags: tags += " " wolves[i] = "\u0002{0}\u0002 ({1}{2})".format(wolf, tags, wolfrole) if wolves: clone.send(messages["wolves_list"].format(wolves)) else: clone.send(messages["no_other_wolves"]) elif mainrole == "turncoat": var.TURNCOATS[clone.nick] = ("none", -1) # FIXME if mainrole == "clone" and player.nick in var.CLONED: del var.CLONED[player.nick] pl = refresh_pl(pl) # i herd u liek parameters evt_death_triggers = death_triggers and var.PHASE in var.GAME_PHASES event = Event("del_player", {"pl": pl}, end_game=end_game, deadlist=deadlist, original=original, killer_role=killer_role, ismain=ismain, refresh_pl=refresh_pl, del_player=del_player) event.dispatch(var, player, mainrole, allroles, evt_death_triggers) # update var.ROLE_STATS # Event priorities: # 1 = Expanding the possible set (e.g. traitor would add themselves if nickrole is villager) # 3 = Removing from the possible set (e.g. can't be traitor if was a night kill and only wolves could kill at night), # 5 = Setting known_role to True if the role is actually known for sure publically (e.g. revealing totem) # 2 and 4 are not used by included roles, but may be useful expansion points for custom roles to modify stats event = Event("update_stats", {"possible": {mainrole, revealrole}, "known_role": False}, killer_role=killer_role, ismain=ismain) event.dispatch(var, player, mainrole, revealrole, allroles) # Given the set of possible roles this nick could be (or its actual role if known_role is True), # figure out the set of roles that need deducting from their counts in var.ROLE_STATS if event.data["known_role"]: # we somehow know the exact role that died (for example, we know traitor died even though they revealed as villager) # as a result, deduct only them possible = {mainrole} else: possible = set(event.data["possible"]) newstats = set() # For every possible role this person is, try to deduct 1 from that role's count in our stat sets # if a stat set doesn't contain the role, then that would lead to an impossible condition and therefore # that set is not added to newstats to indicate that set is no longer possible # The reconfigure_stats event can be used to shift things around (for example, it is used to reflect wolf cub growing up) event = Event("reconfigure_stats", {}) for p in possible: for rs in var.ROLE_STATS: d = dict(rs) if p in d and d[p] >= 1: d[p] -= 1 event.dispatch(var, d) if min(d.values()) >= 0: newstats.add(frozenset(d.items())) var.ROLE_STATS = frozenset(newstats) if not player.is_fake: if devoice and (var.PHASE != "night" or not var.DEVOICE_DURING_NIGHT): cmode.append(("-v", player.nick)) lplayer = player.lower() if lplayer.account not in var.DEADCHAT_PREFS_ACCS and lplayer.host not in var.DEADCHAT_PREFS: deadchat.append(player) # devoice all players that died as a result, if we are in the original del_player if ismain: channels.Main.mode(*cmode) del cmode[:] if var.PHASE == "join": if player.nick in var.GAMEMODE_VOTES: del var.GAMEMODE_VOTES[player.nick] with var.WARNING_LOCK: var.START_VOTES.discard(player) # Cancel the start vote timer if there are no votes left if not var.START_VOTES and "start_votes" in var.TIMERS: var.TIMERS["start_votes"][0].cancel() del var.TIMERS["start_votes"] # Died during the joining process as a person for mode in var.OLD_MODES[player]: cmode.append(("+" + mode, player.nick)) del var.OLD_MODES[player] var.ALL_PLAYERS.remove(player) ret = not chk_win() else: # Died during the game, so quiet! if var.QUIET_DEAD_PLAYERS and not player.is_fake: cmode.append(("+{0}".format(var.QUIET_MODE), var.QUIET_PREFIX+player.nick+"!*@*")) var.DEAD.add(player.nick) ret = not chk_win(end_game=end_game) # only join to deadchat if the game isn't about to end if ismain: if ret: join_deadchat(var, *deadchat) del deadchat[:] if var.PHASE in var.GAME_PHASES: # remove the player from variables if they're in there if ret: for x in (var.OBSERVED, var.LASTHEXED): for k in list(x): if player.nick in (k, x[k]): del x[k] var.DISCONNECTED.pop(player, None) if var.PHASE == "night": # remove players from night variables # the dicts are handled above, these are the lists of who has acted which is used to determine whether night should end # if these aren't cleared properly night may end prematurely for x in (var.PASSED, var.HEXED, var.CURSED): x.discard(player.nick) if var.PHASE == "day" and ret: if player in var.VOTES: del var.VOTES[player] # Delete other people's votes on the player for k in list(var.VOTES.keys()): if player in var.VOTES[k]: var.VOTES[k].remove(player) if not var.VOTES[k]: # no more votes on that person del var.VOTES[k] break # can only vote once var.NO_LYNCH.discard(player) var.WOUNDED.discard(player) var.CONSECRATING.discard(player) # note: PHASE = "day" and GAMEPHASE = "night" during transition_day; # we only want to induce a lynch if it's actually day and we aren't in a chained death if var.GAMEPHASE == "day" and ismain and not end_game: chk_decision() elif var.PHASE == "night" and ret and ismain: chk_nightdone() return ret @handle_error def reaper(cli, gameid): # check to see if idlers need to be killed. var.IDLE_WARNED = set() var.IDLE_WARNED_PM = set() chan = botconfig.CHANNEL last_day_id = var.DAY_COUNT num_night_iters = 0 while gameid == var.GAME_ID: skip = False with var.GRAVEYARD_LOCK: # Terminate reaper when game ends if var.PHASE not in ("day", "night"): return if var.DEVOICE_DURING_NIGHT: if var.PHASE == "night": # don't count nighttime towards idling # this doesn't do an exact count, but is good enough num_night_iters += 1 skip = True elif var.PHASE == "day" and var.DAY_COUNT != last_day_id: last_day_id = var.DAY_COUNT num_night_iters += 1 for nick in var.LAST_SAID_TIME: var.LAST_SAID_TIME[nick] += timedelta(seconds=10*num_night_iters) num_night_iters = 0 if not skip and (var.WARN_IDLE_TIME or var.PM_WARN_IDLE_TIME or var.KILL_IDLE_TIME): # only if enabled to_warn = [] to_warn_pm = [] to_kill = [] for nick in list_players(): if is_fake_nick(nick): continue lst = var.LAST_SAID_TIME.get(nick, var.GAME_START_TIME) tdiff = datetime.now() - lst if var.WARN_IDLE_TIME and (tdiff > timedelta(seconds=var.WARN_IDLE_TIME) and nick not in var.IDLE_WARNED): to_warn.append(nick) var.IDLE_WARNED.add(nick) var.LAST_SAID_TIME[nick] = (datetime.now() - timedelta(seconds=var.WARN_IDLE_TIME)) # Give them a chance elif var.PM_WARN_IDLE_TIME and (tdiff > timedelta(seconds=var.PM_WARN_IDLE_TIME) and nick not in var.IDLE_WARNED_PM): to_warn_pm.append(nick) var.IDLE_WARNED_PM.add(nick) var.LAST_SAID_TIME[nick] = (datetime.now() - timedelta(seconds=var.PM_WARN_IDLE_TIME)) elif var.KILL_IDLE_TIME and (tdiff > timedelta(seconds=var.KILL_IDLE_TIME) and (not var.WARN_IDLE_TIME or nick in var.IDLE_WARNED) and (not var.PM_WARN_IDLE_TIME or nick in var.IDLE_WARNED_PM)): to_kill.append(nick) elif (tdiff < timedelta(seconds=var.WARN_IDLE_TIME) and (nick in var.IDLE_WARNED or nick in var.IDLE_WARNED_PM)): var.IDLE_WARNED.discard(nick) # player saved themselves from death var.IDLE_WARNED_PM.discard(nick) for nck in to_kill: if nck not in list_players(): continue if var.ROLE_REVEAL in ("on", "team"): cli.msg(chan, messages["idle_death"].format(nck, get_reveal_role(users._get(nck)))) # FIXME else: cli.msg(chan, (messages["idle_death_no_reveal"]).format(nck)) user = users._get(nck) # FIXME user.disconnected = True if var.PHASE in var.GAME_PHASES: var.DCED_LOSERS.add(user) if var.IDLE_PENALTY: add_warning(cli, nck, var.IDLE_PENALTY, users.Bot.nick, messages["idle_warning"], expires=var.IDLE_EXPIRY) del_player(user, end_game=False, death_triggers=False) win = chk_win() if not win and var.PHASE == "day" and var.GAMEPHASE == "day": chk_decision() pl = list_players() x = [a for a in to_warn if a in pl] if x: cli.msg(chan, messages["channel_idle_warning"].format(", ".join(x))) msg_targets = [p for p in to_warn_pm if p in pl] mass_privmsg(cli, msg_targets, messages["player_idle_warning"].format(chan), privmsg=True) for dcedplayer, (timeofdc, what) in list(var.DISCONNECTED.items()): mainrole = get_main_role(dcedplayer) revealrole = get_reveal_role(dcedplayer) if what in ("quit", "badnick") and (datetime.now() - timeofdc) > timedelta(seconds=var.QUIT_GRACE_TIME): if mainrole != "person" and var.ROLE_REVEAL in ("on", "team"): channels.Main.send(messages["quit_death"].format(dcedplayer, revealrole)) else: channels.Main.send(messages["quit_death_no_reveal"].format(dcedplayer)) if var.PHASE != "join" and var.PART_PENALTY: add_warning(cli, dcedplayer.nick, var.PART_PENALTY, users.Bot.nick, messages["quit_warning"], expires=var.PART_EXPIRY) # FIXME if var.PHASE in var.GAME_PHASES: var.DCED_LOSERS.add(dcedplayer) if not del_player(dcedplayer, devoice=False, death_triggers=False): return elif what == "part" and (datetime.now() - timeofdc) > timedelta(seconds=var.PART_GRACE_TIME): if mainrole != "person" and var.ROLE_REVEAL in ("on", "team"): channels.Main.send(messages["part_death"].format(dcedplayer, revealrole)) else: channels.Main.send(messages["part_death_no_reveal"].format(dcedplayer)) if var.PHASE != "join" and var.PART_PENALTY: add_warning(cli, dcedplayer.nick, var.PART_PENALTY, users.Bot.nick, messages["part_warning"], expires=var.PART_EXPIRY) # FIXME if var.PHASE in var.GAME_PHASES: var.DCED_LOSERS.add(dcedplayer) if not del_player(dcedplayer, devoice=False, death_triggers=False): return elif what == "account" and (datetime.now() - timeofdc) > timedelta(seconds=var.ACC_GRACE_TIME): if mainrole != "person" and var.ROLE_REVEAL in ("on", "team"): channels.Main.send(messages["account_death"].format(dcedplayer, revealrole)) else: channels.Main.send(messages["account_death_no_reveal"].format(dcedplayer)) if var.PHASE != "join" and var.ACC_PENALTY: add_warning(cli, dcedplayer.nick, var.ACC_PENALTY, users.Bot.nick, messages["acc_warning"], expires=var.ACC_EXPIRY) # FIXME if var.PHASE in var.GAME_PHASES: var.DCED_LOSERS.add(dcedplayer) if not del_player(dcedplayer, devoice=False, death_triggers=False): return time.sleep(10) @cmd("") # update last said def update_last_said(cli, nick, chan, rest): if chan != botconfig.CHANNEL: return if var.PHASE not in ("join", "none"): var.LAST_SAID_TIME[nick] = datetime.now() fullstring = "".join(rest) def dispatch_role_prefix(var, wrapper, message, *, role): from src import handler _ignore_locals_ = True handler.on_privmsg(wrapper.client, wrapper.source.rawnick, wrapper.target.name, message, force_role=role) def setup_role_commands(evt): aliases = defaultdict(set) for alias, role in var.ROLE_ALIASES.items(): aliases[role].add(alias) for role in var.ROLE_GUIDE.keys() - var.ROLE_COMMAND_EXCEPTIONS: keys = ["".join(c for c in role if c.isalpha())] keys.extend(aliases[role]) fn = functools.partial(dispatch_role_prefix, role=role) fn.__doc__ = "Execute {0} command".format(role) # don't allow these in-channel, as it could be used to prove that someone is a particular role # (there are no examples of this right now, but it could be possible in the future). For example, # if !shoot was rewritten so that there was a "gunner" and "sharpshooter" template, one could # prove they are sharpshooter -- and therefore prove should they miss that the target is werekitten, # as opposed to the possiblity of them being a wolf with 1 bullet who stole the gun from a dead gunner -- # by using !sharpshooter shoot target. command(*keys, exclusive=True, pm=True, chan=False, playing=True)(fn) # event_listener decorator wraps callback in handle_error, which we don't want for the init event # (as no IRC connection exists at this point) events.add_listener("init", setup_role_commands, priority=10000) @event_listener("chan_join", priority=1) def on_join(evt, var, chan, user): if user is users.Bot: plog("Joined {0}".format(chan)) # FIXME: kill all of this off along with var.USERS elif not users.exists(user.nick): users.add(user.nick, ident=user.ident,host=user.host,account=user.account,inchan=(chan is channels.Main),modes=set(),moded=set()) else: baduser = users.get(user.nick) baduser.ident = user.ident baduser.host = user.host baduser.account = user.account if not baduser.inchan: # Will be True if the user joined the main channel, else False baduser.inchan = (chan is channels.Main) if chan is not channels.Main: return return_to_village(var, user, show_message=True) @command("goat") def goat(var, wrapper, message): """Use a goat to interact with anyone in the channel during the day.""" if wrapper.source in var.LAST_GOAT and var.LAST_GOAT[wrapper.source][0] + timedelta(seconds=var.GOAT_RATE_LIMIT) > datetime.now(): wrapper.pm(messages["command_ratelimited"]) return target = re.split(" +",message)[0] if not target: wrapper.pm(messages["not_enough_parameters"]) return victim, _ = users.complete_match(users.lower(target), wrapper.target.users) if not victim: wrapper.pm(messages["goat_target_not_in_channel"].format(target)) return var.LAST_GOAT[wrapper.source] = [datetime.now(), 1] goatact = random.choice(messages["goat_actions"]) wrapper.send(messages["goat_success"].format(wrapper.source, goatact, victim)) @command("fgoat", flag="j") def fgoat(var, wrapper, message): """Forces a goat to interact with anyone or anything, without limitations.""" nick = message.split(' ')[0].strip() victim, _ = users.complete_match(users.lower(nick), wrapper.target.users) if victim: togoat = victim else: togoat = message goatact = random.choice(messages["goat_actions"]) wrapper.send(messages["goat_success"].format(wrapper.source, goatact, togoat)) @handle_error def return_to_village(var, target, *, show_message, new_user=None): # Note: we do not manipulate or check target.disconnected, as that property # is used to determine if they are entirely dc'ed rather than just maybe using # a different account or /parting the channel. If they were dced for real and # rejoined IRC, the join handler already took care of marking them no longer dced. with var.GRAVEYARD_LOCK: if target in var.DISCONNECTED: del var.DISCONNECTED[target] if new_user is None: new_user = target var.LAST_SAID_TIME[target.nick] = datetime.now() var.DCED_LOSERS.discard(target) if target.nick in var.DCED_PLAYERS: var.PLAYERS[target.nick] = var.DCED_PLAYERS.pop(target.nick) if new_user is not target: # different users, perform a swap. This will clean up disconnected users. target.swap(new_user) if target.nick != new_user.nick: # have a nickchange, update tracking vars rename_player(var, new_user, target.nick) if show_message: if not var.DEVOICE_DURING_NIGHT or var.PHASE != "night": channels.Main.mode(("+v", new_user)) if target.nick == new_user.nick: channels.Main.send(messages["player_return"].format(new_user)) else: channels.Main.send(messages["player_return_nickchange"].format(new_user, target)) else: # this particular user doesn't exist in var.DISCONNECTED, but that doesn't # mean that they aren't dced. They may have rejoined as a different nick, # for example, and we want to mark them as back without requiring them to do # a !swap. if var.ACCOUNTS_ONLY or target.account: userlist = users._get(account=target.account, allow_multiple=True) # FIXME else: # match host (hopefully the ircd uses vhosts to differentiate users) userlist = users._get(host=target.host, allow_multiple=True) userlist = [u for u in userlist if u in var.DISCONNECTED] if len(userlist) == 1: return_to_village(var, userlist[0], show_message=show_message, new_user=target) def rename_player(var, user, prefix): nick = user.nick event = Event("rename_player", {}) event.dispatch(var, prefix, nick) if user in var.ALL_PLAYERS: if var.PHASE in var.GAME_PHASES: for k,v in list(var.PLAYERS.items()): if prefix == k: var.PLAYERS[nick] = var.PLAYERS.pop(k) kvp = [] # Looks like {'nick': [_, 'nick1', _, {'nick2': [_]}]} for a,b in var.PRAYED.items(): kvp2 = [] if a == prefix: a = nick if b[1] == prefix: b[1] = nick for c,d in b[3].items(): if c == prefix: c = nick kvp2.append((c,d)) b[3].update(kvp2) kvp.append((a,b)) var.PRAYED.update(kvp) if prefix in var.PRAYED.keys(): del var.PRAYED[prefix] for dictvar in (var.OBSERVED, var.CLONED, var.LASTHEXED, var.BITE_PREFERENCES): kvp = [] for a,b in dictvar.items(): if a == prefix: a = nick if b == prefix: b = nick kvp.append((a,b)) dictvar.update(kvp) if prefix in dictvar.keys(): del dictvar[prefix] for dictvar in (var.FINAL_ROLES, var.TURNCOATS, var.DOCTORS, var.BITTEN_ROLES, var.LYCAN_ROLES): if prefix in dictvar.keys(): dictvar[nick] = dictvar.pop(prefix) # defaultdict(list), where keys are nicks and items in list do not matter if prefix in var.ACTIVE_PROTECTIONS.keys(): var.ACTIVE_PROTECTIONS[nick] = var.ACTIVE_PROTECTIONS.pop(prefix) for idx, tup in enumerate(var.EXCHANGED_ROLES): a, b = tup if a == prefix: a = nick if b == prefix: b = nick var.EXCHANGED_ROLES[idx] = (a, b) for setvar in (var.HEXED, var.SILENCED, var.PASSED, var.JESTERS, var.LYCANTHROPES, var.LUCKY, var.DISEASED, var.MISDIRECTED, var.EXCHANGED, var.IMMUNIZED, var.CURED_LYCANS, var.ALPHA_WOLVES, var.CURSED, var.PRIESTS): if prefix in setvar: setvar.remove(prefix) setvar.add(nick) with var.GRAVEYARD_LOCK: # to be safe if prefix in var.LAST_SAID_TIME.keys(): var.LAST_SAID_TIME[nick] = var.LAST_SAID_TIME.pop(prefix) if prefix in getattr(var, "IDLE_WARNED", ()): var.IDLE_WARNED.remove(prefix) var.IDLE_WARNED.add(nick) if prefix in getattr(var, "IDLE_WARNED_PM", ()): var.IDLE_WARNED_PM.remove(prefix) var.IDLE_WARNED_PM.add(nick) if var.PHASE == "join": if prefix in var.GAMEMODE_VOTES: var.GAMEMODE_VOTES[nick] = var.GAMEMODE_VOTES.pop(prefix) @event_listener("account_change") def account_change(evt, var, user): if user not in channels.Main.users: return # We only care about game-related changes in this function if user.account is None and var.ACCOUNTS_ONLY and user in get_players(): leave(var, "account", user) if var.PHASE == "join": user.send(messages["account_midgame_change"], notice=True) else: channels.Main.mode(["-v", user.nick]) user.send(messages["account_reidentify"].format(user.account), notice=True) # if they were gone, maybe mark them as back return_to_village(var, user, show_message=True) @event_listener("nick_change") def nick_change(evt, var, user, old_rawnick): nick = users.parse_rawnick_as_dict(old_rawnick)["nick"] # FIXME: We won't need that when all variables hold User instances if user not in var.DISCONNECTED and user in get_players() and re.search(var.GUEST_NICK_PATTERN, user.nick): if var.PHASE != "join": channels.Main.mode(["-v", user.nick]) temp = users.FakeUser(None, nick, user.ident, user.host, user.realname, user.account) leave(var, "badnick", temp) # pass in a fake user with the old nick (since the user holds the new nick) return # Don't do anything else; they're using a guest/away nick if user not in channels.Main.users: return rename_player(var, user, nick) # perhaps mark them as back return_to_village(var, user, show_message=True) @event_listener("cleanup_user") def cleanup_user(evt, var, user): var.LAST_GOAT.pop(user, None) @event_listener("nick_change") def update_users(evt, var, user, old_rawnick): # FIXME: This is a temporary hack while var.USERS still exists nick = users.parse_rawnick_as_dict(old_rawnick)["nick"] if nick in var.USERS: var.USERS[user.nick] = var.USERS.pop(nick) @event_listener("chan_part") def left_channel(evt, var, chan, user, reason): leave(var, "part", user, chan) @event_listener("chan_kick") def channel_kicked(evt, var, chan, actor, user, reason): leave(var, "kick", user, chan) @event_listener("server_quit") def quit_server(evt, var, user, reason): leave(var, "quit", user, reason) def leave(var, what, user, why=None): if what in ("part", "kick") and why is not channels.Main: return if why and why == botconfig.CHANGING_HOST_QUIT_MESSAGE: return if var.PHASE == "none": return ps = get_players() # Only mark living players as disconnected, unless they were kicked if user.nick in var.PLAYERS and (what == "kick" or user in ps): # FIXME: Convert var.PLAYERS var.DCED_LOSERS.add(user) var.DCED_PLAYERS[user.nick] = var.PLAYERS.pop(user.nick) # FIXME: Convert var.PLAYERS and var.DCED_PLAYERS if user not in ps or user in var.DISCONNECTED: return # If we got that far, the player was in the game. This variable tracks whether or not we want to kill them off. killplayer = True population = "" if var.PHASE == "join": lpl = len(ps) - 1 if lpl < var.MIN_PLAYERS: with var.WARNING_LOCK: var.START_VOTES.clear() if lpl <= 0: population = " " + messages["no_players_remaining"] else: population = " " + messages["new_player_count"].format(lpl) reveal = "" if get_main_role(user) == "person" or var.ROLE_REVEAL not in ("on", "team"): reveal = "_no_reveal" grace_times = {"part": var.PART_GRACE_TIME, "quit": var.QUIT_GRACE_TIME, "account": var.ACC_GRACE_TIME, "leave": 0} reason = what if reason == "badnick": reason = "quit" elif reason == "kick": reason = "leave" if reason in grace_times and (grace_times[reason] <= 0 or var.PHASE == "join"): # possible message keys (for easy grep): # "quit_death", "quit_death_no_reveal", "leave_death", "leave_death_no_reveal", "account_death", "account_death_no_reveal" msg = messages["{0}_death{1}".format(reason, reveal)] elif what != "kick": # There's time for the player to rejoin the game user.send(messages["part_grace_time_notice"].format(botconfig.CHANNEL, var.PART_GRACE_TIME)) msg = messages["player_missing"] population = "" killplayer = False channels.Main.send(msg.format(user, get_reveal_role(user)) + population) var.SPECTATING_WOLFCHAT.discard(user) var.SPECTATING_DEADCHAT.discard(user) leave_deadchat(var, user) if what not in ("badnick", "account") and user.nick in var.USERS: # FIXME: Need to move mode toggling somewhere saner var.USERS[user.nick]["modes"] = set() var.USERS[user.nick]["moded"] = set() if killplayer: del_player(user, death_triggers=False) else: temp = user.lower() var.DISCONNECTED[user] = (datetime.now(), what) @command("quit", "leave", pm=True, phases=("join", "day", "night")) def leave_game(var, wrapper, message): """Quits the game.""" if wrapper.target is channels.Main: if wrapper.source not in get_players(): return if var.PHASE == "join": lpl = len(get_players()) - 1 if lpl == 0: population = " " + messages["no_players_remaining"] else: population = " " + messages["new_player_count"].format(lpl) else: if not message.startswith("-force"): wrapper.pm(messages["leave_game_ingame_safeguard"].format(botconfig.CMD_CHAR)) return population = "" elif wrapper.private: if var.PHASE in var.GAME_PHASES and wrapper.source not in get_players() and wrapper.source in var.DEADCHAT_PLAYERS: leave_deadchat(var, wrapper.source) return else: return if get_main_role(wrapper.source) != "person" and var.ROLE_REVEAL in ("on", "team"): role = get_reveal_role(wrapper.source) an = "n" if role.startswith(("a", "e", "i", "o", "u")) else "" if var.DYNQUIT_DURING_GAME: lmsg = random.choice(messages["quit"]).format(wrapper.source.nick, an, role) channels.Main.send(lmsg) else: channels.Main.send((messages["static_quit"] + "{2}").format(wrapper.source.nick, role, population)) else: # DYNQUIT_DURING_GAME should not have any effect during the join phase, so only check if we aren't in that if var.PHASE != "join" and not var.DYNQUIT_DURING_GAME: channels.Main.send((messages["static_quit_no_reveal"] + "{1}").format(wrapper.source.nick, population)) else: lmsg = random.choice(messages["quit_no_reveal"]).format(wrapper.source.nick) + population channels.Main.send(lmsg) if var.PHASE != "join": var.DCED_LOSERS.add(wrapper.source) if var.LEAVE_PENALTY: add_warning(wrapper.client, wrapper.source.nick, var.LEAVE_PENALTY, users.Bot.nick, messages["leave_warning"], expires=var.LEAVE_EXPIRY) # FIXME if wrapper.source.nick in var.PLAYERS: var.DCED_PLAYERS[wrapper.source.nick] = var.PLAYERS.pop(wrapper.source.nick) del_player(wrapper.source, death_triggers=False) def begin_day(): # Reset nighttime variables var.GAMEPHASE = "day" var.KILLER = "" # nickname of who chose the victim var.HEXED = set() # set of hags that have silenced others var.OBSERVED = {} # those whom werecrows/sorcerers have observed var.PASSED = set() # set of certain roles that have opted not to act var.STARTED_DAY_PLAYERS = len(list_players()) var.SILENCED = copy.copy(var.TOBESILENCED) var.EXCHANGED = set() var.LYCANTHROPES = set() var.LUCKY = set() var.DISEASED = set() var.MISDIRECTED = set() var.DYING.clear() var.LAST_GOAT.clear() msg = messages["villagers_lynch"].format(botconfig.CMD_CHAR, len(list_players()) // 2 + 1) channels.Main.send(msg) var.DAY_ID = time.time() if var.DAY_TIME_WARN > 0: if var.STARTED_DAY_PLAYERS <= var.SHORT_DAY_PLAYERS: t1 = threading.Timer(var.SHORT_DAY_WARN, hurry_up, [var.DAY_ID, False]) l = var.SHORT_DAY_WARN else: t1 = threading.Timer(var.DAY_TIME_WARN, hurry_up, [var.DAY_ID, False]) l = var.DAY_TIME_WARN var.TIMERS["day_warn"] = (t1, var.DAY_ID, l) t1.daemon = True t1.start() if var.DAY_TIME_LIMIT > 0: # Time limit enabled if var.STARTED_DAY_PLAYERS <= var.SHORT_DAY_PLAYERS: t2 = threading.Timer(var.SHORT_DAY_LIMIT, hurry_up, [var.DAY_ID, True]) l = var.SHORT_DAY_LIMIT else: t2 = threading.Timer(var.DAY_TIME_LIMIT, hurry_up, [var.DAY_ID, True]) l = var.DAY_TIME_LIMIT var.TIMERS["day"] = (t2, var.DAY_ID, l) t2.daemon = True t2.start() if var.DEVOICE_DURING_NIGHT: modes = [] for player in get_players(): if not player.is_fake: modes.append(("+v", player.nick)) channels.Main.mode(*modes) event = Event("begin_day", {}) event.dispatch(var) # induce a lynch if we need to (due to lots of pacifism/impatience totems or whatever) chk_decision() @handle_error def night_warn(gameid): if gameid != var.NIGHT_ID: return if var.PHASE != "night": return channels.Main.send(messages["twilight_warning"]) @handle_error def transition_day(gameid=0): if gameid: if gameid != var.NIGHT_ID: return var.NIGHT_ID = 0 if var.PHASE == "day": return var.PHASE = "day" var.DAY_COUNT += 1 var.FIRST_DAY = (var.DAY_COUNT == 1) var.DAY_START_TIME = datetime.now() var.VOTES.clear() event_begin = Event("transition_day_begin", {}) event_begin.dispatch(var) pl = get_players() if not var.START_WITH_DAY or not var.FIRST_DAY: if len(var.HEXED) < len(var.ROLES["hag"]): for hag in var.ROLES["hag"]: if hag.nick not in var.HEXED: # FIXME var.LASTHEXED[hag.nick] = None # FIXME # NOTE: Random assassin selection is further down, since if we're choosing at random we pick someone # that isn't going to be dying today, meaning we need to know who is dying first :) if var.FIRST_NIGHT: # Select a random target for clone if they didn't choose someone for clone in get_all_players(("clone",)): if clone.nick not in var.CLONED: ps = pl[:] ps.remove(clone) if len(ps) > 0: target = random.choice(ps) var.CLONED[clone.nick] = target.nick clone.send(messages["random_clone"].format(target)) # Reset daytime variables var.WOUNDED.clear() var.NO_LYNCH.clear() for crow, target in iter(var.OBSERVED.items()): if crow not in get_roles("werecrow"): # FIXME continue actor = users._get(crow) # FIXME user = users._get(target) # FIXME evt = Event("night_acted", {"acted": False}) evt.dispatch(var, user, actor) if ((target in var.PRAYED and var.PRAYED[target][0] > 0) or target in var.OBSERVED or target in var.HEXED or target in var.CURSED or evt.data["acted"]): actor.send(messages["werecrow_success"].format(user)) else: actor.send(messages["werecrow_failure"].format(user)) if var.START_WITH_DAY and var.FIRST_DAY: # TODO: need to message everyone their roles and give a short thing saying "it's daytime" # but this is good enough for now to prevent it from crashing begin_day() return td = var.DAY_START_TIME - var.NIGHT_START_TIME var.NIGHT_START_TIME = None var.NIGHT_TIMEDELTA += td min, sec = td.seconds // 60, td.seconds % 60 # this keeps track of the protections active on each nick, stored in var since del_player needs to access it for sake of assassin var.ACTIVE_PROTECTIONS = defaultdict(list) # built-in logic runs at the following priorities: # 1 = wolf kills # 2 = non-wolf kills # 3 = fixing killers dict to have correct priority (wolf-side VG kills -> non-wolf kills -> wolf kills) # 4 = protections/fallen angel # 4.1 = shaman, 4.2 = bodyguard/GA, 4.3 = blessed villager, 4.8 = fallen angel # 5 = alpha wolf bite, other custom events that trigger after all protection stuff is resolved # 6 = rearranging victim list (ensure bodyguard/harlot messages plays), # fixing killers dict priority again (in case step 4 or 5 added to it) # 7 = killer-less deaths (i.e. var.DYING) # 8 = read-only operations # Actually killing off the victims happens in transition_day_resolve # We set the variables here first; listeners should mutate, not replace # We don't need to use User containers here, as these don't persist long enough # This removes the burden of having to clear them at the end or should an error happen victims = [] killers = defaultdict(list) bywolves = set() onlybywolves = set() protected = {} bitten = [] numkills = {} evt = Event("transition_day", { "victims": victims, "killers": killers, "bywolves": bywolves, "onlybywolves": onlybywolves, "protected": protected, "bitten": bitten, "numkills": numkills, # populated at priority 3 }) evt.dispatch(var) # remove duplicates victims_set = set(victims) vappend = [] # set to True if we play chilling howl message due to a bitten person turning new_wolf = False if var.ALPHA_ENABLED: # check for bites for (alpha, target) in var.BITE_PREFERENCES.items(): actor = users._get(alpha) # FIXME user = users._get(target) # FIXME # bite is now separate but some people may try to double up still, if bitten person is # also being killed by wolves, make the kill not apply # note that we cannot bite visiting harlots unless they are visiting a wolf, # and lycans/immunized people turn/die instead of being bitten, so keep the kills valid on those got_bit = False bite_evt = Event("bite", { "can_bite": True, "kill": user in var.ROLES["lycan"] or target in var.LYCANTHROPES or target in var.IMMUNIZED }, victims=victims, killers=killers, bywolves=bywolves, onlybywolves=onlybywolves, protected=protected, bitten=bitten, numkills=numkills) bite_evt.dispatch(var, actor, user) if bite_evt.data["can_bite"] and not bite_evt.data["kill"]: # mark them as bitten got_bit = True # if they were also being killed by wolves, undo that if user in bywolves: victims.remove(user) bywolves.discard(user) onlybywolves.discard(user) killers[user].remove("@wolves") if user not in victims: victims_set.discard(user) if user in victims_set: # bite was unsuccessful due to someone else killing them var.ALPHA_WOLVES.remove(actor.nick) elif bite_evt.data["kill"]: # target immunized or a lycan, kill them instead and refund the bite var.ALPHA_WOLVES.remove(actor.nick) if var.ACTIVE_PROTECTIONS[user.nick]: # target was protected protected[user] = var.ACTIVE_PROTECTIONS[user.nick].pop(0) elif user in protected: del protected[user] # add them as a kill even if protected so that protection message plays if user not in victims: onlybywolves.add(user) killers[user].append(actor) victims.append(user) victims_set.add(user) bywolves.add(user) elif got_bit: new_wolf = True bitten.append(user) else: # bite failed due to some other reason (namely harlot) var.ALPHA_WOLVES.remove(actor.nick) to_send = "alpha_bite_failure" if actor.nick in var.ALPHA_WOLVES: to_send = "alpha_bite_success" actor.send(messages[to_send].format(user)) var.BITE_PREFERENCES = {} victims.clear() # Ensures that special events play for bodyguard and harlot-visiting-victim so that kill can # be correctly attributed to wolves (for vengeful ghost lover), and that any gunner events # can play. Harlot visiting wolf doesn't play special events if they die via other means since # that assumes they die en route to the wolves (and thus don't shoot/give out gun/etc.) # TODO: this needs to be split off into angel.py, but all the stuff above it needs to be split off first # so even though angel.py exists we can't exactly do this now # TODO: also needs to be split off into harlot.py from src.roles import angel, harlot for v in victims_set: if v in var.DYING: victims.append(v) elif v in var.ROLES["bodyguard"] and v.nick in angel.GUARDED and users._get(angel.GUARDED[v.nick]) in victims_set: # FIXME vappend.append(v) elif harlot.VISITED.get(v) in victims_set: vappend.append(v) else: victims.append(v) prevlen = var.MAX_PLAYERS + 10 while len(vappend) > 0: if len(vappend) == prevlen: # have a circular dependency, try to break it by appending the next value v = vappend[0] vappend.remove(v) victims.append(v) continue prevlen = len(vappend) for v in vappend[:]: if v in var.ROLES["bodyguard"] and users._get(angel.GUARDED.get(v.nick)) not in vappend: # FIXME vappend.remove(v) victims.append(v) elif harlot.VISITED.get(v) not in vappend: vappend.remove(v) victims.append(v) message = [messages["sunrise"].format(min, sec)] # This needs to go down here since having them be their night value matters above var.DISEASED_WOLVES = False var.ALPHA_ENABLED = False dead = [] vlist = victims[:] novictmsg = True if new_wolf: message.append(messages["new_wolf"]) var.EXTRA_WOLVES += 1 novictmsg = False revt = Event("transition_day_resolve", { "message": message, "novictmsg": novictmsg, "dead": dead, "bywolves": bywolves, "onlybywolves": onlybywolves, "killers": killers, "protected": protected, "bitten": bitten }) # transition_day_resolve priorities: # 1: target not home # 2: protection # 3: lycans # 6: riders on default logic # In general, an event listener < 6 should both stop propagation and prevent default # Priority 6 listeners add additional stuff to the default action and should not prevent default for victim in vlist: if not revt.dispatch(var, victim): continue if (victim in var.ROLES["lycan"] or victim.nick in var.LYCANTHROPES) and victim in revt.data["onlybywolves"] and victim.nick not in var.IMMUNIZED: vrole = get_main_role(victim) if vrole not in var.WOLFCHAT_ROLES: revt.data["message"].append(messages["new_wolf"]) var.EXTRA_WOLVES += 1 victim.send(messages["lycan_turn"]) var.LYCAN_ROLES[victim.nick] = vrole change_role(victim, vrole, "wolf") var.ROLES["lycan"].discard(victim) # in the event lycan was a template, we want to ensure it gets purged wolves = get_players(var.WOLFCHAT_ROLES) random.shuffle(wolves) wolves.remove(victim) # remove self from list to_send = [] for wolf in wolves: wolf.queue_message(messages["lycan_wc_notification"].format(victim)) role = get_main_role(wolf) wevt = Event("wolflist", {"tags": set()}) wevt.dispatch(var, wolf, victim) tags = " ".join(wevt.data["tags"]) if tags: tags += " " to_send.append("\u0002{0}\u0002 ({1}{2})".format(wolf, tags, role)) if wolves: wolf.send_messages() victim.send(messages["wolves_list"].format(", ".join(to_send))) revt.data["novictmsg"] = False elif victim not in revt.data["dead"]: # not already dead via some other means if var.ROLE_REVEAL in ("on", "team"): role = get_reveal_role(victim) an = "n" if role.startswith(("a", "e", "i", "o", "u")) else "" revt.data["message"].append(messages["death"].format(victim, an, role)) else: revt.data["message"].append(messages["death_no_reveal"].format(victim)) revt.data["dead"].append(victim) if random.random() < var.GIF_CHANCE: revt.data["message"].append(random.choice( ["https://i.imgur.com/nO8rZ.gifv", "https://i.imgur.com/uGVfZ.gifv", "https://i.imgur.com/mUcM09n.gifv", "https://i.imgur.com/P7TEGyQ.gifv", "https://i.imgur.com/b8HAvjL.gifv", "https://i.imgur.com/PIIfL15.gifv", "https://i.imgur.com/eJiMG5z.gifv"] )) # Priorities: # 1 = harlot/succubus visiting victim # 2 = determining whether or not we should print the "no victims" message # 3 = harlot visiting wolf # 4 = gunner shooting wolf # 5 = wolves killing diseased, wolves stealing gun # 10 = alpha wolf bite # Note that changing the "novictmsg" data item only makes sense for priority 1 events, # as after that point the message was already added. Events that could kill more people # should do so before priority 10. Events that require everyone that can be killed to # be listed as dead should be priority 10 or later. revt2 = Event("transition_day_resolve_end", { "message": revt.data["message"], "novictmsg": revt.data["novictmsg"], "dead": dead, "bywolves": bywolves, "onlybywolves": onlybywolves, "killers": killers, "protected": protected, "bitten": bitten }) revt2.dispatch(var, victims) message = revt2.data["message"] novictmsg = revt2.data["novictmsg"] for victim in list(dead): if victim in var.GUNNERS and var.GUNNERS[victim] > 0 and victim in bywolves: if random.random() < var.GUNNER_KILLS_WOLF_AT_NIGHT_CHANCE: # pick a random wofl to be shot woflset = {wolf for wolf in get_players(var.WOLF_ROLES) if wolf not in dead} # TODO: split into werekitten.py woflset.difference_update(get_all_players(("werekitten",))) wolf_evt = Event("gunner_overnight_kill_wolflist", {"wolves": woflset}) wolf_evt.dispatch(var) woflset = wolf_evt.data["wolves"] if woflset: deadwolf = random.choice(tuple(woflset)) if var.ROLE_REVEAL in ("on", "team"): message.append(messages["gunner_killed_wolf_overnight"].format(victim, deadwolf, get_reveal_role(deadwolf))) else: message.append(messages["gunner_killed_wolf_overnight_no_reveal"].format(victim, deadwolf)) dead.append(deadwolf) killers[deadwolf].append(victim) var.GUNNERS[victim] -= 1 # deduct the used bullet for victim in dead: if victim in bywolves and victim in var.DISEASED: var.DISEASED_WOLVES = True if var.WOLF_STEALS_GUN and victim in bywolves and victim in var.GUNNERS and var.GUNNERS[victim] > 0: # victim has bullets try: looters = get_players(var.WOLFCHAT_ROLES) while len(looters) > 0: guntaker = random.choice(looters) # random looter if guntaker not in dead: break else: looters.remove(guntaker) if guntaker not in dead: numbullets = var.GUNNERS[victim] if guntaker.nick not in var.GUNNERS: var.GUNNERS[guntaker] = 0 if guntaker not in get_all_players(("gunner", "sharpshooter")): var.ROLES["gunner"].add(guntaker) var.GUNNERS[guntaker] += 1 # only transfer one bullet guntaker.send(messages["wolf_gunner"].format(victim)) except IndexError: pass # no wolves to give gun to (they were all killed during night or something) var.GUNNERS[victim] = 0 # just in case channels.Main.send("\n".join(message)) for chump in bitten: # turn all bitten people into wolves # short-circuit if they are already a wolf or are dying chumprole = get_main_role(chump) if chump in dead or chumprole in var.WOLF_ROLES: continue newrole = "wolf" if chumprole == "guardian angel": chump.send(messages["fallen_angel_turn"]) # fallen angels also automatically gain the assassin template if they don't already have it newrole = "fallen angel" var.ROLES["assassin"].add(chump) debuglog("{0} (guardian angel) TURNED FALLEN ANGEL".format(chump)) elif chumprole in ("seer", "oracle", "augur"): chump.send(messages["seer_turn"]) newrole = "doomsayer" debuglog("{0} ({1}) TURNED DOOMSAYER".format(chump, chumprole)) elif chumprole in var.TOTEM_ORDER: chump.send(messages["shaman_turn"]) newrole = "wolf shaman" debuglog("{0} ({1}) TURNED WOLF SHAMAN".format(chump, chumprole)) elif chumprole == "harlot": chump.send(messages["harlot_turn"]) debuglog("{0} (harlot) TURNED WOLF".format(chump)) else: chump.send(messages["bitten_turn"]) debuglog("{0} ({1}) TURNED WOLF".format(chump, chumprole)) var.BITTEN_ROLES[chump.nick] = chumprole change_role(chump, chumprole, newrole) relay_wolfchat_command(chump.client, chump.nick, messages["wolfchat_new_member"].format(chump, newrole), var.WOLF_ROLES, is_wolf_command=True, is_kill_command=True) killer_role = {} for deadperson in dead: if deadperson in killers: killer = killers[deadperson][0] if killer == "@wolves": killer_role[deadperson] = "wolf" else: killer_role[deadperson] = get_main_role(killer) else: # no killers, so assume suicide killer_role[deadperson] = get_main_role(deadperson) for deadperson in dead[:]: # check if they have already been killed since del_player could do chain reactions and we want # to avoid sending duplicate messages. if deadperson in get_players(): del_player(deadperson, end_game=False, killer_role=killer_role[deadperson], deadlist=dead) event_end = Event("transition_day_end", {"begin_day": begin_day}) event_end.dispatch(var) if chk_win(): # if after the last person is killed, one side wins, then actually end the game here return event_end.data["begin_day"]() @event_listener("transition_day_resolve_end", priority=2) def on_transition_day_resolve_end(evt, var, victims): if evt.data["novictmsg"] and len(evt.data["dead"]) == 0: evt.data["message"].append(random.choice(messages["no_victims"]) + messages["no_victims_append"]) def chk_nightdone(): if var.PHASE != "night": return pl = get_players() spl = set(pl) actedcount = sum(map(len, (var.PASSED, var.OBSERVED, var.HEXED, var.CURSED))) nightroles = list(get_all_players(("sorcerer", "hag", "warlock", "werecrow", "prophet"))) for nick, info in var.PRAYED.items(): if info[0] > 0: actedcount += 1 if var.FIRST_NIGHT: actedcount += len(var.CLONED.keys()) nightroles.extend(get_all_players(("clone",))) if var.ALPHA_ENABLED: # alphas both kill and bite if they're activated at night, so add them into the counts nightroles.extend(get_all_players(("alpha wolf",))) actedcount += len([p for p in var.ALPHA_WOLVES if p in get_roles("alpha wolf")]) # FIXME # add in turncoats who should be able to act -- if they passed they're already in var.PASSED # but if they can act they're in var.TURNCOATS where the second tuple item is the current night # (if said tuple item is the previous night, then they are not allowed to act tonight) for tc, tu in var.TURNCOATS.items(): user = users._get(tc) # FIXME if user not in pl: continue if tu[1] == var.NIGHT_COUNT: nightroles.append(user) actedcount += 1 elif tu[1] < var.NIGHT_COUNT - 1: nightroles.append(user) event = Event("chk_nightdone", {"actedcount": actedcount, "nightroles": nightroles, "transition_day": transition_day}) event.dispatch(var) actedcount = event.data["actedcount"] # remove all instances of them if they are silenced (makes implementing the event easier) nightroles = [p for p in nightroles if p.nick not in var.SILENCED] if var.PHASE == "night" and actedcount >= len(nightroles): for x, t in var.TIMERS.items(): t[0].cancel() var.TIMERS = {} if var.PHASE == "night": # Double check event.data["transition_day"]() @command("nolynch", "nl", "novote", "nv", "abstain", "abs", playing=True, phases=("day",)) def no_lynch(var, wrapper, message): """Allows you to abstain from voting for the day.""" evt = Event("abstain", {}) if not var.ABSTAIN_ENABLED: wrapper.pm(messages["command_disabled"]) return elif var.LIMIT_ABSTAIN and var.ABSTAINED: wrapper.pm(messages["exhausted_abstain"]) return elif var.LIMIT_ABSTAIN and var.FIRST_DAY: wrapper.pm(messages["no_abstain_day_one"]) return elif not evt.dispatch(var, wrapper.source): return elif wrapper.source in var.WOUNDED: channels.Main.send(messages["wounded_no_vote"].format(wrapper.source)) return elif wrapper.source in var.CONSECRATING: wrapper.pm(messages["consecrating_no_vote"]) return for voter in list(var.VOTES): if wrapper.source in var.VOTES[voter]: var.VOTES[voter].remove(wrapper.source) if not var.VOTES[voter]: del var.VOTES[voter] var.NO_LYNCH.add(wrapper.source) channels.Main.send(messages["player_abstain"].format(wrapper.source)) chk_decision() @command("lynch", playing=True, pm=True, phases=("day",)) def lynch(var, wrapper, message): """Use this to vote for a candidate to be lynched.""" if not message: show_votes.caller(wrapper.client, wrapper.source.nick, wrapper.target.name, message) return if wrapper.source in var.WOUNDED: wrapper.send(messages["wounded_no_vote"].format(wrapper.source)) return if wrapper.source in var.CONSECRATING: wrapper.pm(messages["consecrating_no_vote"]) return msg = re.split(" +", message)[0].strip() troll = False if ((var.CURRENT_GAMEMODE.name == "default" or var.CURRENT_GAMEMODE.name == "villagergame") and var.VILLAGERGAME_CHANCE > 0 and len(var.ALL_PLAYERS) <= 9): troll = True no_vote_self = "save_self" if wrapper.source in get_all_players(("fool", "jester")): no_vote_self = "no_self_lynch" voted = get_target(var, wrapper, msg, allow_self=var.SELF_LYNCH_ALLOWED, allow_bot=troll, not_self_message=no_vote_self) if not voted: return evt = Event("lynch", {"target": voted}) if not evt.dispatch(var, wrapper.source): return voted = evt.data["target"] var.NO_LYNCH.discard(wrapper.source) lcandidates = list(var.VOTES.keys()) for voters in lcandidates: # remove previous vote if voters is voted and wrapper.source in var.VOTES[voters]: break if wrapper.source in var.VOTES[voters]: var.VOTES[voters].remove(wrapper.source) if not var.VOTES.get(voters) and voters is not voted: del var.VOTES[voters] break if voted not in var.VOTES: var.VOTES[voted] = UserList() if wrapper.source not in var.VOTES[voted]: var.VOTES[voted].append(wrapper.source) wrapper.send(messages["player_vote"].format(wrapper.source, voted)) var.LAST_VOTES = None # reset chk_decision() # chooses a target given nick, taking luck totem/misdirection totem into effect # returns the actual target def choose_target(actor, nick): pl = list_players() if actor in var.MISDIRECTED: for i, user in enumerate(var.ALL_PLAYERS): if user.nick == nick: break if random.randint(0, 1) == 0: # going left while True: i -= 1 if var.ALL_PLAYERS[i].nick in pl: nick = var.ALL_PLAYERS[i].nick break else: # going right while True: i += 1 if i >= len(var.ALL_PLAYERS): i = 0 if var.ALL_PLAYERS[i].nick in pl: nick = var.ALL_PLAYERS[i].nick break if nick in var.LUCKY: for i, user in enumerate(var.ALL_PLAYERS): if user.nick == nick: break if random.randint(0, 1) == 0: # going left while True: i -= 1 if var.ALL_PLAYERS[i].nick in pl: nick = var.ALL_PLAYERS[i].nick break else: # going right while True: i += 1 if i >= len(var.ALL_PLAYERS): i = 0 if var.ALL_PLAYERS[i].nick in pl: nick = var.ALL_PLAYERS[i].nick break return nick # returns true if a swap happened # check for that to short-circuit the nightrole def check_exchange(cli, actor, nick): #some roles can act on themselves, ignore this if actor == nick: return False user = users._get(actor) # FIXME target = users._get(nick) # FIXME event = Event("can_exchange", {}) if not event.dispatch(var, user, target): return False # some roles such as succubus cannot be affected by exchange totem if nick in var.EXCHANGED: var.EXCHANGED.remove(nick) actor_role = get_role(actor) nick_role = get_role(nick) # var.PASSED is used by many roles var.PASSED.discard(actor) if actor_role == "clone": if actor in var.CLONED: actor_target = var.CLONED.pop(actor) elif actor_role in ("werecrow", "sorcerer"): if actor in var.OBSERVED: del var.OBSERVED[actor] elif actor_role == "hag": if actor in var.LASTHEXED: if var.LASTHEXED[actor] in var.TOBESILENCED and actor in var.HEXED: var.TOBESILENCED.remove(var.LASTHEXED[actor]) del var.LASTHEXED[actor] var.HEXED.discard(actor) elif actor_role == "doctor": if nick_role == "doctor": var.DOCTORS[actor], var.DOCTORS[nick] = var.DOCTORS[nick], var.DOCTORS[actor] else: var.DOCTORS[nick] = var.DOCTORS.pop(actor) elif actor_role == "alpha wolf": var.ALPHA_WOLVES.discard(actor) elif actor_role == "warlock": var.CURSED.discard(actor) elif actor_role == "turncoat": del var.TURNCOATS[actor] # var.PASSED is used by many roles var.PASSED.discard(nick) if nick_role == "clone": if nick in var.CLONED: nick_target = var.CLONED.pop(nick) elif nick_role in ("werecrow", "sorcerer"): if nick in var.OBSERVED: del var.OBSERVED[nick] elif nick_role == "hag": if nick in var.LASTHEXED: if var.LASTHEXED[nick] in var.TOBESILENCED and nick in var.HEXED: var.TOBESILENCED.remove(var.LASTHEXED[nick]) del var.LASTHEXED[nick] var.HEXED.discard(nick) elif nick_role == "doctor": # Both being doctors is handled above if actor_role != "doctor": var.DOCTORS[actor] = var.DOCTORS.pop(nick) elif nick_role == "alpha wolf": var.ALPHA_WOLVES.discard(nick) elif nick_role == "warlock": var.CURSED.discard(nick) elif nick_role == "turncoat": del var.TURNCOATS[nick] evt = Event("exchange_roles", {"actor_messages": [], "target_messages": [], "actor_role": actor_role, "target_role": nick_role}) evt.dispatch(var, user, target, actor_role, nick_role) actor_role = evt.data["actor_role"] nick_role = evt.data["target_role"] change_role(user, actor_role, nick_role) change_role(target, nick_role, actor_role) if actor in var.BITTEN_ROLES.keys(): if nick in var.BITTEN_ROLES.keys(): var.BITTEN_ROLES[actor], var.BITTEN_ROLES[nick] = var.BITTEN_ROLES[nick], var.BITTEN_ROLES[actor] else: var.BITTEN_ROLES[nick] = var.BITTEN_ROLES[actor] del var.BITTEN_ROLES[actor] elif nick in var.BITTEN_ROLES.keys(): var.BITTEN_ROLES[actor] = var.BITTEN_ROLES[nick] del var.BITTEN_ROLES[nick] if actor in var.LYCAN_ROLES.keys(): if nick in var.LYCAN_ROLES.keys(): var.LYCAN_ROLES[actor], var.LYCAN_ROLES[nick] = var.LYCAN_ROLES[nick], var.LYCAN_ROLES[actor] else: var.LYCAN_ROLES[nick] = var.LYCAN_ROLES[actor] del var.LYCAN_ROLES[actor] elif nick in var.LYCAN_ROLES.keys(): var.LYCAN_ROLES[actor] = var.LYCAN_ROLES[nick] del var.LYCAN_ROLES[nick] actor_rev_role = actor_role if actor_role in var.HIDDEN_ROLES: actor_rev_role = var.DEFAULT_ROLE elif actor_role in var.HIDDEN_VILLAGERS: actor_rev_role = "villager" nick_rev_role = nick_role if nick_role in var.HIDDEN_ROLES: nick_rev_role = var.DEFAULT_ROLE elif actor_role in var.HIDDEN_VILLAGERS: nick_rev_role = "villager" # don't say who, since misdirection/luck totem may have switched it # and this makes life far more interesting user.send(messages["role_swap"].format(nick_rev_role)) target.send(messages["role_swap"].format(actor_rev_role)) user.send(*evt.data["actor_messages"]) target.send(*evt.data["target_messages"]) wcroles = var.WOLFCHAT_ROLES if var.RESTRICT_WOLFCHAT & var.RW_REM_NON_WOLVES: if var.RESTRICT_WOLFCHAT & var.RW_TRAITOR_NON_WOLF: wcroles = var.WOLF_ROLES else: wcroles = var.WOLF_ROLES | {"traitor"} if nick_role == "clone": pm(cli, actor, messages["clone_target"].format(nick_target)) elif nick_role not in wcroles and nick_role == "warlock": # this means warlock isn't in wolfchat, so only give cursed list pl = list_players() random.shuffle(pl) pl.remove(actor) # remove self from list for i, player in enumerate(pl): if player in get_roles("cursed villager"): # FIXME pl[i] = player + " (cursed)" pm(cli, actor, messages["players_list"].format(", ".join(pl))) elif nick_role == "minion": wolves = list_players(var.WOLF_ROLES) random.shuffle(wolves) pm(cli, actor, messages["wolves_list"].format(", ".join(wolves))) elif nick_role == "turncoat": var.TURNCOATS[actor] = ("none", -1) if actor_role == "clone": pm(cli, nick, messages["clone_target"].format(actor_target)) elif actor_role not in wcroles and actor_role == "warlock": # this means warlock isn't in wolfchat, so only give cursed list pl = list_players() random.shuffle(pl) pl.remove(nick) # remove self from list for i, player in enumerate(pl): if player in get_roles("cursed villager"): # FIXME pl[i] = player + " (cursed)" pm(cli, nick, messages["players_list"].format(", ".join(pl))) elif actor_role == "minion": wolves = list_players(var.WOLF_ROLES) random.shuffle(wolves) pm(cli, nick, messages["wolves_list"].format(", ".join(wolves))) elif actor_role == "turncoat": var.TURNCOATS[nick] = ("none", -1) var.EXCHANGED_ROLES.append((actor, nick)) return True return False @command("retract", "r", phases=("day", "join")) def retract(var, wrapper, message): """Takes back your vote during the day (for whom to lynch).""" if wrapper.source not in get_players() or wrapper.source in var.DISCONNECTED: return with var.GRAVEYARD_LOCK, var.WARNING_LOCK: if var.PHASE == "join": if not wrapper.source in var.START_VOTES: wrapper.pm(messages["start_novote"]) else: var.START_VOTES.discard(wrapper.source) wrapper.send(messages["start_retract"].format(wrapper.source)) if len(var.START_VOTES) < 1: var.TIMERS["start_votes"][0].cancel() del var.TIMERS["start_votes"] if var.PHASE != "day": return if wrapper.source in var.NO_LYNCH: var.NO_LYNCH.remove(wrapper.source) wrapper.send(messages["retracted_vote"].format(wrapper.source)) var.LAST_VOTES = None # reset return for voter in list(var.VOTES): if wrapper.source in var.VOTES[voter]: var.VOTES[voter].remove(wrapper.source) if not var.VOTES[voter]: del var.VOTES[voter] wrapper.send(messages["retracted_vote"].format(wrapper.source)) var.LAST_VOTES = None # reset break else: wrapper.pm(messages["pending_vote"]) @command("shoot", playing=True, silenced=True, phases=("day",)) def shoot(var, wrapper, message): """Use this to fire off a bullet at someone in the day if you have bullets.""" if wrapper.source not in var.GUNNERS.keys(): wrapper.pm(messages["no_gun"]) return elif not var.GUNNERS.get(wrapper.source): wrapper.pm(messages["no_bullets"]) return target = get_target(var, wrapper, re.split(" +", message)[0], not_self_message="gunner_target_self") if not target: return # get actual victim evt = Event("targeted_command", {"target": target, "misdirection": True, "exchange": True}) if not evt.dispatch(var, "shoot", wrapper.source, target, frozenset({"detrimental"})): return target = evt.data["target"] wolfshooter = wrapper.source in get_players(var.WOLFCHAT_ROLES) var.GUNNERS[wrapper.source] -= 1 rand = random.random() if wrapper.source in var.ROLES["village drunk"]: chances = var.DRUNK_GUN_CHANCES elif wrapper.source in var.ROLES["sharpshooter"]: chances = var.SHARPSHOOTER_GUN_CHANCES else: chances = var.GUN_CHANCES # TODO: make this into an event once we split off gunner if target in get_all_players(("succubus",)): chances = chances[:3] + (0,) wolfvictim = target in get_players(var.WOLF_ROLES) realrole = get_main_role(target) targrole = get_reveal_role(target) alwaysmiss = (realrole == "werekitten") if rand <= chances[0] and not (wolfshooter and wolfvictim) and not alwaysmiss: # didn't miss or suicide and it's not a wolf shooting another wolf wrapper.send(messages["shoot_success"].format(wrapper.source, target)) an = "n" if targrole.startswith(("a", "e", "i", "o", "u")) else "" if realrole in var.WOLF_ROLES: if var.ROLE_REVEAL == "on": wrapper.send(messages["gunner_victim_wolf_death"].format(target, an, targrole)) else: # off and team wrapper.send(messages["gunner_victim_wolf_death_no_reveal"].format(target)) if not del_player(target, killer_role=get_main_role(wrapper.source)): return elif random.random() <= chances[3]: accident = "accidentally " if wrapper.source in var.ROLES["sharpshooter"]: accident = "" # it's an accident if the sharpshooter DOESN'T headshot :P wrapper.send(messages["gunner_victim_villager_death"].format(target, accident)) if var.ROLE_REVEAL in ("on", "team"): wrapper.send(messages["gunner_victim_role"].format(an, targrole)) if not del_player(target, killer_role=get_main_role(wrapper.source)): return else: wrapper.send(messages["gunner_victim_injured"].format(target)) var.WOUNDED.add(target) lcandidates = list(var.VOTES.keys()) for cand in lcandidates: # remove previous vote if target in var.VOTES[cand]: var.VOTES[cand].remove(target) if not var.VOTES.get(cand): del var.VOTES[cand] break chk_decision() chk_win() elif rand <= chances[0] + chances[1]: wrapper.send(messages["gunner_miss"].format(wrapper.source)) else: if var.ROLE_REVEAL in ("on", "team"): wrapper.send(messages["gunner_suicide"].format(wrapper.source, get_reveal_role(wrapper.source))) else: wrapper.send(messages["gunner_suicide_no_reveal"].format(wrapper.source)) del_player(wrapper.source, killer_role="villager") # blame explosion on villager's shoddy gun construction or something def is_safe(nick, victim): # replace calls to this with targeted_command event when splitting roles from src.roles import succubus user = users._get(nick) # FIXME target = users._get(victim) # FIXME return user in succubus.ENTRANCED and target in get_all_players(("succubus",)) @cmd("bless", chan=False, pm=True, playing=True, silenced=True, phases=("day",), roles=("priest",)) def bless(cli, nick, chan, rest): """Bless a player, preventing them from being killed for the remainder of the game.""" if nick in var.PRIESTS: pm(cli, nick, messages["already_blessed"]) return victim = get_victim(cli, nick, re.split(" +",rest)[0], False) if not victim: return if victim == nick: pm(cli, nick, messages["no_bless_self"]) return victim = choose_target(nick, victim) if check_exchange(cli, nick, victim): return var.PRIESTS.add(nick) var.ROLES["blessed villager"].add(users._get(victim)) # FIXME pm(cli, nick, messages["blessed_success"].format(victim)) pm(cli, victim, messages["blessed_notify_target"]) debuglog("{0} ({1}) BLESS: {2} ({3})".format(nick, get_role(nick), victim, get_role(victim))) @cmd("consecrate", chan=False, pm=True, playing=True, silenced=True, phases=("day",), roles=("priest",)) def consecrate(cli, nick, chan, rest): """Consecrates a corpse, putting its spirit to rest and preventing other unpleasant things from happening.""" alive = list_players() victim = re.split(" +", rest)[0] if not victim: pm(cli, nick, messages["not_enough_parameters"]) return dead = [x.nick for x in var.ALL_PLAYERS if x.nick not in alive] deadl = [x.lower() for x in dead] tempvictim = complete_one_match(victim.lower(), deadl) if not tempvictim: pm(cli, nick, messages["consecrate_fail"].format(victim)) return victim = dead[deadl.index(tempvictim)] #convert back to normal casing # we have a target, so mark them as consecrated, right now all this does is silence a VG for a night # but other roles that do stuff after death or impact dead players should have functionality here as well # (for example, if there was a role that could raise corpses as undead somethings, this would prevent that from working) # regardless if this has any actual effect or not, it still removes the priest from being able to vote from src.roles import vengefulghost if users._get(victim) in vengefulghost.GHOSTS: var.SILENCED.add(victim) var.CONSECRATING.add(users._get(nick)) # FIXME pm(cli, nick, messages["consecrate_success"].format(victim)) debuglog("{0} ({1}) CONSECRATE: {2}".format(nick, get_role(nick), victim)) # consecrating can possibly cause game to end, so check for that chk_win() @cmd("observe", chan=False, pm=True, playing=True, silenced=True, phases=("night",), roles=("werecrow", "sorcerer")) def observe(cli, nick, chan, rest): """Observe a player to obtain various information.""" role = get_role(nick) victim = get_victim(cli, nick, re.split(" +",rest)[0], False) if not victim: return if victim == nick: if role == "werecrow": pm(cli, nick, messages["werecrow_no_observe_self"]) else: pm(cli, nick, messages["no_observe_self"]) return if nick in var.OBSERVED.keys(): if role == "werecrow": pm(cli, nick, messages["werecrow_already_observing"].format(var.OBSERVED[nick])) else: pm(cli, nick, messages["already_observed"]) return if in_wolflist(nick, victim): if role == "werecrow": pm(cli, nick, messages["werecrow_no_target_wolf"]) else: pm(cli, nick, messages["no_observe_wolf"]) return if is_safe(nick, victim): pm(cli, nick, messages["no_acting_on_succubus"].format("observe")) return victim = choose_target(nick, victim) if check_exchange(cli, nick, victim): return var.OBSERVED[nick] = victim if role == "werecrow": pm(cli, nick, messages["werecrow_observe_success"].format(victim)) relay_wolfchat_command(cli, nick, messages["wolfchat_observe"].format(nick, victim), ("werecrow",), is_wolf_command=True) elif role == "sorcerer": vrole = get_role(victim) if vrole == "amnesiac": from src.roles.amnesiac import ROLES vrole = ROLES[users._get(victim)] # FIXME if vrole in ("seer", "oracle", "augur", "sorcerer"): an = "n" if vrole.startswith(("a", "e", "i", "o", "u")) else "" pm(cli, nick, (messages["sorcerer_success"]).format(victim, an, vrole)) else: pm(cli, nick, messages["sorcerer_fail"].format(victim)) relay_wolfchat_command(cli, nick, messages["sorcerer_success_wolfchat"].format(nick, victim), ("sorcerer")) debuglog("{0} ({1}) OBSERVE: {2} ({3})".format(nick, role, victim, get_role(victim))) @cmd("pray", chan=False, pm=True, playing=True, silenced=True, phases=("night",), roles=("prophet",)) def pray(cli, nick, chan, rest): """Receive divine visions of who has a role.""" # this command may be used multiple times in the course of the night, however it only needs # to be used once to count towards ending night (additional uses don't count extra) if nick in var.PRAYED and var.PRAYED[nick][0] == 2: pm(cli, nick, messages["already_prayed"]) return elif nick not in var.PRAYED: # [number of times prayed tonight, current target, target role, {target: [roles]}] var.PRAYED[nick] = [0, None, None, defaultdict(set)] if var.PRAYED[nick][0] == 0: what = re.split(" +", rest)[0] if not what: pm(cli, nick, messages["not_enough_parameters"]) return # complete this as a match with other roles (so "cursed" can match "cursed villager" for instance) role = complete_one_match(what.lower(), var.ROLE_GUIDE.keys()) if role is None: if what.lower() in var.ROLE_ALIASES: role = var.ROLE_ALIASES[what.lower()] else: # typo, let them fix it pm(cli, nick, messages["specific_invalid_role"].format(what)) return # get a list of all roles actually in the game, including roles that amnesiacs will be turning into # (amnesiacs are special since they're also listed as amnesiac; that way a prophet can see both who the # amnesiacs themselves are as well as what they'll become) pl = list_players() from src.roles.amnesiac import ROLES valid_roles = {r for r, p in var.ROLES.items() if p} | {r for p, r in ROLES.items() if p.nick in pl} # FIXME if role in valid_roles: # this sees through amnesiac, so the amnesiac's final role counts as their role # also, if we're the only person with that role, say so and don't allow a second vision people = set(get_roles(role)) | {p.nick for p, r in ROLES.items() if p.nick in pl and r == role} # FIXME if len(people) == 1 and nick in people: pm(cli, nick, messages["vision_only_role_self"].format(role)) var.PRAYED[nick][0] = 2 debuglog("{0} ({1}) PRAY {2} - ONLY".format(nick, get_role(nick), role)) return # select someone with the role that we haven't looked at before for this particular role prevlist = (p for p, rl in var.PRAYED[nick][3].items() if role in rl) for p in prevlist: people.discard(p) if len(people) == 0 or (len(people) == 1 and nick in people): pm(cli, nick, messages["vision_no_more_role"].format(plural(role))) var.PRAYED[nick][0] = 2 debuglog("{0} ({1}) PRAY {2} - NO OTHER".format(nick, get_role(nick), role)) return target = random.choice(list(people)) var.PRAYED[nick][0] = 1 var.PRAYED[nick][1] = target var.PRAYED[nick][2] = role var.PRAYED[nick][3][target].add(role) half = random.sample(pl, math.ceil(len(pl) / 2)) if target not in half: half[0] = target random.shuffle(half) # if prophet never reveals, there is no point making them pray twice, # so just give them the player the first time around if len(half) > 1 and (var.PROPHET_REVEALED_CHANCE[0] > 0 or var.PROPHET_REVEALED_CHANCE[1] > 0): msg = messages["vision_players"].format(role) if len(half) > 2: msg += "{0}, and {1}.".format(", ".join(half[:-1]), half[-1]) else: msg += "{0} and {1}.".format(half[0], half[1]) pm(cli, nick, msg) debuglog("{0} ({1}) PRAY {2} ({3}) - HALF".format(nick, get_role(nick), role, target)) if random.random() < var.PROPHET_REVEALED_CHANCE[0]: pm(cli, target, messages["vision_prophet"].format(nick)) debuglog("{0} ({1}) PRAY REVEAL".format(nick, get_role(nick), role)) var.PRAYED[nick][0] = 2 else: # only one, go straight to second chance var.PRAYED[nick][0] = 2 pm(cli, nick, messages["vision_role"].format(target, role)) debuglog("{0} ({1}) PRAY {2} ({3}) - FULL".format(nick, get_role(nick), role, target)) if random.random() < var.PROPHET_REVEALED_CHANCE[1]: pm(cli, target, messages["vision_prophet"].format(nick)) debuglog("{0} ({1}) PRAY REVEAL".format(nick, get_role(nick))) else: # role is not in this game, this still counts as a successful activation of the power! pm(cli, nick, messages["vision_none"].format(plural(role))) debuglog("{0} ({1}) PRAY {2} - NONE".format(nick, get_role(nick), role)) var.PRAYED[nick][0] = 2 elif var.PRAYED[nick][1] is None: # the previous vision revealed the prophet, so they cannot receive any more visions tonight pm(cli, nick, messages["vision_recovering"]) return else: # continuing a praying session from this night to obtain more information, give them the actual person var.PRAYED[nick][0] = 2 target = var.PRAYED[nick][1] role = var.PRAYED[nick][2] pm(cli, nick, messages["vision_role"].format(target, role)) debuglog("{0} ({1}) PRAY {2} ({3}) - FULL".format(nick, get_role(nick), role, target)) if random.random() < var.PROPHET_REVEALED_CHANCE[1]: pm(cli, target, messages["vision_prophet"].format(nick)) debuglog("{0} ({1}) PRAY REVEAL".format(nick, get_role(nick))) @cmd("give", chan=False, pm=True, playing=True, silenced=True, phases=("day",), roles=("doctor",)) @cmd("immunize", "immunise", chan=False, pm=True, playing=True, silenced=True, phases=("day",), roles=("doctor",)) def immunize(cli, nick, chan, rest): """Immunize a player, preventing them from turning into a wolf.""" if nick not in var.DOCTORS: # something with amnesiac or clone or exchange totem var.DOCTORS[nick] = math.ceil(var.DOCTOR_IMMUNIZATION_MULTIPLIER * len(var.ALL_PLAYERS)) if not var.DOCTORS.get(nick): pm(cli, nick, messages["doctor_fail"]) return victim = get_victim(cli, nick, re.split(" +",rest)[0], False, True) if not victim: return victim = choose_target(nick, victim) if check_exchange(cli, nick, victim): return evt = Event("doctor_immunize", {"success": True, "message": "villager_immunized"}) if evt.dispatch(var, nick, victim): pm(cli, nick, messages["doctor_success"].format(victim)) lycan = False if victim in var.DISEASED: var.DISEASED.remove(victim) if victim in get_roles("lycan"): # FIXME lycan = True lycan_message = (messages["lycan_cured"]) if get_role(victim) == "lycan": change_role(users._get(victim), "lycan", "villager") # FIXME else: var.ROLES["lycan"].remove(users._get(victim)) # FIXME var.CURED_LYCANS.add(victim) else: lycan_message = messages[evt.data["message"]] pm(cli, victim, (messages["immunization_success"]).format(lycan_message)) if evt.data["success"]: var.IMMUNIZED.add(victim) var.DOCTORS[nick] -= 1 debuglog("{0} (doctor) IMMUNIZE: {1} ({2})".format(nick, victim, "lycan" if lycan else get_role(victim))) @cmd("bite", chan=False, pm=True, playing=True, silenced=True, phases=("night",), roles=("alpha wolf",)) def bite_cmd(cli, nick, chan, rest): """Bite a player, turning them into a wolf.""" if nick in var.ALPHA_WOLVES and nick not in var.BITE_PREFERENCES: pm(cli, nick, messages["alpha_already_bit"]) return if not var.ALPHA_ENABLED: pm(cli, nick, messages["alpha_no_bite"]) return victim = get_victim(cli, nick, re.split(" +",rest)[0], False, False) if not victim: pm(cli, nick, messages["bite_error"]) return if is_safe(nick, victim): pm(cli, nick, messages["no_acting_on_succubus"].format("bite")) return vrole = get_role(victim) actual = choose_target(nick, victim) if in_wolflist(nick, victim): pm(cli, nick, messages["alpha_no_bite_wolf"]) return if check_exchange(cli, nick, actual): return var.ALPHA_WOLVES.add(nick) var.BITE_PREFERENCES[nick] = actual pm(cli, nick, messages["alpha_bite_target"].format(victim)) relay_wolfchat_command(cli, nick, messages["alpha_bite_wolfchat"].format(nick, victim), ("alpha wolf",), is_wolf_command=True) debuglog("{0} ({1}) BITE: {2} ({3})".format(nick, get_role(nick), actual, get_role(actual))) @cmd("pass", chan=False, pm=True, playing=True, phases=("night",), roles=("turncoat", "warlock")) def pass_cmd(cli, nick, chan, rest): """Decline to use your special power for that night.""" nickrole = get_role(nick) # turncoats can change roles and pass even if silenced if nickrole != "turncoat" and nick in var.SILENCED: if chan == nick: pm(cli, nick, messages["silenced"]) else: cli.notice(nick, messages["silenced"]) return if nickrole == "turncoat": if var.TURNCOATS[nick][1] == var.NIGHT_COUNT: # theoretically passing would revert them to how they were before, but # we aren't tracking that, so just tell them to change it back themselves. pm(cli, nick, messages["turncoat_fail"]) return pm(cli, nick, messages["turncoat_pass"]) if var.TURNCOATS[nick][1] == var.NIGHT_COUNT - 1: # don't add to var.PASSED since we aren't counting them anyway for nightdone # let them still use !pass though to make them feel better or something return var.PASSED.add(nick) elif nickrole == "warlock": if nick in var.CURSED: pm(cli, nick, messages["already_cursed"]) return pm(cli, nick, messages["warlock_pass"]) relay_wolfchat_command(cli, nick, messages["warlock_pass_wolfchat"].format(nick), ("warlock",)) var.PASSED.add(nick) debuglog("{0} ({1}) PASS".format(nick, get_role(nick))) @cmd("side", chan=False, pm=True, playing=True, phases=("night",), roles=("turncoat",)) def change_sides(cli, nick, chan, rest, sendmsg=True): if var.TURNCOATS[nick][1] == var.NIGHT_COUNT - 1: pm(cli, nick, messages["turncoat_already_turned"]) return team = re.split(" +", rest)[0] team = complete_one_match(team, ("villagers", "wolves")) if not team: pm(cli, nick, messages["turncoat_error"]) return pm(cli, nick, messages["turncoat_success"].format(team)) var.TURNCOATS[nick] = (team, var.NIGHT_COUNT) debuglog("{0} ({1}) SIDE {2}".format(nick, get_role(nick), team)) @cmd("hex", chan=False, pm=True, playing=True, silenced=True, phases=("night",), roles=("hag",)) def hex_target(cli, nick, chan, rest): """Hex someone, preventing them from acting the next day and night.""" if nick in var.HEXED: pm(cli, nick, messages["already_hexed"]) return victim = get_victim(cli, nick, re.split(" +",rest)[0], False) if not victim: return if nick == victim: pm(cli, nick, messages["no_target_self"]) return if var.LASTHEXED.get(nick) == victim: pm(cli, nick, messages["no_multiple_hex"].format(victim)) return if is_safe(nick, victim): pm(cli, nick, messages["no_acting_on_succubus"].format("hex")) return victim = choose_target(nick, victim) if in_wolflist(nick, victim): pm(cli, nick, messages["no_hex_wolf"]) return if check_exchange(cli, nick, victim): return vrole = get_role(victim) var.HEXED.add(nick) var.LASTHEXED[nick] = victim wroles = var.WOLF_ROLES if not var.RESTRICT_WOLFCHAT & var.RW_TRAITOR_NON_WOLF: wroles = var.WOLF_ROLES | {"traitor"} if vrole not in wroles: var.TOBESILENCED.add(victim) pm(cli, nick, messages["hex_success"].format(victim)) relay_wolfchat_command(cli, nick, messages["hex_success_wolfchat"].format(nick, victim), ("hag",)) debuglog("{0} ({1}) HEX: {2} ({3})".format(nick, get_role(nick), victim, get_role(victim))) @cmd("curse", chan=False, pm=True, playing=True, silenced=True, phases=("night",), roles=("warlock",)) def curse(cli, nick, chan, rest): if nick in var.CURSED: # CONSIDER: this happens even if they choose to not curse, should maybe let them # pick again in that case instead of locking them into doing nothing. pm(cli, nick, messages["already_cursed"]) return victim = get_victim(cli, nick, re.split(" +",rest)[0], False) if not victim: return if is_safe(nick, victim): pm(cli, nick, messages["no_acting_on_succubus"].format("curse")) return # There may actually be valid strategy in cursing other wolfteam members, # but for now it is not allowed. If someone seems suspicious and shows as # villager across multiple nights, safes can use that as a tell that the # person is likely wolf-aligned. if victim in get_roles("cursed villager"): # FIXME pm(cli, nick, messages["target_already_cursed"].format(victim)) return if in_wolflist(nick, victim): pm(cli, nick, messages["no_curse_wolf"]) return victim = choose_target(nick, victim) if check_exchange(cli, nick, victim): return var.CURSED.add(nick) var.PASSED.discard(nick) vrole = get_role(victim) wroles = var.WOLF_ROLES if not var.RESTRICT_WOLFCHAT & var.RW_TRAITOR_NON_WOLF: wroles = var.WOLF_ROLES | {"traitor"} if vrole not in wroles: var.ROLES["cursed villager"].add(users._get(victim)) # FIXME pm(cli, nick, messages["curse_success"].format(victim)) relay_wolfchat_command(cli, nick, messages["curse_success_wolfchat"].format(nick, victim), ("warlock",)) debuglog("{0} ({1}) CURSE: {2} ({3})".format(nick, get_role(nick), victim, vrole)) @cmd("clone", chan=False, pm=True, playing=True, phases=("night",), roles=("clone",)) def clone(cli, nick, chan, rest): """Clone another player. You will turn into their role if they die.""" if not var.FIRST_NIGHT: return if nick in var.CLONED.keys(): pm(cli, nick, messages["already_cloned"]) return params = re.split(" +", rest) # allow for role-prefixed command such as !clone clone target # if we get !clone clone (with no 3rd arg), we give preference to prefixed version; # meaning if the person wants to clone someone named clone, they must type !clone clone clone # (or just !clone clon, !clone clo, etc. assuming thos would be unambiguous matches) if params[0] == "clone": if len(params) > 1: del params[0] else: pm(cli, nick, messages["clone_clone_clone"]) return # no var.SILENCED check for night 1 only roles; silence should only apply for the night after # but just in case, it also sucks if the one night you're allowed to act is when you are # silenced, so we ignore it here anyway. victim = get_victim(cli, nick, params[0], False) if not victim: return if nick == victim: pm(cli, nick, messages["no_target_self"]) return var.CLONED[nick] = victim pm(cli, nick, messages["clone_target_success"].format(victim)) debuglog("{0} ({1}) CLONE: {2} ({3})".format(nick, get_role(nick), victim, get_role(victim))) var.ROLE_COMMAND_EXCEPTIONS.add("clone") @event_listener("targeted_command", priority=9) def on_targeted_command(evt, var, name, actor, orig_target, tags): if evt.data["misdirection"]: evt.data["target"] = users._get(choose_target(actor.nick, evt.data["target"].nick)) # FIXME if evt.data["exchange"] and check_exchange(actor.client, actor.nick, evt.data["target"].nick): evt.stop_processing = True evt.prevent_default = True @hook("featurelist") # For multiple targets with PRIVMSG def getfeatures(cli, nick, *rest): for r in rest: if r.startswith("TARGMAX="): x = r[r.index("PRIVMSG:"):] if "," in x: l = x[x.index(":")+1:x.index(",")] else: l = x[x.index(":")+1:] l = l.strip() if not l or not l.isdigit(): continue else: var.MAX_PRIVMSG_TARGETS = int(l) continue if r.startswith("PREFIX="): prefs = r[7:] chp = [] nlp = [] finder = True for char in prefs: if char == "(": continue if char == ")": finder = False continue if finder: chp.append(char) else: nlp.append(char) allp = zip(chp, nlp) var.MODES_PREFIXES = {} for combo in allp: var.MODES_PREFIXES[combo[1]] = combo[0] # For some reason this needs to be backwards var.AUTO_TOGGLE_MODES = set(var.AUTO_TOGGLE_MODES) if var.AUTO_TOGGLE_MODES: # this is ugly, but I'm too lazy to fix it. it works, so that's fine tocheck = set(var.AUTO_TOGGLE_MODES) for mode in tocheck: if not mode in var.MODES_PREFIXES.keys() and not mode in var.MODES_PREFIXES.values(): var.AUTO_TOGGLE_MODES.remove(mode) continue if not mode in var.MODES_PREFIXES.values(): for chp in var.MODES_PREFIXES.keys(): if chp == mode: var.AUTO_TOGGLE_MODES.remove(chp) var.AUTO_TOGGLE_MODES.add(var.MODES_PREFIXES[mode]) if "v" in var.AUTO_TOGGLE_MODES: var.AUTO_TOGGLE_MODES.remove("v") if r.startswith("CHANMODES="): chans = r[10:].split(",") var.LISTMODES, var.MODES_ALLSET, var.MODES_ONLYSET, var.MODES_NOSET = chans if r.startswith("MODES="): try: var.MODELIMIT = int(r[6:]) except ValueError: pass if r.startswith("STATUSMSG="): var.STATUSMSG_PREFIXES = list(r.split("=")[1]) if r.startswith("CASEMAPPING="): var.CASEMAPPING = r.split("=")[1] if var.CASEMAPPING not in ("rfc1459", "strict-rfc1459", "ascii"): # This is very unlikely to happen, but just in case. errlog("Unsupported case mapping: {0!r}; falling back to rfc1459.".format(var.CASEMAPPING)) var.CASEMAPPING = "rfc1459" @command("", chan=False, pm=True) def relay(var, wrapper, message): """Wolfchat and Deadchat""" if message.startswith("\u0001PING"): wrapper.pm(message, notice=True) return if message == "\u0001VERSION\u0001": try: ans = subprocess.check_output(["git", "log", "-n", "1", "--pretty=format:%h"]) reply = "\u0001VERSION lykos {0}, Python {1} -- https://github.com/lykoss/lykos\u0001".format(str(ans.decode()), platform.python_version()) except (OSError, subprocess.CalledProcessError): reply = "\u0001VERSION lykos, Python {0} -- https://github.com/lykoss/lykos\u0001".format(platform.python_version()) wrapper.pm(reply, notice=True) return if message == "\u0001TIME\u0001": wrapper.pm("\u0001TIME {0}\u0001".format(time.strftime('%a, %d %b %Y %T %z', time.localtime())), notice=True) if var.PHASE not in var.GAME_PHASES: return pl = get_players() # FIXME: this IDLE_WARNED_PM handling looks incredibly wrong and should be fixed if wrapper.source in pl and wrapper.source.nick in getattr(var, "IDLE_WARNED_PM", ()): wrapper.pm(messages["privmsg_idle_warning"].format(channels.Main)) var.IDLE_WARNED_PM.add(wrapper.source) if message.startswith(botconfig.CMD_CHAR): return badguys = get_players(var.WOLFCHAT_ROLES) wolves = get_players(var.WOLF_ROLES) if wrapper.source not in pl and var.ENABLE_DEADCHAT and wrapper.source in var.DEADCHAT_PLAYERS: to_msg = var.DEADCHAT_PLAYERS - {wrapper.source} if to_msg or var.SPECTATING_DEADCHAT: if message.startswith("\u0001ACTION"): message = message[7:-1] for user in to_msg: user.queue_message("* \u0002{0}\u0002{1}".format(wrapper.source, message)) for user in var.SPECTATING_DEADCHAT: user.queue_message("* [deadchat] \u0002{0}\u0002{1}".format(wrapper.source, message)) else: for user in to_msg: user.queue_message("\u0002{0}\u0002 says: {1}".format(wrapper.source, message)) for user in var.SPECTATING_DEADCHAT: user.queue_message("[deadchat] \u0002{0}\u0002 says: {1}".format(wrapper.source, message)) user.send_messages() elif wrapper.source in badguys and len(badguys) > 1: # handle wolfchat toggles if not var.RESTRICT_WOLFCHAT & var.RW_TRAITOR_NON_WOLF: wolves.extend(var.ROLES["traitor"]) if var.PHASE == "night" and var.RESTRICT_WOLFCHAT & var.RW_DISABLE_NIGHT: return elif var.PHASE == "day" and var.RESTRICT_WOLFCHAT & var.RW_DISABLE_DAY: return elif wrapper.source not in wolves and var.RESTRICT_WOLFCHAT & var.RW_WOLVES_ONLY_CHAT: return elif wrapper.source not in wolves and var.RESTRICT_WOLFCHAT & var.RW_REM_NON_WOLVES: return badguys.remove(wrapper.source) to_msg = set(u.nick for u in badguys) # FIXME: replace mass_privmsg with something user-aware below if message.startswith("\u0001ACTION"): message = message[7:-1] mass_privmsg(wrapper.client, to_msg, "* \u0002{0}\u0002{1}".format(wrapper.source, message)) for player in var.SPECTATING_WOLFCHAT: player.queue_message("* [wolfchat] \u0002{0}\u0002{1}".format(wrapper.source, message)) if var.SPECTATING_WOLFCHAT: player.send_messages() else: mass_privmsg(wrapper.client, to_msg, "\u0002{0}\u0002 says: {1}".format(wrapper.source, message)) for player in var.SPECTATING_WOLFCHAT: player.queue_message("[wolfchat] \u0002{0}\u0002 says: {1}".format(wrapper.source, message)) if var.SPECTATING_WOLFCHAT: player.send_messages() @handle_error def transition_night(): if var.PHASE == "night": return var.PHASE = "night" var.GAMEPHASE = "night" var.NIGHT_START_TIME = datetime.now() var.NIGHT_COUNT += 1 var.FIRST_NIGHT = (var.NIGHT_COUNT == 1) event_begin = Event("transition_night_begin", {}) event_begin.dispatch(var) if var.DEVOICE_DURING_NIGHT: modes = [] for player in get_players(): if not player.is_fake: modes.append(("-v", player)) channels.Main.mode(*modes) for x, tmr in var.TIMERS.items(): # cancel daytime timer tmr[0].cancel() var.TIMERS = {} # Reset nighttime variables var.KILLER = "" # nickname of who chose the victim var.HEXED = set() # set of hags that have hexed var.CURSED = set() # set of warlocks that have cursed var.PASSED = set() var.OBSERVED = {} # those whom werecrows have observed var.TOBESILENCED = set() var.CONSECRATING.clear() for nick in var.PRAYED: var.PRAYED[nick][0] = 0 var.PRAYED[nick][1] = None var.PRAYED[nick][2] = None daydur_msg = "" if var.NIGHT_TIMEDELTA or var.START_WITH_DAY: # transition from day td = var.NIGHT_START_TIME - var.DAY_START_TIME var.DAY_START_TIME = None var.DAY_TIMEDELTA += td min, sec = td.seconds // 60, td.seconds % 60 daydur_msg = messages["day_lasted"].format(min,sec) var.NIGHT_ID = time.time() if var.NIGHT_TIME_LIMIT > 0: t = threading.Timer(var.NIGHT_TIME_LIMIT, transition_day, [var.NIGHT_ID]) var.TIMERS["night"] = (t, var.NIGHT_ID, var.NIGHT_TIME_LIMIT) t.daemon = True t.start() if var.NIGHT_TIME_WARN > 0: t2 = threading.Timer(var.NIGHT_TIME_WARN, night_warn, [var.NIGHT_ID]) var.TIMERS["night_warn"] = (t2, var.NIGHT_ID, var.NIGHT_TIME_WARN) t2.daemon = True t2.start() if var.FIRST_NIGHT and chk_win(end_game=False): # prevent game from ending as soon as it begins (useful for the random game mode) start(channels.Main.client, users.Bot.nick, channels.Main.name, restart=var.CURRENT_GAMEMODE.name) return # game ended from bitten / amnesiac turning, narcolepsy totem expiring, or other weirdness if chk_win(): return # send PMs ps = get_players() for pht in get_all_players(("prophet",)): chance1 = math.floor(var.PROPHET_REVEALED_CHANCE[0] * 100) chance2 = math.floor(var.PROPHET_REVEALED_CHANCE[1] * 100) an1 = "n" if chance1 >= 80 and chance1 < 90 else "" an2 = "n" if chance2 >= 80 and chance2 < 90 else "" if pht.prefers_simple(): pht.send(messages["prophet_simple"]) else: if chance1 > 0: pht.send(messages["prophet_notify_both"].format(an1, chance1, an2, chance2)) elif chance2 > 0: pht.send(messages["prophet_notify_second"].format(an2, chance2)) else: pht.send(messages["prophet_notify_none"]) for drunk in get_all_players(("village drunk",)): if drunk.prefers_simple(): drunk.send(messages["drunk_simple"]) else: drunk.send(messages["drunk_notification"]) for doctor in get_all_players(("doctor",)): if doctor.nick in var.DOCTORS and var.DOCTORS[doctor.nick] > 0: # has immunizations remaining pl = ps[:] random.shuffle(pl) if doctor.prefers_simple(): doctor.send(messages["doctor_simple"]) else: doctor.send(messages["doctor_notify"]) doctor.send(messages["doctor_immunizations"].format(var.DOCTORS[doctor.nick], 's' if var.DOCTORS[doctor.nick] > 1 else '')) for fool in get_all_players(("fool",)): if fool.prefers_simple(): fool.send(messages["fool_simple"]) else: fool.send(messages["fool_notify"]) for jester in get_all_players(("jester",)): if jester.prefers_simple(): jester.send(messages["jester_simple"]) else: jester.send(messages["jester_notify"]) for monster in get_all_players(("monster",)): if monster.prefers_simple(): monster.send(messages["monster_simple"]) else: monster.send(messages["monster_notify"]) for demoniac in get_all_players(("demoniac",)): if demoniac.prefers_simple(): demoniac.send(messages["demoniac_simple"]) else: demoniac.send(messages["demoniac_notify"]) for lycan in get_all_players(("lycan",)): if lycan.prefers_simple(): lycan.send(messages["lycan_simple"]) else: lycan.send(messages["lycan_notify"]) for turncoat in get_all_players(("turncoat",)): # they start out as unsided, but can change n1 if turncoat.nick not in var.TURNCOATS: var.TURNCOATS[turncoat.nick] = ("none", -1) if turncoat.prefers_simple(): turncoat.send(messages["turncoat_simple"].format(var.TURNCOATS[turncoat.nick][0])) else: message = messages["turncoat_notify"] if var.TURNCOATS[turncoat.nick][0] != "none": message += messages["turncoat_current_team"].format(var.TURNCOATS[turncoat.nick][0]) else: message += messages["turncoat_no_team"] turncoat.send(message) for priest in get_all_players(("priest",)): if priest.prefers_simple(): priest.send(messages["priest_simple"]) else: priest.send(messages["priest_notify"]) if var.FIRST_NIGHT or var.ALWAYS_PM_ROLE: for clone in get_all_players(("clone",)): pl = ps[:] random.shuffle(pl) pl.remove(clone) if clone.prefers_simple(): clone.send(messages["clone_simple"]) else: clone.send(messages["clone_notify"]) clone.send(messages["players_list"].format(", ".join(p.nick for p in pl))) for minion in get_all_players(("minion",)): wolves = get_players(var.WOLF_ROLES) random.shuffle(wolves) if minion.prefers_simple(): minion.send(messages["minion_simple"]) else: minion.send(messages["minion_notify"]) minion.send(messages["wolves_list"].format(", ".join(p.nick for p in wolves))) for g in var.GUNNERS: if g not in ps: continue elif not var.GUNNERS[g]: continue elif var.GUNNERS[g] == 0: continue role = "gunner" if g in get_all_players(("sharpshooter",)): role = "sharpshooter" if g.prefers_simple(): gun_msg = messages["gunner_simple"].format(role, str(var.GUNNERS[g]), "s" if var.GUNNERS[g] > 1 else "") else: if role == "gunner": gun_msg = messages["gunner_notify"].format(role, botconfig.CMD_CHAR, str(var.GUNNERS[g]), "s" if var.GUNNERS[g] > 1 else "") elif role == "sharpshooter": gun_msg = messages["sharpshooter_notify"].format(role, botconfig.CMD_CHAR, str(var.GUNNERS[g]), "s" if var.GUNNERS[g] > 1 else "") g.send(gun_msg) event_end = Event("transition_night_end", {}) event_end.dispatch(var) dmsg = (daydur_msg + messages["night_begin"]) if not var.FIRST_NIGHT: dmsg = (dmsg + messages["first_night_begin"]) channels.Main.send(dmsg) debuglog("BEGIN NIGHT") # If there are no nightroles that can act, immediately turn it to daytime chk_nightdone() def cgamemode(arg): if var.ORIGINAL_SETTINGS: # needs reset reset_settings() modeargs = arg.split("=", 1) modeargs = [a.strip() for a in modeargs] if modeargs[0] in var.GAME_MODES.keys(): md = modeargs.pop(0) try: if md == "default" and len(var.ALL_PLAYERS) <= 9 and random.random() < var.VILLAGERGAME_CHANCE: md = "villagergame" gm = var.GAME_MODES[md][0](*modeargs) gm.startup() for attr in dir(gm): val = getattr(gm, attr) if (hasattr(var, attr) and not callable(val) and not attr.startswith("_")): var.ORIGINAL_SETTINGS[attr] = getattr(var, attr) setattr(var, attr, val) var.CURRENT_GAMEMODE = gm return True except InvalidModeException as e: channels.Main.send("Invalid mode: "+str(e)) return False else: cli.msg(chan, messages["game_mode_not_found"].format(modeargs[0])) @handle_error def expire_start_votes(cli, chan): # Should never happen as the timer is removed on game start, but just to be safe if var.PHASE != 'join': return with var.WARNING_LOCK: var.START_VOTES.clear() cli.msg(chan, messages["start_expired"]) @cmd("start", phases=("none", "join")) def start_cmd(cli, nick, chan, rest): """Starts a game of Werewolf.""" start(cli, nick, chan) def start(cli, nick, chan, forced = False, restart = ""): if (not forced and var.LAST_START and nick in var.LAST_START and var.LAST_START[nick][0] + timedelta(seconds=var.START_RATE_LIMIT) > datetime.now() and not restart): var.LAST_START[nick][1] += 1 cli.notice(nick, messages["command_ratelimited"]) return if restart: var.RESTART_TRIES += 1 if var.RESTART_TRIES > 3: stop_game(var, abort=True) return if not restart: var.LAST_START[nick] = [datetime.now(), 1] if chan != botconfig.CHANNEL: return villagers = list_players() vils = set(get_players()) pl = villagers[:] if not restart: if var.PHASE == "none": cli.notice(nick, messages["no_game_running"].format(botconfig.CMD_CHAR)) return if var.PHASE != "join": cli.notice(nick, messages["werewolf_already_running"]) return if nick not in villagers and nick != chan and not forced: return now = datetime.now() var.GAME_START_TIME = now # Only used for the idler checker dur = int((var.CAN_START_TIME - now).total_seconds()) if dur > 0 and not forced: plural = "" if dur == 1 else "s" cli.msg(chan, messages["please_wait"].format(dur, plural)) return if len(villagers) < var.MIN_PLAYERS: cli.msg(chan, messages["not_enough_players"].format(nick, var.MIN_PLAYERS)) return if len(villagers) > var.MAX_PLAYERS: cli.msg(chan, messages["max_players"].format(nick, var.MAX_PLAYERS)) return with var.WARNING_LOCK: user = users._get(nick) # FIXME if not forced and user in var.START_VOTES: user.send(messages["start_already_voted"], notice=True) return start_votes_required = min(math.ceil(len(villagers) * var.START_VOTES_SCALE), var.START_VOTES_MAX) if not forced and len(var.START_VOTES) < start_votes_required: # If there's only one more vote required, start the game immediately. # Checked here to make sure that a player that has already voted can't # vote again for the final start. if len(var.START_VOTES) < start_votes_required - 1: var.START_VOTES.add(user) msg = messages["start_voted"] remaining_votes = start_votes_required - len(var.START_VOTES) if remaining_votes == 1: cli.msg(chan, msg.format(nick, remaining_votes, 'vote')) else: cli.msg(chan, msg.format(nick, remaining_votes, 'votes')) # If this was the first vote if len(var.START_VOTES) == 1: t = threading.Timer(60, expire_start_votes, (cli, chan)) var.TIMERS["start_votes"] = (t, time.time(), 60) t.daemon = True t.start() return if not var.FGAMED: votes = {} #key = gamemode, not hostmask for gamemode in var.GAMEMODE_VOTES.values(): if len(villagers) >= var.GAME_MODES[gamemode][1] and len(villagers) <= var.GAME_MODES[gamemode][2]: votes[gamemode] = votes.get(gamemode, 0) + 1 voted = [gamemode for gamemode in votes if votes[gamemode] == max(votes.values()) and votes[gamemode] >= len(villagers)/2] if len(voted): cgamemode(random.choice(voted)) else: possiblegamemodes = [] for gamemode in var.GAME_MODES.keys() - var.DISABLED_GAMEMODES: if len(villagers) >= var.GAME_MODES[gamemode][1] and len(villagers) <= var.GAME_MODES[gamemode][2] and var.GAME_MODES[gamemode][3] > 0: possiblegamemodes += [gamemode]*(var.GAME_MODES[gamemode][3]+votes.get(gamemode, 0)*15) cgamemode(random.choice(possiblegamemodes)) else: cgamemode(restart) var.GAME_ID = time.time() # restart reaper timer addroles = {} event = Event("role_attribution", {"addroles": addroles}) if event.dispatch(var, chk_win_conditions, villagers): addroles = event.data["addroles"] for index in range(len(var.ROLE_INDEX) - 1, -1, -1): if var.ROLE_INDEX[index] <= len(villagers): for role, num in var.ROLE_GUIDE.items(): # allow event to override some roles addroles[role] = max(addroles.get(role, num[index]), len(var.FORCE_ROLES.get(role, ()))) break else: cli.msg(chan, messages["no_settings_defined"].format(nick, len(villagers))) return if sum([addroles[r] for r in addroles if r not in var.TEMPLATE_RESTRICTIONS]) > len(villagers): channels.Main.send(messages["too_many_roles"]) return possible_rolesets = [] roleset_roles = defaultdict(int) for rs, amt in var.ROLE_SETS: toadd = random.sample(list(rs.elements()), amt) for r in toadd: addroles[r] += 1 roleset_roles[r] += 1 add_rolesets = [] temp_rolesets = [] for c in itertools.combinations(rs.elements(), amt): add_rolesets.append(Counter(c)) for pr in possible_rolesets: for ar in add_rolesets: temp = Counter(pr) temp.update(ar) temp_rolesets.append(temp) possible_rolesets = temp_rolesets if not possible_rolesets: # if there are no randomized roles, ensure that we have 1 element # to account for the only possibility (all role counts known) possible_rolesets.append(Counter()) if var.ORIGINAL_SETTINGS and not restart: # Custom settings need_reset = True wvs = sum(addroles[r] for r in var.WOLFCHAT_ROLES) if len(villagers) < (sum(addroles.values()) - sum(addroles[r] for r in var.TEMPLATE_RESTRICTIONS.keys())): cli.msg(chan, messages["too_few_players_custom"]) elif not wvs and var.CURRENT_GAMEMODE.name != "villagergame": cli.msg(chan, messages["need_one_wolf"]) elif wvs > (len(villagers) / 2): cli.msg(chan, messages["too_many_wolves"]) elif set(addroles) != set(var.ROLE_GUIDE): cli.msg(chan, messages["error_role_players_count"]) else: need_reset = False if need_reset: reset_settings() cli.msg(chan, messages["default_reset"].format(botconfig.CMD_CHAR)) var.PHASE = "join" return if var.ADMIN_TO_PING is not None and not restart: for decor in (COMMANDS["join"] + COMMANDS["start"]): decor(_command_disabled) var.ROLES.clear() var.ROLES[var.DEFAULT_ROLE] = UserSet() var.MAIN_ROLES.clear() var.GUNNERS.clear() var.OBSERVED = {} var.CLONED = {} var.LASTHEXED = {} var.SILENCED = set() var.TOBESILENCED = set() var.JESTERS = set() var.NIGHT_COUNT = 0 var.DAY_COUNT = 0 var.DISEASED_WOLVES = False var.TRAITOR_TURNED = False var.FINAL_ROLES = {} var.LYCANTHROPES = set() var.LUCKY = set() var.DISEASED = set() var.MISDIRECTED = set() var.EXCHANGED = set() var.HEXED = set() var.ABSTAINED = False var.DOCTORS = {} var.IMMUNIZED = set() var.CURED_LYCANS = set() var.ALPHA_WOLVES = set() var.ALPHA_ENABLED = False var.BITE_PREFERENCES = {} var.BITTEN_ROLES = {} var.LYCAN_ROLES = {} var.ACTIVE_PROTECTIONS = defaultdict(list) var.TURNCOATS = {} var.EXCHANGED_ROLES = [] var.EXTRA_WOLVES = 0 var.PRIESTS = set() var.CONSECRATING.clear() var.DYING.clear() var.PRAYED = {} var.DEADCHAT_PLAYERS.clear() var.SPECTATING_WOLFCHAT.clear() var.SPECTATING_DEADCHAT.clear() for role, ps in var.FORCE_ROLES.items(): if role not in var.TEMPLATE_RESTRICTIONS.keys(): vils.difference_update(ps) for role, count in addroles.items(): if role in var.TEMPLATE_RESTRICTIONS.keys(): var.ROLES[role] = [None] * count continue # We deal with those later, see below to_add = set() if role in var.FORCE_ROLES: # Templates are handled later if role in var.TEMPLATE_RESTRICTIONS: continue if len(var.FORCE_ROLES[role]) > count: channels.Main.send(messages["error_frole_too_many"].format(role)) return for user in var.FORCE_ROLES[role]: # If multiple main roles were forced, only first one is put in MAIN_ROLES if not user in var.MAIN_ROLES: var.MAIN_ROLES[user] = role var.ORIGINAL_MAIN_ROLES[user] = role to_add.add(user) count -= 1 selected = random.sample(vils, count) for x in selected: var.MAIN_ROLES[x] = role var.ORIGINAL_MAIN_ROLES[x] = role vils.remove(x) var.ROLES[role] = UserSet(selected) var.ROLES[role].update(to_add) fixed_count = count - roleset_roles[role] if fixed_count > 0: for pr in possible_rolesets: pr[role] += fixed_count var.ROLES[var.DEFAULT_ROLE].update(vils) for x in vils: var.MAIN_ROLES[x] = var.DEFAULT_ROLE var.ORIGINAL_MAIN_ROLES[x] = var.DEFAULT_ROLE if vils: for pr in possible_rolesets: pr[var.DEFAULT_ROLE] += len(vils) # Collapse possible_rolesets into var.ROLE_STATS # which is a FrozenSet[FrozenSet[Tuple[str, int]]] possible_rolesets_set = set() for pr in possible_rolesets: possible_rolesets_set.add(frozenset(pr.items())) var.ROLE_STATS = frozenset(possible_rolesets_set) # Now for the templates for template, restrictions in var.TEMPLATE_RESTRICTIONS.items(): templ_count = len(var.ROLES[template]) var.ROLES[template] = UserSet() if template in var.FORCE_ROLES: ps = var.FORCE_ROLES[template] var.ROLES[template].update(ps) templ_count -= len(ps) # sharpshooter gets applied specially # Don't do anything further if this template was forced on enough players already if template == "sharpshooter" or templ_count <= 0: continue possible = pl[:] for cannotbe in list_players(restrictions): if cannotbe in possible: possible.remove(cannotbe) if len(possible) < templ_count: cli.msg(chan, messages["not_enough_targets"].format(template)) if var.ORIGINAL_SETTINGS: var.ROLES.clear() var.ROLES["person"] = UserSet(var.ALL_PLAYERS) reset_settings() cli.msg(chan, messages["default_reset"].format(botconfig.CMD_CHAR)) var.PHASE = "join" return else: cli.msg(chan, messages["role_skipped"]) continue var.ROLES[template].update([users._get(x) for x in random.sample(possible, templ_count)]) # FIXME # Handle gunner cannot_be_sharpshooter = get_players(var.TEMPLATE_RESTRICTIONS["sharpshooter"]) + list(var.FORCE_ROLES["gunner"]) gunner_list = set(var.ROLES["gunner"]) # make a copy since we mutate var.ROLES["gunner"] num_sharpshooters = 0 for gunner in gunner_list: if gunner in var.ROLES["village drunk"]: var.GUNNERS[gunner] = (var.DRUNK_SHOTS_MULTIPLIER * math.ceil(var.SHOTS_MULTIPLIER * len(pl))) elif num_sharpshooters < addroles["sharpshooter"] and gunner not in cannot_be_sharpshooter and random.random() <= var.SHARPSHOOTER_CHANCE: var.GUNNERS[gunner] = math.ceil(var.SHARPSHOOTER_MULTIPLIER * len(pl)) var.ROLES["gunner"].remove(gunner) var.ROLES["sharpshooter"].add(gunner) num_sharpshooters += 1 else: var.GUNNERS[gunner] = math.ceil(var.SHOTS_MULTIPLIER * len(pl)) with var.WARNING_LOCK: # cancel timers for name in ("join", "join_pinger", "start_votes"): if name in var.TIMERS: var.TIMERS[name][0].cancel() del var.TIMERS[name] var.LAST_STATS = None var.LAST_TIME = None var.LAST_VOTES = None event = Event("role_assignment", {}) event.dispatch(var, var.CURRENT_GAMEMODE.name, get_players()) if not restart: gamemode = var.CURRENT_GAMEMODE.name if gamemode == "villagergame": gamemode = "default" # Alert the players to option changes they may not be aware of options = [] if var.ORIGINAL_SETTINGS.get("ROLE_REVEAL") is not None: if var.ROLE_REVEAL == "on": options.append("role reveal") elif var.ROLE_REVEAL == "team": options.append("team reveal") elif var.ROLE_REVEAL == "off": options.append("no role reveal") if var.ORIGINAL_SETTINGS.get("STATS_TYPE") is not None: if var.STATS_TYPE == "disabled": options.append("no stats") else: options.append("{0} stats".format(var.STATS_TYPE)) if var.ORIGINAL_SETTINGS.get("ABSTAIN_ENABLED") is not None or var.ORIGINAL_SETTINGS.get("LIMIT_ABSTAIN") is not None: if var.ABSTAIN_ENABLED and var.LIMIT_ABSTAIN: options.append("restricted abstaining") elif var.ABSTAIN_ENABLED: options.append("unrestricted abstaining") else: options.append("no abstaining") if len(options) > 2: options = " with {0}, and {1}".format(", ".join(options[:-1]), options[-1]) elif len(options) == 2: options = " with {0} and {1}".format(options[0], options[1]) elif len(options) == 1: options = " with {0}".format(options[0]) else: options = "" cli.msg(chan, messages["welcome"].format(", ".join(pl), gamemode, options)) cli.mode(chan, "+m") var.ORIGINAL_ROLES.clear() for role, players in var.ROLES.items(): var.ORIGINAL_ROLES[role] = players.copy() # Handle doctor for doctor in var.ROLES["doctor"]: var.DOCTORS[doctor.nick] = math.ceil(var.DOCTOR_IMMUNIZATION_MULTIPLIER * len(pl)) # FIXME var.DAY_TIMEDELTA = timedelta(0) var.NIGHT_TIMEDELTA = timedelta(0) var.DAY_START_TIME = datetime.now() var.NIGHT_START_TIME = datetime.now() var.LAST_PING = None var.PLAYERS = {plr:dict(var.USERS[plr]) for plr in pl if plr in var.USERS} debuglog("ROLES:", " | ".join("{0}: {1}".format(role, ", ".join(p.nick for p in players)) for role, players in sorted(var.ROLES.items()) if players and role not in var.TEMPLATE_RESTRICTIONS.keys())) templates = " | ".join("{0}: {1}".format(tmplt, ", ".join(p.nick for p in players)) for tmplt, players in sorted(var.ROLES.items()) if players and tmplt in var.TEMPLATE_RESTRICTIONS.keys()) if not templates: templates = "None" debuglog("TEMPLATES:", templates) if restart: var.PHASE = None # allow transition_* to run properly if game was restarted on first night var.FIRST_NIGHT = True if not var.START_WITH_DAY: var.GAMEPHASE = "night" transition_night() else: var.FIRST_DAY = True var.GAMEPHASE = "day" transition_day() decrement_stasis() if not botconfig.DEBUG_MODE or not var.DISABLE_DEBUG_MODE_REAPER: # DEATH TO IDLERS! reapertimer = threading.Thread(None, reaper, args=(cli,var.GAME_ID)) reapertimer.daemon = True reapertimer.start() @hook("error") def on_error(cli, pfx, msg): if var.RESTARTING or msg.endswith("(Excess Flood)"): _restart_program() elif msg.startswith("Closing Link:"): raise SystemExit @cmd("template", "ftemplate", flag="F", pm=True) def ftemplate(cli, nick, chan, rest): params = re.split(" +", rest) if params[0] == "": # display a list of all templates tpls = db.get_templates() if not tpls: reply(cli, nick, chan, messages["no_templates"]) else: tpls = ["{0} (+{1})".format(name, "".join(sorted(flags))) for name, flags in tpls] reply(cli, nick, chan, break_long_message(tpls, ", ")) elif len(params) == 1: reply(cli, nick, chan, messages["not_enough_parameters"]) else: name = params[0].upper() flags = params[1] tid, cur_flags = db.get_template(name) cur_flags = set(cur_flags) if flags[0] != "+" and flags[0] != "-": # flags is a template name tpl_name = flags.upper() tpl_id, tpl_flags = db.get_template(tpl_name) if tpl_id is None: reply(cli, nick, chan, messages["template_not_found"].format(tpl_name)) return tpl_flags = "".join(sorted(tpl_flags)) db.update_template(name, tpl_flags) reply(cli, nick, chan, messages["template_set"].format(name, tpl_flags)) else: adding = True for flag in flags: if flag == "+": adding = True continue elif flag == "-": adding = False continue elif flag == "*": if adding: cur_flags = cur_flags | (var.ALL_FLAGS - {"F"}) else: cur_flags = set() continue elif flag not in var.ALL_FLAGS: reply(cli, nick, chan, messages["invalid_flag"].format(flag, "".join(sorted(var.ALL_FLAGS)))) return elif adding: cur_flags.add(flag) else: cur_flags.discard(flag) if cur_flags: tpl_flags = "".join(sorted(cur_flags)) db.update_template(name, tpl_flags) reply(cli, nick, chan, messages["template_set"].format(name, tpl_flags)) elif tid is None: reply(cli, nick, chan, messages["template_not_found"].format(name)) else: db.delete_template(name) reply(cli, nick, chan, messages["template_deleted"].format(name)) # re-init var.FLAGS and var.FLAGS_ACCS since they may have changed db.init_vars() @cmd("fflags", flag="F", pm=True) def fflags(cli, nick, chan, rest): params = re.split(" +", rest) if params[0] == "": # display a list of all access parts = [] for acc, flags in var.FLAGS_ACCS.items(): if not flags: continue if var.ACCOUNTS_ONLY: parts.append("{0} (+{1})".format(acc, "".join(sorted(flags)))) else: parts.append("{0} (Account) (+{1})".format(acc, "".join(sorted(flags)))) for hm, flags in var.FLAGS.items(): if not flags: continue if var.DISABLE_ACCOUNTS: parts.append("{0} (+{1})".format(hm, "".join(sorted(flags)))) else: parts.append("{0} (Host) (+{1})".format(hm, "".join(sorted(flags)))) if not parts: reply(cli, nick, chan, messages["no_access"]) else: reply(cli, nick, chan, break_long_message(parts, ", ")) elif len(params) == 1: # display access for the given user acc, hm = parse_warning_target(params[0], lower=True) if acc is not None and acc != "*": if not var.FLAGS_ACCS[acc]: msg = messages["no_access_account"].format(acc) else: msg = messages["access_account"].format(acc, "".join(sorted(var.FLAGS_ACCS[acc]))) elif hm is not None: if not var.FLAGS[hm]: msg = messages["no_access_host"].format(hm) else: msg = messages["access_host"].format(hm, "".join(sorted(var.FLAGS[hm]))) reply(cli, nick, chan, msg) else: acc, hm = parse_warning_target(params[0]) flags = params[1] lhm = hm.lower() if hm else hm cur_flags = set(var.FLAGS_ACCS[irc_lower(acc)] + var.FLAGS[lhm]) if flags[0] != "+" and flags[0] != "-": # flags is a template name tpl_name = flags.upper() tpl_id, tpl_flags = db.get_template(tpl_name) if tpl_id is None: reply(cli, nick, chan, messages["template_not_found"].format(tpl_name)) return tpl_flags = "".join(sorted(tpl_flags)) db.set_access(acc, hm, tid=tpl_id) if acc is not None and acc != "*": reply(cli, nick, chan, messages["access_set_account"].format(acc, tpl_flags)) else: reply(cli, nick, chan, messages["access_set_host"].format(hm, tpl_flags)) else: adding = True for flag in flags: if flag == "+": adding = True continue elif flag == "-": adding = False continue elif flag == "*": if adding: cur_flags = cur_flags | (var.ALL_FLAGS - {"F"}) else: cur_flags = set() continue elif flag not in var.ALL_FLAGS: reply(cli, nick, chan, messages["invalid_flag"].format(flag, "".join(sorted(var.ALL_FLAGS)))) return elif adding: cur_flags.add(flag) else: cur_flags.discard(flag) if cur_flags: flags = "".join(sorted(cur_flags)) db.set_access(acc, hm, flags=flags) if acc is not None: reply(cli, nick, chan, messages["access_set_account"].format(acc, flags)) else: reply(cli, nick, chan, messages["access_set_host"].format(hm, flags)) else: db.set_access(acc, hm, flags=None) if acc is not None and acc != "*": reply(cli, nick, chan, messages["access_deleted_account"].format(acc)) else: reply(cli, nick, chan, messages["access_deleted_host"].format(hm)) # re-init var.FLAGS and var.FLAGS_ACCS since they may have changed db.init_vars() @cmd("wait", "w", playing=True, phases=("join",)) def wait(cli, nick, chan, rest): """Increases the wait time until !start can be used.""" pl = list_players() if chan != botconfig.CHANNEL: return with var.WAIT_TB_LOCK: wait_check_time = time.time() var.WAIT_TB_TOKENS += (wait_check_time - var.WAIT_TB_LAST) / var.WAIT_TB_DELAY var.WAIT_TB_LAST = wait_check_time var.WAIT_TB_TOKENS = min(var.WAIT_TB_TOKENS, var.WAIT_TB_BURST) now = datetime.now() if ((var.LAST_WAIT and nick in var.LAST_WAIT and var.LAST_WAIT[nick] + timedelta(seconds=var.WAIT_RATE_LIMIT) > now) or var.WAIT_TB_TOKENS < 1): cli.notice(nick, messages["command_ratelimited"]) return var.LAST_WAIT[nick] = now var.WAIT_TB_TOKENS -= 1 if now > var.CAN_START_TIME: var.CAN_START_TIME = now + timedelta(seconds=var.EXTRA_WAIT) else: var.CAN_START_TIME += timedelta(seconds=var.EXTRA_WAIT) cli.msg(chan, messages["wait_time_increase"].format(nick, var.EXTRA_WAIT)) @cmd("fwait", flag="w", phases=("join",)) def fwait(cli, nick, chan, rest): """Forces an increase (or decrease) in wait time. Can be used with a number of seconds to wait.""" pl = list_players() rest = re.split(" +", rest.strip(), 1)[0] if rest and (rest.isdigit() or (rest[0] == "-" and rest[1:].isdigit())): extra = int(rest) else: extra = var.EXTRA_WAIT now = datetime.now() extra = max(-900, min(900, extra)) if now > var.CAN_START_TIME: var.CAN_START_TIME = now + timedelta(seconds=extra) else: var.CAN_START_TIME += timedelta(seconds=extra) if extra >= 0: cli.msg(chan, messages["forced_wait_time_increase"].format(nick, abs(extra), "s" if extra != 1 else "")) else: cli.msg(chan, messages["forced_wait_time_decrease"].format(nick, abs(extra), "s" if extra != -1 else "")) @cmd("fstop", flag="S", phases=("join", "day", "night")) def reset_game(cli, nick, chan, rest): """Forces the game to stop.""" if nick == "": cli.msg(botconfig.CHANNEL, messages["error_stop"]) else: cli.msg(botconfig.CHANNEL, messages["fstop_success"].format(nick)) if var.PHASE != "join": stop_game(var, log=False) else: pl = [p for p in list_players() if not is_fake_nick(p)] reset_modes_timers(var) reset() cli.msg(botconfig.CHANNEL, "PING! {0}".format(" ".join(pl))) @cmd("rules", pm=True) def show_rules(cli, nick, chan, rest): """Displays the rules.""" if hasattr(botconfig, "RULES"): rules = botconfig.RULES # Backwards-compatibility pattern = re.compile(r"^\S+ channel rules: ") if pattern.search(rules): rules = pattern.sub("", rules) reply(cli, nick, chan, messages["channel_rules"].format(botconfig.CHANNEL, rules)) else: reply(cli, nick, chan, messages["no_channel_rules"].format(botconfig.CHANNEL)) @cmd("help", raw_nick=True, pm=True) def get_help(cli, rnick, chan, rest): """Gets help.""" nick, _, ident, host = parse_nick(rnick) fns = [] rest = rest.strip().replace(botconfig.CMD_CHAR, "", 1).lower() splitted = re.split(" +", rest, 1) cname = splitted.pop(0) rest = splitted[0] if splitted else "" if cname: if cname in COMMANDS.keys(): got = False for fn in COMMANDS[cname]: if fn.__doc__: got = True if callable(fn.__doc__): msg = botconfig.CMD_CHAR+cname+": "+fn.__doc__(rest) else: msg = botconfig.CMD_CHAR+cname+": "+fn.__doc__ reply(cli, nick, chan, msg, private=True) else: got = False continue else: if got: return reply(cli, nick, chan, messages["documentation_unavailable"], private=True) else: reply(cli, nick, chan, messages["command_not_found"], private=True) return # if command was not found, or if no command was given: for name, fn in COMMANDS.items(): if (name and not fn[0].flag and not fn[0].owner_only and name not in fn[0].aliases and fn[0].chan): fns.append("{0}{1}{0}".format("\u0002", name)) afns = [] if is_admin(nick, ident, host): for name, fn in COMMANDS.items(): if fn[0].flag and name not in fn[0].aliases: afns.append("{0}{1}{0}".format("\u0002", name)) fns.sort() # Output commands in alphabetical order reply(cli, nick, chan, messages["commands_list"].format(break_long_message(fns, ", ")), private=True) if afns: afns.sort() reply(cli, nick, chan, messages["admin_commands_list"].format(break_long_message(afns, ", ")), private=True) def get_wiki_page(URI): try: response = urllib.request.urlopen(URI, timeout=2).read().decode("utf-8", errors="replace") except (urllib.error.URLError, socket.timeout): return False, messages["wiki_request_timed_out"] if not response: return False, messages["wiki_open_failure"] parsed = json.loads(response) if not parsed: return False, messages["wiki_open_failure"] return True, parsed @cmd("wiki", pm=True) def wiki(cli, nick, chan, rest): """Prints information on roles from the wiki.""" # no arguments, just print a link to the wiki if not rest: reply(cli, nick, chan, "https://werewolf.chat") return rest = rest.replace(" ", "_").lower() # Get suggestions, for autocompletion URI = "https://werewolf.chat/w/api.php?action=opensearch&format=json&search={0}".format(rest) success, suggestionjson = get_wiki_page(URI) if not success: reply(cli, nick, chan, suggestionjson, private=True) return # Parse suggested pages, take the first result try: suggestion = suggestionjson[1][0].replace(" ", "_") except IndexError: reply(cli, nick, chan, messages["wiki_no_info"], private=True) return # Fetch a page from the api, in json format URI = "https://werewolf.chat/w/api.php?action=query&prop=extracts&exintro=true&explaintext=true&titles={0}&format=json".format(suggestion) success, pagejson = get_wiki_page(URI) if not success: reply(cli, nick, chan, pagejson, private=True) return try: page = pagejson["query"]["pages"].popitem()[1]["extract"] except (KeyError, IndexError): reply(cli, nick, chan, messages["wiki_no_info"], private=True) return # We only want the first paragraph if page.find("\n") >= 0: page = page[:page.find("\n")] wikilink = "https://werewolf.chat/{0}".format(suggestion.capitalize()) if nick == chan: pm(cli, nick, wikilink) pm(cli, nick, break_long_message(page.split())) else: cli.msg(chan, wikilink) cli.notice(nick, break_long_message(page.split())) @hook("invite") def on_invite(cli, raw_nick, something, chan): if chan == botconfig.CHANNEL: cli.join(chan) return # No questions (nick, _, ident, host) = parse_nick(raw_nick) if is_admin(nick, ident, host): cli.join(chan) # Allows the bot to be present in any channel debuglog(nick, "INVITE", chan, display=True) @cmd("admins", "ops", pm=True) def show_admins(cli, nick, chan, rest): """Pings the admins that are available.""" admins = [] pl = list_players() if (chan != nick and var.LAST_ADMINS and var.LAST_ADMINS + timedelta(seconds=var.ADMINS_RATE_LIMIT) > datetime.now()): cli.notice(nick, messages["command_ratelimited"]) return if chan != nick or (var.PHASE in var.GAME_PHASES or nick in pl): var.LAST_ADMINS = datetime.now() if var.ADMIN_PINGING: return var.ADMIN_PINGING = True def admin_whoreply(event, var, chan, user): if not var.ADMIN_PINGING or chan is not channels.Main: return if is_admin(user.nick): # FIXME: Using the old interface for now; user.is_admin() is better if user is not users.Bot and not event.params.away: admins.append(user.nick) # FIXME def admin_endwho(event, var, target): if not var.ADMIN_PINGING or target is not channels.Main: return admins.sort(key=str.lower) msg = messages["available_admins"] + ", ".join(admins) reply(cli, nick, chan, msg) var.ADMIN_PINGING = False events.remove_listener("who_result", admin_whoreply) events.remove_listener("who_end", admin_endwho) events.add_listener("who_result", admin_whoreply) events.add_listener("who_end", admin_endwho) channels.Main.who() @command("coin", pm=True) def coin(var, wrapper, message): """It's a bad idea to base any decisions on this command.""" wrapper.send(messages["coin_toss"].format(wrapper.source)) rnd = random.random() # 59/29/12 split, 59+29=88 if rnd < 0.59: coin = messages["coin_choices"][0] elif rnd < 0.88: coin = messages["coin_choices"][1] else: coin = messages["coin_choices"][2] wrapper.send(messages["coin_land"].format(coin)) @command("pony", "horse", pm=True) def pony(var, wrapper, message): """Toss a magical pony into the air and see what happens!""" wrapper.send(messages["pony_toss"].format(wrapper.source)) # 59/29/7/5 split rnd = random.random() if rnd < 0.59: pony = messages["pony_choices"][0] elif rnd < 0.88: pony = messages["pony_choices"][1] elif rnd < 0.95: pony = messages["pony_choices"][2].format(nick=wrapper.source) else: wrapper.send(messages["pony_fly"]) return wrapper.send(messages["pony_land"].format(pony)) @command("cat", pm=True) def cat(var, wrapper, message): """Toss a cat into the air and see what happens!""" wrapper.send(messages["cat_toss"].format(wrapper.source), messages["cat_land"], sep="\n") @cmd("time", pm=True, phases=("join", "day", "night")) def timeleft(cli, nick, chan, rest): """Returns the time left until the next day/night transition.""" if (chan != nick and var.LAST_TIME and var.LAST_TIME + timedelta(seconds=var.TIME_RATE_LIMIT) > datetime.now()): cli.notice(nick, messages["command_ratelimited"]) return if chan != nick: var.LAST_TIME = datetime.now() if var.PHASE == "join": dur = int((var.CAN_START_TIME - datetime.now()).total_seconds()) msg = None if dur > 1: msg = messages["start_timer_plural"].format(dur) elif dur == 1: msg = messages["start_timer_singular"] if msg is not None: reply(cli, nick, chan, msg) if var.PHASE in var.TIMERS: if var.PHASE == "day": what = "sunset" elif var.PHASE == "night": what = "sunrise" elif var.PHASE == "join": what = "the game is canceled if it's not started" remaining = int((var.TIMERS[var.PHASE][1] + var.TIMERS[var.PHASE][2]) - time.time()) msg = "There is \u0002{0[0]:0>2}:{0[1]:0>2}\u0002 remaining until {1}.".format(divmod(remaining, 60), what) else: msg = messages["timers_disabled"].format(var.PHASE.capitalize()) reply(cli, nick, chan, msg) @cmd("roles", pm=True) def listroles(cli, nick, chan, rest): """Displays which roles are enabled at a certain number of players.""" old = defaultdict(int) msg = [] index = 0 lpl = len(list_players()) + len(var.DEAD) roleindex = var.ROLE_INDEX roleguide = var.ROLE_GUIDE gamemode = var.CURRENT_GAMEMODE.name if gamemode == "villagergame": gamemode = "default" roleindex = var.CURRENT_GAMEMODE.fake_index roleguide = var.CURRENT_GAMEMODE.fake_guide rest = re.split(" +", rest.strip(), 1) #message if this game mode has been disabled if (not rest[0] or rest[0].isdigit()) and not hasattr(var.CURRENT_GAMEMODE, "ROLE_GUIDE"): msg.append("{0}: There {1} \u0002{2}\u0002 playing. {3}roles is disabled for the {4} game mode.".format(nick, "is" if lpl == 1 else "are", lpl, botconfig.CMD_CHAR, gamemode)) rest = [] roleindex = {} #prepend player count if called without any arguments elif not rest[0] and lpl > 0: msg.append("{0}: There {1} \u0002{2}\u0002 playing.".format(nick, "is" if lpl == 1 else "are", lpl)) if var.PHASE in var.GAME_PHASES: msg.append("Using the {0} game mode.".format(gamemode)) rest = [str(lpl)] #read game mode to get roles for elif rest[0] and not rest[0].isdigit(): gamemode = rest[0] validgamemodes = var.GAME_MODES.keys() - {"roles", "villagergame"} - var.DISABLED_GAMEMODES if gamemode not in validgamemodes: matches = complete_match(rest[0], validgamemodes) if len(matches) > 1: reply(cli, nick, chan, nick + ": " + messages["ambiguous_mode"].format(rest[0], ", ".join(matches))) return if len(matches) == 0: reply(cli, nick, chan, nick + ": " + messages["invalid_mode"].format(rest[0])) return gamemode = matches[0] if hasattr(var.GAME_MODES[gamemode][0](), "ROLE_GUIDE"): mode = var.GAME_MODES[gamemode][0]() if hasattr(mode, "ROLE_INDEX") and hasattr(mode, "ROLE_GUIDE"): roleindex = mode.ROLE_INDEX roleguide = mode.ROLE_GUIDE elif gamemode == "default" and "ROLE_INDEX" in var.ORIGINAL_SETTINGS and "ROLE_GUIDE" in var.ORIGINAL_SETTINGS: roleindex = var.ORIGINAL_SETTINGS["ROLE_INDEX"] roleguide = var.ORIGINAL_SETTINGS["ROLE_GUIDE"] rest.pop(0) else: msg.append("{0}: {1}roles is disabled for the {2} game mode.".format(nick, botconfig.CMD_CHAR, gamemode)) rest = [] roleindex = {} #number of players to print the game mode for if rest and rest[0].isdigit(): index = int(rest[0]) for i in range(len(roleindex)-1, -1, -1): if roleindex[i] <= index: index = roleindex[i] break #special ordering roleguide = [(role, roleguide[role]) for role in role_order()] for i, num in enumerate(roleindex): #getting the roles at a specific player count if index: if num < index: continue if num > index: break msg.append("{0}[{1}]{0}".format("\u0002" if num <= lpl else "", str(num))) roles = [] for role, amount in roleguide: direction = 1 if amount[i] > old[role] else -1 for j in range(old[role], amount[i], direction): temp = "{0}{1}".format("-" if direction == -1 else "", role) if direction == 1 and j+1 > 1: temp += "({0})".format(j+1) elif j > 1: temp += "({0})".format(j) roles.append(temp) old[role] = amount[i] msg.append(", ".join(roles)) if not msg: msg = ["No roles are defined for {0}p games.".format(index)] reply(cli, nick, chan, " ".join(msg)) @command("myrole", pm=True, phases=("day", "night")) def myrole(var, wrapper, message): # FIXME: Need to fix !swap once this gets converted """Reminds you of your current role.""" ps = get_participants() if wrapper.source not in ps: return role = get_main_role(wrapper.source) if role in var.HIDDEN_VILLAGERS: role = "villager" elif role in var.HIDDEN_ROLES: role = var.DEFAULT_ROLE evt = Event("myrole", {"role": role, "messages": []}) if not evt.dispatch(var, wrapper.source): return role = evt.data["role"] an = "n" if role.startswith(("a", "e", "i", "o", "u")) else "" wrapper.pm(messages["show_role"].format(an, role)) for msg in evt.data["messages"]: wrapper.pm(msg) # Remind clone who they have cloned if role == "clone" and wrapper.source.nick in var.CLONED: wrapper.pm(messages["clone_target"].format(var.CLONED[wrapper.source.nick])) # Give minion the wolf list they would have recieved night one if role == "minion": wolves = [] for wolfrole in var.WOLF_ROLES: for player in var.ORIGINAL_ROLES[wolfrole]: wolves.append(player.nick) wrapper.pm(messages["original_wolves"] + ", ".join(wolves)) # Remind turncoats of their side if role == "turncoat": wrapper.pm(messages["turncoat_side"].format(var.TURNCOATS.get(wrapper.source.nick, "none")[0])) # Check for gun/bullets if wrapper.source not in var.ROLES["amnesiac"] and wrapper.source in var.GUNNERS and var.GUNNERS[wrapper.source]: role = "gunner" if wrapper.source in var.ROLES["sharpshooter"]: role = "sharpshooter" wrapper.pm(messages["gunner_simple"].format(role, var.GUNNERS[wrapper.source], "" if var.GUNNERS[wrapper.source] == 1 else "s")) # Remind prophet of their role, in sleepy mode only where it is hacked into a template instead of a role if "prophet" in var.TEMPLATE_RESTRICTIONS and wrapper.source in var.ROLES["prophet"]: wrapper.pm(messages["prophet_simple"]) @command("aftergame", "faftergame", flag="D", pm=True) def aftergame(var, wrapper, message): """Schedule a command to be run after the current game.""" if not message.strip(): wrapper.pm(messages["incorrect_syntax"]) return args = re.split(" +", message) before, prefix, after = args.pop(0).lower().partition(botconfig.CMD_CHAR) if not prefix: # the prefix was not in the string cmd = before elif after and not before: # message was prefixed cmd = after else: # some weird thing, e.g. "fsay!" or even "fs!ay"; we don't care about that return if cmd in COMMANDS: def do_action(): for fn in COMMANDS[cmd]: fn.aftergame = True fn.caller(wrapper.source.client, wrapper.source.rawnick, channels.Main.name if fn.chan else users.Bot.nick, " ".join(args)) fn.aftergame = False else: wrapper.pm(messages["command_not_found"]) return if var.PHASE == "none": do_action() return channels.Main.send(messages["command_scheduled"].format(" ".join([cmd] + args), wrapper.source)) var.AFTER_FLASTGAME = do_action def _command_disabled(var, wrapper, message): wrapper.send(messages["command_disabled_admin"]) def _command_disabled_oldapi(cli, nick, chan, rest): # FIXME: kill this off when the old @cmd API is completely killed off reply(cli, nick, chan, messages["command_disabled_admin"]) @command("lastgame", "flastgame", flag="D", pm=True) def flastgame(var, wrapper, message): """Disables starting or joining a game, and optionally schedules a command to run after the current game ends.""" for cmdcls in (COMMANDS["join"] + COMMANDS["start"]): if isinstance(cmdcls, command): cmdcls.func = _command_disabled else: # FIXME: kill this off when the old @cmd API is completely killed off cmdcls.func = _command_disabled_oldapi channels.Main.send(messages["disable_new_games"].format(wrapper.source)) var.ADMIN_TO_PING = wrapper.source if message.strip(): aftergame.func(var, wrapper, message) @cmd("gamestats", "gstats", pm=True) def game_stats(cli, nick, chan, rest): """Gets the game stats for a given game size or lists game totals for all game sizes if no game size is given.""" if (chan != nick and var.LAST_GSTATS and var.GSTATS_RATE_LIMIT and var.LAST_GSTATS + timedelta(seconds=var.GSTATS_RATE_LIMIT) > datetime.now()): cli.notice(nick, messages["command_ratelimited"]) return if chan != nick: var.LAST_GSTATS = datetime.now() if var.PHASE not in ("none", "join") and chan == botconfig.CHANNEL: cli.notice(nick, messages["stats_wait_for_game_end"]) return gamemode = "all" gamesize = None rest = rest.split() # Check for gamemode if len(rest) and not rest[0].isdigit(): gamemode = rest[0] if gamemode != "all" and gamemode not in var.GAME_MODES.keys(): matches = complete_match(gamemode, var.GAME_MODES.keys()) if len(matches) == 1: gamemode = matches[0] if not matches: cli.notice(nick, messages["invalid_mode"].format(rest[0])) return if len(matches) > 1: cli.notice(nick, messages["ambiguous_mode"].format(rest[0], ", ".join(matches))) return rest.pop(0) # Check for invalid input if len(rest) and rest[0].isdigit(): gamesize = int(rest[0]) if gamemode != "all" and (gamesize > var.GAME_MODES[gamemode][2] or gamesize < var.GAME_MODES[gamemode][1]): cli.notice(nick, messages["integer_range"].format(var.GAME_MODES[gamemode][1], var.GAME_MODES[gamemode][2])) return # List all games sizes and totals if no size is given if not gamesize: reply(cli, nick, chan, db.get_game_totals(gamemode)) else: # Attempt to find game stats for the given game size reply(cli, nick, chan, db.get_game_stats(gamemode, gamesize)) @cmd("playerstats", "pstats", "player", "p", pm=True) # XXX: mystats (just after this) needs updating along this one def player_stats(cli, nick, chan, rest): """Gets the stats for the given player and role or a list of role totals if no role is given.""" if (chan != nick and var.LAST_PSTATS and var.PSTATS_RATE_LIMIT and var.LAST_PSTATS + timedelta(seconds=var.PSTATS_RATE_LIMIT) > datetime.now()): cli.notice(nick, messages["command_ratelimited"]) return if chan != nick and chan == botconfig.CHANNEL and var.PHASE not in ("none", "join"): cli.notice(nick, messages["no_command_in_channel"]) return if chan != nick: var.LAST_PSTATS = datetime.now() params = rest.split() # Check if we have enough parameters if params: user = params[0] else: user = nick # Find the player's account if possible luser = user.lower() lusers = {k.lower(): v for k, v in var.USERS.items()} if luser in lusers: acc = irc_lower(lusers[luser]["account"]) hostmask = luser + "!" + irc_lower(lusers[luser]["ident"]) + "@" + lusers[luser]["host"].lower() if acc == "*" and var.ACCOUNTS_ONLY: if luser == nick.lower(): cli.notice(nick, messages["not_logged_in"]) else: cli.notice(nick, messages["account_not_logged_in"].format(user)) return elif "@" in user: acc = None hml, hmr = user.split("@", 1) hostmask = irc_lower(hml) + "@" + hmr.lower() luser = hostmask else: acc = irc_lower(user) hostmask = None # List the player's total games for all roles if no role is given if len(params) < 2: reply(cli, nick, chan, db.get_player_totals(acc, hostmask), private=True) else: role = " ".join(params[1:]) if role not in var.ROLE_GUIDE.keys(): special_keys = {"lover"} evt = Event("get_role_metadata", {}) evt.dispatch(var, "special_keys") special_keys = functools.reduce(lambda x, y: x | y, evt.data.values(), special_keys) if role.lower() in var.ROLE_ALIASES: matches = (var.ROLE_ALIASES[role.lower()],) else: matches = complete_match(role, var.ROLE_GUIDE.keys() | special_keys) if not matches: reply(cli, nick, chan, messages["no_such_role"].format(role)) return if len(matches) > 1: reply(cli, nick, chan, messages["ambiguous_role"].format(", ".join(matches))) return role = matches[0] # Attempt to find the player's stats reply(cli, nick, chan, db.get_player_stats(acc, hostmask, role)) @cmd("mystats", "m", pm=True) def my_stats(cli, nick, chan, rest): """Get your own stats.""" rest = rest.split() player_stats.func(cli, nick, chan, " ".join([nick] + rest)) # Called from !game and !join, used to vote for a game mode def vote_gamemode(var, wrapper, gamemode, doreply): if var.FGAMED: if doreply: wrapper.pm(messages["admin_forced_game"]) return if gamemode not in var.GAME_MODES.keys(): matches = complete_match(gamemode, var.GAME_MODES.keys() - {"roles", "villagergame"} - var.DISABLED_GAMEMODES) if not matches: if doreply: wrapper.pm(messages["invalid_mode"].format(gamemode)) return if len(matches) > 1: if doreply: wrapper.pm(messages["ambiguous_mode"].format(gamemode, ", ".join(matches))) return if len(matches) == 1: gamemode = matches[0] if gamemode != "roles" and gamemode != "villagergame" and gamemode not in var.DISABLED_GAMEMODES: if var.GAMEMODE_VOTES.get(wrapper.source.nick) == gamemode: wrapper.pm(messages["already_voted_game"].format(gamemode)) else: var.GAMEMODE_VOTES[wrapper.source.nick] = gamemode wrapper.send(messages["vote_game_mode"].format(wrapper.source.nick, gamemode)) else: if doreply: wrapper.pm(messages["vote_game_fail"]) @command("game", playing=True, phases=("join",)) def game(var, wrapper, message): """Vote for a game mode to be picked.""" if message: vote_gamemode(var, wrapper, message.lower().split()[0], doreply=True) else: gamemodes = ", ".join("\u0002{0}\u0002".format(gamemode) if len(list_players()) in range(var.GAME_MODES[gamemode][1], var.GAME_MODES[gamemode][2]+1) else gamemode for gamemode in var.GAME_MODES.keys() if gamemode != "roles" and gamemode != "villagergame" and gamemode not in var.DISABLED_GAMEMODES) wrapper.pm(messages["no_mode_specified"] + gamemodes) return @command("games", "modes", pm=True) def show_modes(var, wrapper, message): """Show the available game modes.""" modes = "\u0002, \u0002".join(sorted(var.GAME_MODES.keys() - {"roles", "villagergame"} - var.DISABLED_GAMEMODES)) wrapper.pm("{0}{1}\u0002".format(messages["available_modes"], modes)) def game_help(args=""): return (messages["available_mode_setters_help"] + ", ".join("\u0002{0}\u0002".format(gamemode) if len(list_players()) in range(var.GAME_MODES[gamemode][1], var.GAME_MODES[gamemode][2]+1) else gamemode for gamemode in var.GAME_MODES.keys() if gamemode != "roles" and gamemode not in var.DISABLED_GAMEMODES)) game.__doc__ = game_help @cmd("vote", "v", pm=True, phases=("join", "day")) def vote(cli, nick, chan, rest): """Vote for a game mode if no game is running, or for a player to be lynched.""" if rest: if var.PHASE == "join" and chan != nick: return game.caller(cli, nick, chan, rest) else: return lynch.caller(cli, nick, chan, rest) else: return show_votes.caller(cli, nick, chan, rest) def _call_command(wrapper, command, no_out=False): """ Executes a system command. If `no_out` is True, the command's output will not be sent to IRC, unless the exit code is non-zero. """ child = subprocess.Popen(command.split(), stdout=subprocess.PIPE, stderr=subprocess.PIPE) (out, err) = child.communicate() ret = child.returncode if not (no_out and ret == 0): for line in (out + err).splitlines(): wrapper.pm(line.decode("utf-8")) if ret != 0: if ret < 0: cause = "signal" ret *= -1 else: cause = "status" wrapper.pm(messages["process_exited"].format(command, cause, ret)) return (ret, out) def _git_pull(wrapper): (ret, _) = _call_command(wrapper, "git fetch") if ret != 0: return False (ret, out) = _call_command(wrapper, "git status -b --porcelain", no_out=True) if ret != 0: return False if not re.search(rb"behind \d+", out.splitlines()[0]): # Already up-to-date wrapper.pm(messages["already_up_to_date"]) return False (ret, _) = _call_command(wrapper, "git rebase --stat --preserve-merges") return (ret == 0) @command("pull", "fpull", flag="D", pm=True) def fpull(var, wrapper, message): """Pulls from the repository to update the bot.""" _git_pull(wrapper) @command("update", flag="D", pm=True) def update(var, wrapper, message): """Pulls from the repository and restarts the bot to update it.""" force = (message.strip() == "-force") if var.PHASE in var.GAME_PHASES: if var.PHASE == "join" or force: stop_game(var, log=False) else: wrapper.pm(messages["stop_bot_ingame_safeguard"].format( what="restart", cmd="update", prefix=botconfig.CMD_CHAR), private=True) return if update.aftergame: # Display "Scheduled restart" instead of "Forced restart" when called with !faftergame restart_program.aftergame = True ret = _git_pull(wrapper) if ret: restart_program.func(var, wrapper, "Updating bot") @command("fsend", flag="F", pm=True) def fsend(var, wrapper, message): """Forcibly send raw IRC commands to the server.""" wrapper.source.client.send(message) def _say(wrapper, rest, cmd, action=False): rest = rest.split(" ", 1) if len(rest) < 2: wrapper.pm(messages["fsend_usage"].format(botconfig.CMD_CHAR, cmd)) return target, message = rest if target.startswith(tuple(hooks.Features["CHANTYPES"])): targ = channels.get(target, allow_none=True) else: targ = users._get(target, allow_multiple=True) # FIXME if len(targ) == 1: targ = targ[0] else: targ = None if targ is None: targ = IRCContext(target, wrapper.source.client) if not wrapper.source.is_admin(): if targ is not channels.Main: wrapper.pm(messages["invalid_fsend_permissions"]) return if action: message = "\u0001ACTION {0}\u0001".format(message) targ.send(message, privmsg=True) @command("fsay", flag="s", pm=True) def fsay(var, wrapper, message): """Talk through the bot as a normal message.""" _say(wrapper, message, "say") @command("fdo", "fme", flag="s", pm=True) def fdo(var, wrapper, message): """Act through the bot as an action.""" _say(wrapper, message, "act", action=True) def can_run_restricted_cmd(user): # if allowed in normal games, restrict it so that it can only be used by dead players and # non-players (don't allow active vengeful ghosts either). # also don't allow in-channel (e.g. make it pm only) if botconfig.DEBUG_MODE: return True pl = get_participants() if user in pl: return False if not var.DISABLE_ACCOUNTS and user.account in {player.account for player in pl}: return False if user.userhost in {player.userhost for player in pl}: return False return True def spectate_chat(var, wrapper, message, *, is_fspectate): if not can_run_restricted_cmd(wrapper.source): wrapper.pm(messages["fspectate_restricted"]) return params = message.split(" ") on = "on" if not len(params): wrapper.pm(messages["fspectate_help"]) return elif len(params) > 1: on = params[1].lower() what = params[0].lower() allowed = ("wolfchat", "deadchat") if is_fspectate else ("wolfchat",) if what not in allowed or on not in ("on", "off"): wrapper.pm(messages["fspectate_help" if is_fspectate else "spectate_help"]) return if on == "off": if what == "wolfchat": var.SPECTATING_WOLFCHAT.discard(wrapper.source) else: var.SPECTATING_DEADCHAT.discard(wrapper.source) wrapper.pm(messages["fspectate_off"].format(what)) else: players = [] if what == "wolfchat": already_spectating = wrapper.source in var.SPECTATING_WOLFCHAT var.SPECTATING_WOLFCHAT.add(wrapper.source) players = [p for p in get_players() if in_wolflist(p.nick, p.nick)] if not is_fspectate and not already_spectating and var.SPECTATE_NOTICE: spectator = wrapper.source.nick if var.SPECTATE_NOTICE_USER else "Someone" for player in players: player.queue_message(messages["fspectate_notice"].format(spectator, what)) if players: player.send_messages() elif var.ENABLE_DEADCHAT: if wrapper.source in var.DEADCHAT_PLAYERS: wrapper.pm(messages["fspectate_in_deadchat"]) return var.SPECTATING_DEADCHAT.add(wrapper.source) players = var.DEADCHAT_PLAYERS else: wrapper.pm(messages["fspectate_deadchat_disabled"]) return wrapper.pm(messages["fspectate_on"].format(what)) wrapper.pm("People in {0}: {1}".format(what, ", ".join([player.nick for player in players]))) @command("spectate", flag="p", pm=True, phases=("day", "night")) def spectate(var, wrapper, message): """Spectate wolfchat or deadchat.""" spectate_chat(var, wrapper, message, is_fspectate=False) @command("fspectate", flag="F", pm=True, phases=("day", "night")) def fspectate(var, wrapper, message): """Spectate wolfchat or deadchat.""" spectate_chat(var, wrapper, message, is_fspectate=True) @command("revealroles", flag="a", pm=True, phases=("day", "night")) def revealroles(var, wrapper, message): """Reveal role information.""" if not can_run_restricted_cmd(wrapper.source): wrapper.pm(messages["temp_invalid_perms"]) return output = [] for role in role_order(): if var.ROLES.get(role): # make a copy since this list is modified users = list(var.ROLES[role]) out = [] # go through each nickname, adding extra info if necessary for user in users: special_case = [] if role == "clone" and user.nick in var.CLONED: special_case.append("cloning {0}".format(var.CLONED[user.nick])) # print how many bullets normal gunners have elif (role == "gunner" or role == "sharpshooter") and user in var.GUNNERS: special_case.append("{0} bullet{1}".format(var.GUNNERS[user], "" if var.GUNNERS[user] == 1 else "s")) elif role == "turncoat" and user.nick in var.TURNCOATS: special_case.append("currently with \u0002{0}\u0002".format(var.TURNCOATS[user.nick][0]) if var.TURNCOATS[user.nick][0] != "none" else "not currently on any side") evt = Event("revealroles_role", {"special_case": special_case}) evt.dispatch(var, user, role) special_case = evt.data["special_case"] if not evt.prevent_default and user not in var.ORIGINAL_ROLES[role] and role not in var.TEMPLATE_RESTRICTIONS: for old_role in role_order(): # order doesn't matter here, but oh well if user in var.ORIGINAL_ROLES[old_role] and user not in var.ROLES[old_role]: special_case.append("was {0}".format(old_role)) break if special_case: out.append("".join((user.nick, " (", ", ".join(special_case), ")"))) else: out.append(user.nick) output.append("\u0002{0}\u0002: {1}".format(role, ", ".join(out))) #show who got immunized if var.IMMUNIZED: output.append("\u0002immunized\u0002: {0}".format(", ".join(var.IMMUNIZED))) evt = Event("revealroles", {"output": output}) evt.dispatch(var, wrapper) if botconfig.DEBUG_MODE: wrapper.send(*output, sep=" | ") else: wrapper.pm(*output, sep=" | ") @command("fgame", flag="g", phases=("join",)) def fgame(var, wrapper, message): """Force a certain game mode to be picked. Disable voting for game modes upon use.""" if message: gamemode = message.strip().lower() parts = gamemode.replace("=", " ", 1).split(None, 1) if len(parts) > 1: gamemode, modeargs = parts else: gamemode = parts[0] modeargs = None if gamemode not in var.GAME_MODES.keys() - var.DISABLED_GAMEMODES: gamemode = gamemode.split()[0] gamemode = complete_one_match(gamemode, var.GAME_MODES.keys() - var.DISABLED_GAMEMODES) if not gamemode: wrapper.pm(messages["invalid_mode"].format(message.split()[0])) return parts[0] = gamemode if cgamemode("=".join(parts)): channels.Main.send(messages["fgame_success"].format(wrapper.source)) var.FGAMED = True else: wrapper.pm(fgame.__doc__()) @command("frole", flag="d", phases=("join",)) def frole(var, wrapper, message): """Force a player into a certain role.""" pl = get_players() parts = message.strip().lower().replace("=", " ").split(",") for part in parts: try: (name, role) = part.strip().split(" ", 1) except ValueError: wrapper.send(messages["frole_incorrect"].format(botconfig.CMD_CHAR, part)) return user, _ = users.complete_match(name, pl) role = role.replace("_", " ") if role in var.ROLE_ALIASES: role = var.ROLE_ALIASES[role] if user is None or role not in var.ROLE_GUIDE or role == var.DEFAULT_ROLE: wrapper.send(messages["frole_incorrect"].format(botconfig.CMD_CHAR, part)) return var.FORCE_ROLES[role].add(user) wrapper.send(messages["operation_successful"]) def fgame_help(args=""): args = args.strip() if not args: return messages["available_mode_setters"] + ", ".join(var.GAME_MODES.keys() - var.DISABLED_GAMEMODES) elif args in var.GAME_MODES.keys() and args not in var.DISABLED_GAMEMODES: return var.GAME_MODES[args][0].__doc__ or messages["setter_no_doc"].format(args) else: return messages["setter_not_found"].format(args) fgame.__doc__ = fgame_help if botconfig.DEBUG_MODE: @command("eval", owner_only=True, pm=True) def pyeval(var, wrapper, message): """Evaluate a Python expression.""" try: wrapper.send(str(eval(message))[:500]) except Exception as e: wrapper.send("{e.__class__.__name__}: {e}".format(e=e)) @command("exec", owner_only=True, pm=True) def py(var, wrapper, message): """Execute arbitrary Python code.""" try: exec(message) except Exception as e: wrapper.send("{e.__class__.__name__}: {e}".format(e=e)) # DO NOT MAKE THIS A PMCOMMAND ALSO @cmd("force", flag="d") def force(cli, nick, chan, rest): """Force a certain player to use a specific command.""" rst = re.split(" +",rest) if len(rst) < 2: cli.msg(chan, messages["incorrect_syntax"]) return who = rst.pop(0).strip() if not who or who == users.Bot.nick: cli.msg(chan, messages["invalid_target"]) return if who == "*": who = list_players() else: if not is_fake_nick(who): ul = list(var.USERS.keys()) # ark ull = [u.lower() for u in ul] if who.lower() not in ull: cli.msg(chan, messages["invalid_target"]) return else: who = [ul[ull.index(who.lower())]] else: who = [who] comm = rst.pop(0).lower().replace(botconfig.CMD_CHAR, "", 1) if comm in COMMANDS and not COMMANDS[comm][0].owner_only: for fn in COMMANDS[comm]: if fn.owner_only: continue if fn.flag and users.exists(nick) and not is_admin(nick): # Not a full admin cli.notice(nick, messages["admin_only_force"]) continue for user in who: if fn.chan: fn.caller(cli, user, chan, " ".join(rst)) else: fn.caller(cli, user, users.Bot.nick, " ".join(rst)) cli.msg(chan, messages["operation_successful"]) else: cli.msg(chan, messages["command_not_found"]) @cmd("rforce", flag="d") def rforce(cli, nick, chan, rest): """Force all players of a given role to perform a certain action.""" rst = re.split(" +",rest) if len(rst) < 2: cli.msg(chan, messages["incorrect_syntax"]) return who = rst.pop(0).strip().lower() who = who.replace("_", " ") if who == "*": # wildcard match tgt = get_players() elif (who not in var.ROLES or not var.ROLES[who]) and (who != "gunner" or var.PHASE in ("none", "join")): cli.msg(chan, nick+": invalid role") return elif who == "gunner": tgt = set(var.GUNNERS) else: tgt = set(var.ROLES[who]) comm = rst.pop(0).lower().replace(botconfig.CMD_CHAR, "", 1) if comm in COMMANDS and not COMMANDS[comm][0].owner_only: for fn in COMMANDS[comm]: if fn.owner_only: continue if fn.flag and users.exists(nick) and not is_admin(nick): # Not a full admin cli.notice(nick, messages["admin_only_force"]) continue for user in tgt: # FIXME: old command API if fn.chan: fn.caller(cli, user.nick, chan, " ".join(rst)) else: fn.caller(cli, user.nick, users.Bot.nick, " ".join(rst)) cli.msg(chan, messages["operation_successful"]) else: cli.msg(chan, messages["command_not_found"]) # vim: set sw=4 expandtab: