need to propagate rolemap/mainroles into subcalls so that checking win conds in role attribution (e.g. for random/mael) won't spuriously break
202 lines
7.7 KiB
Python
202 lines
7.7 KiB
Python
import re
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import random
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import itertools
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import math
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from collections import defaultdict
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import botconfig
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import src.settings as var
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from src.utilities import *
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from src.functions import get_players, get_all_players, get_target, get_main_role
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from src import channels, users, debuglog, errlog, plog
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from src.decorators import command, event_listener
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from src.messages import messages
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from src.events import Event
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TOBECHARMED = {} # type: Dict[users.User, Set[users.User]]
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CHARMED = set() # type: Set[users.User]
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@command("charm", chan=False, pm=True, playing=True, silenced=True, phases=("night",), roles=("piper",))
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def charm(var, wrapper, message):
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"""Charm a player, slowly leading to your win!"""
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pieces = re.split(" +", message)
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target1 = pieces[0]
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if len(pieces) > 1:
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if len(pieces) > 2 and pieces[1].lower() == "and":
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target2 = pieces[2]
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else:
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target2 = pieces[1]
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else:
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target2 = None
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target1 = get_target(var, wrapper, target1)
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if not target1:
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return
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if target2 is not None:
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target2 = get_target(var, wrapper, target2)
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if not target2:
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return
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orig1 = target1
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orig2 = target2
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evt1 = Event("targeted_command", {"target": target1.nick, "misdirection": True, "exchange": True})
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evt1.dispatch(wrapper.client, var, "charm", wrapper.source.nick, target1.nick, frozenset({"detrimental"}))
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if evt1.prevent_default:
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return
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target1 = users._get(evt1.data["target"]) # FIXME: need to make targeted_command use users
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if target2 is not None:
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evt2 = Event("targeted_command", {"target": target2.nick, "misdirection": True, "exchange": True})
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evt2.dispatch(wrapper.client, var, "charm", wrapper.source.nick, target2.nick, frozenset({"detrimental"}))
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if evt2.prevent_default:
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return
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target2 = users._get(evt2.data["target"]) # FIXME
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# Do these checks based on original targets, so piper doesn't know to change due to misdirection/luck totem
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if orig1 is orig2:
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wrapper.send(messages["must_charm_multiple"])
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return
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if orig1 in CHARMED and orig2 in CHARMED:
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wrapper.send(messages["targets_already_charmed"].format(orig1, orig2))
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return
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elif orig1 in CHARMED:
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wrapper.send(messages["target_already_charmed"].format(orig1))
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return
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elif orig2 in CHARMED:
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wrapper.send(messages["target_already_charmed"].format(orig2))
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return
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TOBECHARMED[wrapper.source] = {target1, target2}
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TOBECHARMED[wrapper.source].discard(None)
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if orig2:
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debuglog("{0} (piper) CHARM {1} ({2}) && {3} ({4})".format(wrapper.source,
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target1, get_main_role(target1),
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target2, get_main_role(target2)))
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wrapper.send(messages["charm_multiple_success"].format(orig1, orig2))
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else:
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debuglog("{0} (piper) CHARM {1} ({2})".format(wrapper.source, target1, get_main_role(target1)))
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wrapper.send(messages["charm_success"].format(orig1))
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chk_nightdone(wrapper.client)
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@event_listener("chk_win", priority=2)
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def on_chk_win(evt, cli, var, rolemap, mainroles, lpl, lwolves, lrealwolves):
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# lpl doesn't included wounded/sick people or consecrating priests
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# whereas we want to ensure EVERYONE (even wounded people) are charmed for piper win
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pipers = set(users._get(p) for p in rolemap.get("piper", ())) # FIXME
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lp = len(pipers)
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if lp == 0: # no alive pipers, short-circuit this check
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return
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uncharmed = set(get_players(mainroles=mainroles)) - CHARMED - pipers
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if var.PHASE == "day" and len(uncharmed) == 0:
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evt.data["winner"] = "pipers"
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evt.data["message"] = messages["piper_win"].format("s" if lp > 1 else "", "s" if lp == 1 else "")
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@event_listener("player_win")
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def on_player_win(evt, var, player, mainrole, winner, survived):
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if winner != "pipers":
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return
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if mainrole == "piper":
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evt.data["won"] = True
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# TODO: add code here (or maybe a sep event?) to let lovers win alongside piper
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# Right now that's still in wolfgame.py, but should be moved here once mm is split
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@event_listener("del_player")
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def on_del_player(evt, var, player, mainrole, allroles, death_triggers):
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CHARMED.discard(player)
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TOBECHARMED.pop(player, None)
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@event_listener("transition_day_begin")
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def on_transition_day_begin(evt, var):
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tocharm = set(itertools.chain.from_iterable(TOBECHARMED.values()))
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# remove pipers from set; they can never be charmed
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# but might end up in there due to misdirection/luck totems
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tocharm.difference_update(get_all_players(("piper",)))
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# Send out PMs to players who have been charmed
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for target in tocharm:
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charmedlist = list(CHARMED | tocharm - {target})
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message = messages["charmed"]
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if len(charmedlist) <= 0:
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target.send(message + messages["no_charmed_players"])
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elif len(charmedlist) == 1:
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target.send(message + messages["one_charmed_player"].format(charmedlist[0]))
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elif len(charmedlist) == 2:
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target.send(message + messages["two_charmed_players"].format(charmedlist[0], charmedlist[1]))
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else:
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target.send(message + messages["many_charmed_players"].format("\u0002, \u0002".join(p.nick for p in charmedlist[:-1]), charmedlist[-1]))
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if len(tocharm) > 0:
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for target in CHARMED:
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tobecharmedlist = list(tocharm)
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if len(tobecharmedlist) == 1:
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message = messages["players_charmed_one"].format(tobecharmedlist[0])
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elif len(tobecharmedlist) == 2:
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message = messages["players_charmed_two"].format(tobecharmedlist[0], tobecharmedlist[1])
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else:
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message = messages["players_charmed_many"].format("\u0002, \u0002".join(p.nick for p in tobecharmedlist[:-1]), tobecharmedlist[-1])
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previouscharmed = CHARMED - {target}
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if len(previouscharmed):
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target.send(message + messages["previously_charmed"].format("\u0002, \u0002".join(p.nick for p in previouscharmed)))
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else:
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target.send(message)
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CHARMED.update(tocharm)
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TOBECHARMED.clear()
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@event_listener("night_acted")
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def on_night_acted(evt, var, target, actor):
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if target in TOBECHARMED:
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evt.data["acted"] = True
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@event_listener("chk_nightdone")
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def on_chk_nightdone(evt, var):
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evt.data["actedcount"] += len(TOBECHARMED.keys())
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evt.data["nightroles"].extend(get_all_players(("piper",)))
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@event_listener("transition_night_end", priority=2)
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def on_transition_night_end(evt, var):
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ps = set(get_players()) - CHARMED
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for piper in get_all_players(("piper",)):
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pl = list(ps)
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random.shuffle(pl)
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pl.remove(piper)
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to_send = "piper_notify"
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if piper.prefers_simple():
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to_send = "piper_simple"
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piper.send(messages[to_send], "Players: " + ", ".join(p.nick for p in pl), sep="\n")
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@event_listener("exchange_roles")
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def on_exchange(evt, var, actor, target, actor_role, target_role):
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# if we're shifting piper around, ensure that the new piper isn't charmed
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if actor_role == "piper":
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CHARMED.discard(target)
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if target_role == "piper":
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CHARMED.discard(actor)
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@event_listener("get_special")
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def on_get_special(evt, var):
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evt.data["special"].update(get_players(("piper",)))
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@event_listener("reset")
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def on_reset(evt, var):
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CHARMED.clear()
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TOBECHARMED.clear()
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@event_listener("revealroles")
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def on_revealroles(evt, var, wrapper):
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if CHARMED:
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evt.data["output"].append("\u0002charmed players\u0002: {0}".format(", ".join(p.nick for p in CHARMED)))
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# vim: set sw=4 expandtab:
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