banned/settings/wolfgame.py

1214 lines
61 KiB
Python

from collections import defaultdict
import math
PING_WAIT = 300 # Seconds
PING_MIN_WAIT = 30 # How long !start has to wait after a !ping
MINIMUM_WAIT = 60
EXTRA_WAIT = 20
EXTRA_WAIT_JOIN = 0 # Add this many seconds to the waiting time for each !join
WAIT_AFTER_JOIN = 25 # Wait at least this many seconds after the last join
MAXIMUM_WAITED = 3 # limit for amount of !wait's
STATS_RATE_LIMIT = 60
VOTES_RATE_LIMIT = 60
ADMINS_RATE_LIMIT = 300
GSTATS_RATE_LIMIT = 0
PSTATS_RATE_LIMIT = 0
TIME_RATE_LIMIT = 10
START_RATE_LIMIT = 10 # (per-user)
WAIT_RATE_LIMIT = 10 # (per-user)
SHOTS_MULTIPLIER = .12 # ceil(shots_multiplier * len_players) = bullets given
SHARPSHOOTER_MULTIPLIER = 0.06
MIN_PLAYERS = 4
MAX_PLAYERS = 24
DRUNK_SHOTS_MULTIPLIER = 3
NIGHT_TIME_LIMIT = 120
NIGHT_TIME_WARN = 90 # should be less than NIGHT_TIME_LIMIT
DAY_TIME_LIMIT = 720
DAY_TIME_WARN = 600 # should be less than DAY_TIME_LIMIT
JOIN_TIME_LIMIT = 3600
# May only be set if the above are also set
SHORT_DAY_PLAYERS = 6 # Number of players left to have a short day
SHORT_DAY_LIMIT = 520
SHORT_DAY_WARN = 400
# If time lord dies, the timers get set to this instead (60s day, 30s night)
TIME_LORD_DAY_LIMIT = 60
TIME_LORD_DAY_WARN = 45
TIME_LORD_NIGHT_LIMIT = 30
TIME_LORD_NIGHT_WARN = 20
KILL_IDLE_TIME = 300
WARN_IDLE_TIME = 180
PM_WARN_IDLE_TIME = 240
PART_GRACE_TIME = 30
QUIT_GRACE_TIME = 30
ACC_GRACE_TIME = 30
START_QUIT_DELAY = 10
# controls how many people it does in one /msg; only works for messages that are the same
MAX_PRIVMSG_TARGETS = 4
# how many mode values can be specified at once; used only as fallback
MODELIMIT = 3
LEAVE_STASIS_PENALTY = 1
IDLE_STASIS_PENALTY = 1
PART_STASIS_PENALTY = 1
ACC_STASIS_PENALTY = 1
LEAVE_ON_LOGOUT = False # If True, the bot will consider a NickServ logout as a quit
QUIET_DEAD_PLAYERS = False
# The bot will automatically toggle those modes of people joining
AUTO_TOGGLE_MODES = ""
DYNQUIT_DURING_GAME = False # are dynamic quit messages used while a game is in progress? Note that true will break certain stats scrapers
GOAT_HERDER = True
ABSTAIN_ENABLED = True # whether village can !abstain in order to not vote anyone during day
LIMIT_ABSTAIN = True # if true, village will be limited to successfully !abstaining a vote only once
SELF_LYNCH_ALLOWED = True
HIDDEN_TRAITOR = True
HIDDEN_AMNESIAC = False # amnesiac still shows as amnesiac if killed even after turning
HIDDEN_CLONE = False
GUARDIAN_ANGEL_CAN_GUARD_SELF = True
START_WITH_DAY = False
WOLF_STEALS_GUN = True # at night, the wolf can steal steal the victim's bullets
ROLE_REVEAL = True
LOVER_WINS_WITH_FOOL = False # if fool is lynched, does their lover win with them?
DEFAULT_SEEN_AS_VILL = True # non-wolves are seen as villager regardless of the default role
# Minimum number of players needed for mad scientist to skip over dead people when determining who is next to them
# Set to 0 to always skip over dead players. Note this is number of players that !joined, NOT number of players currently alive
MAD_SCIENTIST_SKIPS_DEAD_PLAYERS = 16
CARE_BOLD = False
CARE_COLOR = False
KILL_COLOR = False
KILL_BOLD = False
# HIT MISS SUICIDE HEADSHOT
GUN_CHANCES = ( 5/7 , 1/7 , 1/7 , 2/5 )
WOLF_GUN_CHANCES = ( 5/7 , 1/7 , 1/7 , 2/5 )
DRUNK_GUN_CHANCES = ( 2/7 , 3/7 , 2/7 , 2/5 )
SHARPSHOOTER_GUN_CHANCES = ( 1 , 0 , 0 , 1 )
GUNNER_KILLS_WOLF_AT_NIGHT_CHANCE = 1/4
GUARDIAN_ANGEL_DIES_CHANCE = 0
BODYGUARD_DIES_CHANCE = 0
DETECTIVE_REVEALED_CHANCE = 2/5
SHARPSHOOTER_CHANCE = 1/5 # if sharpshooter is enabled, chance that a gunner will become a sharpshooter instead
AMNESIAC_NIGHTS = 3 # amnesiac gets to know their actual role on this night
ALPHA_WOLF_NIGHTS = 3 # alpha wolf turns the target into a wolf after this many nights (note the night they are bitten is considered night 1)
DOCTOR_IMMUNIZATION_MULTIPLIER = 0.135 # ceil(num_players * multiplier) = number of immunizations
TOTEM_ORDER = ( "shaman" , "crazed shaman" )
TOTEM_CHANCES = { "death": ( 1 , 1 ),
"protection": ( 1 , 1 ),
"silence": ( 1 , 1 ),
"revealing": ( 1 , 1 ),
"desperation": ( 1 , 1 ),
"impatience": ( 1 , 1 ),
"pacifism": ( 1 , 1 ),
"influence": ( 1 , 1 ),
"narcolepsy": ( 0 , 1 ),
"exchange": ( 0 , 1 ),
"lycanthropy": ( 0 , 1 ),
"luck": ( 0 , 1 ),
"pestilence": ( 0 , 1 ),
"retribution": ( 0 , 1 ),
"misdirection": ( 0 , 1 ),
}
GAME_MODES = {}
AWAY = [] # cloaks of people who are away.
AWAY_ACCS = [] # accounts of people who are away
SIMPLE_NOTIFY = [] # cloaks of people who !simple, who don't want detailed instructions
SIMPLE_NOTIFY_ACCS = [] # same as above, except accounts. takes precedence
PREFER_NOTICE = [] # cloaks of people who !notice, who want everything /notice'd
PREFER_NOTICE_ACCS = [] # Same as above, except accounts. takes precedence
ACCOUNTS_ONLY = False # If True, will use only accounts for everything
STASISED = defaultdict(int)
STASISED_ACCS = defaultdict(int)
# TODO: move this to a game mode called "fixed" once we implement a way to randomize roles (and have that game mode be called "random")
DEFAULT_ROLE = "villager"
ROLE_INDEX = ( 4 , 6 , 7 , 8 , 9 , 10 , 11 , 12 , 13 , 15 , 16 , 18 , 20 , 21 , 23 , 24 )
ROLE_GUIDE = {# village roles
"villager" : ( 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 ),
"seer" : ( 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 ),
"oracle" : ( 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 ),
"augur" : ( 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 1 , 1 , 1 , 1 ),
"village drunk" : ( 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 ),
"harlot" : ( 0 , 0 , 0 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 ),
"guardian angel" : ( 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 ),
"bodyguard" : ( 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 1 , 1 , 1 , 1 , 1 ),
"detective" : ( 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 ),
"village elder" : ( 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 ),
"time lord" : ( 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 ),
"matchmaker" : ( 0 , 0 , 0 , 0 , 0 , 0 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 ),
"mad scientist" : ( 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 ),
"hunter" : ( 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 1 , 1 , 1 , 1 , 1 , 1 , 1 ),
"shaman" : ( 0 , 0 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 ),
"doctor" : ( 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 ),
# wolf roles
"wolf" : ( 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 2 , 2 , 2 , 2 , 3 , 3 , 3 ),
"traitor" : ( 0 , 0 , 0 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 ),
"werecrow" : ( 0 , 0 , 0 , 0 , 0 , 0 , 0 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 ),
"cultist" : ( 0 , 0 , 1 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 ),
"minion" : ( 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 ),
"hag" : ( 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 1 ),
"wolf cub" : ( 0 , 0 , 0 , 0 , 0 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 ),
"sorcerer" : ( 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 1 , 1 , 1 , 1 ),
"alpha wolf" : ( 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 ),
# neutral roles
"lycan" : ( 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 ),
"vengeful ghost" : ( 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 ),
"clone" : ( 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 ),
"crazed shaman" : ( 0 , 0 , 0 , 0 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 ),
"fool" : ( 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 ),
"jester" : ( 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 ),
"monster" : ( 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 1 , 1 , 1 , 1 , 1 , 1 ),
"amnesiac" : ( 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 1 , 1 ),
# templates
"cursed villager" : ( 0 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 2 , 2 , 2 , 2 ),
"gunner" : ( 0 , 0 , 0 , 0 , 0 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 2 , 2 , 2 ),
# NB: for sharpshooter, numbers can't be higher than gunner, since gunners get converted to sharpshooters. This is the MAX number of gunners that can be converted.
"sharpshooter" : ( 0 , 0 , 0 , 0 , 0 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 ),
"mayor" : ( 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 1 , 1 ),
"assassin" : ( 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 ),
"bureaucrat" : ( 0 , 0 , 0 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 ),
}
# Harlot dies when visiting, seer sees as wolf, gunner kills when shooting, GA and bodyguard have a chance at dying when guarding
# If every wolf role dies, and there are no remaining traitors, the game ends and villagers win (monster may steal win)
WOLF_ROLES = ["wolf", "alpha wolf", "werecrow", "wolf cub"]
# Access to wolfchat, and counted towards the # of wolves vs villagers when determining if a side has won
WOLFCHAT_ROLES = WOLF_ROLES + ["traitor", "hag", "sorcerer"]
# Wins with the wolves, even if the roles are not necessarily wolves themselves
WOLFTEAM_ROLES = WOLFCHAT_ROLES + ["minion", "cultist"]
# These roles never win as a team, only ever individually (either instead of or in addition to the regular winners)
TRUE_NEUTRAL_ROLES = ["crazed shaman", "fool", "jester", "monster", "clone"]
# These are the roles that will NOT be used for when amnesiac turns, everything else is fair game! (var.DEFAULT_ROLE is also appended if not in this list)
AMNESIAC_BLACKLIST = ["monster", "minion", "matchmaker", "clone", "doctor", "villager", "cultist"]
# These roles are seen as wolf by the seer/oracle
SEEN_WOLF = WOLF_ROLES + ["monster", "mad scientist"]
# These are seen as the default role (or villager) when seen by seer
SEEN_DEFAULT = ["traitor", "hag", "sorcerer", "village elder", "time lord", "villager", "cultist", "minion", "vengeful ghost", "lycan", "clone", "fool", "jester"]
# The roles in here are considered templates and will be applied on TOP of other roles. The restrictions are a list of roles that they CANNOT be applied to
# NB: if you want a template to apply to everyone, list it here but make the restrictions an empty list. Templates not listed here are considered full roles instead
TEMPLATE_RESTRICTIONS = {"cursed villager" : WOLF_ROLES + ["seer", "oracle", "augur", "fool", "jester", "mad scientist", "monster"],
"gunner" : WOLFTEAM_ROLES + ["fool", "lycan", "jester"],
"sharpshooter" : WOLFTEAM_ROLES + ["fool", "lycan", "jester"],
"mayor" : ["fool", "jester", "monster"],
"assassin" : WOLF_ROLES + ["traitor", "seer", "augur", "oracle", "harlot", "detective", "bodyguard", "guardian angel", "lycan"],
"bureaucrat" : [],
}
# Roles listed here cannot be used in !fgame roles=blah. If they are defined in ROLE_GUIDE they may still be used.
DISABLED_ROLES = []
NO_VICTIMS_MESSAGES = ("The body of a young penguin pet is found.",
"A pool of blood and wolf paw prints are found.",
"Traces of wolf fur are found.")
LYNCH_MESSAGES = ("The villagers, after much debate, finally decide on lynching \u0002{0}\u0002, who turned out to be... a{1} \u0002{2}\u0002.",
"Under a lot of noise, the pitchfork-bearing villagers lynch \u0002{0}\u0002, who turned out to be... a{1} \u0002{2}\u0002.",
"Despite protests, the mob drags their victim to the hanging tree. \u0002{0}\u0002 succumbs to the will of the horde, and is hanged. The villagers have killed a{1} \u0002{2}\u0002.",
"Resigned to the inevitable, \u0002{0}\u0002 is led to the gallows. Once the twitching stops, it is discovered that the village lynched a{1} \u0002{2}\u0002.",
"Before the rope is pulled, \u0002{0}\u0002, a{1} \u0002{2}\u0002, throws a grenade at the mob. The grenade explodes early.")
LYNCH_MESSAGES_NO_REVEAL = ("The villagers, after much debate, finally decide on lynching \u0002{0}\u0002.",
"Under a lot of noise, the pitchfork-bearing villagers lynch \u0002{0}\u0002.",
"Despite protests, the mob drags their victim to the hanging tree. \u0002{0}\u0002 succumbs to the will of the horde, and is hanged.",
"Resigned to the inevitable, \u0002{0}\u0002 is led to the gallows.",
"Before the rope is pulled, \u0002{0}\u0002 throws a grenade at the mob. The grenade explodes early.")
QUIT_MESSAGES= ("\u0002{0}\u0002, a{1} \u0002{2}\u0002, suddenly falls over dead before the astonished villagers.",
"A pack of wild animals sets upon \u0002{0}\u0002. Soon the \u0002{2}\u0002 is only a pile of bones and a lump in the beasts' stomachs.",
"\u0002{0}\u0002, a{1} \u0002{2}\u0002, fell off the roof of their house and is now dead.",
"\u0002{0}\u0002 is crushed to death by a falling tree. The villagers desperately try to save the \u0002{2}\u0002, but it is too late.",
"\u0002{0}\u0002 suddenly bursts into flames and is now all but a memory. The survivors bury the \u0002{2}\u0002's ashes.")
QUIT_MESSAGES_NO_REVEAL = ("\u0002{0}\u0002 suddenly falls over dead before the astonished villagers.",
"A pack of wild animals sets upon \u0002{0}\u0002. Soon they are only a pile of bones and a lump in the beasts' stomachs.",
"\u0002{0}\u0002 fell off the roof of their house and is now dead.",
"\u0002{0}\u0002 is crushed to death by a falling tree. The villagers desperately try to save them, but it is too late.",
"\u0002{0}\u0002 suddenly bursts into flames and is now all but a memory.")
import botconfig
import fnmatch
import random
RULES = (botconfig.CHANNEL + " channel rules: http://wolf.xnrand.com/rules")
DENY = {}
ALLOW = {}
DENY_ACCOUNTS = {}
ALLOW_ACCOUNTS = {}
# Other settings:
OPT_IN_PING = False # instead of !away/!back, users can opt-in to be pinged
PING_IN = [] # cloaks of users who have opted in for ping
PING_IN_ACCS = [] # accounts of people who have opted in for ping
PING_IF_PREFS = {}
PING_IF_PREFS_ACCS = {}
PING_IF_NUMS = {}
PING_IF_NUMS_ACCS = {}
PING_PREFS = {}
PING_PREFS_ACCS = {}
is_role = lambda plyr, rol: rol in ROLES and plyr in ROLES[rol]
def is_admin(nick, cloak=None, acc=None):
if nick in USERS.keys():
if not cloak:
cloak = USERS[nick]["cloak"]
if not acc:
acc = USERS[nick]["account"]
if acc and acc != "*":
for pattern in set(botconfig.OWNERS_ACCOUNTS + botconfig.ADMINS_ACCOUNTS):
if fnmatch.fnmatch(acc.lower(), pattern.lower()):
return True
if cloak:
for pattern in set(botconfig.OWNERS + botconfig.ADMINS):
if fnmatch.fnmatch(cloak.lower(), pattern.lower()):
return True
return False
def is_owner(nick, cloak=None, acc=None):
if nick in USERS.keys():
if not cloak:
cloak = USERS[nick]["cloak"]
if not acc:
acc = USERS[nick]["account"]
if acc and acc != "*":
for pattern in botconfig.OWNERS_ACCOUNTS:
if fnmatch.fnmatch(acc.lower(), pattern.lower()):
return True
if cloak:
for pattern in botconfig.OWNERS:
if fnmatch.fnmatch(cloak.lower(), pattern.lower()):
return True
return False
def plural(role):
bits = role.split()
bits[-1] = {"person": "people", "wolf": "wolves"}.get(bits[-1], bits[-1] + "s")
return " ".join(bits)
def list_players(roles = None):
if roles == None:
roles = ROLES.keys()
pl = []
for x in roles:
if x in TEMPLATE_RESTRICTIONS.keys():
continue
try:
for p in ROLES[x]:
pl.append(p)
except KeyError:
pass
return pl
def list_players_and_roles():
plr = {}
for x in ROLES.keys():
if x in TEMPLATE_RESTRICTIONS.keys():
continue # only get actual roles
for p in ROLES[x]:
plr[p] = x
return plr
get_role = lambda plyr: list_players_and_roles()[plyr]
def get_reveal_role(nick):
if HIDDEN_TRAITOR and get_role(nick) == "traitor":
return DEFAULT_ROLE
elif HIDDEN_AMNESIAC and nick in ORIGINAL_ROLES["amnesiac"]:
return "amnesiac"
elif HIDDEN_CLONE and nick in ORIGINAL_ROLES["clone"]:
return "clone"
else:
return get_role(nick)
def del_player(pname):
prole = get_role(pname)
ROLES[prole].remove(pname)
tpls = get_templates(pname)
for t in tpls:
ROLES[t].remove(pname)
if pname in BITTEN:
del BITTEN[pname]
if pname in BITTEN_ROLES:
del BITTEN_ROLES[pname]
def get_templates(nick):
tpl = []
for x in TEMPLATE_RESTRICTIONS.keys():
try:
if nick in ROLES[x]:
tpl.append(x)
except KeyError:
pass
return tpl
#order goes: wolfteam roles, then other roles in alphabetical order, then templates
def role_order():
templates = list(TEMPLATE_RESTRICTIONS.keys())
vils = [role for role in ROLE_GUIDE.keys() if role not in WOLFTEAM_ROLES+templates]
vils.sort()
return WOLFTEAM_ROLES + vils + templates
def break_long_message(phrases, joinstr = " "):
message = ""
count = 0
for phrase in phrases:
# IRC max is 512, but freenode splits around 380ish, make 300 to have plenty of wiggle room
if count + len(joinstr) + len(phrase) > 300:
message += "\n" + phrase
count = len(phrase)
elif message == "":
message = phrase
count = len(phrase)
else:
message += joinstr + phrase
count += len(joinstr) + len(phrase)
return message
class InvalidModeException(Exception): pass
def game_mode(name, minp, maxp, likelihood = 0, conceal_roles = False):
def decor(c):
GAME_MODES[name] = (c, minp, maxp, likelihood, conceal_roles)
return c
return decor
def reset_roles(index):
newguide = {}
for role in ROLE_GUIDE:
newguide[role] = tuple([0 for i in index])
return newguide
# TODO: implement more game modes
@game_mode("roles", minp = 4, maxp = 35)
class ChangedRolesMode(object):
"""Example: !fgame roles=wolf:1,seer:0,guardian angel:1"""
def __init__(self, arg = ""):
self.MAX_PLAYERS = 35
self.ROLE_GUIDE = ROLE_GUIDE.copy()
self.ROLE_INDEX = (MIN_PLAYERS,)
pairs = arg.split(",")
if not pairs:
raise InvalidModeException("Invalid syntax for mode roles. arg={0}".format(arg))
for role in self.ROLE_GUIDE.keys():
self.ROLE_GUIDE[role] = (0,)
for pair in pairs:
change = pair.split(":")
if len(change) != 2:
raise InvalidModeException("Invalid syntax for mode roles. arg={0}".format(arg))
role, num = change
try:
if role.lower() in DISABLED_ROLES:
raise InvalidModeException("The role \u0002{0}\u0002 has been disabled.".format(role))
elif role.lower() in self.ROLE_GUIDE:
self.ROLE_GUIDE[role.lower()] = tuple([int(num)] * len(ROLE_INDEX))
elif role.lower() == "default" and num.lower() in self.ROLE_GUIDE:
if num.lower() == "villager" or num.lower() == "cultist":
self.DEFAULT_ROLE = num.lower()
else:
raise InvalidModeException("The default role must be either \u0002villager\u0002 or \u0002cultist\u0002.")
elif role.lower() == "role reveal" or role.lower() == "reveal roles":
num = num.lower()
if num == "on" or num == "true" or num == "yes" or num == "1":
self.ROLE_REVEAL = True
elif num == "off" or num == "false" or num == "no" or num == "0":
self.ROLE_REVEAL = False
else:
raise InvalidModeException("Did not recognize value \u0002{0}\u0002 for role reveal.".format(num))
else:
raise InvalidModeException(("The role \u0002{0}\u0002 "+
"is not valid.").format(role))
except ValueError:
raise InvalidModeException("A bad value was used in mode roles.")
@game_mode("default", minp = 4, maxp = 24, likelihood = 20)
class DefaultMode(object):
"""Default game mode."""
def __init__(self):
# No extra settings, just an explicit way to revert to default settings
pass
@game_mode("foolish", minp = 8,maxp = 24, likelihood = 8)
class FoolishMode(object):
"""Contains the fool, be careful not to lynch them!"""
def __init__(self):
self.ROLE_INDEX = ( 8 , 9 , 10 , 11 , 12 , 15 , 17 , 20 , 21 , 22 , 24 )
self.ROLE_GUIDE = reset_roles(self.ROLE_INDEX)
self.ROLE_GUIDE.update({# village roles
"oracle" : ( 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 ),
"harlot" : ( 1 , 1 , 1 , 1 , 1 , 1 , 2 , 2 , 2 , 2 , 2 ),
"bodyguard" : ( 0 , 0 , 0 , 0 , 0 , 0 , 0 , 1 , 1 , 1 , 1 ),
"augur" : ( 0 , 0 , 0 , 0 , 0 , 1 , 1 , 1 , 1 , 1 , 1 ),
"hunter" : ( 0 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 ),
"shaman" : ( 0 , 0 , 0 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 ),
# wolf roles
"wolf" : ( 1 , 1 , 2 , 2 , 2 , 2 , 3 , 3 , 3 , 3 , 4 ),
"traitor" : ( 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 2 , 2 , 2 ),
"wolf cub" : ( 0 , 0 , 0 , 0 , 1 , 1 , 1 , 1 , 1 , 1 , 1 ),
"sorcerer" : ( 0 , 0 , 0 , 0 , 0 , 1 , 1 , 1 , 1 , 1 , 1 ),
# neutral roles
"clone" : ( 0 , 0 , 0 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 ),
"fool" : ( 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 ),
# templates
"cursed villager" : ( 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 ),
"gunner" : ( 0 , 0 , 0 , 0 , 1 , 1 , 1 , 1 , 1 , 2 , 2 ),
"sharpshooter" : ( 0 , 0 , 0 , 0 , 1 , 1 , 1 , 1 , 1 , 1 , 1 ),
"mayor" : ( 0 , 0 , 0 , 0 , 0 , 1 , 1 , 1 , 1 , 1 , 1 ),
})
@game_mode("mad", minp = 7, maxp = 22, likelihood = 8)
class MadMode(object):
"""This game mode has mad scientist and many things that may kill you."""
def __init__(self):
self.SHOTS_MULTIPLIER = 0.0001 # gunner and sharpshooter always get 0 bullets
self.SHARPSHOOTER_MULTIPLIER = 0.0001
self.ROLE_INDEX = ( 7 , 8 , 10 , 12 , 14 , 15 , 17 , 18 , 20 )
self.ROLE_GUIDE = reset_roles(self.ROLE_INDEX)
self.ROLE_GUIDE.update({# village roles
"seer" : ( 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 ),
"mad scientist" : ( 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 ),
"detective" : ( 0 , 0 , 0 , 1 , 1 , 1 , 1 , 1 , 1 ),
"guardian angel" : ( 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 ),
"hunter" : ( 0 , 0 , 0 , 0 , 0 , 0 , 0 , 1 , 1 ),
"harlot" : ( 0 , 0 , 0 , 0 , 0 , 1 , 1 , 1 , 1 ),
"village drunk" : ( 0 , 0 , 1 , 1 , 1 , 1 , 1 , 1 , 1 ),
# wolf roles
"wolf" : ( 1 , 1 , 1 , 1 , 2 , 2 , 2 , 2 , 2 ),
"traitor" : ( 0 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 ),
"werecrow" : ( 0 , 0 , 1 , 1 , 1 , 1 , 1 , 1 , 1 ),
"wolf cub" : ( 0 , 0 , 0 , 0 , 0 , 0 , 1 , 1 , 2 ),
"cultist" : ( 1 , 0 , 0 , 1 , 1 , 1 , 1 , 1 , 1 ),
# neutral roles
"vengeful ghost" : ( 0 , 0 , 0 , 0 , 1 , 1 , 1 , 1 , 1 ),
"jester" : ( 0 , 0 , 0 , 0 , 0 , 0 , 1 , 1 , 1 ),
# templates
"cursed villager" : ( 0 , 0 , 1 , 1 , 1 , 1 , 1 , 1 , 1 ),
"gunner" : ( 0 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 ),
"sharpshooter" : ( 0 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 ),
"assassin" : ( 0 , 0 , 0 , 0 , 0 , 0 , 1 , 1 , 1 ),
})
# evilvillage is broken, disable for now
#@game_mode("evilvillage", minp = 6, maxp = 18)
class EvilVillageMode(object):
"""Majority of the village is wolf aligned, safes must secretly try to kill the wolves."""
def __init__(self):
self.DEFAULT_ROLE = "cultist"
self.ROLE_INDEX = ( 6 , 10 , 15 )
self.ROLE_GUIDE = reset_roles(self.ROLE_INDEX)
self.ROLE_GUIDE.update({# village roles
"oracle" : ( 1 , 1 , 0 ),
"seer" : ( 0 , 0 , 1 ),
"guardian angel" : ( 0 , 1 , 1 ),
"shaman" : ( 1 , 1 , 1 ),
"hunter" : ( 0 , 0 , 1 ),
"villager" : ( 0 , 0 , 1 ),
# wolf roles
"wolf" : ( 1 , 1 , 2 ),
"minion" : ( 0 , 1 , 1 ),
# neutral roles
"fool" : ( 0 , 1 , 1 ),
})
@game_mode("classic", minp = 4, maxp = 21, likelihood = 4)
class ClassicMode(object):
"""Classic game mode from before all the changes."""
def __init__(self):
self.ABSTAIN_ENABLED = False
self.ROLE_INDEX = ( 4 , 6 , 8 , 10 , 12 , 15 , 17 , 18 , 20 )
self.ROLE_GUIDE = reset_roles(self.ROLE_INDEX)
self.ROLE_GUIDE.update({# village roles
"seer" : ( 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 ),
"village drunk" : ( 0 , 0 , 1 , 1 , 1 , 1 , 1 , 1 , 1 ),
"harlot" : ( 0 , 0 , 1 , 1 , 1 , 1 , 1 , 1 , 1 ),
"bodyguard" : ( 0 , 0 , 0 , 0 , 0 , 0 , 1 , 1 , 1 ),
"detective" : ( 0 , 0 , 0 , 0 , 1 , 1 , 1 , 1 , 1 ),
# wolf roles
"wolf" : ( 1 , 1 , 1 , 2 , 2 , 3 , 3 , 3 , 4 ),
"traitor" : ( 0 , 0 , 1 , 1 , 1 , 1 , 1 , 1 , 1 ),
"werecrow" : ( 0 , 0 , 0 , 0 , 1 , 1 , 1 , 1 , 1 ),
# templates
"cursed villager" : ( 0 , 1 , 1 , 1 , 1 , 1 , 1 , 2 , 2 ),
"gunner" : ( 0 , 0 , 0 , 1 , 1 , 1 , 1 , 1 , 1 ),
})
@game_mode("rapidfire", minp = 6, maxp = 24, likelihood = 0)
class RapidFireMode(object):
"""Many roles that lead to multiple chain deaths."""
def __init__(self):
self.SHARPSHOOTER_CHANCE = 1
self.DAY_TIME_LIMIT = 480
self.DAY_TIME_WARN = 360
self.SHORT_DAY_LIMIT = 240
self.SHORT_DAY_WARN = 180
self.ROLE_INDEX = ( 6 , 8 , 10 , 12 , 15 , 18 , 22 )
self.ROLE_GUIDE = reset_roles(self.ROLE_INDEX)
self.ROLE_GUIDE.update({# village roles
"seer" : ( 1 , 1 , 1 , 1 , 1 , 1 , 1 ),
"mad scientist" : ( 1 , 1 , 1 , 1 , 1 , 2 , 2 ),
"matchmaker" : ( 0 , 0 , 1 , 1 , 1 , 1 , 2 ),
"hunter" : ( 0 , 1 , 1 , 1 , 1 , 2 , 2 ),
"augur" : ( 0 , 0 , 0 , 0 , 1 , 1 , 1 ),
"time lord" : ( 0 , 0 , 1 , 1 , 1 , 2 , 2 ),
# wolf roles
"wolf" : ( 1 , 1 , 1 , 2 , 2 , 3 , 4 ),
"wolf cub" : ( 0 , 1 , 1 , 1 , 2 , 2 , 2 ),
"traitor" : ( 0 , 0 , 1 , 1 , 1 , 1 , 1 ),
# neutral roles
"vengeful ghost" : ( 0 , 0 , 0 , 1 , 1 , 1 , 2 ),
"amnesiac" : ( 0 , 0 , 0 , 0 , 1 , 1 , 1 ),
# templates
"cursed villager" : ( 1 , 1 , 1 , 1 , 1 , 2 , 2 ),
"assassin" : ( 0 , 1 , 1 , 1 , 2 , 2 , 2 ),
"gunner" : ( 0 , 0 , 1 , 1 , 1 , 1 , 1 ),
"sharpshooter" : ( 0 , 0 , 1 , 1 , 1 , 1 , 1 ),
})
@game_mode("drunkfire", minp = 8, maxp = 17, likelihood = 0)
class DrunkFireMode(object):
"""Most players get a gun, quickly shoot all the wolves!"""
def __init__(self):
self.SHARPSHOOTER_CHANCE = 1
self.DAY_TIME_LIMIT = 480
self.DAY_TIME_WARN = 360
self.SHORT_DAY_LIMIT = 240
self.SHORT_DAY_WARN = 180
self.NIGHT_TIME_LIMIT = 60
self.NIGHT_TIME_WARN = 40 # HIT MISS SUICIDE HEADSHOT
self.GUN_CHANCES = ( 3/7 , 3/7 , 1/7 , 4/5 )
self.WOLF_GUN_CHANCES = ( 4/7 , 3/7 , 0/7 , 1 )
self.ROLE_INDEX = ( 8 , 10 , 12 , 14 , 16 )
self.ROLE_GUIDE = reset_roles(self.ROLE_INDEX)
self.ROLE_GUIDE.update({# village roles
"seer" : ( 1 , 1 , 1 , 2 , 2 ),
"village drunk" : ( 2 , 3 , 4 , 4 , 5 ),
# wolf roles
"wolf" : ( 1 , 2 , 2 , 3 , 3 ),
"traitor" : ( 1 , 1 , 1 , 1 , 2 ),
"hag" : ( 0 , 0 , 1 , 1 , 1 ),
# neutral roles
"crazed shaman" : ( 0 , 0 , 1 , 1 , 1 ),
# templates
"cursed villager" : ( 1 , 1 , 1 , 1 , 1 ),
"assassin" : ( 0 , 0 , 0 , 1 , 1 ),
"gunner" : ( 5 , 6 , 7 , 8 , 9 ),
"sharpshooter" : ( 2 , 2 , 3 , 3 , 4 ),
})
@game_mode("noreveal", minp = 4, maxp = 21, likelihood = 2)
class NoRevealMode(object):
"""Roles are not revealed when players die."""
def __init__(self):
self.ROLE_REVEAL = False
self.ROLE_INDEX = ( 4 , 6 , 8 , 10 , 12 , 15 , 17 , 19 )
self.ROLE_GUIDE = reset_roles(self.ROLE_INDEX)
self.ROLE_GUIDE.update({# village roles
"seer" : ( 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 ),
"guardian angel" : ( 0 , 0 , 1 , 1 , 1 , 1 , 1 , 1 ),
"shaman" : ( 0 , 0 , 1 , 1 , 1 , 1 , 1 , 1 ),
"village elder" : ( 0 , 0 , 0 , 1 , 1 , 1 , 1 , 1 ),
"detective" : ( 0 , 0 , 0 , 0 , 1 , 1 , 1 , 1 ),
"hunter" : ( 0 , 0 , 0 , 0 , 0 , 1 , 1 , 1 ),
# wolf roles
"wolf" : ( 1 , 1 , 2 , 2 , 2 , 2 , 2 , 3 ),
"traitor" : ( 0 , 0 , 0 , 1 , 1 , 1 , 1 , 1 ),
"minion" : ( 0 , 0 , 0 , 0 , 1 , 1 , 1 , 1 ),
"werecrow" : ( 0 , 0 , 0 , 0 , 0 , 1 , 1 , 1 ),
# neutral roles
"clone" : ( 0 , 0 , 0 , 0 , 0 , 1 , 1 , 1 ),
"lycan" : ( 0 , 0 , 0 , 0 , 0 , 0 , 1 , 1 ),
"amnesiac" : ( 0 , 0 , 0 , 0 , 0 , 0 , 1 , 1 ),
# templates
"cursed villager" : ( 0 , 1 , 1 , 1 , 1 , 1 , 2 , 2 ),
})
@game_mode("lycan", minp = 7, maxp = 21, likelihood = 6)
class LycanMode(object):
"""Many lycans will turn into wolves. Hunt them down before the wolves overpower the village."""
def __init__(self):
self.ROLE_INDEX = ( 7 , 8 , 9 , 10 , 11 , 12 , 15 , 17 , 20 )
self.ROLE_GUIDE = reset_roles(self.ROLE_INDEX)
self.ROLE_GUIDE.update({# village roles
"seer" : ( 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 ),
"guardian angel" : ( 0 , 0 , 0 , 0 , 1 , 1 , 1 , 1 , 1 ),
"detective" : ( 0 , 0 , 0 , 0 , 0 , 0 , 1 , 1 , 1 ),
"matchmaker" : ( 0 , 0 , 0 , 0 , 0 , 0 , 1 , 1 , 1 ),
"hunter" : ( 1 , 1 , 1 , 2 , 2 , 2 , 2 , 2 , 2 ),
# wolf roles
"wolf" : ( 1 , 1 , 1 , 2 , 2 , 2 , 2 , 2 , 2 ),
"traitor" : ( 0 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 ),
# neutral roles
"clone" : ( 0 , 0 , 1 , 1 , 1 , 1 , 1 , 2 , 2 ),
"lycan" : ( 1 , 1 , 2 , 2 , 2 , 3 , 4 , 4 , 5 ),
# templates
"cursed villager" : ( 1 , 1 , 1 , 1 , 1 , 2 , 2 , 2 , 2 ),
"gunner" : ( 0 , 0 , 0 , 0 , 0 , 0 , 0 , 1 , 1 ),
"sharpshooter" : ( 0 , 0 , 0 , 0 , 0 , 0 , 0 , 1 , 1 ),
"mayor" : ( 0 , 0 , 0 , 1 , 1 , 1 , 1 , 1 , 1 ),
})
@game_mode("amnesia", minp = 10, maxp = 24, likelihood = 0)
class AmnesiaMode(object):
"""Everyone gets assigned a random role on night 3."""
def __init__(self):
self.DEFAULT_ROLE = "cultist"
self.HIDDEN_AMNESIAC = False
self.ROLE_INDEX = range(10, 25)
self.ROLE_GUIDE = reset_roles(self.ROLE_INDEX)
self.ROLE_GUIDE.update({
"wolf" : [2 for i in self.ROLE_INDEX],
"amnesiac" : [i - 2 for i in self.ROLE_INDEX]
})
@game_mode("valentines", minp = 8, maxp = 24, likelihood = 0)
class MatchmakerMode(object):
"""Love is in the air!"""
def __init__(self):
self.ROLE_INDEX = range(8, 25)
self.ROLE_GUIDE = reset_roles(self.ROLE_INDEX)
self.ROLE_GUIDE.update({
"wolf" : [math.ceil((i ** 1.4) * 0.06) for i in self.ROLE_INDEX],
"matchmaker" : [i - math.ceil((i ** 1.4) * 0.06) - (1 if i >= 12 else 0) - (1 if i >= 18 else 0) for i in self.ROLE_INDEX],
"monster" : [(1 if i >= 12 else 0) for i in self.ROLE_INDEX],
"mad scientist" : [(1 if i >= 18 else 0) for i in self.ROLE_INDEX]
})
@game_mode("random", minp = 8, maxp = 24, likelihood = 0, conceal_roles = True)
class RandomMode(object):
"""Completely random and hidden roles."""
def __init__(self):
self.AMNESIAC_NIGHTS = 1
self.AMNESIAC_BLACKLIST = ["cultist"]
self.LOVER_WINS_WITH_FOOL = True
self.MAD_SCIENTIST_SKIPS_DEAD_PLAYERS = 0 # always make it happen
self.ALPHA_WOLF_NIGHTS = 2
self.ROLE_REVEAL = False
self.TEMPLATE_RESTRICTIONS = {template: [] for template in TEMPLATE_RESTRICTIONS}
self.ROLE_INDEX = range(8, 25)
self.ROLE_GUIDE = reset_roles(self.ROLE_INDEX)
self.ROLE_GUIDE.update({
"wolf" : [1 for i in self.ROLE_INDEX],
"amnesiac" : [i - 1 for i in self.ROLE_INDEX],
"gunner" : [random.randrange(int(i ** 1.2 / 4)) for i in self.ROLE_INDEX],
"assassin" : [random.randrange(int(i ** 1.2 / 8)) for i in self.ROLE_INDEX],
})
self.TOTEM_CHANCES = { # shaman , crazed
"death": ( 8 , 1 ),
"protection": ( 6 , 1 ),
"silence": ( 4 , 1 ),
"revealing": ( 2 , 1 ),
"desperation": ( 4 , 1 ),
"impatience": ( 7 , 1 ),
"pacifism": ( 7 , 1 ),
"influence": ( 7 , 1 ),
"narcolepsy": ( 4 , 1 ),
"exchange": ( 1 , 1 ),
"lycanthropy": ( 1 , 1 ),
"luck": ( 6 , 1 ),
"pestilence": ( 3 , 1 ),
"retribution": ( 5 , 1 ),
"misdirection": ( 6 , 1 ),
}
# Credits to Metacity for designing and current name
# Blame arkiwitect for the original name of KrabbyPatty
@game_mode("aleatoire", minp = 4, maxp = 24, likelihood = 4)
class AleatoireMode(object):
"""Game mode created by Metacity and balanced by woffle."""
def __init__(self):
self.SHARPSHOOTER_CHANCE = 1
# SHAMAN , CRAZED SHAMAN
self.TOTEM_CHANCES = { "death": ( 4 , 1 ),
"protection": ( 8 , 1 ),
"silence": ( 2 , 1 ),
"revealing": ( 0 , 1 ),
"desperation": ( 1 , 1 ),
"impatience": ( 0 , 1 ),
"pacifism": ( 0 , 1 ),
"influence": ( 0 , 1 ),
"narcolepsy": ( 0 , 1 ),
"exchange": ( 0 , 1 ),
"lycanthropy": ( 0 , 1 ),
"luck": ( 0 , 1 ),
"pestilence": ( 1 , 1 ),
"retribution": ( 4 , 1 ),
"misdirection": ( 0 , 1 ),
}
self.ROLE_INDEX = ( 4 , 6 , 8 , 10 , 12 , 15 , 18 , 21 )
self.ROLE_GUIDE = reset_roles(self.ROLE_INDEX)
self.ROLE_GUIDE.update({ # village roles
"seer" : ( 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 ),
"shaman" : ( 0 , 0 , 1 , 1 , 1 , 1 , 1 , 1 ),
"matchmaker" : ( 0 , 0 , 0 , 1 , 1 , 1 , 1 , 1 ),
"hunter" : ( 0 , 0 , 0 , 0 , 0 , 1 , 1 , 1 ),
"augur" : ( 0 , 0 , 0 , 0 , 0 , 1 , 1 , 1 ),
"time lord" : ( 0 , 0 , 0 , 0 , 0 , 0 , 0 , 1 ),
"guardian angel" : ( 0 , 0 , 0 , 0 , 0 , 1 , 1 , 1 ),
# wolf roles
"wolf" : ( 1 , 1 , 1 , 2 , 2 , 2 , 2 , 2 ),
"wolf cub" : ( 0 , 0 , 0 , 0 , 0 , 0 , 0 , 1 ),
"traitor" : ( 0 , 0 , 1 , 1 , 1 , 1 , 1 , 1 ),
"werecrow" : ( 0 , 0 , 0 , 0 , 0 , 1 , 1 , 1 ),
"hag" : ( 0 , 0 , 0 , 0 , 1 , 1 , 1 , 1 ),
# neutral roles
"vengeful ghost" : ( 0 , 0 , 0 , 1 , 1 , 1 , 2 , 2 ),
"amnesiac" : ( 0 , 0 , 0 , 0 , 1 , 1 , 1 , 1 ),
"lycan" : ( 0 , 0 , 0 , 0 , 0 , 1 , 1 , 1 ),
# templates
"cursed villager" : ( 1 , 2 , 2 , 2 , 2 , 2 , 2 , 2 ),
"assassin" : ( 0 , 0 , 0 , 1 , 2 , 2 , 2 , 2 ),
"gunner" : ( 0 , 0 , 0 , 1 , 1 , 1 , 1 , 1 ),
"sharpshooter" : ( 0 , 0 , 0 , 0 , 0 , 0 , 0 , 1 ),
"bureaucrat" : ( 0 , 0 , 0 , 0 , 1 , 1 , 1 , 1 ),
"mayor" : ( 0 , 0 , 0 , 0 , 0 , 1 , 1 , 1 ),
})
@game_mode("alpha", minp = 7, maxp = 24, likelihood = 5)
class AlphaMode(object):
"""Features the alpha wolf who can turn other people into wolves, be careful whom you trust!"""
def __init__(self):
self.ROLE_INDEX = ( 7 , 8 , 10 , 11 , 12 , 14 , 15 , 17 , 18 , 20 , 21 , 24 )
self.ROLE_GUIDE = reset_roles(self.ROLE_INDEX)
self.ROLE_GUIDE.update({
#village roles
"oracle" : ( 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 ),
"matchmaker" : ( 0 , 0 , 0 , 0 , 0 , 1 , 1 , 1 , 1 , 1 , 1 , 1 ),
"village drunk" : ( 0 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 ),
"guardian angel" : ( 0 , 0 , 0 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 ),
"doctor" : ( 0 , 0 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 ),
"harlot" : ( 0 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 ),
"augur" : ( 0 , 0 , 0 , 0 , 0 , 0 , 0 , 1 , 1 , 1 , 1 , 1 ),
# wolf roles
"wolf" : ( 1 , 1 , 1 , 1 , 1 , 1 , 2 , 2 , 3 , 3 , 4 , 5 ),
"alpha wolf" : ( 0 , 0 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 ),
"traitor" : ( 0 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 ),
"werecrow" : ( 0 , 0 , 0 , 0 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 ),
# neutral roles
"lycan" : ( 1 , 1 , 1 , 1 , 1 , 1 , 1 , 2 , 2 , 2 , 2 , 2 ),
"clone" : ( 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 1 , 1 , 1 ),
# templates
"cursed villager" : ( 1 , 1 , 1 , 1 , 2 , 2 , 2 , 2 , 3 , 3 , 3 , 4 ),
})
# Persistence
# Load saved settings
import sqlite3
conn = sqlite3.connect("data.sqlite3", check_same_thread = False)
c = conn.cursor()
def init_db():
with conn:
c = conn.cursor()
c.execute('CREATE TABLE IF NOT EXISTS away (nick TEXT)') # whoops, i mean cloak, not nick
c.execute('CREATE TABLE IF NOT EXISTS away_accs (acc TEXT)') # accounts of people who are away
c.execute('CREATE TABLE IF NOT EXISTS simple_role_notify (cloak TEXT)') # people who understand each role (hostmasks - backup)
c.execute('CREATE TABLE IF NOT EXISTS simple_role_accs (acc TEXT)') # people who understand each role (accounts - primary)
c.execute('CREATE TABLE IF NOT EXISTS prefer_notice (cloak TEXT)') # people who prefer /notice (hostmasks - backup)
c.execute('CREATE TABLE IF NOT EXISTS prefer_notice_acc (acc TEXT)') # people who prefer /notice (accounts - primary)
c.execute('CREATE TABLE IF NOT EXISTS stasised (cloak TEXT, games INTEGER, UNIQUE(cloak))') # stasised people (cloaks)
c.execute('CREATE TABLE IF NOT EXISTS stasised_accs (acc TEXT, games INTEGER, UNIQUE(acc))') # stasised people (accounts - takes precedence)
c.execute('CREATE TABLE IF NOT EXISTS denied (cloak TEXT, command TEXT, UNIQUE(cloak, command))') # DENY
c.execute('CREATE TABLE IF NOT EXISTS denied_accs (acc TEXT, command TEXT, UNIQUE(acc, command))') # DENY_ACCOUNTS
c.execute('CREATE TABLE IF NOT EXISTS allowed (cloak TEXT, command TEXT, UNIQUE(cloak, command))') # ALLOW
c.execute('CREATE TABLE IF NOT EXISTS allowed_accs (acc TEXT, command TEXT, UNIQUE(acc, command))') # ALLOW_ACCOUNTS
c.execute('CREATE TABLE IF NOT EXISTS ping_if_prefs (cloak TEXT, players INTEGER)') # ping-if preferences (hostnames - backup)
c.execute('CREATE TABLE IF NOT EXISTS ping_if_prefs_accs (acc TEXT, players INTEGER)') # ping-if prefs (accounts - primary)
c.execute('CREATE TABLE IF NOT EXISTS ping_prefs (cloak TEXT, pref TEXT)') # ping-if preferences (none = only in !ping; all = on join and in !ping)
c.execute('CREATE TABLE IF NOT EXISTS ping_prefs_accs (acc TEXT, pref TEXT)') # ping-if prefs (accounts - primary)
c.execute('PRAGMA table_info(pre_restart_state)')
try:
next(c)
except StopIteration:
c.execute('CREATE TABLE pre_restart_state (players TEXT)')
c.execute('INSERT INTO pre_restart_state (players) VALUES (NULL)')
c.execute('SELECT * FROM away')
for row in c:
AWAY.append(row[0])
c.execute('SELECT * FROM away_accs')
for row in c:
AWAY_ACCS.append(row[0])
c.execute('SELECT * FROM simple_role_notify')
for row in c:
SIMPLE_NOTIFY.append(row[0])
c.execute('SELECT * FROM simple_role_accs')
for row in c:
SIMPLE_NOTIFY_ACCS.append(row[0])
c.execute('SELECT * FROM prefer_notice')
for row in c:
PREFER_NOTICE.append(row[0])
c.execute('SELECT * FROM prefer_notice_acc')
for row in c:
PREFER_NOTICE_ACCS.append(row[0])
c.execute('SELECT * FROM stasised')
for row in c:
STASISED[row[0]] = row[1]
c.execute('SELECT * FROM stasised_accs')
for row in c:
STASISED_ACCS[row[0]] = row[1]
c.execute('SELECT * FROM denied')
for row in c:
if row[0] not in DENY:
DENY[row[0]] = []
DENY[row[0]].append(row[1])
c.execute('SELECT * FROM denied_accs')
for row in c:
if row[0] not in DENY_ACCOUNTS:
DENY_ACCOUNTS[row[0]] = []
DENY_ACCOUNTS[row[0]].append(row[1])
c.execute('SELECT * FROM allowed')
for row in c:
if row[0] not in ALLOW:
ALLOW[row[0]] = []
ALLOW[row[0]].append(row[1])
c.execute('SELECT * FROM allowed_accs')
for row in c:
if row[0] not in ALLOW_ACCOUNTS:
ALLOW_ACCOUNTS[row[0]] = []
ALLOW_ACCOUNTS[row[0]].append(row[1])
c.execute('SELECT * FROM ping_if_prefs')
for row in c:
if row[0] not in PING_IF_PREFS:
PING_IF_PREFS[row[0]] = row[1]
if row[1] not in PING_IF_NUMS:
PING_IF_NUMS[row[1]] = []
PING_IF_NUMS[row[1]].append(row[0])
c.execute('SELECT * FROM ping_if_prefs_accs')
for row in c:
if row[0] not in PING_IF_PREFS_ACCS:
PING_IF_PREFS_ACCS[row[0]] = row[1]
if row[1] not in PING_IF_NUMS_ACCS:
PING_IF_NUMS_ACCS[row[1]] = []
PING_IF_NUMS_ACCS[row[1]].append(row[0])
c.execute('SELECT * FROM ping_prefs')
for row in c:
PING_PREFS[row[0]] = row[1]
c.execute('SELECT * FROM ping_prefs_accs')
for row in c:
PING_PREFS_ACCS[row[0]] = row[1]
# populate the roles table
c.execute('DROP TABLE IF EXISTS roles')
c.execute('CREATE TABLE roles (id INTEGER PRIMARY KEY AUTOINCREMENT, role TEXT)')
for x in list(ROLE_GUIDE.keys()):
c.execute("INSERT OR REPLACE INTO roles (role) VALUES (?)", (x,))
c.execute(('CREATE TABLE IF NOT EXISTS rolestats (player TEXT, role TEXT, '+
'teamwins SMALLINT, individualwins SMALLINT, totalgames SMALLINT, '+
'UNIQUE(player, role))'))
c.execute(('CREATE TABLE IF NOT EXISTS gamestats (gamemode TEXT, size SMALLINT, villagewins SMALLINT, ' +
'wolfwins SMALLINT, monsterwins SMALLINT, foolwins SMALLINT, totalgames SMALLINT, UNIQUE(gamemode, size))'))
c.execute('CREATE TABLE IF NOT EXISTS ping (cloak text)')
c.execute('CREATE TABLE IF NOT EXISTS ping_accs (acc text)')
c.execute('SELECT * FROM ping')
for row in c:
PING_IN.append(row[0])
c.execute('SELECT * FROM ping_accs')
for row in c:
PING_IN_ACCS.append(row[0])
def remove_away(clk):
with conn:
c.execute('DELETE from away where nick=?', (clk,))
def add_away(clk):
with conn:
c.execute('INSERT into away VALUES (?)', (clk,))
def remove_away_acc(acc):
with conn:
c.execute('DELETE from away_accs where acc=?', (acc,))
def add_away_acc(acc):
with conn:
c.execute('INSERT into away_accs VALUES (?)', (acc,))
def remove_simple_rolemsg(clk):
with conn:
c.execute('DELETE from simple_role_notify where cloak=?', (clk,))
def add_simple_rolemsg(clk):
with conn:
c.execute('INSERT into simple_role_notify VALUES (?)', (clk,))
def remove_simple_rolemsg_acc(acc):
with conn:
c.execute('DELETE from simple_role_accs where acc=?', (acc,))
def add_simple_rolemsg_acc(acc):
with conn:
c.execute('INSERT into simple_role_accs VALUES (?)', (acc,))
def remove_prefer_notice(clk):
with conn:
c.execute('DELETE from prefer_notice where cloak=?', (clk,))
def add_prefer_notice(clk):
with conn:
c.execute('INSERT into prefer_notice VALUES (?)', (clk,))
def remove_prefer_notice_acc(acc):
with conn:
c.execute('DELETE from prefer_notice_acc where acc=?', (acc,))
def add_prefer_notice_acc(acc):
with conn:
c.execute('INSERT into prefer_notice_acc VALUES (?)', (acc,))
def remove_ping(clk):
with conn:
c.execute('DELETE from ping where cloak=?', (clk,))
def add_ping(clk):
with conn:
c.execute('INSERT into ping VALUES (?)', (clk,))
def remove_ping_acc(acc):
with conn:
c.execute('DELETE from ping_accs where acc=?', (acc,))
def add_ping_acc(acc):
with conn:
c.execute('INSERT into ping_accs VALUES (?)', (acc,))
def set_stasis(clk, games):
with conn:
if games <= 0:
c.execute('DELETE FROM stasised WHERE cloak=?', (clk,))
else:
c.execute('INSERT OR REPLACE INTO stasised VALUES (?,?)', (clk, games))
def set_stasis_acc(acc, games):
with conn:
if games <= 0:
c.execute('DELETE FROM stasised_accs WHERE acc=?', (acc,))
else:
c.execute('INSERT OR REPLACE INTO stasised_accs VALUES (?,?)', (acc, games))
def add_deny(clk, command):
with conn:
c.execute('INSERT OR IGNORE INTO denied VALUES (?,?)', (clk, command))
def remove_deny(clk, command):
with conn:
c.execute('DELETE FROM denied WHERE cloak=? AND command=?', (clk, command))
def add_deny_acc(acc, command):
with conn:
c.execute('INSERT OR IGNORE INTO denied_accs VALUES (?,?)', (acc, command))
def remove_deny_acc(acc, command):
with conn:
c.execute('DELETE FROM denied_accs WHERE acc=? AND command=?', (acc, command))
def add_allow(clk, command):
with conn:
c.execute('INSERT OR IGNORE INTO allowed VALUES (?,?)', (clk, command))
def remove_allow(clk, command):
with conn:
c.execute('DELETE FROM allowed WHERE cloak=? AND command=?', (clk, command))
def add_allow_acc(acc, command):
with conn:
c.execute('INSERT OR IGNORE INTO allowed_accs VALUES (?,?)', (acc, command))
def remove_allow_acc(acc, command):
with conn:
c.execute('DELETE FROM allowed_accs WHERE acc=? AND command=?', (acc, command))
def set_ping_if_status(cloak, players):
with conn:
c.execute('DELETE FROM ping_if_prefs WHERE cloak=?', (cloak,))
if players != 0:
c.execute('INSERT OR REPLACE INTO ping_if_prefs VALUES (?,?)', (cloak, players))
def set_ping_if_status_acc(acc, players):
with conn:
c.execute('DELETE FROM ping_if_prefs_accs WHERE acc=?', (acc,))
if players != 0:
c.execute('INSERT OR REPLACE INTO ping_if_prefs_accs VALUES (?,?)', (acc, players))
def set_ping_pref(cloak, pref):
with conn:
c.execute('INSERT OR REPLACE INTO ping_prefs VALUES (?,?)', (cloak, pref))
def set_ping_pref_acc(acc, pref):
with conn:
c.execute('INSERT OR REPLACE INTO ping_prefs_accs VALUES (?,?)', (acc, pref))
def update_role_stats(acc, role, won, iwon):
with conn:
wins, iwins, total = 0, 0, 0
c.execute(("SELECT teamwins, individualwins, totalgames FROM rolestats "+
"WHERE player=? AND role=?"), (acc, role))
row = c.fetchone()
if row:
wins, iwins, total = row
if won:
wins += 1
if iwon:
iwins += 1
total += 1
c.execute("INSERT OR REPLACE INTO rolestats VALUES (?,?,?,?,?)",
(acc, role, wins, iwins, total))
def update_game_stats(gamemode, size, winner):
with conn:
vwins, wwins, mwins, fwins, total = 0, 0, 0, 0, 0
c.execute("SELECT villagewins, wolfwins, monsterwins, foolwins, totalgames "+
"FROM gamestats WHERE gamemode=? AND size=?", (gamemode, size))
row = c.fetchone()
if row:
vwins, wwins, mwins, fwins, total = row
if winner == "wolves":
wwins += 1
elif winner == "villagers":
vwins += 1
elif winner == "monsters":
mwins += 1
elif winner.startswith("@"):
fwins += 1
total += 1
c.execute("INSERT OR REPLACE INTO gamestats VALUES (?,?,?,?,?,?,?)",
(gamemode, size, vwins, wwins, mwins, fwins, total))
def get_player_stats(acc, role):
if role.lower() not in [k.lower() for k in ROLE_GUIDE.keys()] and role != "lover":
return "No such role: {0}".format(role)
with conn:
c.execute("SELECT player FROM rolestats WHERE player=? COLLATE NOCASE", (acc,))
player = c.fetchone()
if player:
for row in c.execute("SELECT * FROM rolestats WHERE player=? COLLATE NOCASE AND role=? COLLATE NOCASE", (acc, role)):
msg = "\u0002{0}\u0002 as \u0002{1}\u0002 | Team wins: {2} (%d%%), Individual wins: {3} (%d%%), Total games: {4}".format(*row)
return msg % (round(row[2]/row[4] * 100), round(row[3]/row[4] * 100))
else:
return "No stats for {0} as {1}.".format(player[0], role)
return "{0} has not played any games.".format(acc)
def get_player_totals(acc):
role_totals = []
with conn:
c.execute("SELECT player FROM rolestats WHERE player=? COLLATE NOCASE", (acc,))
player = c.fetchone()
if player:
c.execute("SELECT role, totalgames FROM rolestats WHERE player=? COLLATE NOCASE ORDER BY totalgames DESC", (acc,))
role_tmp = defaultdict(int)
while True:
row = c.fetchone()
if row:
role_tmp[row[0]] += row[1]
else:
break
order = role_order()
#ordered role stats
role_totals = ["\u0002{0}\u0002: {1}".format(role, role_tmp[role]) for role in order if role in role_tmp]
#lover or any other special stats
role_totals += ["\u0002{0}\u0002: {1}".format(role, count) for role, count in role_tmp.items() if role not in order]
c.execute("SELECT SUM(totalgames) from rolestats WHERE player=? COLLATE NOCASE AND role!='cursed villager' AND role!='gunner'", (acc,))
row = c.fetchone()
return "\u0002{0}\u0002's totals | \u0002{1}\u0002 games | {2}".format(player[0], row[0], break_long_message(role_totals, ", "))
else:
return "\u0002{0}\u0002 has not played any games.".format(acc)
def get_game_stats(gamemode, size):
with conn:
for row in c.execute("SELECT * FROM gamestats WHERE gamemode=? AND size=?", (gamemode, size)):
msg = "\u0002%d\u0002 player games | Village wins: %d (%d%%), Wolf wins: %d (%d%%)" % (row[1], row[2], round(row[2]/row[6] * 100), row[3], round(row[3]/row[6] * 100))
if row[4] > 0:
msg += ", Monster wins: %d (%d%%)" % (row[4], round(row[4]/row[6] * 100))
if row[5] > 0:
msg += ", Fool wins: %d (%d%%)" % (row[5], round(row[5]/row[6] * 100))
return msg + ", Total games: {0}".format(row[6])
else:
return "No stats for \u0002{0}\u0002 player games.".format(size)
def get_game_totals(gamemode):
size_totals = []
total = 0
with conn:
for size in range(MIN_PLAYERS, MAX_PLAYERS + 1):
c.execute("SELECT size, totalgames FROM gamestats WHERE gamemode=? AND size=?", (gamemode, size))
row = c.fetchone()
if row:
size_totals.append("\u0002{0}p\u0002: {1}".format(*row))
total += row[1]
if len(size_totals) == 0:
return "No games have been played in the {0} game mode.".format(gamemode)
else:
return "Total games ({0}) | {1}".format(total, ", ".join(size_totals))
# vim: set expandtab:sw=4:ts=4: