1. Rewrite amnesiac: Instead of removing an existing role from the game for the first 2 days, they now become a brand new random role. Seers, oracles, sorcerers, detectives, and revealing totems will see through their amnesia so they can learn their actual role. Amnesiacs are neutral until they clear up, and thus if the game ends while they are still amnesiac, they will win alongside the default role (e.g. village if default is villagers, or wolves if default is cultists). 2. Make vengeful ghost take vengeance based on the role that killed them instead of making it based on time of day. If they suicide due to being someone's lover, they will take vengeance on the team that killed their lover. If they are gunner and their gun explodes, they take vengeance on the village due to their shoddy gun construction processes. 3. Make clone always trigger even if their target idles out or !quits. 4. Make a harlot visiting victim, harlot visiting wolf, and bodyguard guarding victim able to shoot wolves if they are also gunner, and for wolves to pick up their gun. In the event of a wolf kill plus another non-wolf kill, the wolf kill takes precedence in the event of harlot visiting victim and bodyguard guarding victim, and the non-wolf kill takes precedence in the event of harlot visiting wolf (the non-wolf kill happens en-route to the wolves, and the gun disappears or something, idk). Additionally, if the harlot visits victim or the bodyguard guards victim and the harlot/bodyguard are also targeted by wolves, their special "died visiting/guarding victim" event plays instead of the normal death message. 5. Change alive vengeful ghost win conditions to work like amnesiac: they win with the default role if alive at the end of the game. 6. Minor wording fixes, such as the gunner shot wolf message with more commas than words. Remember, every time you abuse a comma, God kills a kitten.
504 lines
23 KiB
Python
504 lines
23 KiB
Python
PING_WAIT = 300 # Seconds
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PING_MIN_WAIT = 30 # How long !start has to wait after a !ping
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MINIMUM_WAIT = 60
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EXTRA_WAIT = 20
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EXTRA_WAIT_JOIN = 0 # Add this many seconds to the waiting time for each !join
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WAIT_AFTER_JOIN = 10 # Wait at least this many seconds after the last join
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MAXIMUM_WAITED = 3 # limit for amount of !wait's
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STATS_RATE_LIMIT = 60
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VOTES_RATE_LIMIT = 60
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ADMINS_RATE_LIMIT = 300
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GSTATS_RATE_LIMIT = 0
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PSTATS_RATE_LIMIT = 0
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TIME_RATE_LIMIT = 10
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SHOTS_MULTIPLIER = .12 # ceil(shots_multiplier * len_players) = bullets given
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SHARPSHOOTER_MULTIPLIER = 0.06
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MIN_PLAYERS = 4
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MAX_PLAYERS = 21
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DRUNK_SHOTS_MULTIPLIER = 3
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NIGHT_TIME_LIMIT = 120
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NIGHT_TIME_WARN = 90 # should be less than NIGHT_TIME_LIMIT
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DAY_TIME_LIMIT = 720
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DAY_TIME_WARN = 600 # should be less than DAY_TIME_LIMIT
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JOIN_TIME_LIMIT = 3600
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# May only be set if the above are also set
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SHORT_DAY_PLAYERS = 6 # Number of players left to have a short day
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SHORT_DAY_LIMIT = 520
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SHORT_DAY_WARN = 400
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# If time lord dies, the timers get set to this instead (60s day, 30s night)
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TIME_LORD_DAY_LIMIT = 60
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TIME_LORD_DAY_WARN = 45
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TIME_LORD_NIGHT_LIMIT = 30
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TIME_LORD_NIGHT_WARN = 20
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KILL_IDLE_TIME = 300
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WARN_IDLE_TIME = 180
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PART_GRACE_TIME = 30
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QUIT_GRACE_TIME = 30
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# controls how many people it does in one /msg; only works for messages that are the same
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MAX_PRIVMSG_TARGETS = 4
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LEAVE_STASIS_PENALTY = 1
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IDLE_STASIS_PENALTY = 1
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PART_STASIS_PENALTY = 1
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GOAT_HERDER = True
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SELF_LYNCH_ALLOWED = True
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HIDDEN_TRAITOR = True
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HIDDEN_AMNESIAC = False # amnesiac still shows as amnesiac if killed even after turning
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VENGEFUL_GHOST_KNOWS_ROLES = True
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GUARDIAN_ANGEL_CAN_GUARD_SELF = True
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START_WITH_DAY = False
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WOLF_STEALS_GUN = True # at night, the wolf can steal steal the victim's bullets
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ROLE_REVEAL = True
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LOVER_WINS_WITH_FOOL = False # if fool is lynched, does their lover win with them?
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CARE_BOLD = False
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CARE_COLOR = False
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KILL_COLOR = False
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KILL_BOLD = False
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LOG_FILENAME = ""
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BARE_LOG_FILENAME = ""
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# HIT MISS SUICIDE HEADSHOT
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GUN_CHANCES = ( 5/7 , 1/7 , 1/7 , 2/5 )
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WOLF_GUN_CHANCES = ( 5/7 , 1/7 , 1/7 , 2/5 )
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DRUNK_GUN_CHANCES = ( 2/7 , 3/7 , 2/7 , 2/5 )
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SHARPSHOOTER_GUN_CHANCES = ( 1 , 0 , 0 , 1 )
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GUNNER_KILLS_WOLF_AT_NIGHT_CHANCE = 1/4
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GUARDIAN_ANGEL_DIES_CHANCE = 0
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BODYGUARD_DIES_CHANCE = 0
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DETECTIVE_REVEALED_CHANCE = 2/5
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SHARPSHOOTER_CHANCE = 1/5 # if sharpshooter is enabled, chance that a gunner will become a sharpshooter instead
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AMNESIAC_NIGHTS = 3 # amnesiac gets to know their actual role on this night
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BUREAUCRAT_VOTES = 2 # bureaucrat votes count for this many normal votes
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# DEATH PROTECTION REVEALING NARCOLEPSY SILENCE DESPERATION
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TOTEM_CHANCES = ( 1/6 , 1/6 , 1/6 , 1/6 , 1/6 , 1/6 )
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GAME_MODES = {}
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AWAY = ['services.', 'services.int'] # cloaks of people who are away.
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SIMPLE_NOTIFY = [] # cloaks of people who !simple, who want everything /notice'd
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# 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")
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DEFAULT_ROLE = "villager"
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ROLE_INDEX = ( 4 , 6 , 8 , 10 , 12 , 15 , 17 , 18 , 20 )
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ROLE_GUIDE = {# village roles
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"villager" : ( 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 ),
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"seer" : ( 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 , 1 ),
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"oracle" : ( 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 ),
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"augur" : ( 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 ),
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"village drunk" : ( 0 , 0 , 1 , 1 , 1 , 1 , 1 , 1 , 1 ),
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"harlot" : ( 0 , 0 , 1 , 1 , 1 , 1 , 1 , 1 , 1 ),
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"guardian angel" : ( 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 ),
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"bodyguard" : ( 0 , 0 , 0 , 0 , 0 , 0 , 1 , 1 , 1 ),
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"detective" : ( 0 , 0 , 0 , 0 , 1 , 1 , 1 , 1 , 1 ),
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"village elder" : ( 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 ),
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"time lord" : ( 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 ),
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"matchmaker" : ( 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 ),
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"mad scientist" : ( 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 ),
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"hunter" : ( 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 ),
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"shaman" : ( 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 ),
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# wolf roles
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"wolf" : ( 1 , 1 , 1 , 2 , 2 , 3 , 3 , 3 , 4 ),
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"traitor" : ( 0 , 0 , 1 , 1 , 1 , 1 , 1 , 1 , 1 ),
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"werecrow" : ( 0 , 0 , 0 , 0 , 1 , 1 , 1 , 1 , 1 ),
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"cultist" : ( 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 ),
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"minion" : ( 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 ),
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"hag" : ( 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 ),
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"wolf cub" : ( 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 ),
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"sorcerer" : ( 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 ),
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# neutral roles
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"lycan" : ( 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 ),
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"vengeful ghost" : ( 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 ),
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"clone" : ( 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 ),
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"crazed shaman" : ( 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 ),
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"fool" : ( 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 ),
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"jester" : ( 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 ),
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"monster" : ( 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 ),
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"amnesiac" : ( 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 ),
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# templates
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"cursed villager" : ( 0 , 1 , 1 , 1 , 1 , 1 , 1 , 2 , 2 ),
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"gunner" : ( 0 , 0 , 0 , 1 , 1 , 1 , 1 , 1 , 1 ),
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# 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.
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"sharpshooter" : ( 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 ),
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"mayor" : ( 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 ),
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"assassin" : ( 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 ),
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"bureaucrat" : ( 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 ),
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}
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# Harlot dies when visiting, gunner kills when shooting, GA and bodyguard have a chance at dying when guarding
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# If every wolf role dies, the game ends and village wins and there are no remaining traitors, the game ends and villagers win
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WOLF_ROLES = ["wolf", "werecrow", "wolf cub"]
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# Access to wolfchat, and counted towards the # of wolves vs villagers when determining if a side has won
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WOLFCHAT_ROLES = ["wolf", "traitor", "werecrow", "hag", "wolf cub", "sorcerer"]
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# Wins with the wolves, even if the roles are not necessarily wolves themselves
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WOLFTEAM_ROLES = ["wolf", "traitor", "werecrow", "hag", "wolf cub", "sorcerer", "minion", "cultist"]
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# These roles never win as a team, only ever individually (either instead of or in addition to the regular winners)
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TRUE_NEUTRAL_ROLES = ["crazed shaman", "fool", "jester", "monster", "clone"]
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# These are the roles that will NOT be used for when amnesiac turns, everything else is fair game!
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AMNESIAC_BLACKLIST = ["monster", "amnesiac", "minion", "matchmaker", "clone"]
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# 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
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# 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
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TEMPLATE_RESTRICTIONS = {"cursed villager" : ["wolf", "wolf cub", "werecrow", "seer", "oracle", "augur", "fool", "jester"],
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"gunner" : ["wolf", "traitor", "werecrow", "hag", "wolf cub", "sorcerer", "minion", "cultist", "fool", "lycan", "jester"],
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"sharpshooter" : ["wolf", "traitor", "werecrow", "hag", "wolf cub", "sorcerer", "minion", "cultist", "fool", "lycan", "jester"],
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"mayor" : ["fool", "jester", "monster"],
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"assassin" : ["seer", "augur", "oracle", "harlot", "detective", "bodyguard", "guardian angel", "village drunk", "hunter", "shaman", "crazed shaman", "fool", "mayor", "wolf", "werecrow", "wolf cub", "traitor", "lycan"],
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"bureaucrat" : [],
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}
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# Roles listed here cannot be used in !fgame roles=blah. If they are defined in ROLE_GUIDE they may still be used.
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DISABLED_ROLES = []
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NO_VICTIMS_MESSAGES = ("The body of a young penguin pet is found.",
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"A pool of blood and wolf paw prints are found.",
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"Traces of wolf fur are found.")
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LYNCH_MESSAGES = ("The villagers, after much debate, finally decide on lynching \u0002{0}\u0002, who turned out to be... a \u0002{1}\u0002.",
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"Under a lot of noise, the pitchfork-bearing villagers lynch \u0002{0}\u0002, who turned out to be... a \u0002{1}\u0002.",
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"Despite protests, the mob drags their victim to the hanging tree. \u0002{0}\u0002 succumbs to the will of the horde, and is hanged. The villagers have killed a \u0002{1}\u0002.",
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"Resigned to the inevitable, \u0002{0}\u0002 is led to the gallows. Once the twitching stops, it is discovered that the village lynched a \u0002{1}\u0002.",
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"Before the rope is pulled, \u0002{0}\u0002, the \u0002{1}\u0002, throws a grenade at the mob. The grenade explodes early.")
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LYNCH_MESSAGES_NO_REVEAL = ("The villagers, after much debate, finally decide on lynching \u0002{0}\u0002.",
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"Under a lot of noise, the pitchfork-bearing villagers lynch \u0002{0}\u0002.",
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"Despite protests, the mob drags their victim to the hanging tree. \u0002{0}\u0002 succumbs to the will of the horde, and is hanged.",
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"Resigned to the inevitable, \u0002{0}\u0002 is led to the gallows.",
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"Before the rope is pulled, \u0002{0}\u0002 throws a grenade at the mob. The grenade explodes early.")
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import botconfig
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RULES = (botconfig.CHANNEL + " channel rules: http://wolf.xnrand.com/rules")
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# Other settings:
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OPT_IN_PING = False # instead of !away/!back, users can opt-in to be pinged
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PING_IN = [] # cloaks of users who have opted in for ping
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is_role = lambda plyr, rol: rol in ROLES and plyr in ROLES[rol]
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def plural(role):
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if role == "wolf": return "wolves"
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elif role == "person": return "people"
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else: return role + "s"
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def list_players(roles = None):
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if roles == None:
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roles = ROLES.keys()
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pl = []
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for x in roles:
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if x in TEMPLATE_RESTRICTIONS.keys():
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continue
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for p in ROLES[x]:
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pl.append(p)
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return pl
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def list_players_and_roles():
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plr = {}
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for x in ROLES.keys():
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if x in TEMPLATE_RESTRICTIONS.keys():
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continue # only get actual roles
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for p in ROLES[x]:
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plr[p] = x
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return plr
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get_role = lambda plyr: list_players_and_roles()[plyr]
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def get_reveal_role(nick):
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if HIDDEN_TRAITOR and get_role(nick) == "traitor":
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return DEFAULT_ROLE
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elif HIDDEN_AMNESIAC and nick in ORIGINAL_ROLES["amnesiac"]:
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return "amnesiac"
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else:
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return get_role(nick)
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def del_player(pname):
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prole = get_role(pname)
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ROLES[prole].remove(pname)
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tpls = get_templates(pname)
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for t in tpls:
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ROLES[t].remove(pname)
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def get_templates(nick):
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tpl = []
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for x in TEMPLATE_RESTRICTIONS.keys():
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try:
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if nick in ROLES[x]:
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tpl.append(x)
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except KeyError:
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pass
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return tpl
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class InvalidModeException(Exception): pass
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def game_mode(name):
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def decor(c):
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GAME_MODES[name] = c
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return c
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return decor
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# TODO: implement more game modes
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@game_mode("roles")
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class ChangedRolesMode(object):
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"""Example: !fgame roles=wolf:1,seer:0,guardian angel:1"""
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def __init__(self, arg = ""):
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self.ROLE_GUIDE = ROLE_GUIDE.copy()
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self.ROLE_INDEX = (MIN_PLAYERS,)
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pairs = arg.split(",")
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if not pairs:
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raise InvalidModeException("Invalid syntax for mode roles. arg={0}".format(arg))
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for role in self.ROLE_GUIDE.keys():
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self.ROLE_GUIDE[role] = (0,)
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for pair in pairs:
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change = pair.split(":")
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if len(change) != 2:
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raise InvalidModeException("Invalid syntax for mode roles. arg={0}".format(arg))
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role, num = change
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try:
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if role.lower() in DISABLED_ROLES:
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raise InvalidModeException("The role \u0002{0}\u0002 has been disabled.".format(role))
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elif role.lower() in self.ROLE_GUIDE:
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self.ROLE_GUIDE[role.lower()] = tuple([int(num)] * len(ROLE_INDEX))
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elif role.lower() == "default" and num.lower() in self.ROLE_GUIDE:
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if num.lower() == "villager" or num.lower() == "cultist":
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self.DEFAULT_ROLE = num.lower()
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else:
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raise InvalidModeException("The default role must be either \u0002villager\u0002 or \u0002cultist\u0002.")
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elif role.lower() == "role reveal" or role.lower() == "reveal roles":
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num = num.lower()
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if num == "on" or num == "true" or num == "yes" or num == "1":
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self.ROLE_REVEAL = True
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elif num == "off" or num == "false" or num == "no" or num == "0":
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self.ROLE_REVEAL = False
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else:
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raise InvalidModeException("Did not recognize value \u0002{0}\u0002 for role reveal.".format(num))
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else:
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raise InvalidModeException(("The role \u0002{0}\u0002 "+
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"is not valid.").format(role))
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except ValueError:
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raise InvalidModeException("A bad value was used in mode roles.")
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@game_mode("evilvillage")
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class EvilVillageMode(object):
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def __init__(self):
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self.MIN_PLAYERS = 6
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self.MAX_PLAYERS = 12
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self.DEFAULT_ROLE = "cultist"
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self.ROLE_INDEX = ( 6 , 10 )
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self. ROLE_GUIDE = {# village roles
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"villager" : ( 0 , 0 ),
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"seer" : ( 0 , 0 ),
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"oracle" : ( 1 , 1 ),
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"augur" : ( 0 , 0 ),
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"village drunk" : ( 0 , 0 ),
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"harlot" : ( 0 , 0 ),
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"guardian angel" : ( 0 , 1 ),
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"bodyguard" : ( 0 , 0 ),
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"detective" : ( 0 , 0 ),
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"village elder" : ( 0 , 0 ),
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"time lord" : ( 0 , 0 ),
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"matchmaker" : ( 0 , 0 ),
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"mad scientist" : ( 0 , 0 ),
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"hunter" : ( 0 , 0 ),
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"shaman" : ( 1 , 1 ),
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# wolf roles
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"wolf" : ( 1 , 1 ),
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"traitor" : ( 0 , 0 ),
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"werecrow" : ( 0 , 0 ),
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"cultist" : ( 0 , 0 ),
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"minion" : ( 0 , 1 ),
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"hag" : ( 0 , 0 ),
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"wolf cub" : ( 0 , 0 ),
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"sorcerer" : ( 0 , 0 ),
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# neutral roles
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"lycan" : ( 0 , 0 ),
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"vengeful ghost" : ( 0 , 0 ),
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"clone" : ( 0 , 0 ),
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"crazed shaman" : ( 0 , 0 ),
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"fool" : ( 0 , 0 ),
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"jester" : ( 0 , 0 ),
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"monster" : ( 0 , 0 ),
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"amnesiac" : ( 0 , 0 ),
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# templates
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"cursed villager" : ( 0 , 0 ),
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"gunner" : ( 0 , 0 ),
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"sharpshooter" : ( 0 , 0 ),
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"mayor" : ( 0 , 0 ),
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"assassin" : ( 0 , 0 ),
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"bureaucrat" : ( 0 , 0 ),
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}
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# Persistence
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# Load saved settings
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import sqlite3
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conn = sqlite3.connect("data.sqlite3", check_same_thread = False)
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with conn:
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c = conn.cursor()
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c.execute('CREATE TABLE IF NOT EXISTS away (nick TEXT)') # whoops, i mean cloak, not nick
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c.execute('CREATE TABLE IF NOT EXISTS simple_role_notify (cloak TEXT)') # people who understand each role
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c.execute('SELECT * FROM away')
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for row in c:
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AWAY.append(row[0])
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c.execute('SELECT * FROM simple_role_notify')
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for row in c:
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SIMPLE_NOTIFY.append(row[0])
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# populate the roles table
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c.execute('DROP TABLE IF EXISTS roles')
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c.execute('CREATE TABLE roles (id INTEGER PRIMARY KEY AUTOINCREMENT, role TEXT)')
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for x in list(ROLE_GUIDE.keys()):
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c.execute("INSERT OR REPLACE INTO roles (role) VALUES (?)", (x,))
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c.execute(('CREATE TABLE IF NOT EXISTS rolestats (player TEXT, role TEXT, '+
|
|
'teamwins SMALLINT, individualwins SMALLINT, totalgames SMALLINT, '+
|
|
'UNIQUE(player, role))'))
|
|
|
|
|
|
c.execute(('CREATE TABLE IF NOT EXISTS gamestats (size SMALLINT, villagewins SMALLINT, ' +
|
|
'wolfwins SMALLINT, totalgames SMALLINT, UNIQUE(size))'))
|
|
|
|
|
|
if OPT_IN_PING:
|
|
c.execute('CREATE TABLE IF NOT EXISTS ping (cloak text)')
|
|
|
|
c.execute('SELECT * FROM ping')
|
|
for row in c:
|
|
PING_IN.append(row[0])
|
|
|
|
|
|
def remove_away(clk):
|
|
with conn:
|
|
c.execute('DELETE from away where nick=?', (clk,))
|
|
|
|
def add_away(clk):
|
|
with conn:
|
|
c.execute('INSERT into away VALUES (?)', (clk,))
|
|
|
|
def remove_simple_rolemsg(clk):
|
|
with conn:
|
|
c.execute('DELETE from simple_role_notify where cloak=?', (clk,))
|
|
|
|
def add_simple_rolemsg(clk):
|
|
with conn:
|
|
c.execute('INSERT into simple_role_notify VALUES (?)', (clk,))
|
|
|
|
def remove_ping(clk):
|
|
with conn:
|
|
c.execute('DELETE from ping where cloak=?', (clk,))
|
|
|
|
def add_ping(clk):
|
|
with conn:
|
|
c.execute('INSERT into ping VALUES (?)', (clk,))
|
|
|
|
|
|
def update_role_stats(acc, role, won, iwon):
|
|
with conn:
|
|
wins, iwins, total = 0, 0, 0
|
|
|
|
c.execute(("SELECT teamwins, individualwins, totalgames FROM rolestats "+
|
|
"WHERE player=? AND role=?"), (acc, role))
|
|
row = c.fetchone()
|
|
if row:
|
|
wins, iwins, total = row
|
|
|
|
if won:
|
|
wins += 1
|
|
if iwon:
|
|
iwins += 1
|
|
total += 1
|
|
|
|
c.execute("INSERT OR REPLACE INTO rolestats VALUES (?,?,?,?,?)",
|
|
(acc, role, wins, iwins, total))
|
|
|
|
def update_game_stats(size, winner):
|
|
with conn:
|
|
vwins, wwins, total = 0, 0, 0
|
|
|
|
c.execute("SELECT villagewins, wolfwins, totalgames FROM gamestats "+
|
|
"WHERE size=?", (size,))
|
|
row = c.fetchone()
|
|
if row:
|
|
vwins, wwins, total = row
|
|
|
|
if winner == "wolves":
|
|
wwins += 1
|
|
elif winner == "villagers":
|
|
vwins += 1
|
|
total += 1
|
|
|
|
c.execute("INSERT OR REPLACE INTO gamestats VALUES (?,?,?,?)",
|
|
(size, vwins, wwins, total))
|
|
|
|
def get_player_stats(acc, role):
|
|
if role.lower() not in [k.lower() for k in ROLE_GUIDE.keys()]:
|
|
return "No such role: {0}".format(role)
|
|
with conn:
|
|
c.execute("SELECT player FROM rolestats WHERE player=? COLLATE NOCASE", (acc,))
|
|
player = c.fetchone()
|
|
if player:
|
|
for row in c.execute("SELECT * FROM rolestats WHERE player=? COLLATE NOCASE AND role=? COLLATE NOCASE", (acc, role)):
|
|
msg = "\u0002{0}\u0002 as \u0002{1}\u0002 | Team wins: {2} (%d%%), Individual wins: {3} (%d%%), Total games: {4}".format(*row)
|
|
return msg % (round(row[2]/row[4] * 100), round(row[3]/row[4] * 100))
|
|
else:
|
|
return "No stats for {0} as {1}.".format(player[0], role)
|
|
return "{0} has not played any games.".format(acc)
|
|
|
|
def get_player_totals(acc):
|
|
role_totals = []
|
|
with conn:
|
|
c.execute("SELECT player FROM rolestats WHERE player=? COLLATE NOCASE", (acc,))
|
|
player = c.fetchone()
|
|
if player:
|
|
c.execute("SELECT role, totalgames FROM rolestats WHERE player=? COLLATE NOCASE ORDER BY totalgames DESC", (acc,))
|
|
while True:
|
|
row = c.fetchone()
|
|
if row:
|
|
role_totals.append("\u0002{0}\u0002: {1}".format(row[0], row[1]))
|
|
else:
|
|
break
|
|
c.execute("SELECT SUM(totalgames) from rolestats WHERE player=? COLLATE NOCASE AND role!='cursed villager' AND role!='gunner'", (acc,))
|
|
row = c.fetchone()
|
|
return "\u0002{0}\u0002's totals | \u0002{1}\u0002 games | {2}".format(player[0], row[0], ", ".join(role_totals))
|
|
else:
|
|
return "\u0002{0}\u0002 has not played any games.".format(acc)
|
|
|
|
def get_game_stats(size):
|
|
with conn:
|
|
for row in c.execute("SELECT * FROM gamestats WHERE size=?", (size,)):
|
|
msg = "\u0002{0}\u0002 player games | Village wins: {1} (%d%%), Wolf wins: {2} (%d%%), Total games: {3}".format(*row)
|
|
return msg % (round(row[1]/row[3] * 100), round(row[2]/row[3] * 100))
|
|
else:
|
|
return "No stats for \u0002{0}\u0002 player games.".format(size)
|
|
|
|
def get_game_totals():
|
|
size_totals = []
|
|
total = 0
|
|
with conn:
|
|
for size in range(MIN_PLAYERS, MAX_PLAYERS + 1):
|
|
c.execute("SELECT size, totalgames FROM gamestats WHERE size=?", (size,))
|
|
row = c.fetchone()
|
|
if row:
|
|
size_totals.append("\u0002{0}p\u0002: {1}".format(*row))
|
|
total += row[1]
|
|
|
|
if len(size_totals) == 0:
|
|
return "No games have been played."
|
|
else:
|
|
return "Total games ({0}) | {1}".format(total, ", ".join(size_totals))
|
|
|
|
# vim: set expandtab:sw=4:ts=4:
|