banned/settings/wolfgame.py
Ryan Schmidt 6e2cae8e6b Remove jester from default role set
The inclusion of jester was causing a disproportionately high number of wolf wins due to wolves voting jester as a strategy in order to bring numbers to even. Per discussion in -ops, it was decided that removing jester would be good in order to prevent this (an alternative option being reducing number of wolves so that the gameplay can still happen, but it requires more finesse on the wolves' part in order to utilize).
2014-08-18 19:02:23 -05:00

603 lines
30 KiB
Python

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 = 10 # 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
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
PART_GRACE_TIME = 30
QUIT_GRACE_TIME = 30
# controls how many people it does in one /msg; only works for messages that are the same
MAX_PRIVMSG_TARGETS = 4
LEAVE_STASIS_PENALTY = 1
IDLE_STASIS_PENALTY = 1
PART_STASIS_PENALTY = 1
GOAT_HERDER = True
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?
CARE_BOLD = False
CARE_COLOR = False
KILL_COLOR = False
KILL_BOLD = False
LOG_FILENAME = ""
BARE_LOG_FILENAME = ""
# 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
# SHAMAN CRAZED SHAMAN
TOTEM_CHANCES = { "death": ( 1/8 , 1/15 ),
"protection": ( 1/8 , 1/15 ),
"silence": ( 1/8 , 1/15 ),
"revealing": ( 1/8 , 1/15 ),
"desperation": ( 1/8 , 1/15 ),
"impatience": ( 1/8 , 1/15 ),
"pacifism": ( 1/8 , 1/15 ),
"influence": ( 1/8 , 1/15 ),
"narcolepsy": ( 0 , 1/15 ),
"exchange": ( 0 , 1/15 ),
"lycanthropy": ( 0 , 1/15 ),
"luck": ( 0 , 1/15 ),
"pestilence": ( 0 , 1/15 ),
"retribution": ( 0 , 1/15 ),
"misdirection": ( 0 , 1/15 ),
}
GAME_MODES = {}
AWAY = ['services.', 'services.int'] # cloaks of people who are away.
SIMPLE_NOTIFY = [] # cloaks of people who !simple, who want everything /notice'd
# 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 ),
# 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 ),
# 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, gunner kills when shooting, GA and bodyguard have a chance at dying when guarding
# If every wolf role dies, the game ends and village wins and there are no remaining traitors, the game ends and villagers win
WOLF_ROLES = ["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", "traitor", "werecrow", "hag", "wolf cub", "sorcerer"]
# Wins with the wolves, even if the roles are not necessarily wolves themselves
WOLFTEAM_ROLES = ["wolf", "traitor", "werecrow", "hag", "wolf cub", "sorcerer", "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!
AMNESIAC_BLACKLIST = ["monster", "amnesiac", "minion", "matchmaker", "clone"]
# 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", "wolf cub", "werecrow", "seer", "oracle", "augur", "fool", "jester", "mad scientist"],
"gunner" : ["wolf", "traitor", "werecrow", "hag", "wolf cub", "sorcerer", "minion", "cultist", "fool", "lycan", "jester"],
"sharpshooter" : ["wolf", "traitor", "werecrow", "hag", "wolf cub", "sorcerer", "minion", "cultist", "fool", "lycan", "jester"],
"mayor" : ["fool", "jester", "monster"],
"assassin" : ["seer", "augur", "oracle", "harlot", "detective", "bodyguard", "guardian angel", "village drunk", "hunter", "shaman", "crazed shaman", "fool", "mayor", "wolf", "werecrow", "wolf cub", "traitor", "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.")
import botconfig
RULES = (botconfig.CHANNEL + " channel rules: http://wolf.xnrand.com/rules")
# 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
is_role = lambda plyr, rol: rol in ROLES and plyr in ROLES[rol]
def plural(role):
if role == "wolf": return "wolves"
elif role == "person": return "people"
else: return role + "s"
def list_players(roles = None):
if roles == None:
roles = ROLES.keys()
pl = []
for x in roles:
if x in TEMPLATE_RESTRICTIONS.keys():
continue
for p in ROLES[x]:
pl.append(p)
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)
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
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):
def decor(c):
GAME_MODES[name] = c
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")
class ChangedRolesMode(object):
"""Example: !fgame roles=wolf:1,seer:0,guardian angel:1"""
def __init__(self, arg = ""):
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")
class DefaultMode(object):
def __init__(self):
# No extra settings, just an explicit way to revert to default settings
pass
@game_mode("evilvillage")
class EvilVillageMode(object):
def __init__(self):
self.MIN_PLAYERS = 6
self.MAX_PLAYERS = 18
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")
class ClassicMode(object):
def __init__(self):
self.MIN_PLAYERS = 4
self.MAX_PLAYERS = 21
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")
class RapidFireMode(object):
def __init__(self):
self.MIN_PLAYERS = 6
self.MAX_PLAYERS = 25
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("noreveal")
class NoRevealMode(object):
def __init__(self):
self.MIN_PLAYERS = 4
self.MAX_PLAYERS = 21
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
"crazed shaman" : ( 0 , 1 , 1 , 1 , 1 , 1 , 1 , 1 ),
"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 ),
})
# Persistence
# Load saved settings
import sqlite3
conn = sqlite3.connect("data.sqlite3", check_same_thread = False)
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 simple_role_notify (cloak TEXT)') # people who understand each role
c.execute('SELECT * FROM away')
for row in c:
AWAY.append(row[0])
c.execute('SELECT * FROM simple_role_notify')
for row in c:
SIMPLE_NOTIFY.append(row[0])
# populate the roles table
c.execute('DROP TABLE IF EXISTS roles')
c.execute('CREATE TABLE roles (id INTEGER PRIMARY KEY AUTOINCREMENT, role TEXT)')
for x in list(ROLE_GUIDE.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 (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], break_long_message(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: