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class Role:
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"""
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Base Role class for werewolf game
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Category enrollment guide as follows (category property):
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Town:
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1: Random, 2: Investigative, 3: Protective, 4: Government,
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5: Killing, 6: Power (Special night action)
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Werewolf:
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11: Random, 12: Deception, 15: Killing, 16: Support
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Neutral:
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21: Benign, 22: Evil, 23: Killing
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Example category:
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category = [1, 5, 6] Could be Veteran
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category = [1, 5] Could be Bodyguard
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category = [11, 16] Could be Werewolf Silencer
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Action guide as follows (on_event function):
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_at_night_start
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0. No Action
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1. Detain actions (Jailer/Kidnapper)
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2. Group discussions and choose targets
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_at_night_end
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0. No Action
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1. Self actions (Veteran)
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2. Target switching and role blocks (bus driver, witch, escort)
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3. Protection / Preempt actions (bodyguard/framer)
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4. Non-disruptive actions (seer/silencer)
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5. Disruptive actions (Killing)
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6. Role altering actions (Cult / Mason)
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"""
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rand_choice = False # Determines if it can be picked as a random role (False for unusually disruptive roles)
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category = [0] # List of enrolled categories (listed above)
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alignment = 0 # 1: Town, 2: Werewolf, 3: Neutral
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channel_id = "" # Empty for no private channel
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unique = False # Only one of this role per game
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game_start_message = (
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"Your role is **Default**\n"
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"You win by testing the game\n"
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"Lynch players during the day with `[p]ww vote <ID>`"
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)
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def __init__(self, game):
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self.game = game
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self.player = None
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self.blocked = False
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self.properties = {} # Extra data for other roles (i.e. arsonist)
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self.action_list = [
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(self._at_game_start, 1), # (Action, Priority)
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(self._at_day_start, 0),
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(self._at_voted, 0),
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(self._at_kill, 0),
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(self._at_hang, 0),
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(self._at_day_end, 0),
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(self._at_night_start, 0),
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(self._at_night_end, 0),
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(self._at_visit, 0)
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]
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def __repr__(self):
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return self.__class__.__name__
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async def on_event(self, event, data):
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"""
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See Game class for event guide
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"""
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await self.action_list[event][0](data)
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async def assign_player(self, player):
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"""
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Give this role a player
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Can be used after the game has started (Cult, Mason, other role swap)
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"""
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player.role = self
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self.player = player
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async def get_alignment(self, source=None):
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"""
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Interaction for powerful access of alignment
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(Village, Werewolf, Other)
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Unlikely to be able to deceive this
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"""
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return self.alignment
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async def see_alignment(self, source=None):
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"""
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Interaction for investigative roles attempting
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to see alignment (Village, Werewolf Other)
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"""
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return "Other"
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async def get_role(self, source=None):
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"""
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Interaction for powerful access of role
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Unlikely to be able to deceive this
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"""
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return "Default"
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async def see_role(self, source=None):
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"""
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Interaction for investigative roles.
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More common to be able to deceive this action
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"""
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return "Role"
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async def _at_game_start(self, data=None):
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if self.channel_id:
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await self.game.register_channel(self.channel_id, self)
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await self.player.send_dm(self.game_start_message) # Maybe embeds eventually
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async def _at_day_start(self, data=None):
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pass
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async def _at_voted(self, data=None):
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pass
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async def _at_kill(self, data=None):
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pass
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async def _at_hang(self, data=None):
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pass
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async def _at_day_end(self, data=None):
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pass
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async def _at_night_start(self, data=None):
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pass
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async def _at_night_end(self, data=None):
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pass
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async def _at_visit(self, data=None):
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pass
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async def kill(self, source):
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"""
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Called when someone is trying to kill you!
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Can you do anything about it?
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self.alive is now set to False, set to True to stay alive
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"""
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pass
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async def visit(self, source):
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"""
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Called whenever a night action targets you
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Source is the player who visited you
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"""
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pass
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async def choose(self, ctx, data):
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"""Handle night actions"""
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pass
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