|
|
|
from werewolf.role import Role
|
|
|
|
|
|
|
|
|
|
|
|
class Seer(Role):
|
|
|
|
rand_choice = True # Determines if it can be picked as a random role (False for unusually disruptive roles)
|
|
|
|
category = [1, 2] # List of enrolled categories (listed above)
|
|
|
|
alignment = 1 # 1: Town, 2: Werewolf, 3: Neutral
|
|
|
|
channel_id = "" # Empty for no private channel
|
|
|
|
unique = False # Only one of this role per game
|
|
|
|
game_start_message = (
|
|
|
|
"Your role is **Seer**\n"
|
|
|
|
"You win by lynching all evil in the town\n"
|
|
|
|
"Lynch players during the day with `[p]ww vote <ID>`\n"
|
|
|
|
"Check for werewolves at night with `[p]ww choose <ID>`"
|
|
|
|
)
|
|
|
|
|
|
|
|
def __init__(self, game):
|
|
|
|
super().__init__(game)
|
|
|
|
# self.game = game
|
|
|
|
# self.player = None
|
|
|
|
# self.blocked = False
|
|
|
|
# self.properties = {} # Extra data for other roles (i.e. arsonist)
|
|
|
|
self.see_target = None
|
|
|
|
self.action_list = [
|
|
|
|
(self._at_game_start, 1), # (Action, Priority)
|
|
|
|
(self._at_day_start, 0),
|
|
|
|
(self._at_voted, 0),
|
|
|
|
(self._at_kill, 0),
|
|
|
|
(self._at_hang, 0),
|
|
|
|
(self._at_day_end, 0),
|
|
|
|
(self._at_night_start, 2),
|
|
|
|
(self._at_night_end, 4),
|
|
|
|
(self._at_visit, 0)
|
|
|
|
]
|
|
|
|
|
|
|
|
# async def on_event(self, event, data):
|
|
|
|
# """
|
|
|
|
# See Game class for event guide
|
|
|
|
# """
|
|
|
|
#
|
|
|
|
# await self.action_list[event][0](data)
|
|
|
|
#
|
|
|
|
#
|
|
|
|
# async def assign_player(self, player):
|
|
|
|
# """
|
|
|
|
# Give this role a player
|
|
|
|
# Can be used after the game has started (Cult, Mason, other role swap)
|
|
|
|
# """
|
|
|
|
#
|
|
|
|
# player.role = self
|
|
|
|
# self.player = player
|
|
|
|
#
|
|
|
|
# async def get_alignment(self, source=None):
|
|
|
|
# """
|
|
|
|
# Interaction for power access of team (Village, Werewolf, Other)
|
|
|
|
# Unlikely to be able to deceive this
|
|
|
|
# """
|
|
|
|
# return self.alignment
|
|
|
|
|
|
|
|
async def see_alignment(self, source=None):
|
|
|
|
"""
|
|
|
|
Interaction for investigative roles attempting
|
|
|
|
to see team (Village, Werewolf Other)
|
|
|
|
"""
|
|
|
|
return "Village"
|
|
|
|
|
|
|
|
async def get_role(self, source=None):
|
|
|
|
"""
|
|
|
|
Interaction for powerful access of role
|
|
|
|
Unlikely to be able to deceive this
|
|
|
|
"""
|
|
|
|
return "Villager"
|
|
|
|
|
|
|
|
async def see_role(self, source=None):
|
|
|
|
"""
|
|
|
|
Interaction for investigative roles.
|
|
|
|
More common to be able to deceive these roles
|
|
|
|
"""
|
|
|
|
return "Villager"
|
|
|
|
|
|
|
|
# async def _at_game_start(self, data=None):
|
|
|
|
# pass
|
|
|
|
#
|
|
|
|
# async def _at_day_start(self, data=None):
|
|
|
|
# pass
|
|
|
|
#
|
|
|
|
# async def _at_voted(self, target=None):
|
|
|
|
# pass
|
|
|
|
#
|
|
|
|
# async def _at_kill(self, target=None):
|
|
|
|
# pass
|
|
|
|
#
|
|
|
|
# async def _at_hang(self, target=None):
|
|
|
|
# pass
|
|
|
|
#
|
|
|
|
# async def _at_day_end(self):
|
|
|
|
# pass
|
|
|
|
|
|
|
|
async def _at_night_start(self, data=None):
|
|
|
|
if not self.player.alive:
|
|
|
|
return
|
|
|
|
self.see_target = None
|
|
|
|
await self.game.generate_targets(self.player.member)
|
|
|
|
await self.player.send_dm("**Pick a target to see tonight**\n")
|
|
|
|
|
|
|
|
async def _at_night_end(self, data=None):
|
|
|
|
if self.see_target is None:
|
|
|
|
if self.player.alive:
|
|
|
|
await self.player.send_dm("You will not use your powers tonight...")
|
|
|
|
return
|
|
|
|
target = await self.game.visit(self.see_target, self.player)
|
|
|
|
|
|
|
|
alignment = None
|
|
|
|
if target:
|
|
|
|
alignment = await target.role.see_alignment(self.player)
|
|
|
|
|
|
|
|
if alignment == "Werewolf":
|
|
|
|
out = "Your insight reveals this player to be a **Werewolf!**"
|
|
|
|
else:
|
|
|
|
out = "You fail to find anything suspicious about this player..."
|
|
|
|
|
|
|
|
await self.player.send_dm(out)
|
|
|
|
|
|
|
|
# async def _at_visit(self, data=None):
|
|
|
|
# pass
|
|
|
|
#
|
|
|
|
# async def kill(self, source):
|
|
|
|
# """
|
|
|
|
# Called when someone is trying to kill you!
|
|
|
|
# Can you do anything about it?
|
|
|
|
# self.alive is now set to False, set to True to stay alive
|
|
|
|
# """
|
|
|
|
# pass
|
|
|
|
#
|
|
|
|
# async def visit(self, source):
|
|
|
|
# """
|
|
|
|
# Called whenever a night action targets you
|
|
|
|
# Source is the player who visited you
|
|
|
|
# """
|
|
|
|
# pass
|
|
|
|
|
|
|
|
async def choose(self, ctx, data):
|
|
|
|
"""Handle night actions"""
|
|
|
|
if not self.player.alive: # FixMe: Game handles this?
|
|
|
|
await self.player.send_dm("You're already dead!")
|
|
|
|
return
|
|
|
|
|
|
|
|
target_id = int(data)
|
|
|
|
try:
|
|
|
|
target = self.game.players[target_id]
|
|
|
|
except IndexError:
|
|
|
|
target = None
|
|
|
|
|
|
|
|
if target is None:
|
|
|
|
await ctx.send("Not a valid ID")
|
|
|
|
return
|
|
|
|
|
|
|
|
self.see_target = target_id
|
|
|
|
await ctx.send("**You will attempt to see the role of {} tonight...**".format(target.member.display_name))
|