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Fox-V3/werewolf/game.py

609 lines
21 KiB

import asyncio
import discord
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import random
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from werewolf.player import Player
from werewolf.builder import parse_code
class Game:
"""
Base class to run a single game of Werewolf
"""
default_secret_channel = {
"channel": None,
"players": [],
"votegroup": None # uninitialized VoteGroup
}
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morning_messages = [
"**The sun rises on day {} in the village..**",
"**Morning has arrived on day {}..**"
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]
day_vote_count = 3
# def __new__(cls, guild, game_code):
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# game_code = ["VanillaWerewolf", "Villager", "Villager"]
# return super().__new__(cls, guild, game_code)
def __init__(self, guild, game_code):
self.guild = guild
self.game_code = ["VanillaWerewolf"]
self.roles = []
self.players = []
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self.day_vote = {} # author: target
self.vote_totals = {} # id: total_votes
self.started = False
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self.game_over = False
self.can_vote = False
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self.used_votes = 0
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self.day_time = False
self.day_count = 0
self.channel_category = None
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self.village_channel = None
self.p_channels = {} # uses default_secret_channel
self.vote_groups = {} # ID : VoteGroup()
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self.night_results = []
self.loop = asyncio.get_event_loop()
async def setup(self, ctx):
"""
Runs the initial setup
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1. Assign Roles
2. Create Channels
2a. Channel Permissions
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3. Check Initial role setup (including alerts)
4. Start game
"""
if self.game_code:
await self.get_roles()
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if len(self.players) != len(self.roles):
await ctx.send("Player count does not match role count, cannot start")
self.roles = []
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return False
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await self.assign_roles()
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# Create category and channel with individual overwrites
overwrite = {
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self.guild.default_role: discord.PermissionOverwrite(read_messages=False, send_messages=True),
self.guild.me: discord.PermissionOverwrite(read_messages=True, send_messages=True)
}
self.channel_category = await self.guild.create_category("ww-game", overwrites=overwrite, reason="New game of "
"werewolf")
for player in self.players:
overwrite[player.member] = discord.PermissionOverwrite(read_messages=True)
self.village_channel = await self.guild.create_text_channel("Village Square", overwrites=overwrite, reason="New game of werewolf", category=self.channel_category)
# Assuming everything worked so far
print("Pre at_game_start")
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await self._at_game_start() # This will queue channels and votegroups to be made
print("Post at_game_start")
for channel_id in self.p_channels:
print("Channel id: "+channel_id)
overwrite = {
self.guild.default_role: discord.PermissionOverwrite(read_messages=False),
self.guild.me: discord.PermissionOverwrite(read_messages=True)
}
for player in self.p_channels[channel_id]["players"]:
overwrite[player.member] = discord.PermissionOverwrite(read_messages=True)
channel = await self.guild.create_text_channel(channel_id, overwrites=overwrite, reason="Ww game secret channel", category=self.channel_category)
self.p_channels[channel_id]["channel"] = channel
if self.p_channels[channel_id]["votegroup"] is not None:
vote_group = self.p_channels[channel_id]["votegroup"](self, channel)
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await vote_group.register_players(*self.p_channels[channel_id]["players"])
self.vote_groups[channel_id] = vote_group
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print("Pre-cycle")
await asyncio.sleep(1)
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asyncio.ensure_future(self._cycle()) # Start the loop
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############START Notify structure############
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async def _cycle(self):
"""
Each event calls the next event
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_at_day_start()
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_at_voted()
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_at_kill()
_at_day_end()
_at_night_begin()
_at_night_end()
and repeat with _at_day_start() again
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"""
await self._at_day_start()
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# Once cycle ends, this will trigger end_game
await self._end_game() # Handle open channels
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async def _at_game_start(self): # ID 0
if self.game_over:
return
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await self.village_channel.send(embed=discord.Embed(title="Game is starting, please wait for setup to complete"))
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await self._notify(0)
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async def _at_day_start(self): # ID 1
if self.game_over:
return
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self.day_count += 1
embed=discord.Embed(title=random.choice(self.morning_messages).format(self.day_count))
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for result in self.night_results:
embed.add_field(name=result, value="________", inline=False)
self.day_time = True
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self.night_results = [] # Clear for next day
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await self.village_channel.send(embed=embed)
await self.generate_targets(self.village_channel)
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await self.day_perms(self.village_channel)
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await self._notify(1)
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await self._check_game_over()
if self.game_over:
return
self.can_vote = True
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await asyncio.sleep(120) # 4 minute days
await self.village_channel.send(embed=discord.Embed(title="**Two minutes of daylight remain...**"))
await asyncio.sleep(120) # 4 minute days
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# Need a loop here to wait for trial to end
if not self.can_vote or not self.day_time or self.game_over:
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return
await self._at_day_end()
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async def _at_voted(self, target): # ID 2
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if self.game_over:
return
data = {"player": target}
await self._notify(2, data)
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self.used_votes += 1
await self.speech_perms(self.village_channel, target.member)
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await self.village_channel.send("**{} will be put to trial and has 30 seconds to defend themselves**".format(target.mention))
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await asyncio.sleep(30)
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await self.speech_perms(self.village_channel, target.member, undo=True)
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message = await self.village_channel.send("Everyone will now vote whether to lynch {}\n👍 to save, 👎 to lynch\n*Majority rules, no-lynch on ties, vote both or neither to abstain, 15 seconds to vote*".format(target.mention))
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await self.village_channel.add_reaction("👍")
await self.village_channel.add_reaction("👎")
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await asyncio.sleep(15)
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reaction_list = message.reactions
up_votes = sum(p.emoji == "👍" and not p.me for p in reaction_list)
down_votes = sum(p.emoji == "👎" and not p.me for p in reaction_list)
if len(down_votes) > len(up_votes):
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embed=discord.Embed(title="Vote Results", color=0xff0000)
else:
embed=discord.Embed(title="Vote Results", color=0x80ff80)
embed.add_field(name="👎", value="**{}**".format(len(up_votes)), inline=True)
embed.add_field(name="👍", value="**{}**".format(len(down_votes)), inline=True)
await self.village_channel.send(embed=embed)
if len(down_votes) > len(up_votes):
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await self.village_channel.send("**Voted to lynch {}!**".format(target.mention))
await self.lynch(target)
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self.can_vote = False
else:
await self.village_channel.send("**{} has been spared!**".format(target.mention))
if self.used_votes >= self.day_vote_count:
await self.village_channel.send("**All votes have been used! Day is now over!**")
self.can_vote = False
else:
await self.village_channel.send("**{}**/**{}** of today's votes have been used!\nNominate carefully..".format(self.used_votes, self.day_vote_count))
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if not self.can_vote:
await self._at_day_end()
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async def _at_kill(self, target): # ID 3
if self.game_over:
return
data = {"player": target}
await self._notify(3, data)
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async def _at_hang(self, target): # ID 4
if self.game_over:
return
data = {"player": target}
await self._notify(4, data)
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async def _at_day_end(self): # ID 5
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await self._check_game_over()
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if self.game_over:
return
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self.can_vote = False
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self.day_vote = {}
self.vote_totals = {}
self.day_time = False
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await self.night_perms(self.village_channel)
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await self.village_channel.send(embed=discord.Embed(title="**The sun sets on the village...**"))
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await self._notify(5)
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await asyncio.sleep(30)
await self._at_night_start()
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async def _at_night_start(self): # ID 6
if self.game_over:
return
await self._notify(6)
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await asyncio.sleep(120) # 2 minutes
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await asyncio.sleep(90) # 1.5 minutes
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await asyncio.sleep(30) # .5 minutes
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await self._at_night_end()
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async def _at_night_end(self): # ID 7
if self.game_over:
return
await self._notify(7)
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await asyncio.sleep(15)
await self._at_day_start()
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async def _at_visit(self, target, source): # ID 8
if self.game_over:
return
data = {"target": target, "source": source}
await self._notify(8, data)
async def _notify(self, event, data=None):
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for i in range(1,7): # action guide 1-6 (0 is no action)
tasks = []
# Role priorities
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role_order = [role for role in self.roles if role.action_list[event][1]==i]
for role in role_order:
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tasks.append(asyncio.ensure_future(role.on_event(event, data), loop=self.loop))
# VoteGroup priorities
vote_order = [vg for vg in self.vote_groups.values() if vg.action_list[event][1]==i]
for vote_group in vote_order:
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tasks.append(asyncio.ensure_future(vote_group.on_event(event, data), loop=self.loop))
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if tasks:
await asyncio.gather(*tasks)
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# Run same-priority task simultaneously
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############END Notify structure############
async def generate_targets(self, channel):
embed=discord.Embed(title="Remaining Players")
for i in range(len(self.players)):
player = self.players[i]
if player.alive:
status=""
else:
status="*Dead*"
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embed.add_field(name="ID# **{}**".format(i), value="{} {}".format(status, player.member.display_name), inline=True)
return await channel.send(embed=embed)
async def register_channel(self, channel_id, role, votegroup=None):
"""
Queue a channel to be created by game_start
"""
if channel_id not in self.p_channels:
self.p_channels[channel_id] = self.default_secret_channel.copy()
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await asyncio.sleep(1) # This will have multiple calls
self.p_channels[channel_id]["players"].append(role.player)
if votegroup:
self.p_channels[channel_id]["votegroup"] = votegroup
async def join(self, member: discord.Member, channel: discord.TextChannel):
"""
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Have a member join a game
"""
if self.started:
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await channel.send("**Game has already started!**")
return
if await self.get_player_by_member(member):
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await channel.send("{} is already in the game!".format(member.mention))
return
self.players.append(Player(member))
await channel.send("{} has been added to the game, total players is **{}**".format(member.mention, len(self.players)))
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async def quit(self, member: discord.Member, channel: discord.TextChannel = None):
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"""
Have a member quit a game
"""
player = await self.get_player_by_member(member)
if not player:
return "You're not in a game!"
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if self.started:
await self._quit(player)
await channel.send("{} has left the game".format(member.mention))
else:
self.players = [player for player in self.players if player.member != member]
await channel.send("{} chickened out, player count is now **{}**".format(member.mention, len(self.players)))
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async def choose(self, ctx, data):
"""
Arbitrary decision making
Example: seer picking target to see
"""
player = await self.get_player_by_member(ctx.author)
if player is None:
await ctx.send("You're not in this game!")
return
if not player.alive:
await ctx.send("**Corpses** can't vote...")
return
if player.blocked:
await ctx.send("Something is preventing you from doing this...")
return
# Let role do target validation, might be alternate targets
# I.E. Go on alert? y/n
await player.choose(ctx, data)
async def _visit(self, target, source):
await target.role.visit(source)
await self._at_visit(target, source)
async def visit(self, target_id, source):
"""
Night visit target_id
Returns a target for role information (i.e. Seer)
"""
target = await self.get_night_target(target_id, source)
await self._visit(target, source)
return target
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async def vote(self, author, id, channel):
"""
Member attempts to cast a vote (usually to lynch)
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Also used in vote groups
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"""
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player = await self.get_player_by_member(author)
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if player is None:
await channel.send("You're not in this game!")
return
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if not player.alive:
await channel.send("Corpses can't vote")
return
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if channel == self.village_channel:
if not self.can_vote:
await channel.send("Voting is not allowed right now")
return
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elif channel.name in self.p_channels:
pass
else:
# Not part of the game
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await channel.send("Cannot vote in this channel")
return
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try:
target = self.players[id]
except IndexError:
target = None
if target is None:
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await channel.send("Not a valid ID")
return
# Now handle village vote or send to votegroup
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if channel == self.village_channel:
await self._village_vote(target, author, id)
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elif self.p_channels[channel.name]["votegroup"] is not None:
await self.vote_groups[channel.name].vote(target, author, id)
else: # Somehow previous check failed
await channel.send("Cannot vote in this channel")
return
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async def _village_vote(self, target, author, id):
if author in self.day_vote:
self.vote_totals[self.day_vote[author]] -= 1
self.day_vote[author] = id
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if id not in self.vote_totals:
self.vote_totals[id] = 1
else:
self.vote_totals[id] += 1
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required_votes = len([player for player in self.players if player.alive]) // 7 + 2
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if self.vote_totals[id] < required_votes:
await self.village_channel.send("{} has voted to put {} to trial. {} more votes needed".format(author.mention, target.member.mention, required_votes - self.vote_totals[id]))
else:
self.vote_totals[id] = 0
self.day_vote = {k:v for k,v in self.day_vote.items() if v != id} # Remove votes for this id
await self._at_voted(target)
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async def eval_results(self, target, source=None, method = None):
if method is not None:
out = "**{ID}** - " + method
return out.format(ID=target.id, target=target.member.display_name)
else:
return "**{ID}** - {} was found dead".format(ID=target.id, target=target.member.display_name)
async def _quit(self, player):
"""
Have player quit the game
"""
player.alive = False
await self._at_kill(player)
player.alive = False # Do not allow resurrection
await self.dead_perms(player.member)
# Add a punishment system for quitting games later
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async def kill(self, target_id, source=None, method: str=None, novisit=False):
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"""
Attempt to kill a target
Source allows admin override
Be sure to remove permissions appropriately
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Important to finish execution before triggering notify
"""
if source is None:
target = self.players[target_id]
elif self.day_time:
target = self.get_day_target(target_id, source)
else:
target = await self.get_night_target(target_id, source)
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if source is not None:
if source.blocked:
# Do nothing if blocked, blocker handles text
return
if not novisit:
# Arsonist wouldn't visit before killing
await self._visit(target, source) # Visit before killing
if not target.protected:
target.alive = False
await target.kill(source)
await self._at_kill(target)
if not target.alive: # Still dead after notifying
if not self.day_time:
self.night_results.append(await self.eval_results(target, source, method))
await self.dead_perms(target.member)
else:
target.protected = False
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async def lynch(self, target_id):
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"""
Attempt to lynch a target
Important to finish execution before triggering notify
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"""
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target = await self.get_day_target(target_id)
target.alive = False
await self._at_hang(target)
if not target.alive: # Still dead after notifying
await self.dead_perms(target.member)
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async def get_night_target(self, target_id, source=None):
return self.players[target_id] # For now
async def get_day_target(self, target_id, source=None):
return self.player[target_id] # For now
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async def get_roles(self, game_code=None):
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if game_code is not None:
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self.game_code=game_code
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if self.game_code is None:
return False
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self.roles = await parse_code(self.game_code)
if not self.roles:
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return False
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async def assign_roles(self):
"""len(self.roles) must == len(self.players)"""
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random.shuffle(self.roles)
self.players.sort(key=lambda pl: pl.member.display_name.lower())
if len(self.roles) != len(self.players):
await self.village_channel("Unhandled error - roles!=players")
return False
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for idx, role in enumerate(self.roles):
self.roles[idx] = role(self)
await self.roles[idx].assign_player(self.players[idx])
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# Sorted players, now assign id's
await self.players[idx].assign_id(idx)
async def get_player_by_member(self, member):
for player in self.players:
if player.member == member:
return player
return False
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async def dead_perms(self, channel, member):
await channel.set_permissions(member, read_messages=True, send_message=False, add_reactions=False)
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async def night_perms(self, channel):
await channel.set_permissions(self.guild.default_role, read_messages=False, send_messages=False)
async def day_perms(self, channel):
await channel.set_permissions(self.guild.default_role, read_messages=False)
async def speech_perms(self, channel, member, undo=False):
if undo:
await channel.set_permissions(member, read_messages=True)
else:
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await channel.set_permissions(self.guild.default_role, read_messages=False, send_messages=False)
await channel.set_permissions(member, read_messages=True, send_messages=True)
async def normal_perms(self, channel, member_list):
await channel.set_permissions(self.guild.default_role, read_messages=False)
for member in member_list:
await channel.set_permissions(member, read_messages=True)
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async def _check_game_over(self):
#ToDo
pass
async def _end_game(self):
#ToDo
pass