Futher progress

fight-fixes
bobloy 7 years ago
parent d454edcd69
commit 17717cbd11

@ -12,6 +12,9 @@ class Game:
"""
Base class to run a single game of Werewolf
"""
def __new__(cls, game_code):
game_code = ["DefaultWerewolf", "Villager", "Villager""]
return Game(game_code)
def __init__(self, game_code):
self.roles = []

@ -0,0 +1,119 @@
import asyncio
import discord
from datetime import datetime,timedelta
class Role:
"""
Base Role class for werewolf game
Category enrollment guide as follows (category property):
Town:
1: Random, 2: Investigative, 3: Protective, 4: Government,
5: Killing, 6: Power (Special night action)
Werewolf:
11: Random, 12: Deception, 15: Killing, 16: Support
Neutral:
21: Benign, 22: Evil, 23: Killing
Example category:
category = [1, 5, 6] Could be Veteran
category = [1, 5] Could be Bodyguard
category = [11, 16] Could be Werewolf Silencer
Action guide as follows (on_event function):
_at_night_start
0. No Action
1. Detain actions (Jailer/Kidnapper)
2. Group discussions and Pick targets
_at_night_end
1. Self actions (Veteran)
2. Target switching and role blocks (bus driver, witch, escort)
3. Protection / Preempt actions (bodyguard/framer)
4. Non-disruptive actions (seer/silencer)
5. Disruptive actions (werewolf kill)
6. Role altering actions (Cult / Mason)
"""
rand_choice = False # Determines if it can be picked as a random role (False for unusually disruptive roles)
category = [0] # List of enrolled categories (listed above)
allignment = 0 # 1: Town, 2: Werewolf, 3: Neutral
channel_id = "" # Empty for no private channel
unique = False # Only one of this role per game
action_list = [
(self._at_game_start, 0), # (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, 0),
(self._at_night_end, 0)
]
def __init__(self, game):
self.game = game
self.player = None
self.blocked = False
self.properties = {} # Extra data for other roles (i.e. arsonist)
async def on_event(self, event, data):
"""
See Game class for event guide
"""
await 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_role(self, source=None):
"""
Interaction for powerful access of role
Unlikely to be able to deceive this
"""
return "Default"
async def _see_role(self, source=None):
"""
Interaction for investigative roles.
More common to be able to deceive these roles
"""
return "Role"
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):
pass
async def _at_night_end(self):
pass

@ -0,0 +1,119 @@
import asyncio
import discord
from datetime import datetime,timedelta
class Role:
"""
Base Role class for werewolf game
Category enrollment guide as follows (category property):
Town:
1: Random, 2: Investigative, 3: Protective, 4: Government,
5: Killing, 6: Power (Special night action)
Werewolf:
11: Random, 12: Deception, 15: Killing, 16: Support
Neutral:
21: Benign, 22: Evil, 23: Killing
Example category:
category = [1, 5, 6] Could be Veteran
category = [1, 5] Could be Bodyguard
category = [11, 16] Could be Werewolf Silencer
Action guide as follows (on_event function):
_at_night_start
0. No Action
1. Detain actions (Jailer/Kidnapper)
2. Group discussions and Pick targets
_at_night_end
1. Self actions (Veteran)
2. Target switching and role blocks (bus driver, witch, escort)
3. Protection / Preempt actions (bodyguard/framer)
4. Non-disruptive actions (seer/silencer)
5. Disruptive actions (werewolf kill)
6. Role altering actions (Cult / Mason)
"""
rand_choice = False # Determines if it can be picked as a random role (False for unusually disruptive roles)
category = [0] # List of enrolled categories (listed above)
allignment = 0 # 1: Town, 2: Werewolf, 3: Neutral
channel_id = "" # Empty for no private channel
unique = False # Only one of this role per game
action_list = [
(self._at_game_start, 0), # (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, 0),
(self._at_night_end, 0)
]
def __init__(self, game):
self.game = game
self.player = None
self.blocked = False
self.properties = {} # Extra data for other roles (i.e. arsonist)
async def on_event(self, event, data):
"""
See Game class for event guide
"""
await 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_role(self, source=None):
"""
Interaction for powerful access of role
Unlikely to be able to deceive this
"""
return "Default"
async def _see_role(self, source=None):
"""
Interaction for investigative roles.
More common to be able to deceive these roles
"""
return "Role"
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):
pass
async def _at_night_end(self):
pass

@ -34,17 +34,28 @@ class Werewolf:
"""
if ctx.invoked_subcommand is None:
await ctx.send_help()
@ww.command()
async def join(self, ctx, game_code):
async def new(self, ctx, game_code):
"""
Joins a game of Werewolf or start a new one
Create and join a new game of Werewolf
"""
game = self._get_game(ctx.guild, game_code)
if not game:
ctx.send("Please provide a role code to get started!")
ctx.send("
@ww.command()
async def join(self, ctx):
"""
Joins a game of Werewolf
"""
game = self._get_game(ctx.guild)
if not game:
ctx.send("No game to join!\nCreate a new one with `[p]ww new`")
return
await game.join(ctx.author, ctx.channel)

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