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@ -15,46 +15,6 @@ class Villager(Role):
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def __init__(self, game):
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super().__init__(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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#
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# self.action_list = [
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# (self._at_game_start, 0), # (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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# 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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#
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# await self.action_list[event][0](data)
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#
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#
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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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#
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# player.role = self
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# self.player = player
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#
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# async def get_alignment(self, source=None):
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# """
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# Interaction for power access of team (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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@ -76,49 +36,3 @@ class Villager(Role):
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More common to be able to deceive these roles
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"""
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return "Villager"
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# async def _at_game_start(self, data=None):
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# pass
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#
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# async def _at_day_start(self, data=None):
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# pass
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#
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# async def _at_voted(self, target=None):
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# pass
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#
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# async def _at_kill(self, target=None):
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# pass
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#
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# async def _at_hang(self, target=None):
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# pass
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#
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# async def _at_day_end(self):
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# pass
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#
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# async def _at_night_start(self):
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# pass
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#
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# async def _at_night_end(self):
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# pass
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#
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# async def _at_visit(self, data=None):
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# pass
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#
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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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#
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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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#
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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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