Add description

pull/5/head
bobloy 7 years ago committed by Bobloy
parent fd0e383b03
commit ff33ac0729

@ -13,6 +13,9 @@ class Seer(Role):
"Lynch players during the day with `[p]ww vote <ID>`\n" "Lynch players during the day with `[p]ww vote <ID>`\n"
"Check for werewolves at night with `[p]ww choose <ID>`" "Check for werewolves at night with `[p]ww choose <ID>`"
) )
description = "A mystic in search of answers in a chaotic town.\n" \
"Calls upon the cosmos to discern those of Lycan blood"
def __init__(self, game): def __init__(self, game):
super().__init__(game) super().__init__(game)
@ -33,30 +36,6 @@ class Seer(Role):
(self._at_visit, 0) (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): async def see_alignment(self, source=None):
""" """
Interaction for investigative roles attempting Interaction for investigative roles attempting
@ -78,24 +57,6 @@ class Seer(Role):
""" """
return "Villager" 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): async def _at_night_start(self, data=None):
if not self.player.alive: if not self.player.alive:
return return
@ -121,24 +82,6 @@ class Seer(Role):
await self.player.send_dm(out) 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): async def choose(self, ctx, data):
"""Handle night actions""" """Handle night actions"""
if not self.player.alive: # FixMe: Game handles this? if not self.player.alive: # FixMe: Game handles this?

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