from werewolf.role import Role class Villager(Role): rand_choice = False # Determines if it can be picked as a random role (False for unusually disruptive roles) category = [1] # 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 **Villager**\n" "You win by lynching all evil in the town\n" "Lynch players during the day with `[p]ww vote `" ) def __init__(self, game): super().__init__() # self.game = game # self.player = None # self.blocked = False # self.properties = {} # Extra data for other roles (i.e. arsonist) # # self.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), # (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): # pass # # async def _at_night_end(self): # pass # # 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""" # pass