import asyncio 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 choose targets _at_night_end 0. No Action 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 (Killing) 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) alignment = 0 # 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 **Default**\n" "You win by testing the game\n" "Lynch players during the day with `[p]ww vote `" ) def __init__(self, game): 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, 1), # (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 powerful access of alignment (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 alignment (Village, Werewolf Other) """ return "Other" 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 this action """ return "Role" async def _at_game_start(self, data=None): if self.channel_id: await self.game.register_channel(self.channel_id, self) await self.player.send_dm(self.game_start_message) #Maybe embeds eventually async def _at_day_start(self, data=None): pass async def _at_voted(self, data=None): pass async def _at_kill(self, data=None): pass async def _at_hang(self, data=None): pass async def _at_day_end(self, data=None): pass async def _at_night_start(self, data=None): pass async def _at_night_end(self, data=None): 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