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Fox-V3/werewolf/roles/villager.py

124 lines
3.6 KiB

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 <ID>`"
)
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