597 lines
24 KiB
Python
597 lines
24 KiB
Python
import asyncio
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import logging
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import random
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from collections import defaultdict
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from enum import Enum
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from functools import wraps
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from typing import Dict, Callable, List, Union
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import discord
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logger = logging.getLogger(__name__)
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class Policy(Enum):
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LIBERAL = "L"
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FASCIST = "F"
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def square_emoji(self):
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if self == self.LIBERAL:
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return ":blue_square:"
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else:
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return ":red_square:"
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def game_started(func):
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"""
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Decorator for *methods* of Game that need the game to be started.
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"""
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@wraps(func)
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def decorated(obj: 'Game', *args, **kwargs):
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if not obj.is_started():
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raise RuntimeError("This function only works on running games!")
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return func(obj, *args, **kwargs)
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return decorated
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def vote_running(func):
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"""
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Decorator for *methods* of Game that need a vote to be running
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"""
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@wraps(func)
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def decorated(obj: 'Game', *args, **kwargs):
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if not obj.is_vote_running():
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raise RuntimeError("This function only works if a vote is running!")
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return func(obj, *args, **kwargs)
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return decorated
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def policies_drawn(func):
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"""
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Decorator for *methods* of Game that need policies to have been drawn (i.e. the legislative phase has started)
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"""
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@wraps(func)
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def decorated(obj: 'Game', *args, **kwargs):
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if obj.config["drawn"] is None:
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raise RuntimeError("This function only works when policies have been drawn (i.e. the legislative phase has started)")
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return func(obj, *args, **kwargs)
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return decorated
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def save_on_success(func):
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"""
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Decorator for *async methods* of game that calls the save function after the method has executed without exceptions
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"""
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@wraps(func)
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async def decorated(obj: 'Game', *args, **kwargs):
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return_value = await func(obj, *args, **kwargs)
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obj.save_function()
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return return_value
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return decorated
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class Game:
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"""
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Game state for one guild
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"""
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def __init__(self, config_dict: Dict, save_function: Callable, guild: discord.Guild):
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self.config = config_dict
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self.save_function = save_function
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self.guild = guild
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@staticmethod
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def new_dict():
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return {
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"game_started": False,
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}
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def is_started(self):
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return self.config["game_started"]
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@game_started
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def get_players_id(self) -> List[int]:
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return self.config["players"]
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@game_started
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def get_players(self) -> List[discord.Member]:
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return [self.guild.get_member(player) for player in self.get_players_id()]
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@game_started
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def get_player_info(self, player: Union[int, discord.Member]):
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if isinstance(player, discord.Member):
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player = player.id
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return self.config["player_info"][str(player)]
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@game_started
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def get_gm_role_id(self) -> int:
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return self.config["gm_role"]
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@game_started
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def get_gm_role(self) -> discord.Role:
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return self.guild.get_role(self.get_gm_role_id())
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@game_started
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def is_gm(self, user: discord.Member) -> bool:
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return self.get_gm_role() in user.roles
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@game_started
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def get_player_role_id(self) -> int:
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return self.config["player_role"]
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@game_started
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def get_player_role(self) -> discord.Role:
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return self.guild.get_role(self.get_player_role_id())
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@game_started
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def get_observer_role_id(self) -> int:
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return self.config["observer_role"]
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@game_started
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def get_observer_role(self) -> discord.Role:
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return self.guild.get_role(self.get_observer_role_id())
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@game_started
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def get_game_category_id(self) -> int:
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return self.config["category"]
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@game_started
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def get_game_category(self) -> discord.CategoryChannel:
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return self.guild.get_channel(self.get_game_category_id())
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@game_started
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def get_announcements_channel_id(self) -> int:
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return self.config["announce_chan"]
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@game_started
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def get_announcements_channel(self) -> discord.TextChannel:
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return self.guild.get_channel(self.get_announcements_channel_id())
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@game_started
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def get_gm_channel_id(self) -> int:
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return self.config["admin_chan"]
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@game_started
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def get_gm_channel(self) -> discord.TextChannel:
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return self.guild.get_channel(self.get_gm_channel_id())
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@game_started
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def get_observer_channel_id(self) -> int:
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return self.config["observer_chan"]
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@game_started
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def get_observer_channel(self) -> discord.TextChannel:
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return self.guild.get_channel(self.get_observer_channel_id())
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@game_started
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def get_discussion_channel_id(self) -> int:
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return self.config["discussion_chan"]
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@game_started
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def get_discussion_channel(self) -> discord.TextChannel:
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return self.guild.get_channel(self.get_discussion_channel_id())
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@game_started
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def is_vote_running(self) -> bool:
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return self.config["vote"] is not None
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@game_started
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def can_cast_votes(self) -> bool:
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return self.is_vote_running() and self.config["vote"]["can_cast_votes"]
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@vote_running
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def is_vote_passing(self) -> bool:
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vote_count = defaultdict(int)
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for player_id in self.get_players_id():
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vote_count[self.config["vote"][str(player_id)]] += 1
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return vote_count[True] > vote_count[False]
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@game_started
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def get_auto_end_vote(self) -> bool:
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return self.config["auto_end_vote"]
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@game_started
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def set_auto_end_vote(self, auto_end_vote: bool):
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self.config["auto_end_vote"] = auto_end_vote
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self.save_function() # We do not use save_on_success decorator since this is not a coroutine
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@game_started
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def get_chaos(self) -> int:
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return self.config["chaos"]
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@game_started
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def get_player_channel_id(self, player: Union[int, discord.Member]) -> int:
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if isinstance(player, discord.Member):
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player = player.id
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return self.config["player_info"][str(player)]["channel"]
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@game_started
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def get_player_channel(self, player: Union[int, discord.Member]) -> discord.TextChannel:
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return self.guild.get_channel(self.get_player_channel_id(player))
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@game_started
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def is_legislative_phase(self) -> bool:
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return self.config["drawn"] is not None
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@game_started
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def get_enacted_policies(self) -> List[Policy]:
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return [Policy(policy_str) for policy_str in self.config["enacted"]]
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@game_started
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def get_nb_policies_to_victory(self, faction: Policy) -> int:
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if faction == Policy.LIBERAL:
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return self.config["nb_policies_to_victory"][Policy.LIBERAL.value]
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else:
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return self.config["nb_policies_to_victory"][Policy.FASCIST.value]
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@game_started
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@save_on_success
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async def set_nb_policies_to_victory(self, faction: Policy, value: int):
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self.config["nb_policies_to_victory"][faction.value] = value
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@save_on_success
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async def start(self, player_role: discord.Role, bot_user_id: int):
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if self.is_started():
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raise ValueError("Game already started")
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logger.info(f"[{self.guild.name}] Starting game")
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tasks = [] # Asyncio tasks scheduled to run in parallel (e.g. channel creation), so that we can wait them all at the end of the function
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self.config["game_started"] = True
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self.config["player_role"] = player_role.id
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players = [member.id for member in player_role.members]
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random.shuffle(players)
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self.config["players"] = players
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self.config["player_info"] = {str(player): {} for player in self.config["players"]}
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self.config["vote"] = None
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self.config["auto_end_vote"] = True
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self.config["deck"] = [Policy.FASCIST.value] * 11 + [Policy.LIBERAL.value] * 6
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random.shuffle(self.config["deck"])
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self.config["discard"] = []
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self.config["drawn"] = None
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self.config["enacted"] = []
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self.config["chaos"] = 0
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self.config["nb_policies_to_victory"] = {
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Policy.LIBERAL.value: 5,
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Policy.FASCIST.value: 6,
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}
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gm_role = await self.guild.create_role(name = "GM", hoist = True, mentionable = True, permissions = self.guild.default_role.permissions)
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self.config["gm_role"] = gm_role.id
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await self.guild.get_member(bot_user_id).add_roles(gm_role) # Need to be here otherwise the bot won't have the permissions needed to set up private channels
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logger.debug("Created GM role")
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observer_role = await self.guild.create_role(name = "Observer", mentionable = True, permissions = self.guild.default_role.permissions)
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self.config["observer_role"] = observer_role.id
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logger.debug("Created Observer role")
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category_permissions = {
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self.guild.default_role: discord.PermissionOverwrite(send_messages = False),
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gm_role: discord.PermissionOverwrite(send_messages = True),
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player_role: discord.PermissionOverwrite(send_messages = True),
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observer_role: discord.PermissionOverwrite(send_messages = False, read_messages = True),
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}
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game_category = await self.guild.create_category("In-game", overwrites = category_permissions)
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self.config["category"] = game_category.id
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logger.debug(f"[{self.guild.name}] Created game category")
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async def create_admin_chan():
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perms = {
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self.guild.default_role: discord.PermissionOverwrite(read_messages = False),
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gm_role: discord.PermissionOverwrite(read_messages = True),
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}
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self.config["admin_chan"] = (await game_category.create_text_channel("admin", overwrites = perms, position = 0)).id
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logger.debug(f"[{self.guild.name}] Created admin channel")
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tasks.append(asyncio.create_task(create_admin_chan()))
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async def create_announcements_chan():
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perms = {
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self.guild.default_role: discord.PermissionOverwrite(send_messages = False),
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gm_role: discord.PermissionOverwrite(send_messages = True),
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}
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announcements_chan = await game_category.create_text_channel("announcements", overwrites = perms, position = 1)
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self.config["announce_chan"] = announcements_chan.id
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logger.debug(f"[{self.guild.name}] Created announcements channel")
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async def announce_game_start():
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message_content = [
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f"<@&{self.get_player_role_id()}> <@&{self.get_gm_role_id()}>",
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"**A new game has started!**",
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"The turn order is the following:",
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]
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message_content.extend([f"· <@{player_id}>" for player_id in self.get_players_id()])
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message_content.append("Have a nice game!")
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message = await announcements_chan.send("\n".join(message_content), allowed_mentions = discord.AllowedMentions(roles = True, users = True))
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await message.pin()
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logger.debug(f"[{self.guild.name}] Announced game start in announcements")
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asyncio.create_task(announce_game_start()) # We do not add it to the list of tasks to wait before game creation finishes because we do not care if it is executed after a while
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tasks.append(asyncio.create_task(create_announcements_chan()))
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async def create_discussion_chan():
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# Permissions are inherited from the category so they are synced to it
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self.config["discussion_chan"] = (await game_category.create_text_channel("discussion", position = 3)).id # Permissions are inherited from the category
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logger.debug(f"[{self.guild.name}] Created discussion channel")
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tasks.append(asyncio.create_task(create_discussion_chan()))
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async def create_observers_chan():
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perms = {
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self.guild.default_role: discord.PermissionOverwrite(read_messages = False),
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gm_role: discord.PermissionOverwrite(read_messages = True),
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observer_role: discord.PermissionOverwrite(read_messages = True),
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}
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self.config["observer_chan"] = (await game_category.create_text_channel("observers", overwrites = perms, position = 4)).id
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logger.debug(f"[{self.guild}] Created observers channel")
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tasks.append(asyncio.create_task(create_observers_chan()))
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await asyncio.wait(tasks) # Waiting for all other channels to be created before creating player channels, since they must be placed after them
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async def create_player_channels():
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create_player_channel_tasks = []
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async def create_player_channel(player: discord.Member, channel_position: int):
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perms = {
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self.guild.default_role: discord.PermissionOverwrite(read_messages = False),
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player: discord.PermissionOverwrite(read_messages = True, manage_messages = True), # Allow the player to pin messages in its own channel
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gm_role: discord.PermissionOverwrite(read_messages = True),
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observer_role: discord.PermissionOverwrite(read_messages = True, send_messages = False),
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}
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player_channel = await game_category.create_text_channel(player.name, overwrites = perms, position = channel_position)
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self.config["player_info"][str(player.id)]["channel"] = player_channel.id
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logger.debug(f"[{self.guild.name}] Created channel for player {player.name}")
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asyncio.create_task(player_channel.send(f"Hello! This is your private channel.\nIn here you can cast your votes, interact with the <@&{self.get_gm_role_id()}>, and write freely.\nHave a nice game!", allowed_mentions = discord.AllowedMentions(roles = True)))
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# Discord channel positions are not relative to the category and not necessarily absolute, but a channel in same category than another with a higher
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# position attribute will be sorted lower.
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# See https://github.com/Rapptz/discord.py/issues/2392#issuecomment-707455919
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observer_channel_position = self.get_observer_channel().position
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for i, player in enumerate(self.get_players()):
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create_player_channel_tasks.append(asyncio.create_task(create_player_channel(player, observer_channel_position + i + 1)))
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await asyncio.wait(create_player_channel_tasks)
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await create_player_channels()
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@game_started
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@save_on_success
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async def open_secret_channels(self):
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tasks = []
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for channel in [self.get_discussion_channel(), self.get_observer_channel()] + [self.get_player_channel(player_id) for player_id in self.get_players_id()]:
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tasks.append(asyncio.create_task(channel.edit(overwrites = {})))
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await asyncio.wait(tasks)
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@game_started
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@save_on_success
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async def delete(self):
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category = self.get_game_category()
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await asyncio.wait([channel.delete() for channel in category.channels])
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await category.delete()
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# Need to delete the roles last
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await asyncio.wait([self.get_gm_role().delete(), self.get_observer_role().delete()])
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self.config.clear()
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self.config.update(self.new_dict())
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logger.debug(f"[{self.guild.name}] Game deleted")
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@save_on_success
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async def start_vote(self, president: discord.Member, chancellor: discord.Member):
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if self.is_vote_running():
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raise RuntimeError("A vote is already running")
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logger.debug(f"[{self.guild.name}] Starting vote")
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self.config["vote"] = {
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"president": president.id,
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"chancellor": chancellor.id,
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"message": None,
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"revealed": False,
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"can_cast_votes": True,
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}
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self.config["vote"].update({str(player_id): None for player_id in self.get_players_id()})
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await self.update_vote_message()
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@vote_running
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async def update_vote_message(self):
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logger.debug(f"[{self.guild.name}] Updating vote message")
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president = self.config["vote"]["president"]
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chancellor = self.config["vote"]["chancellor"]
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message_content = [
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"**Citizens are called to vote**",
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"Do you want to elect the following government?",
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f":crown: <@{president}> as president",
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f":person_in_tuxedo: <@{chancellor}> as chancellor",
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]
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if self.can_cast_votes():
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message_content.append("You can vote by typing `!ja` or `!nein` in your channel")
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message_content.append("") # Just to mark a separation between the message header and the votes
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for player_id in self.get_players_id():
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player_vote = self.config["vote"][str(player_id)]
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if player_vote is None:
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message_content.append(f":black_large_square: <@{player_id}> has not voted")
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else:
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if self.config["vote"]["revealed"]:
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if player_vote:
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message_content.append(f":green_square: <@{player_id}> has voted JA")
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else:
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message_content.append(f":red_square: <@{player_id}> has voted NEIN")
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else: # Player has voted but the vote should not be revealed
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message_content.append(f":white_large_square: <@{player_id}> has voted")
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if self.get_auto_end_vote() and self.can_cast_votes():
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message_content.append("The vote will automatically end once everybody has voted")
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if not self.can_cast_votes():
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message_content.append("**The vote has ended**")
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message_content_str = "\n".join(message_content)
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if self.config["vote"]["message"] is None:
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self.config["vote"]["message"] = (await self.get_announcements_channel().send(message_content_str, allowed_mentions = discord.AllowedMentions(users = True))).id
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else:
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await (await self.get_announcements_channel().fetch_message(self.config["vote"]["message"])).edit(content = message_content_str, allowed_mentions = discord.AllowedMentions(users = True))
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@vote_running
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@save_on_success
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async def cast_vote(self, user: discord.Member, vote: Union[bool, None]):
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logger.debug(f"[{self.guild.name}] Casting vote with value {vote} for user {user.display_name}")
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if not self.can_cast_votes():
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raise RuntimeError("Votes can not be casted right now")
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self.config["vote"][str(user.id)] = vote
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if all(self.config["vote"][str(player_id)] is not None for player_id in self.get_players_id()):
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if self.get_auto_end_vote():
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asyncio.create_task(self.stop_vote())
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else:
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asyncio.create_task(self.get_gm_channel().send(f"<@&{self.get_gm_role_id()}> Everybody has voted", allowed_mentions = discord.AllowedMentions(roles = True)))
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await self.update_vote_message()
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@vote_running
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@save_on_success
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|
async def stop_vote(self):
|
|
logger.debug(f"[{self.guild.name}] Stopping the vote")
|
|
self.config["vote"]["can_cast_votes"] = False
|
|
self.config["vote"]["revealed"] = True
|
|
await self.update_vote_message()
|
|
passed = self.is_vote_passing()
|
|
announcement_content = [
|
|
f"<@&{self.get_player_role_id()}> <@&{self.get_gm_role_id()}> the vote has ended!",
|
|
f"{':green_square:' if passed else ':red_square:'} The vote has **{'' if passed else 'not '}passed**"
|
|
]
|
|
if passed:
|
|
president = self.config["vote"]["president"]
|
|
chancellor = self.config["vote"]["chancellor"]
|
|
announcement_content.append(f"Congratulations to president <@{president}> and chancellor <@{chancellor}>!")
|
|
if self.config["chaos"] > 0: # If there was some chaos
|
|
announcement_content.append(":relaxed: The country has calmed and the chaos counter has been reset")
|
|
self.config["chaos"] = 0 # Anyway, the chaos is reset by a successful vote
|
|
self.config["vote"] = None
|
|
await self.get_announcements_channel().send("\n".join(announcement_content), allowed_mentions = discord.AllowedMentions(roles = True, users = True))
|
|
# After announcing a non-passing vote, we increase the chaos and announce it
|
|
if not passed:
|
|
await self.increase_chaos()
|
|
|
|
@vote_running
|
|
@save_on_success
|
|
async def cancel_vote(self):
|
|
logger.debug(f"[{self.guild.name}] Cancelling the vote")
|
|
vote_message_id = self.config["vote"]["message"]
|
|
self.config["vote"] = None
|
|
if vote_message_id is not None:
|
|
await (await self.get_announcements_channel().fetch_message(vote_message_id)).edit(content = "~~The vote has been canceled~~")
|
|
|
|
@game_started
|
|
@save_on_success
|
|
async def increase_chaos(self):
|
|
new_chaos = self.config["chaos"] + 1
|
|
if new_chaos < 3:
|
|
self.config["chaos"] = new_chaos
|
|
await self.get_announcements_channel().send(
|
|
":fire: The country slowly descends into chaos " + " ".join([":fire:" for _ in range(new_chaos)] + [":black_small_square:" for _ in range(3 - new_chaos)])
|
|
)
|
|
else: # Chaos is too high!
|
|
await self.get_announcements_channel().send(":fire: :fire: :fire: **The country is thrown into chaos** :fire: :fire: :fire:")
|
|
await self.enact_top_policy(delay = 10)
|
|
await self.get_announcements_channel().send(":relaxed: The country has calmed and the chaos counter has been reset")
|
|
self.config["chaos"] = 0 # We reset the counter
|
|
|
|
@game_started
|
|
@save_on_success
|
|
async def draw_policies(self) -> List[Policy]:
|
|
if self.is_legislative_phase():
|
|
raise RuntimeError("Can not draw cards if some are already in hand. Enact one or veto instead.")
|
|
self.config["drawn"] = [self.config["deck"].pop(0) for _ in range(3)]
|
|
return [Policy(p) for p in self.config["drawn"]]
|
|
|
|
@game_started
|
|
@policies_drawn
|
|
@save_on_success
|
|
async def cancel_draw(self):
|
|
logger.info(f"[{self.guild.name}] Cancelling draw")
|
|
new_deck = self.config["drawn"] + self.config["deck"]
|
|
self.config["drawn"] = None
|
|
self.config["deck"] = new_deck
|
|
|
|
@game_started
|
|
async def peek_deck(self) -> List[Policy]:
|
|
return [Policy(policy_code) for policy_code in self.config["deck"]]
|
|
|
|
@game_started
|
|
async def peek_top_3_policies(self) -> List[Policy]:
|
|
return (await self.peek_deck())[:3]
|
|
|
|
@game_started
|
|
@save_on_success
|
|
async def add_to_deck(self, policies: List[Policy]):
|
|
self.config["deck"].extend([policy.value for policy in policies])
|
|
random.shuffle(self.config["deck"])
|
|
|
|
@game_started
|
|
@policies_drawn
|
|
@save_on_success
|
|
async def enact_drawn_policy(self, index: int):
|
|
if not (0 <= index < len(self.config["drawn"])):
|
|
raise IndexError(f"Expected policy index between 0 and {len(self.config['drawn'])}, got {index}")
|
|
for i, policy_str in enumerate(self.config["drawn"]):
|
|
if i == index:
|
|
self.config["enacted"].append(policy_str)
|
|
else:
|
|
self.config["discard"].append(policy_str)
|
|
self.config["drawn"] = None
|
|
await self.announce_latest_enacted_policy()
|
|
if len(self.config["deck"]) < 3:
|
|
await self.shuffle_discard_into_deck()
|
|
|
|
@game_started
|
|
@save_on_success
|
|
async def shuffle_discard_into_deck(self):
|
|
self.config["deck"].extend(self.config["discard"])
|
|
self.config["discard"] = []
|
|
random.shuffle(self.config["deck"])
|
|
await self.get_announcements_channel().send("*The policy deck has been shuffled with the discard pile*")
|
|
|
|
@game_started
|
|
@save_on_success
|
|
async def enact_top_policy(self, delay = 10):
|
|
logger.debug(f"[{self.guild.name}] Enacting top policy in {delay} seconds...")
|
|
await asyncio.sleep(delay)
|
|
self.config["enacted"].append(self.config["deck"].pop(0))
|
|
await self.announce_latest_enacted_policy()
|
|
if len(self.config["deck"]) < 3:
|
|
await self.shuffle_discard_into_deck()
|
|
|
|
@game_started
|
|
async def announce_latest_enacted_policy(self):
|
|
last_enacted = Policy(self.config["enacted"][-1])
|
|
enacted_count = defaultdict(int)
|
|
for policy in self.get_enacted_policies():
|
|
enacted_count[policy] += 1
|
|
message_content = [
|
|
f"{self.get_player_role().mention} A **{last_enacted.name}** policy {last_enacted.square_emoji()} has been enacted!",
|
|
f"In total, **{enacted_count[Policy.LIBERAL]} {Policy.LIBERAL.name}** policies and **{enacted_count[Policy.FASCIST]} {Policy.FASCIST.name}** policies have been enacted",
|
|
" ".join([Policy.LIBERAL.square_emoji()] * enacted_count[Policy.LIBERAL] + [":black_small_square:"] * (self.get_nb_policies_to_victory(Policy.LIBERAL) - enacted_count[Policy.LIBERAL])),
|
|
" ".join([Policy.FASCIST.square_emoji()] * enacted_count[Policy.FASCIST] + [":black_small_square:"] * (self.get_nb_policies_to_victory(Policy.FASCIST) - enacted_count[Policy.FASCIST])),
|
|
]
|
|
if last_enacted == Policy.FASCIST:
|
|
if enacted_count[Policy.FASCIST] == self.get_nb_policies_to_victory(Policy.FASCIST) // 2:
|
|
message_content.append("Be careful about who you elect as chancellor!")
|
|
elif enacted_count[Policy.FASCIST] == self.get_nb_policies_to_victory(Policy.FASCIST) - 1:
|
|
message_content.append(":person_gesturing_no: Veto power unlocked :person_gesturing_no:")
|
|
await self.get_announcements_channel().send("\n".join(message_content), allowed_mentions = discord.AllowedMentions(roles = True))
|
|
|
|
@game_started
|
|
@policies_drawn
|
|
@save_on_success
|
|
async def veto(self):
|
|
self.config["discard"].extend(self.config["drawn"])
|
|
self.config["drawn"] = None
|
|
await self.get_announcements_channel().send(f"<@&{self.get_player_role_id()}>\n:person_gesturing_no: The government used the veto power! No policies have been enacted. :person_gesturing_no:", allowed_mentions = discord.AllowedMentions(roles = True))
|
|
if len(self.config["deck"]) < 3:
|
|
await self.shuffle_discard_into_deck()
|
|
await self.increase_chaos()
|
|
|
|
@game_started
|
|
@save_on_success
|
|
async def kill_player(self, player: discord.Member):
|
|
if player.id not in self.get_players_id():
|
|
raise ValueError(f"Trying to kill a player ({player.name}) which is not in the game")
|
|
self.config["players"].remove(player.id)
|
|
await player.remove_roles(self.get_player_role())
|
|
await self.get_announcements_channel().send(f":skull: <@{player.id}> has been killed! :skull:", allowed_mentions = discord.AllowedMentions(users = True))
|
|
await self.get_player_channel(player).send("u ded lol")
|