refactor: use object-oriented design and various changes
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4 changed files with 290 additions and 89 deletions
334
main.py
334
main.py
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@ -1,97 +1,267 @@
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import random
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import time
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from typing import Dict, List, Optional
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from dataclasses import dataclass
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import sys
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from logger import log
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playerFile = open("Players.txt")
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rolesFile = open ("Roles.txt")
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PlayersName = []
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RolesList = []
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KilledDuringNight = []
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PlayersInLove = []
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players_dict = {}
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@dataclass
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class Player:
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name: str
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role: str
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alive: bool = True
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protected: bool = False
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def GiveRoleToPlayers():
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if PlayersName and RolesList:
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for player in PlayersName:
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ChoseRole = random.choice(RolesList)
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players_dict[player] = {'name': player, 'role': ChoseRole, 'alive': True, 'InLove': False, 'Protected': False}
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RolesList.remove(ChoseRole)
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else:
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print("Players are not initialized")
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def CreateLists():
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for line in playerFile:
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PlayersName.append(line.strip())
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for line in rolesFile:
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RolesList.append(line.strip())
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playerFile.close()
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rolesFile.close()
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def Kill(player):
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if players_dict[player]['InLove'] == False:
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players_dict[player]['alive'] = False
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KilledDuringNight.append(player)
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elif players_dict[player]['InLove'] == True:
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print("in love check")
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for player in players_dict:
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if players_dict[player]['InLove'] == True:
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print("found one")
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players_dict[player]['alive'] = False
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KilledDuringNight.append(player)
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elif players_dict[player]['Protected'] == True:
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return
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class Game:
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def __init__(self):
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# single source of truth: name -> Player
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self.players: Dict[str, Player] = {}
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def Revive(player):
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players_dict[player]["alive"] = True
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KilledDuringNight.remove(player)
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def PutInLove(player1, player2):
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players_dict[player1]['InLove'] = True
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players_dict[player2]['InLove'] = True
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time.sleep(1)
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print("The people selected wake up and show their role")
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time.sleep(1)
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print("They go back to sleep")
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# lovers
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self.lovers: Optional[Tuple[str, str]] = None
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def Cupidon():
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print("You choose two people to be linked to the death")
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player1 = SelectSomeone()
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player2 = SelectSomeone()
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PutInLove(player1, player2)
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# -------------------------
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# setup / I/O
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# -------------------------
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def load_lists(self) -> Optional[Dict[str, List[str]]]:
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"""
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Load players and roles from files and return them as lists.
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Returns dict with keys 'players' and 'roles'.
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"""
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players_file = "players.txt"
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roles_file = "roles.txt"
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def Savior():
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print("You choose someone to protect")
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ProtectedPlayer = SelectSomeone()
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players_dict[ProtectedPlayer]['Protected'] = False
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log.info("Loading lists...")
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try:
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with open(players_file, "r", encoding="utf-8") as pf:
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player_names = [line.strip() for line in pf if line.strip()]
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except FileNotFoundError:
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log.critical("Players file not found: %s", players_file)
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return None
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try:
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with open(roles_file, "r", encoding="utf-8") as rf:
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roles_list = [line.strip() for line in rf if line.strip()]
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except FileNotFoundError:
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log.critical("Roles file not found: %s", roles_file)
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return None
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log.info("Load complete!")
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return {"players": player_names, "roles": roles_list}
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# -------------------------
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# player / role assignment
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# -------------------------
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def give_roles_to_players(self, player_names: Optional[List[str]] = None,
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roles_list: Optional[List[str]] = None) -> None:
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"""
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Assign a random role to each player. Accepts optional lists (returned by load_lists).
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If lists are not supplied, it will attempt to read files itself.
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"""
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if player_names is None or roles_list is None:
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loaded = self.load_lists()
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if not loaded:
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return
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player_names = loaded["players"]
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roles_list = loaded["roles"]
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if not player_names:
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log.info("Players are not initialized")
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return
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if not roles_list:
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log.info("Roles are not initialized")
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return
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if len(roles_list) < len(player_names):
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log.error("Not enough roles for players (roles: %d, players: %d)",
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len(roles_list), len(player_names))
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return
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available_roles = list(roles_list)
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random.shuffle(available_roles)
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# clear any existing players (safe to reassign)
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self.players.clear()
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for name in player_names:
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chosen_role = available_roles.pop()
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self.players[name] = Player(name=name, role=chosen_role)
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log.debug("Assigned roles:")
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for player in self.players.values():
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log.debug("%s: %s", player.name, player.role)
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# -------------------------
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# utilities
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# -------------------------
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def select_someone(self, prompt: Optional[str] = None) -> Optional[str]:
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"""
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Prompt the user to enter a player name until a valid one is entered.
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Returns None on EOF/KeyboardInterrupt.
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"""
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prompt = prompt or "Enter the name of the player: "
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while True:
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selected = input(prompt).strip()
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if selected in self.players:
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return selected
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log.info("This player doesn't exist.")
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# -------------------------
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# game actions
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# -------------------------
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def put_in_love(self, player1: str, player2: str) -> None:
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"""Link two players such that if one dies the other dies too."""
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if player1 not in self.players or player2 not in self.players:
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log.error("One or both players do not exist: %s, %s", player1, player2)
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return
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self.lovers = (player1, player2)
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log.debug("Players now put in love: %s <-> %s", player1, player2)
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log.info("They are now bounded by love.")
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log.info("They wake up and reveal their role to each other.")
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log.info("Those two go back to sleep.")
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def kill(self, player: str) -> None:
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"""Kill a player."""
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if player not in self.players:
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log.error("Couldn't kill unknown player: %s", player)
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return
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def SelectSomeone():
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while True:
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SelectedPlayer = input("Enter the name of the player:")
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if SelectedPlayer in PlayersName:
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return SelectedPlayer
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target = self.players[player]
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# already dead?
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if not target.alive:
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log.error("%s is already dead!", player)
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return
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# protected?
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if target.protected:
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log.debug("%s was protected and survives.", player)
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return
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# in love?
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if target in self.lovers:
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log.debug("%s is in love! Killing them and their lover.", target)
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for p in self.lovers:
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# kill them and their lover
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log.debug("Killed %s", p)
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p.alive = False
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return
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# else just kill them
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log.debug("Killed %s" % p)
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target.alive = False
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def revive(self, player: str) -> None:
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"""Revive a player."""
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if player not in self.players:
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log.error("Tried to revive unknown player: %s", player)
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return
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p = self.players[player]
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if not p.alive:
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p.alive = True
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log.info("%s has been revived.", player)
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else:
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print("This player don't exist")
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log.info("%s is already alive.", player)
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def FirstDayCycle():
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print("The villagers fall asleep")
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time.sleep(1)
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print("Cupidon get up")
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Cupidon()
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print("Cupidon go back to sleep")
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time.sleep(1)
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print("The savior get up")
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Savior()
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# -------------------------
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# helpers
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# -------------------------
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def status(self) -> None:
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"""Log current players' statuses for debugging."""
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# player values
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for p in self.players.values():
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log.debug("%s -> role: %s, alive: %s, Protected: %s",
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p.name, p.role, p.alive, p.protected)
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# lovers
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log.debug("Lovers: %s" % ",".join(self.lovers))
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def role(func):
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"""Decorator for roles"""
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def wrapper(*args, **kwargs):
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# the role is the name of the function thats decorated
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role = func.__name__.capitalize()
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log.info("%s wakes up." % role)
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func(*args, **kwargs)
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log.info("%s goes back to sleep." % role)
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# workaround to call status from the instance
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# is it ok? no idea but i dont have self anyway
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instance = args[0]
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instance.status()
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return wrapper
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# -------------------------
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# roles
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# -------------------------
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@role
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def cupidon(self) -> None:
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"""Interactively pick two players to link by love."""
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log.info("Choose two people to be linked to death.")
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log.info("Give me the first person that shall be bounded!")
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p1 = self.select_someone()
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if p1 is None:
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return
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log.info("What about the second one?")
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p2 = self.select_someone()
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if p2 is None:
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return
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if p1 == p2:
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log.info("Cannot link a player to themselves.")
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return
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self.put_in_love(p1, p2)
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@role
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def savior(self) -> None:
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"""Interactively choose someone to protect."""
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log.info("Choose someone to protect.")
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protected = self.select_someone()
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if protected is None:
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return
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self.players[protected].protected = True
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log.debug("Protected: %s", protected)
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# -------------------------
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# game flow
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# -------------------------
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def first_day_cycle(self) -> None:
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log.info("All the villagers fall asleep.")
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self.cupidon()
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self.savior()
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CreateLists()
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GiveRoleToPlayers()
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FirstDayCycle()
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if __name__ == "__main__":
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print("---\nWerewolfGame\n---")
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# instantiate the game
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game = Game()
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# I/O: read files and assign roles
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loaded = game.load_lists()
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try:
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if loaded:
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# start the game!
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game.give_roles_to_players(loaded["players"], loaded["roles"])
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game.first_day_cycle()
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# CTRL+C
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except KeyboardInterrupt:
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print() # new line
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log.info("Bye bye!")
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sys.exit(0)
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# Any unhandled exception
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except Exception as e:
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log.exception("Unhandled exception: %s" % e)
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sys.exit(1)
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