Global refactoring #1

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yoxu merged 4 commits from anavoi-pr into main 2025-09-03 21:21:07 +02:00
4 changed files with 290 additions and 89 deletions
Showing only changes of commit f9f3a1ac45 - Show all commits

refactor: use object-oriented design and various changes

anavoi 2025-09-03 20:18:42 +02:00

31
logger.py Normal file
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import logging
log = logging.getLogger(__name__)
log.setLevel(logging.DEBUG)
formatter = logging.Formatter(
"%(asctime)s \033[1m%(levelname)s\033[0m\033[0m %(message)s"
)
# stdout
stream_handler = logging.StreamHandler()
stream_handler.setLevel(logging.DEBUG)
stream_handler.setFormatter(formatter)
log.addHandler(stream_handler)
# Add custom log level names with colors
logging.addLevelName(
logging.DEBUG, "\033[1;30m%s\033[1;0m" % logging.getLevelName(logging.DEBUG)
) # gray
logging.addLevelName(
logging.INFO, "\033[1;34m%s\033[1;0m" % logging.getLevelName(logging.INFO)
) # blue
logging.addLevelName(
logging.WARNING, "\033[1;33m%s\033[1;0m" % logging.getLevelName(logging.WARNING)
) # yellow
logging.addLevelName(
logging.ERROR, "\033[1;31m%s\033[1;0m" % logging.getLevelName(logging.ERROR)
) # red
logging.addLevelName(
logging.CRITICAL, "\033[1;35m%s\033[1;0m" % logging.getLevelName(logging.CRITICAL)
) #

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