WereWolfGame/main.py
2025-09-07 21:46:37 +02:00

370 lines
10 KiB
Python

import random
from typing import Dict, List, Optional
from dataclasses import dataclass
import sys
from logger import log
from fuzzywuzzy import process
@dataclass
class Player:
name: str
role: str
alive: bool = True
protected: bool = False
class Game:
def __init__(self):
# single source of truth: name -> Player
self.players: Dict[str, Player] = {}
# lovers
self.lovers: Optional[Tuple[str, str]] = None
# Dead this night
self.dead_this_night: [List[str]] = []
# Used potions
self.used_potions: [list[str]] = []
# -------------------------
# setup / I/O
# -------------------------
def load_lists(self) -> Optional[Dict[str, List[str]]]:
"""
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"
log.info("Loading lists...")
try:
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 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()
# exact match
if selected in self.players:
return selected
# fuzzy matching
match = process.extract(selected, self.players, limit=1)
log.debug(match)
if match:
fuzz_player, fuzz_score = match[0][0], match[0][1] # player name, score
log.debug(fuzz_player)
log.debug(fuzz_score)
if fuzz_score >= 60:
log.info("You meant %s!", fuzz_player.name)
log.debug("Fuzz score: %s" % fuzz_score)
return fuzz_player.name
def choose_between(self, options):
#Prompt the user to choose between options until a valid one is entered
options_available = ', '.join(map(str, options))
#Make a prompt with a list of options, accepting either a list or a tuple.
prompt = f"Choose between {options_available}: "
while True:
selected = input(prompt)
if selected in options:
return selected
# fuzzy matching
match = process.extract(selected, options, limit=1)
log.debug(match)
if match:
fuzz_option, fuzz_score = match[0][0], match[0][1] #options, score
log.debug(fuzz_option)
log.debug(fuzz_score)
if fuzz_score >= 60:
log.info("You meant %s!", fuzz_option)
log.debug("Fuzz score: %s" % fuzz_score)
return fuzz_option
# -------------------------
# 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
target = self.players[player]
# already dead?
if not target.alive:
log.error("%s is already dead!", player)
return
# protected?
if target.protected:
log.debug("%s was protected and survives.", player)
return
# in love?
if player in self.lovers:
log.debug("%s is in love! Killing them and their lover.", player)
for p in self.lovers:
# kill them and their lover
log.debug("Killed %s", p)
self.dead_this_night.append(p)
self.players[p].alive = False
return
# else just kill them
log.info("Killed %s" % player)
self.dead_this_night.append(player)
target.alive = False
def revive(self, player: str) -> None:
"""Revive a player."""
log.info("Players that will die this night are: %s", self.dead_this_night)
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:
log.info("%s is already alive.", player)
# -------------------------
# helpers
# -------------------------
def status(self) -> None:
"""Log current players' statuses for debugging."""
# player values
for p in self.players.values():
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)
@role
def witch(self) -> None:
"""Interactively choose to kill or revive someone"""
log.info("With the Revive Potion, you can revive someone, and with the Death Potion, you can kill someone. You can only use each potion once, and you can also choose to do nothing.")
log.info("Players who might die are %s", ' '.join(map(str, self.dead_this_night)))
if len(self.used_potions) >= 2:
log.info("You already used all of your potions. ")
else:
while True:
options = ("Death", "Revive", "Nothing")
potionchoice = self.choose_between(options).capitalize()
if potionchoice == "Revive" and "Revive" not in self.used_potions:
player = self.select_someone()
if player in self.dead_this_night:
self.used_potions.append("Revive")
self.revive(player)
return
elif player not in self.dead_this_night and not self.players[player].alive:
log.info("You cannot bring this person back to life because they have been buried.")
elif self.players[player].alive:
log.info("This player is not dead.")
else:
log.info("Unknown error: Invalid player choice")
return
elif potionchoice == "Death" and "Death" not in self.used_potions:
player = self.select_someone()
if self.players[player].alive:
self.used_potions.append("Death")
self.kill(player)
return
elif not self.players[player].alive:
log.info("This player is already dead.")
else:
log.info("Unknown error: Invalid player choice")
return
elif potionchoice == "Nothing":
log.info("You are not doing anything tonight.")
return
elif potionchoice in self.used_potions:
log.info("You already used this potion.")
else:
log.critical("Unknown error: Invalid potion choice.")
return
@role
def werewolf(self) -> None:
log.info("You will choose someone to kill.")
player = self.select_someone()
self.kill(player)
@role
def seer(self) -> None:
log.info("Choose a player to discover their role.")
while True:
player = self.select_someone()
if "Seer" == self.players[player].role:
log.info("You can't see your own role.")
else:
log.info(f"{player} is a {self.players[player].role}")
return
# -------------------------
# game flow
# -------------------------
def first_day_cycle(self) -> None:
log.info("All the villagers fall asleep.")
self.cupidon()
self.savior()
self.werewolf()
self.witch()
self.seer()
if __name__ == "__main__":
print("---\nWerewolfGame\n---")
# 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)