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resistance.py
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resistance.py
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""" Bot intended to play The Resistance """
import main
import random
import time
from ircutils import format as textformat
gamechannel = '#mtgresistance'
players = dict() #Maps lowercase representation of the user to the User object
leaderlist = []
team = []
spies = []
roundnum = 0
failedmissions = 0
leaderattempts = 0
voiced = False #For replacing. Everyone is +v or -v together. Replaced players come in with this status
minplayers = 5
maxplayers = 10
class MasterState(main.State):
@property
def name(self):
return 'Master'
def OnPrivateMessage(self, user, message):
#print user.nickname + "!" + user.ident + "@" + user.hostname + ": " + message
owner = is_owner(user)
if owner and message.lower() == 'turn off':
self._bot.go_to_state('Off')
return
elif owner and message.lower() == 'what state':
self._bot.send_message(user.nickname, self._bot.state.name)
return
elif owner and message.lower() == 'what players':
for player in players.iterkeys():
tempuser = players[player]
self._bot.send_message(user.nickname, player + ': ' + tempuser.nickname + "!" + tempuser.ident + "@" + tempuser.hostname)
elif owner and message.lower() == 'demoderate':
self._bot.unmoderate_channel(gamechannel)
messagetokens = message.split()
if messagetokens[0].lower() == 'replace' and len(messagetokens[0]) == 3:
if not nickname_in_game(messagetokens[1].lower()):
return
olduser = players[messagetokens[1].lower()]
newuser = main.User(messagetokens[2], "", "")
replace_user(olduser, newuser, self._bot)
return
def OnChannelMessage(self, user, channel, message):
if is_owner(user) and message.lower() == '!nullgame' and self._bot.state.name != 'Off':
self._bot.send_message(gamechannel, textformat.bold('Game nulled.'))
self._bot.go_to_state('Idle')
def OnJoin(self, channel, user):
if nickname_in_game(user.nickname) and voiced:
self._bot.voice_nick(user.nickname, channel)
elif not nickname_in_game(user.nickname) and hostmask_in_game(user.ident, user.hostname):
replace_user(find_user_by_hostmask(user.ident, user.hostname), user, self._bot)
class OffState(main.State):
@property
def name(self):
return 'Off'
def OnEnterState(self):
self._bot.send_message_all_channels(textformat.bold('Turning off. Cancelling any game in progress.'))
def OnLeaveState(self):
self._bot.send_message_all_channels(textformat.bold('Turning back on. Type !newgame to start a new game.'))
def OnPrivateMessage(self, user, message):
if is_owner(user) and message.lower() == "turn on":
self._bot.go_to_state('Idle')
class IdleState(main.State):
@property
def name(self):
return 'Idle'
def OnEnterState(self):
self._bot.unmoderate_channel(gamechannel)
devoice_room(self._bot)
def OnChannelMessage(self, user, channel, message):
if message.lower() == '!newgame':
self._bot.go_to_state('Forming')
class FormingState(main.State):
@property
def name(self):
return 'Forming'
def OnEnterState(self):
global voiced
voiced = True
global leaderattempts
leaderattempts = 0
global failedmissions
failedmissions = 0
players.clear()
send_and_notice(self._bot, gamechannel, textformat.bold('New game forming, type !join to join.'))
def OnLeaveState(self):
return
def OnChannelMessage(self, user, channel, message):
message = message.lower()
playing = nickname_in_game(user.nickname)
if message == '!cancel':
self._bot.send_message(gamechannel, textformat.bold('Game cancelled.'))
self._bot.go_to_state('Idle')
return
elif message == '!join':
if not playing:
players[user.nickname.lower()] = user
self._bot.voice_nick(user.nickname, gamechannel)
return
elif message == "!leave":
if playing:
players.pop(user.nickname.lower())
self._bot.devoice_nick(user.nickname, gamechannel)
if len(players) == 0:
self._bot.send_message(gamechannel, textformat.bold('Game cancelled.'))
self._bot.go_to_state('Idle')
return
elif message == '!formed':
if len(players) < minplayers or len(players) > maxplayers:
playertext = 'is 1 player' if len(players) == 1 else 'are ' + str(len(players)) + ' players'
self._bot.send_message(gamechannel,
textformat.bold('There ' + playertext + ' in the game. Need between ' + str(minplayers) + ' and ' + str(maxplayers) + ' to start.'))
return
else:
global roundnum
roundnum = 1
self._bot.moderate_channel(gamechannel)
numplayers = len(players)
numspies = lookup_num_spies(numplayers)
self._bot.send_message(gamechannel, textformat.bold('Game formed with ' + str(numspies) + ' spies and ' + str(numplayers - numspies) + ' + Resistance members.'))
leaderlist[:] = []
for player in players.iterkeys():
leaderlist.append(player)
random.shuffle(leaderlist)
spies[:] = leaderlist[:numspies]
for player in spies:
send_and_notice(self._bot, player, 'You are an IMPERIAL SPY! The spies are ' + collate_players(spies))
for player in leaderlist[numspies:]:
send_and_notice(self._bot, player, 'You are a loyal member of The Resistance.')
random.shuffle(leaderlist)
text = "Team size by round: " + ', '.join(get_team_grid(numplayers))
self._bot.send_message(gamechannel, textformat.bold(text))
text = "Number of fails needed by round: " + ', '.join(get_sabotage_grid(numplayers))
self._bot.send_message(gamechannel, textformat.bold(text))
self._bot.go_to_state('Leading')
class LeadingState(main.State):
@property
def name(self):
return 'Leading'
def OnEnterState(self):
self.leader = leaderlist[0]
team[:] = []
numplayers = len(players)
self.teamsize = lookup_team_size(numplayers, roundnum)
sabotagesize = lookup_sabotage_size(numplayers, roundnum)
self._bot.send_message(gamechannel, textformat.bold(
'Round ' + str(roundnum) + '/5. Resistance: ' + str(roundnum-1-failedmissions) + ', Spies: ' + str(failedmissions) + '. Rejected teams this round: ' + str(leaderattempts) + '. Team size: ' + str(self.teamsize) + '. Fails required: ' + str(sabotagesize) + '.'))
self._bot.send_message(gamechannel, textformat.bold(
'The current leader is ' + get_proper_capitalized_player(self.leader) + '. The order of leaders will be ' + collate_players(leaderlist)))
self.send_syntax_to_leader()
def OnLeaveState(self):
return
def send_syntax_to_leader(self):
send_and_notice(self._bot, self.leader, 'You are the leader. picking a team of size ' + str(self.teamsize) + '. /msg ' + self._bot.nickname + ' Pick ' + ' <Name>' * self.teamsize)
def OnPrivateMessage(self, user, message):
if user.nickname.lower() != self.leader:
return
messagetokens = message.lower().split()
if messagetokens[0] == 'help':
self.send_syntax_to_leader()
elif messagetokens[0] == 'pick':
global leaderattempts
team[:] = []
pickedplayers = set(messagetokens[1:])
numpicked = len(messagetokens[1:])
if numpicked != self.teamsize:
send_and_notice(self._bot, self.leader,
'You picked ' + str(numpicked) + ' players when you should pick ' + str(self.teamsize) + '.')
return
for picked in pickedplayers:
if not nickname_in_game(picked):
send_and_notice(self._bot, self.leader, picked + ' is not in the list of players. Pick again!')
return
if picked.lower() in team:
send_and_notice(self._bot, self.leader, "You can't pick " + picked + ' twice.')
return
team.append(picked.lower())
leaderattempts += 1
self._bot.go_to_state('Approving')
class ApprovingState(main.State):
@property
def name(self):
return 'Approving'
def OnEnterState(self):
self.leader = leaderlist[0]
leaderlist.append(leaderlist.pop(0))
self._bot.send_message(gamechannel, textformat.bold(
get_proper_capitalized_player(self.leader) + ' picked this team: ' + collate_players(team) + '. This is attempt ' + str(leaderattempts) + '. The mission is automatically accepted after 5 attempts.'))
if leaderattempts == 5:
self._bot.go_to_state('Mission')
return
for player in players.iterkeys():
send_and_notice(self._bot, player,
'/msg ' + self._bot.nickname + ' either (A)pprove or (R)eject to indicate your support or rejection of this mission. Majority rules, ties ruled in favor of the mission.')
self.playervotes = dict()
def OnLeaveState(self):
return
def OnPrivateMessage(self, user, message):
message = message.lower()
sender = user.nickname.lower()
if not nickname_in_game(sender):
return
if message == 'help':
send_and_notice(self._bot, sender, '/msg ' + self._bot.nickname + ' (A)pprove or (R)eject to approve or reject the mission.')
return
if message == 'retract':
self.playervotes.pop(sender)
return
if message == 'approve' or message == 'a':
if sender in self.playervotes:
self.playervotes.pop(sender)
self.playervotes[sender] = 1
elif message == 'reject' or message == 'r':
if sender in self.playervotes:
self.playervotes.pop(sender)
self.playervotes[sender] = 0
numplayers = len(players)
if len(self.playervotes) == numplayers:
vote = sum(self.playervotes.values()) >= (numplayers / 2.0)
self._bot.send_message(gamechannel, textformat.bold('Here is the vote:'))
for player in self.playervotes.iterkeys():
playername = get_proper_capitalized_player(player)
votetext = 'Yes' if self.playervotes[player] else 'No'
self._bot.send_message(gamechannel, textformat.bold(playername + ': ' + votetext))
if vote:
self._bot.go_to_state('Mission')
else:
self._bot.send_message(gamechannel, textformat.bold('The team was rejected!'))
self._bot.go_to_state('Leading')
class MissionState(main.State):
@property
def name(self):
return 'Mission'
def OnEnterState(self):
global leaderattempts
leaderattempts = 0
self.playervotes = dict()
sabotagesize = lookup_sabotage_size(len(players), roundnum)
votetext = 'vote is' if sabotagesize == 1 else 'votes are'
self._bot.send_message(gamechannel, textformat.bold(
'The team was accepted! Team is ' + collate_players(team) + '. ' + str(sabotagesize) + ' ' + votetext + ' required to fail this mission.'))
for player in team:
send_and_notice(self._bot, player, '/message (S)uccess or (F)ailure to succeed or fail the mission.')
def OnPrivateMessage(self, user, message):
message = message.lower()
global roundnum
if user.nickname.lower() not in team:
return
if message == 'help':
send_and_notice(self._bot, user.nickname, '/message (S)uccess or (F)ailure to succeed or fail the mission.')
return
if message == 'retract':
self.playervotes.pop(user.nickname.lower())
if message == 'success' or message == 's':
self.playervotes[user.nickname.lower()] = 0
elif message == 'failure' or message == 'f':
if user.nickname.lower() not in spies:
self._bot.send_message(user.nickname, 'Loyal Resistance members should always vote SUCCESS, please vote again.')
return
self.playervotes[user.nickname.lower()] = 1
if len(self.playervotes) == len(team):
numfails = sum(self.playervotes.values())
vote = numfails >= lookup_sabotage_size(len(players), roundnum)
if vote:
global failedmissions
failedmissions += 1
resulttext = 'failure' if vote else 'success'
votetext = ' vote' if numfails == 1 else ' votes'
self._bot.send_message(gamechannel, textformat.bold('There were ' + str(numfails) + votetext + ' to sabotage. The mission was a ' + resulttext + '!'))
if failedmissions == 3:
self._bot.send_message(gamechannel, textformat.bold('The game is over. Spies win!'))
self._bot.go_to_state('Endgame')
elif (roundnum - failedmissions) == 3:
self._bot.send_message(gamechannel, textformat.bold('The game is over, The Resistance wins!'))
self._bot.go_to_state('Endgame')
else:
roundnum += 1
time.sleep(random.randint(2, 6))
self._bot.go_to_state('Leading')
class EndgameState(main.State):
@property
def name(self):
return 'Endgame'
def OnEnterState(self):
self._bot.send_message(gamechannel, textformat.bold('The roles were:'))
for player in players:
if player in spies:
self._bot.send_message(gamechannel, textformat.bold(player + ' => Spy'))
else:
self._bot.send_message(gamechannel, textformat.bold(player + ' => Resistance'))
self._bot.go_to_state('Idle')
def OnLeaveState(self):
self._bot.unmoderate_channel(gamechannel)
def get_team_grid(_numplayers):
teamsize = [[2, 3, 2, 3, 3],
[2, 3, 4, 3, 4],
[2, 3, 3, 4, 4],
[3, 4, 4, 5, 5],
[3, 4, 4, 5, 5],
[3, 4, 4, 5, 5]]
return teamsize[_numplayers-5]
def lookup_team_size(_numplayers, _numround):
return get_team_grid([_numplayers-5])[_numround-1]
def get_sabotage_grid(_numplayers):
sabotagesize = [[1, 1, 1, 1, 1],
[1, 1, 1, 1, 1],
[1, 1, 1, 2, 1],
[1, 1, 1, 2, 1],
[1, 1, 1, 2, 1],
[1, 1, 1, 2, 1]]
return sabotagesize[_numplayers-5]
def lookup_sabotage_size(_numplayers, _numround):
return get_sabotage_grid(_numplayers - 5)[_numround-1]
def lookup_num_spies(_numplayers):
# The number of spies is one third the size of the group rounded up
numspies = [2, 2, 3, 3, 3, 4]
return numspies[_numplayers - 5]
def get_proper_capitalized_player(playername):
return players[playername].nickname
def is_owner(user):
return user.hostname == "cpe-24-27-11-24.austin.res.rr.com"
def find_user_by_hostmask(ident, hostname):
for user in players.itervalues():
if user.hostname == hostname and user.ident == ident:
return user
return None
def nickname_in_game(nickname):
return nickname.lower() in players
def hostmask_in_game(ident, hostname):
return find_user_by_hostmask(ident, hostname) is not None
def voice_room(bot):
""" Automatically voice all the players and set the voiced state to true. """
global voiced
voiced = True
bot.voice_nicks(players.keys(), gamechannel)
def devoice_room(bot):
""" Automatically devoice all the players and set the voiced state to false. """
global voiced
voiced = False
bot.devoice_nicks(players.keys(), gamechannel)
def replace_user(olduser, newuser, bot):
# This is a little ugly; we can't replace the underlying user object with the right info
# Since there's no way to get hostmask on demand
if not nickname_in_game(olduser.nickname) or nickname_in_game(newuser.nickname):
return
bot.devoice_nick(olduser.nickname, gamechannel)
bot.send_message(gamechannel, textformat.bold('Replacing ' + olduser.nickname + ' with ' + newuser.nickname + '.'))
players.pop(olduser.nickname.lower())
players[newuser.nickname.lower()] = newuser
if olduser.nickname in leaderlist:
leaderlist[leaderlist.index(olduser.nickname)] = newuser.nickname.lower()
if olduser.nickname in team:
team[team.index(olduser.nickname)] = newuser.nickname.lower()
if olduser.nickname in spies:
spies[spies.index(olduser.nickname)] = newuser.nickname.lower()
send_and_notice(bot, newuser.nickname, 'You are an IMPERIAL SPY! The spies are ' + collate_players(spies))
elif bot.state.name != 'Forming':
send_and_notice(bot, newuser.nickname, 'You are a loyal member of The Resistance.')
if voiced:
bot.voice_nick(newuser.nickname, gamechannel)
def collate_players(playerlist):
newplayerlist = []
for player in playerlist:
newplayerlist.append(get_proper_capitalized_player(player))
return ', '.join(newplayerlist)
def send_and_notice(bot, target, message):
bot.send_message(target, message)
bot.send_notice(target, message)
masterstate = MasterState()
offstate = OffState()
idlestate = IdleState()
formingstate = FormingState()
leadingstate = LeadingState()
approvingstate = ApprovingState()
missionstate = MissionState()
endgamestate = EndgameState()
resistancebot = main.StateBot('Spymaster', 'irc.efnet.nl', [gamechannel], masterstate, [idlestate, offstate, formingstate, leadingstate, approvingstate, missionstate, endgamestate])