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mafia.py
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mafia.py
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import random
import logging
from enum import Enum, IntEnum
logger = logging.getLogger(__name__)
class GameStatus(IntEnum):
NOT_RUNNING = -1
NIGHT_TALK = 0
NIGHT_VOTE = 0 # actually same as _talk, we only need 2 states, sry
DAY_TALK = 1
DAY_VOTE = 1 # same
class Role(Enum):
UNASSIGNED = 0
VILLAGER = 1
MAFIA = 2
COP = 3
class Vote(Enum):
MAFIA_VOTE = 0,
COP_VOTE = 1,
DAY_VOTE = 2
class VoteResult(Enum):
UNDERWAY = 0,
FINISHED = 1,
FAILED_HALF = 2,
FAILED_ALL = 3,
FINISHED_ALL = 4
class VoteConsequence(Enum):
VILLAGERKILL = 0,
MAFIAKILL = 1,
LOOKUP = 2
class Consequence():
def __init__(self, voteconsequence, target):
self.voteconsequence = voteconsequence
self.target = target
class VoteReturnObject():
def __init__(self, player, target, vote, voteresult,
consequence=None,
parallel_vote=None):
self.player = player
self.target = target
self.vote = vote
self.voteresult = voteresult
self.consequence = consequence
self.parallel_vote = parallel_vote
class PlayerStatus(Enum):
ALIVE = 0
DEAD = 1
JOINED = 2
class DeathCause(Enum):
VILLAGER_KILL = 0
MAFIA_KILL = 1
class Error(Exception):
"""Base class for other exceptions"""
def __init__(self, context=None):
self.context = context
class PlayerError(Error):
"""Errors about some player or their actions"""
def __init__(self, player=None, context=None):
self.context = context
self.player = player
class CantVoteError(PlayerError):
"""Raised when the player can't vote right now"""
class AlreadyVotedError(PlayerError):
"""Raised when the player already voted"""
class AlreadyJoinedError(PlayerError):
"""Raised when the player already joined and can't join again"""
class NotVotingScenarioError(PlayerError):
"""Raised when there is no voting scenario active"""
class AlreadyRunningError(Error):
"""Raised when the action can only be done before the game starts"""
class NotRunningError(Error):
"""Raised when the action can only be done after the game starts"""
class WinnerAlreadyDeadError(PlayerError):
"""Couldnt kill, already dead"""
class WrongVoteError(Error):
"""Couldnt vote"""
class NoUniqueWinnerError(Error):
"""Raised when a vote has more than one winner"""
def __init__(self, vote=None):
self.vote = vote
class Player():
def __init__(self, ID, name=None, role=Role.UNASSIGNED):
self.ID = ID
self.name = name
self._role = role
self._status = PlayerStatus.JOINED
self.last_vote = None
self.death_cause = None
logger.debug('Created a player.')
def __eq__(self, other):
# players should have a unique ID
# so we treat players with the same ID as equal
return self.ID == other.ID
@property
def status(self):
return self._status
@status.setter
def status(self, status):
self._status = status
logger.debug(f'Player {self.name} status changed to {self.status}.')
@property
def role(self):
return self._role
@role.setter
def role(self, role):
self._role = role
logger.debug(f'Player {self.name} role changed to {self.role}.')
def is_dead(self):
if self.status == PlayerStatus.DEAD:
return True
else:
return False
def kill(self, cause):
self.status = PlayerStatus.DEAD
self.death_cause = cause
logger.debug(f'Killed a player by cause of {self.death_cause}')
class Game:
MAFIA_RATIO = 0.6 # x mafias per players
COP_RATIO = 0.6 # x cops per players
MAFIA_AMOUNTS = [0, 1, 1, 1, 2, 2, 2, 3, 3, 3] # mafia for player counts
COP_AMOUNTS = [0, 1, 1, 1, 1, 1, 1, 1, 1, 1] # cops for player counts
def __init__(self):
self._status = GameStatus.NOT_RUNNING
self.players = []
self.mafia_vote_finished = False
self.cop_vote_finished = False
self.day_vote_finished = False
self.cop_total = 0
self.mafia_total = 0
self.villager_total = 0
logger.debug('Created a game.')
@property
def status(self):
return self._status
@status.setter
def status(self, status):
self._status = status
logger.debug(f'Game status set to {self.status}.')
# Actions
def join(self, ID, name):
player = Player(ID, name)
if player in self.players:
raise AlreadyJoinedError(player)
elif self.status != GameStatus.NOT_RUNNING:
raise AlreadyRunningError
else:
self.players.append(player)
logger.debug('Added a player.')
return player
def start(self):
if self.status != GameStatus.NOT_RUNNING:
raise AlreadyRunningError
self.cop_vote_finished = False
self.mafia_vote_finished = False
self.day_vote_finished = False
self.cop_total = 0
self.villager_total = 0
self.mafia_total = 0
self.assign_roles()
for p in self.players:
p.status = PlayerStatus.ALIVE
self.cycle()
logger.debug('Started the game.')
def stop(self):
if self.status == GameStatus.NOT_RUNNING:
raise NotRunningError
self.reset()
logger.debug('Stopped the game.')
def vote_user(self, p, target, target2=None):
p = self.players.index(Player(p))
if (Player(target) not in self.players):
raise WrongVoteError
else:
target = self.players.index(Player(target))
if self.players[p].last_vote is not None:
raise AlreadyVotedError(self.players[p])
if self.status not in [GameStatus.DAY_VOTE, GameStatus.NIGHT_VOTE]:
# not a voting scenario
raise NotVotingScenarioError
if self.status == GameStatus.NIGHT_VOTE:
if self.players[p].role not in [Role.MAFIA, Role.COP]:
raise CantVoteError(self.players[p])
elif (self.players[p].role == Role.MAFIA and
self.mafia_vote_finished):
raise CantVoteError(self.players[p])
elif (self.players[p].role == Role.COP and
self.cop_vote_finished):
raise CantVoteError(self.players[p])
elif self.players[p].is_dead():
raise CantVoteError(self.players[p])
self.players[p].last_vote = target
logger.debug(f'{self.players[p].name} voted {target}')
if self.status == GameStatus.DAY_VOTE:
votetype = Vote.DAY_VOTE
elif self.status == GameStatus.NIGHT_VOTE:
if self.players[p].role == Role.MAFIA:
votetype = Vote.MAFIA_VOTE
elif self.players[p].role == Role.COP:
votetype = Vote.COP_VOTE
vote_object = VoteReturnObject(self.players[p],
self.players[target],
votetype,
VoteResult.UNDERWAY)
logger.debug(str(vote_object))
consequence = None
# check if everybody voted
# in that case, execute the votes
if (vote_object.vote == Vote.DAY_VOTE and
self.check_votes(Vote.DAY_VOTE)):
consequence = self.execute_day_votes()
vote_object.voteresult = VoteResult.FINISHED
vote_object.consequence = consequence
elif (vote_object.vote == Vote.MAFIA_VOTE and
self.check_votes(Vote.MAFIA_VOTE)):
self.mafia_vote_finished = True
vote_object.voteresult = VoteResult.UNDERWAY
elif (vote_object.vote == Vote.COP_VOTE and
self.check_votes(Vote.COP_VOTE)):
consequence = self.execute_cop_votes()
vote_object.voteresult = VoteResult.FINISHED
vote_object.consequence = consequence
if self.status == GameStatus.DAY_VOTE:
if self.day_vote_finished:
vote_object.voteresult = VoteResult.FINISHED_ALL
self.cycle()
elif self.status == GameStatus.NIGHT_VOTE:
if self.mafia_vote_finished:
logger.debug('mafia finished')
if self.cop_vote_finished:
logger.debug('mafia+cop finished')
vote_object.voteresult = VoteResult.FINISHED_ALL
if votetype == Vote.COP_VOTE:
logger.debug('parallel vote initiated')
con2 = self.execute_mafia_votes()
v = VoteReturnObject(None, None,
Vote.MAFIA_VOTE,
vote_object.voteresult,
con2)
vote_object.parallel_vote = v
elif votetype == Vote.MAFIA_VOTE:
consequence = self.execute_mafia_votes()
vote_object.consequence = consequence
self.cycle()
else:
still_cops_left = False
for p in self.players:
if p.role == Role.COP and not p.is_dead():
still_cops_left = True
if still_cops_left is False:
vote_object.voteresult = VoteResult.FINISHED_ALL
if votetype == Vote.MAFIA_VOTE:
consequence = self.execute_mafia_votes()
vote_object.consequence = consequence
self.cycle()
return vote_object
def vote_choice(self, p, choice):
pass
# Utils
def reset(self):
self.status = GameStatus.NOT_RUNNING
self.players.clear()
def assign_roles(self):
player_total = len(self.players)
if player_total < len(Game.MAFIA_AMOUNTS):
mafia_total = Game.MAFIA_AMOUNTS[player_total]
else:
mafia_total = int(Game.MAFIA_RATIO * player_total)
if player_total < len(Game.COP_AMOUNTS):
cop_total = Game.COP_AMOUNTS[player_total]
else:
cop_total = int(Game.COP_RATIO * player_total)
self.mafia_total = mafia_total
self.cop_total = cop_total
mafia_counter, cop_counter = 0, 0
# assign mafia
if mafia_total > 0:
for i in range(0, mafia_total):
while mafia_counter < i+1:
r = random.randint(0, player_total - 1)
if self.players[r].role == Role.UNASSIGNED:
self.players[r].role = Role.MAFIA
mafia_counter += 1
# assign cops
if cop_total > 0:
for i in range(0, cop_total):
while cop_counter < i+1:
r = random.randint(0, player_total - 1)
if self.players[r].role == Role.UNASSIGNED:
self.players[r].role = Role.COP
cop_counter += 1
# assign villagers
for p in self.players:
if p.role == Role.UNASSIGNED:
self.villager_total += 1
p.role = Role.VILLAGER
logger.debug('Roles assigned.')
def cycle(self):
if self.status == GameStatus.NOT_RUNNING:
# if the game wasn't running, go directly to NIGHT_TALK
self.status = GameStatus.NIGHT_TALK
elif self.status == GameStatus.DAY_VOTE:
# if DAY_VOTE is reached, go back to NIGHT_TALK
self.status = GameStatus.NIGHT_TALK
else:
# cycle through game states
self.status = GameStatus(self.status + 1)
self.mafia_vote_finished = False
self.cop_vote_finished = False
self.day_vote_finished = False
def check_votes(self, what_to_check):
if what_to_check == Vote.DAY_VOTE:
for p in self.players:
# dead people dont vote
if p.is_dead():
continue
elif p.last_vote is None:
# someone alive did not vote yet
return False
# everyone alive voted
logger.debug('Day votes complete.')
return True
elif what_to_check == Vote.MAFIA_VOTE:
for p in self.players:
# deads and non-mafia don't matter
if p.is_dead() or p.role != Role.MAFIA:
continue
elif (p.role == Role.MAFIA
and self.mafia_vote_finished is True):
# mafia already voted
continue
elif p.last_vote is None:
logger.debug(f'{p.name} didn\'t vote yet.')
# someone alive did not vote yet
return False
# everyone alive voted
logger.debug('Mafia votes complete.')
return True
elif what_to_check == Vote.COP_VOTE:
for p in self.players:
# deads and non-cops dont matter
if p.is_dead() or p.role != Role.COP:
continue
elif (p.role == Role.COP
and self.cop_vote_finished is True):
# cops already voted
continue
elif p.last_vote is None:
logger.debug(f'{p.name} didn\'t vote yet.')
# someone alive did not vote yet
return False
# everyone alive voted
logger.debug('Cop votes complete.')
return True
else:
# not a voting scenario
raise NotVotingScenarioError
def execute_votes(self):
if self.status == GameStatus.DAY_VOTE:
self.execute_day_votes()
elif self.status == GameStatus.NIGHT_VOTE:
self.execute_night_votes()
else:
# not a voting scenario
raise NotVotingScenarioError
def execute_day_votes(self):
self.day_vote_finished = False
voted_players = []
# gather all the votes
for p in self.players:
# dead people don't vote
if p.is_dead():
continue
vote = p.last_vote
if vote is not None:
voted_players.append(vote)
# kill the highest voted player, if there is a unique winner
try:
target = self.kill_highest_from_voted(voted_players,
DeathCause.VILLAGER_KILL)
except NoUniqueWinnerError:
raise NoUniqueWinnerError(Vote.DAY_VOTE)
else:
self.day_vote_finished = True
consequence = Consequence(VoteConsequence.VILLAGERKILL,
target)
logger.debug('Day votes executed.')
finally:
# clear up votes (even if there was no unique winner)
# people have to revote
for p in self.players:
p.last_vote = None
if self.day_vote_finished:
return consequence
def execute_night_votes(self):
self.execute_mafia_votes()
self.execute_cop_votes()
logger.debug('Night votes executed.')
def execute_mafia_votes(self):
voted_players = []
# gather all the votes
for p in self.players:
# only check mafia players' votes
if p.is_dead() or p.role != Role.MAFIA:
continue
vote = p.last_vote
if vote is not None:
logger.debug(f'vote counted:{p.name} voted {vote}')
voted_players.append(vote)
# kill the highest voted player, if there is a unique winner
self.mafia_vote_finished = False
try:
target = self.kill_highest_from_voted(voted_players,
DeathCause.MAFIA_KILL)
except NoUniqueWinnerError:
raise NoUniqueWinnerError(Vote.MAFIA_VOTE)
else:
self.mafia_vote_finished = True
consequence = Consequence(VoteConsequence.MAFIAKILL,
target)
finally:
# clear up votes (even if there was no unique winner)
# people have to revote
for p in self.players:
logger.debug(f'{p.name} role = {p.role}')
if p.role == Role.MAFIA:
p.last_vote = None
if self.mafia_vote_finished is True:
return consequence
def execute_cop_votes(self):
voted_players = []
# gather all the votes
for p in self.players:
# only check cop players' votes
if p.is_dead() or p.role != Role.COP:
continue
vote = p.last_vote
if vote is not None:
logger.debug(f'vote counted:{p.name} voted {vote}')
voted_players.append(vote)
self.cop_vote_finished = False
try:
target = self.players[self.get_most_common_vote(voted_players)]
# TODO
pass
except NoUniqueWinnerError:
raise NoUniqueWinnerError(Vote.COP_VOTE)
else:
self.cop_vote_finished = True
consequence = Consequence(VoteConsequence.LOOKUP, target)
finally:
# clear up votes (even if there was no unique winner)
# people have to revote
for p in self.players:
if p.role == Role.COP:
p.last_vote = None
if self.cop_vote_finished:
return consequence
def kill_highest_from_voted(self, voted_players, kill_cause):
# count the votes
win_i = self.get_most_common_vote(voted_players)
if win_i is not False:
# there was a unique vote
# so we can kill someone, yay!
winner = self.players[win_i]
if not winner.is_dead():
winner.kill(kill_cause)
else:
raise WinnerAlreadyDeadError(winner)
return winner
else:
# there wasn't a unique winner
raise NoUniqueWinnerError
def get_most_common_vote(self, votes):
vote_count = [0] * len(self.players)
logger.debug(str(votes))
for i, v in enumerate(votes):
vote_count[v] += 1
logger.debug(f'{i}, {v},{vote_count}')
highest_i, max = 0, 0
for i, v in enumerate(vote_count):
if v > max:
highest_i = i
max = v
for i, v in enumerate(vote_count):
if v == max and i != highest_i:
# there were at least 2 highest votes
return False
return highest_i