Documentation
¶
Index ¶
- Variables
- func AlphaConversion(g *game.Game, actor *Player, targets ...string) string
- func Autopsy(g *game.Game, actor *Player, targets ...string) string
- func Guard(g *game.Game, actor *Player, targets ...string) string
- func Sabotage(g *game.Game, actor *Player, targets ...string) string
- func Scry(g *game.Game, actor *Player, targets ...string) string
- func Swap(g *game.Game, actor *Player, targets ...string) string
- type BaseRole
- type DiscordUser
- type GuardState
- type Player
- type Role
- type RoleVariant
- type Team
Constants ¶
This section is empty.
Variables ¶
View Source
var ( ROLE_SEER = Role{ Name: SEER, Variant: NONE, Team: TEAM_VILLAGER, DisplayTeam: TEAM_VILLAGER, Action: Scry, } ROLE_CURSED_SEER = Role{ Name: SEER, Variant: CURSED, Team: TEAM_VILLAGER, DisplayTeam: TEAM_VILLAGER, Action: Scry, } ROLE_ANCIENT_SEER = Role{ Name: SEER, Variant: ANCIENT, Team: TEAM_VILLAGER, DisplayTeam: TEAM_VILLAGER, Action: Scry, } ROLE_GHOST = Role{ Name: GHOST, Variant: NONE, Team: TEAM_VILLAGER, DisplayTeam: TEAM_VILLAGER, } ROLE_BODYGUARD = Role{ Name: BODYGUARD, Variant: NONE, Team: TEAM_VILLAGER, DisplayTeam: TEAM_VILLAGER, Action: Guard, } ROLE_CARRIAGE_DRIVER = Role{ Name: CARRIAGE_DRIVER, Variant: NONE, Team: TEAM_VILLAGER, DisplayTeam: TEAM_VILLAGER, Action: Swap, } ROLE_CURSED = Role{ Name: VILLAGER, Variant: CURSED, Team: TEAM_VILLAGER, DisplayTeam: TEAM_VILLAGER, } ROLE_CORONER = Role{ Name: CORONER, Variant: NONE, Team: TEAM_VILLAGER, DisplayTeam: TEAM_VILLAGER, Action: Autopsy, } ROLE_MASON = Role{ Name: MASON, Variant: NONE, Team: TEAM_VILLAGER, DisplayTeam: TEAM_VILLAGER, } ROLE_LYCAN = Role{ Name: VILLAGER, Variant: LYCAN, Team: TEAM_VILLAGER, DisplayTeam: TEAM_WEREWOLF, } ROLE_HUNTER = Role{ Name: HUNTER, Variant: NONE, Team: TEAM_VILLAGER, DisplayTeam: TEAM_VILLAGER, } ROLE_WITCH = Role{ Name: WITCH, Variant: NONE, Team: TEAM_VILLAGER, DisplayTeam: TEAM_VILLAGER, } ROLE_DISEASED = Role{ Name: VILLAGER, Variant: DISEASED, Team: TEAM_VILLAGER, DisplayTeam: TEAM_VILLAGER, } ROLE_VILLAGER = Role{ Name: VILLAGER, Variant: NONE, Team: TEAM_VILLAGER, DisplayTeam: TEAM_VILLAGER, } ROLE_WEREWOLF = Role{ Name: WEREWOLF, Variant: NONE, Team: TEAM_WEREWOLF, DisplayTeam: TEAM_WEREWOLF, } ROLE_ALPHA_WEREWOLF = Role{ Name: WEREWOLF, Variant: ALPHA, Team: TEAM_WEREWOLF, DisplayTeam: TEAM_WEREWOLF, Action: AlphaConversion, } ROLE_WEREWOLF_SEER = Role{ Name: SEER, Variant: WW, Team: TEAM_WEREWOLF, DisplayTeam: TEAM_WEREWOLF, Action: Scry, } ROLE_MINION = Role{ Name: MINION, Variant: NONE, Team: TEAM_WEREWOLF, DisplayTeam: TEAM_VILLAGER, Action: Sabotage, } ROLE_TANNER = Role{ Name: TANNER, Variant: NONE, Team: TEAM_TANNER, DisplayTeam: TEAM_VILLAGER, } )
View Source
var RoleLUT map[string]*Role
Functions ¶
Types ¶
type BaseRole ¶
type BaseRole string
const ( SEER BaseRole = "seer" GHOST BaseRole = "ghost" BODYGUARD BaseRole = "bodyguard" CARRIAGE_DRIVER BaseRole = "carriage driver" CORONER BaseRole = "coroner" DRUNK BaseRole = "drunk" MASON BaseRole = "mason" HUNTER BaseRole = "hunter" WITCH BaseRole = "witch" VILLAGER BaseRole = "villager" WEREWOLF BaseRole = "werewolf" MINION BaseRole = "minion" TANNER BaseRole = "tanner" )
type DiscordUser ¶
type DiscordUser struct {
Username string `json:"username"`
}
type GuardState ¶
type GuardState struct {
// contains filtered or unexported fields
}
type Role ¶
type Role struct {
Name BaseRole
Variant RoleVariant
Team Team
DisplayTeam Team
Action func(g *game.Game, actor *Player, targets ...string) string
ActionCondition func(g *game.Game) bool
}
func RoleLookup ¶
type RoleVariant ¶
type RoleVariant string
const ( NONE RoleVariant = "none" CURSED RoleVariant = "cursed" ANCIENT RoleVariant = "ancient" DISEASED RoleVariant = "diseased" WW RoleVariant = "werewolf" ALPHA RoleVariant = "alpha" LYCAN RoleVariant = "lycan" )
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