werewolf: A game engine for running werewolf in a chat client

[ bsd3, game, library, program ] [ Propose Tags ]

This engine is based off of Werewolves of Millers Hollow (http:/www.games-wiki.orgwikiWerewolves_of_Millers_Hollow). See https://github.com/hjwylde/werewolf for help on writing chat interfaces.


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Change log CHANGELOG.md
Dependencies aeson (>=0.8), base (>=4.8 && <5), containers (>=0.5), directory (>=1.2), extra (>=1.4), filepath (>=1.4), lens (>=4.12), MonadRandom (>=0.4), mtl (>=2.2), optparse-applicative (>=0.11), random-shuffle, text (>=1.2), transformers (>=0.4), werewolf [details]
License BSD-3-Clause
Author Henry J. Wylde
Maintainer public@hjwylde.com
Category Game
Home page https://github.com/hjwylde/werewolf
Source repo head: git clone git@github.com:hjwylde/werewolf
Uploaded by hjwylde at 2016-01-21T05:30:26Z
Distributions Debian:1.5.2.0
Executables werewolf
Downloads 40228 total (160 in the last 30 days)
Rating (no votes yet) [estimated by Bayesian average]
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Status Docs available [build log]
Last success reported on 2016-01-21 [all 1 reports]

Readme for werewolf-0.3.1.0

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werewolf

Project Status: Wip - Initial development is in progress, but there has not yet been a stable, usable release suitable for the public. Build Status Release

A game engine for running werewolf in a chat client. This engine is based off of Werewolves of Millers Hollow.

Game description

Deep in the American countryside, the little town of Millers Hollow has recently been infiltrated by Werewolves. Each night, murders are committed by the Villagers, who due to some mysterious phenomenon (possibly the greenhouse effect) have become Werewolves. It is now time to take control and eliminate this ancient evil, before the town loses its last few inhabitants.

Objective of the Game:
For the Villagers: kill all of the Werewolves.
For the Werewolves: kill all of the Villagers.

Roles

The current implemented roles are:

  • Seer.
  • Villager.
  • Werewolf.

Installing

Installing werewolf is easiest done using either stack (recommended) or Cabal.

Using stack:

stack install werewolf
export PATH=$PATH:~/.local/bin

Using Cabal:

cabal-install werewolf
export PATH=$PATH:~/.cabal/bin

Usage

This section covers how a chat client interacts with the werewolf game engine.

All werewolf commands are designed to be run by a user from the chat client. E.g., to start a game:

> werewolf --caller @foo start @foo @bar @baz @qux @quux @corge @grault
{"ok":true,"messages":[
    {"to":["@foo"],"message":"You're a Villager.\nAn ordinary townsperson humbly living in Millers Hollow.\n"},
    ...,
    {"to":null,"message":"Night falls, the townsfolk are asleep."},
    {"to":null,"message":"The Seers wake up."},
    {"to":["@grault"],"message":"Who's allegiance would you like to see?"}
    ]}

In this example, user @foo ran the start command with the player names as arguments. Note that the calling user, @foo was passed in to the --caller option. All commands require this option.

Any command ran returns a JSON result. The result contains a boolean for whether the command was successful and a list of messages. The to header on a message may either be null for a public message or have a list of intended recipients.

It's the Seers' turn now.

> werewolf --caller @grault see @qux
{"ok":true,"messages":[
    {"to":["@grault"],"message":"@qux is a Villager."},
    {"to":null,"message":"The Werewolves wake up, recognise one another and choose a new victim."},
    {"to":["@bar","@corge"],"message":"Who would you like to kill?"}
    ]}

Let's have @bar, a Werewolf, vote to kill a Villager.

> werewolf --caller @bar vote @foo
{"ok":true,"messages":[]}

This time, even though the command was successful, there are no messages. In this implementation of werewolf votes are only revealed once tallied.

> werewolf --caller @bar vote @foo
{"ok":false,"messages":[{"to":["@bar"],"message":"You've already voted!"}]}

Here the command was unsuccessful and an error message is sent to @bar. Note that even though the command was unsuccessful, the chat client interface probably won't need to do anything special. Relaying the error message back to the user should suffice.

> werewolf --caller @corge vote @foo
{"ok":true,"messages":[
    {"to":["@bar","@corge"],"message":"@bar voted to kill @foo."},
    {"to":["@bar","@corge"],"message":"@corge voted to kill @foo."},
    {"to":null,"message":"The sun rises. Everybody wakes up and opens their eyes..."},
    {"to":null,"message":"As you open them you notice a door broken down and @foo's guts spilling out over the cobblestones. From the look of their personal effects, you deduce they were a Villager."}
    ]}

And so on.

Thus a chat client interface must implement the following:

  • The ability to call werewolf commands. This includes passing the --caller option and arguments correctly. Note that it is possible to just implement the interpret command, which interprets the caller's input.
  • The ability to send resultant messages. Resultant messages may be to everyone or to specific users.

Commands

See werewolf --help.

Chat clients

Coming soon:

  • Slack