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Re: [werewolf] illusionist.



On Tue, Jul 27, 2004 at 06:13:44PM -0700, Mark Ballinger wrote:
> On Tue, Jul 27, 2004 at 07:49:40PM -0500, Shanna Flaschka wrote:
> > I think that makes sense. For all intents an purposes, the illusionist 
> > IS a bad guy and should get some credit for helping the baddies. I like 
> > the idea of him being visible too.
> 
> Sure, we can do that.  What should really happen, though Geoff, is we create a hash-of-hashes of roles, with an attribute in the hash being "good/bad", or better yet a faction label, so we can add more bad guys and have the GameOver calculation loop through 
> this roles database.

I'm just in the middle of changing the data structure from lots of
individual arrays to a player based hash so that all the attributes are
attributed to a player, so adding multiple roles/good-badness etc will
be easy to do on a per-player basis. Unfortuanately this means that the
code is in bits all over my floor at the moment, but I hope to have it
put back together again soon :)

> > Is there a "full info" option so the seer can see the actual role?
> 
> This is what I would vote for, "-fullinfo" as an option that means the illusionist is not implicitly hidden.

I'm in favor of really fine grained controls, so something like an
-autoillusionself option which controls this. That way the fine grained
controls can either be enabled/disabled themselves or maybe included in
super options like -limitedinfo

Geoff.