--- /dev/null
+package Mafia;
+
+use 5.014000;
+use strict;
+use warnings;
+use parent qw/Exporter/;
+
+use constant;
+use Storable qw/dclone/;
+
+our $VERSION = '0.001';
+
+sub defconst { constant->import($_ => $_) for @_ }
+
+BEGIN {
+ # Roles
+ defconst qw/vanilla goon doctor vigilante roleblocker jailkeeper gunsmith tracker watcher bodyguard rolecop cop sk hider/;
+
+ # Factions
+ defconst qw/mafia town/;
+
+ # Extra traits
+ defconst qw/miller godfather weak macho bulletproof/;
+
+ # Messages
+ defconst qw/MSG_NIGHT MSG_DAY MSG_PLAYERS_ALIVE MSG_DEATH MSG_GUNCHECK MSG_NORESULT MSG_TRACK MSG_WATCH MSG_COP MSG_ROLECOP/;
+
+ # Action types
+ defconst qw/ACT_KILL ACT_LYNCH ACT_PROTECT ACT_GUARD ACT_ROLEBLOCK ACT_GUNCHECK ACT_TRACK ACT_WATCH ACT_ROLECOP ACT_COP ACT_TRACK_RESULT ACT_WATCH_RESULT ACT_HIDE/;
+}
+
+use constant +{
+ townie => town,
+ ROLE => [vanilla, goon, doctor, vigilante, roleblocker, jailkeeper, gunsmith, tracker, watcher, bodyguard, rolecop, cop, sk, hider],
+ FACTION => [mafia, town],
+ FLAG => [miller, godfather, weak, macho, bulletproof],
+ ACTION_ORDER => [ACT_HIDE, ACT_ROLEBLOCK, ACT_PROTECT, ACT_GUARD, ACT_GUNCHECK, ACT_ROLECOP, ACT_COP, ACT_TRACK, ACT_WATCH, ACT_KILL, ACT_LYNCH, ACT_TRACK_RESULT, ACT_WATCH_RESULT],
+ INVESTIGATIVE_ACTIONS => [ACT_GUNCHECK, ACT_TRACK, ACT_WATCH, ACT_ROLECOP, ACT_COP],
+ GUNROLES => [vigilante, gunsmith],
+};
+
+our @EXPORT = do {
+ no strict 'refs';
+ grep { $_ !~ [qw/import/] and exists &$_ } keys %{__PACKAGE__ . '::'};
+};
+
+################################################## Helper subs
+
+sub import {
+ strict->import;
+ goto &Exporter::import;
+}
+
+my (%players, %tplayers, @actions);
+my $daycnt = 0;
+my $nightcnt = 0;
+my $isday = 0;
+my $first = 1;
+
+sub clean{
+ %players = ();
+ %tplayers = ();
+ @actions = ();
+ $daycnt = 0;
+ $nightcnt = 0;
+ $isday = 0;
+ $first = 1;
+}
+
+sub uniq {
+ my %hash = map { $_ => 1 } @_;
+ keys %hash
+}
+
+sub phase {
+ return "Day $daycnt" if $isday;
+ return "Night $nightcnt" unless $isday;
+}
+
+sub rolename {
+ my %player = %{$players{$_[0]}};
+ my ($faction, $role) = ($player{faction}, $player{role});
+ if (defined $faction && $faction eq town && $role eq vanilla){
+ undef $faction;
+ $role = 'Vanilla Townie';
+ };
+ my @tokens = ();
+ push @tokens, ucfirst $faction if $faction;
+ for my $flag (@{FLAG()}) {
+ push @tokens, ucfirst $flag if $player{$flag}
+ }
+ push @tokens, ucfirst $role unless $role eq goon && $player{godfather};
+ "@tokens"
+}
+
+sub msg {
+ my ($type, @args) = @_;
+ given ($type){
+ when (MSG_NIGHT) {
+ my ($night) = @args;
+ say '' unless $first;
+ $first = 0;
+ say "It is Night $night";
+ }
+
+ when (MSG_DAY) {
+ my ($day) = @args;
+ say '' unless $first;
+ $first = 0;
+ say "It is Day $day";
+ }
+
+ when (MSG_PLAYERS_ALIVE) {
+ @args = sort @args;
+ say "Players alive: ", join ', ', @args
+ }
+
+ when (MSG_DEATH) {
+ my %args = @args;
+ my ($who, $reason) = @args{'target', 'reason'};
+ my $phase = phase;
+ my $rolename = rolename $who;
+ say "$who ($rolename) — $reason $phase";
+ }
+
+ when (MSG_GUNCHECK) {
+ my %args = @args;
+ my ($gunsmith, $who, $hasgun) = @args{'source', 'target', 'result'};
+ say "$gunsmith: $who has a gun" if $hasgun;
+ say "$gunsmith: $who does not have a gun" unless $hasgun;
+ }
+
+ when (MSG_NORESULT) {
+ my %args = @args;
+ my ($who) = $args{'source'};
+ say "$who: No result"
+ }
+
+ when (MSG_TRACK) {
+ my %args = @args;
+ my ($tracker, $who, $result) = @args{'source', 'target', 'result'};
+ my @result = @{$result};
+ local $, = ', ';
+ say "$tracker: $who did not visit anyone" unless scalar @result;
+ say "$tracker: $who visited: @result" if scalar @result;
+ }
+
+ when (MSG_WATCH) {
+ my %args = @args;
+ my ($watcher, $who, $result) = @args{'source', 'target', 'result'};
+ my @result = @{$result};
+ local $, = ', ';
+ say "$watcher: $who was not visited by anyone" unless scalar @result;
+ say "$watcher: $who was visited by: @result" if scalar @result;
+ }
+
+ when (MSG_ROLECOP) {
+ my %args = @args;
+ my ($rolecop, $who, $role) = @args{'source', 'target', 'result'};
+ say "$rolecop: $who\'s role is: $role"
+ }
+
+ when (MSG_COP) {
+ my %args = @args;
+ my ($cop, $who, $ismafia) = @args{'source', 'target', 'result'};
+ say "$cop: $who is mafia" if $ismafia;
+ say "$cop: $who is not mafia" unless $ismafia;
+ }
+ }
+}
+
+sub putaction {
+ my ($delay, $type, %args) = @_;
+ $actions[$delay]->{$type} //= [];
+ if (exists $args{target} && exists $args{source} && $players{$args{target}}{faction} eq mafia && $players{$args{source}}{weak}) {
+ putaction($delay, ACT_KILL, target => $args{source}, reason => 'targeted scum');
+ }
+ push $actions[$delay]->{$type}, \%args
+}
+
+sub doaction {
+ my ($type, $args) = @_;
+ my %args = %$args;
+ my $source = $args{source};
+ my $target = $args{target};
+ if (defined $source && defined $target) {
+ # Watcher and tracker variables
+ $tplayers{$source}{targets} //= [];
+ push $tplayers{$source}{targets}, $target;
+ $tplayers{$target}{sources} //= [];
+ push $tplayers{$target}{sources}, $source;
+
+ # Copy this action to everybody hiding behind $target
+ if (exists $tplayers{$target}{hiders}) {
+ for my $target (@{$tplayers{$target}{hiders}}) {
+ my %args = %args;
+ $args{target} = $target;
+ $args{hidepierce} = 1;
+ doaction($type, \%args);
+ }
+ }
+
+ # Check if the action should be blocked
+ my $strongkill = $type eq ACT_KILL && $args{strong};
+ my $roleblocked = $tplayers{$source}{roleblocked};
+ my $hidden = $tplayers{$target}{hidden};
+ my $hidepierce = $args{hidepierce};
+ if ($source && (( $roleblocked && !$strongkill ) || ($hidden && !$hidepierce) )) {
+ msg MSG_NORESULT, %args if $type ~~ INVESTIGATIVE_ACTIONS;
+ return
+ }
+ }
+
+
+ given ($type) {
+ when(ACT_KILL) {
+ break if $tplayers{$target}{bulletproof} && defined $source;
+ if ($tplayers{$target}{guard_count} && defined $source) {
+ $tplayers{$target}{guard_count}--;
+ # Copy this action to the first guard
+ $args{target} = shift $tplayers{$target}{guards};
+ @_ = ($type, %args);
+ goto &doaction;
+ }
+ if ($tplayers{$target}{protection} && !$args{strong}) {
+ $tplayers{$target}{protection}--;
+ break
+ }
+ msg MSG_DEATH, %args;
+ delete $players{$target}
+ }
+
+ when(ACT_LYNCH){
+ if ($tplayers{$target}{guard_count}) {
+ $tplayers{$target}{guard_count}--;
+ $args{target} = shift $tplayers{$target}{guards};
+ $target=$args{target};
+ }
+ if ($tplayers{$target}{protection}) {
+ $tplayers{$target}{protection}--;
+ break
+ }
+ msg MSG_DEATH, %args, reason => 'lynched';
+ delete $players{$target}
+ }
+
+ when(ACT_PROTECT){
+ my $count = $args{count} // 1;
+ $tplayers{$target}{protection} += $count unless $tplayers{$target}{macho}
+ }
+
+ when(ACT_ROLEBLOCK){
+ $tplayers{$target}{roleblocked} = 1
+ }
+
+ when(ACT_GUNCHECK){
+ my $role = $players{$target}{role};
+ my $hasgun = $role ~~ GUNROLES || ($players{$target}{faction} eq mafia && $role ne doctor);
+ msg MSG_GUNCHECK, %args, result => $hasgun
+ }
+
+ when(ACT_TRACK_RESULT){
+ msg MSG_TRACK, %args, result => [ uniq @{$tplayers{$target}{targets} // []} ];
+ }
+
+ when(ACT_WATCH_RESULT){
+ msg MSG_WATCH, %args, result => [ uniq @{$tplayers{$target}{sources} // []} ];
+ }
+
+ when(ACT_GUARD){
+ $tplayers{$target}{guard_count}++;
+ $tplayers{$target}{guards} //= [];
+ push $tplayers{$target}{guards}, $source;
+ }
+
+ when(ACT_ROLECOP){
+ my $result = $players{$target}{role};
+ $result = vanilla if $result eq goon;
+ msg MSG_ROLECOP, %args, result => ucfirst $result
+ }
+
+ when(ACT_COP){
+ my $result = $players{$target}{faction} eq mafia;
+ $result = 1 if $players{$target}{miller};
+ $result = 0 if $players{$target}{godfather};
+ msg MSG_COP, %args, result => $result
+ }
+
+ when(ACT_HIDE){
+ $tplayers{$source}{hidden} = 1;
+ $tplayers{$target}{hiders} //= [];
+ push $tplayers{$target}{hiders}, $source
+ }
+ }
+}
+
+sub process_phase_change {
+ %tplayers = %{dclone \%players};
+ my $actions = shift @actions;
+ for my $type(@{ACTION_ORDER()}) {
+ doaction $type, $_ for @{$actions->{$type}}
+ }
+}
+
+################################################## User subs
+
+sub player {
+ my ($name, @args) = @_;
+ my %player;
+ for my $trait (@args) {
+ given ($trait) {
+ $player{role} = $trait when ROLE;
+ $player{faction} = $trait when FACTION;
+ $player{$trait} = 1 when FLAG;
+ }
+ }
+
+ $players{$name} = \%player;
+}
+
+sub day {
+ process_phase_change;
+ $isday = 1;
+ msg MSG_DAY, ++$daycnt;
+ msg MSG_PLAYERS_ALIVE, keys %players;
+}
+
+sub night {
+ process_phase_change;
+ $isday = 0;
+ msg MSG_NIGHT, ++$nightcnt;
+ msg MSG_PLAYERS_ALIVE, keys %players;
+}
+
+sub lynch {
+ my ($who) = @_;
+ putaction 0, ACT_LYNCH, target => $who;
+}
+
+sub factionkill {
+ my ($killer, $who, $reason, @args) = @_;
+ putaction 0, ACT_KILL, target => $who, source => $killer, reason => $reason, @args;
+}
+
+sub protect {
+ my ($doctor, $who) = @_;
+ putaction 0, ACT_PROTECT, target => $who, source => $doctor;
+}
+
+sub vig {
+ my ($vig, $who, $reason, @args) = @_;
+ putaction 0, ACT_KILL, target => $who, source => $vig, reason => $reason, @args;
+}
+
+sub roleblock {
+ my ($roleblocker, $who) = @_;
+ putaction 0, ACT_ROLEBLOCK, target => $who, source => $roleblocker;
+}
+
+sub jailkeep {
+ my ($jailkeeper, $who) = @_;
+ putaction 0, ACT_ROLEBLOCK, target => $who, source => $jailkeeper;
+ putaction 0, ACT_PROTECT, target => $who, source => $jailkeeper, count => 1000;
+}
+
+sub guncheck {
+ my ($gunsmith, $who) = @_;
+ putaction 0, ACT_GUNCHECK, target => $who, source => $gunsmith;
+}
+
+sub track {
+ my ($tracker, $who) = @_;
+ putaction 0, ACT_TRACK, target => $who, source => $tracker;
+ putaction 0, ACT_TRACK_RESULT, target => $who, source => $tracker;
+}
+
+sub watch {
+ my ($watcher, $who) = @_;
+ putaction 0, ACT_WATCH, target => $who, source => $watcher;
+ putaction 0, ACT_WATCH_RESULT, target => $who, source => $watcher;
+}
+
+sub guard {
+ my ($guard, $who) = @_;
+ putaction 0, ACT_GUARD, target => $who, source => $guard;
+}
+
+sub rolecopcheck {
+ my ($rolecop, $who) = @_;
+ putaction 0, ACT_ROLECOP, target => $who, source => $rolecop;
+}
+
+sub copcheck {
+ my ($cop, $who) = @_;
+ putaction 0, ACT_COP, target => $who, source => $cop;
+}
+
+sub skill {
+ my ($sk, $who, $reason, @args) = @_;
+ putaction 0, ACT_KILL, target => $who, source => $sk, reason => $reason, @args;
+}
+
+sub hide {
+ my ($hider, $who) = @_;
+ putaction 0, ACT_HIDE, target => $who, source => $hider;
+}
+
+1;
+__END__
+
+=head1 NAME
+
+Mafia - easily moderate Mafia games
+
+=head1 SYNOPSIS
+
+ #!/usr/bin/perl -w
+ use Mafia;
+
+ player 'Banana Bob', cop, town;
+ player 'Dragon Phoenix', vanilla, townie;
+ player 'Gammie', mafia, goon;
+ player 'gslamm', vanilla, townie;
+ player 'Untrod Tripod', mafia, goon;
+ player 'Werebear', vanilla, townie;
+ player 'willows_weep', town, doctor;
+
+ day;
+ lynch 'Untrod Tripod';
+
+ night;
+ factionkill 'Gammie', 'willows_weep', 'shot';
+ copcheck 'Banana Bob', 'gslamm';
+
+ day;
+ lynch 'Gammie';
+
+ night;
+
+=head1 DESCRPTION
+
+Mafia.pm is a Perl extension for easily moderating Mafia games. You don't even need to know Perl to use it (see L<"WHAT YOU NEED TO KNOW"> for details).
+
+=head1 WHAT YOU NEED TO KNOW
+
+A typical script starts with the following two lines
+
+ #!/usr/bin/perl -w
+ use Mafia;
+
+The rest of the script is a series of function calls that describe the players and their actions.
+
+A function call looks like this:
+
+ function_name first_argument, second_argument, ...
+
+Each argument is either a number, a string (which is a sequence of characters between single or double quotes, such as C<'badguy'>, C<'qwrf'>) or a constant (such as C<mafia>, C<vanilla>, C<bulletproof>).
+
+Example calls:
+
+ player 'Somebody', mafia, goon; # player is the function, 'Somebody' is a string, mafia and goon are constants.
+ lynch 'Nobody'; # lynch is the function, 'Nobody' is a string.
+ day; # day is the function. There are no arguments.
+
+=head1 FUNCTIONS
+
+=over
+
+=item B<player> I<name>, I<trait>, ...
+
+Defines a new player named I<name> and its traits (role, faction, role modifiers).
+
+Roles: C<vanilla, goon, doctor, vigilante, roleblocker, jailkeeper, gunsmith, tracker, watcher, bodyguard, rolecop, cop, sk, hider>.
+
+Factions: C<mafia, town>. C<townie> is a synonim for C<town>.
+
+Other attributes: C<miller, godfather, weak, macho, bulletproof>
+
+These traits may be specified in any order.
+
+Example usage:
+
+ player 'alice', town, bulletproof, miller, vigilante; # Alice is a NK-Immune Miller Vig
+ player 'bob', town, weak, doctor; # Bob is a Town Weak Doctor
+ player 'eve', mafia, godfather, goon; # Eve is a Mafia Godfather
+
+=item B<day>
+
+Defines the start of a new Day. All actions in the previous Night are now resolved.
+
+=item B<night>
+
+Defines the start of a new Night. All actions in the previous Day are now resolved.
+
+=item B<lynch> I<player>
+
+Notes that I<player> was lynched.
+
+=item B<factionkill> I<killer>, I<player>, I<flavour>, [ strong => 1 ]
+
+Notes that I<killer> killed I<player> with flavour I<flavour>. Append C<< strong => 1 >> if the kill should ignore roleblocks and doctor/jailkeeper protections. Use this for mafia kills.
+
+Example usage:
+
+ factionkill 'eve', 'alice', 'strangled to death';
+ factionkill 'eve', 'bob', 'brutally murdered', strong => 1; # This is a strongman kill
+
+=item B<protect> I<doctor>, I<player>
+
+Notes that I<doctor> protected I<player>.
+
+=item B<vig> I<vigilante>, I<player>, I<flavour>, [ strong => 1 ]
+
+Notes that I<killer> killed I<player> with flavour I<flavour>. Append C<< strong => 1 >> if the kill should ignore roleblocks and doctor/jailkeeper protections. Use this for Vigilante/Juggernaut kills.
+
+Example usage:
+
+ vig 'chuck', 'bob', 'shot';
+ vig 'chuck', 'bob', 'shot seven times', strong => 1; # This is a Juggernaut (Strongman Vigilante) kill
+
+=item B<roleblock> I<roleblocker>, I<player>
+
+Notes that I<roleblocker> roleblocked I<player>.
+
+=item B<jailkeep> I<jailkeeper>, I<player>
+
+Notes that I<jailkeeper> roleblocked and protected I<player>.
+
+=item B<guncheck> I<gunsmith>, I<player>
+
+Notes that I<gunsmith> checked if I<player> has a gun.
+
+=item B<track> I<tracker>, I<player>
+
+Notes that I<tracker> tracked I<player>.
+
+=item B<watch> I<watcher>, I<player>
+
+Notes that I<watcher> watched I<player>.
+
+=item B<guard> I<bodyguard>, I<player>
+
+Notes that I<bodyguard> guarded I<player>
+
+=item B<rolecopcheck> I<rolecop>, I<player>
+
+Notes that I<rolecop> checked the role of I<player>
+
+=item B<copcheck> I<cop>, I<player>
+
+Notes that I<cop> checked whether I<player> is mafia.
+
+=item B<skill> I<SK>, I<player>, I<flavour>, [ strong => 1 ]
+
+Notes that I<SK> killed player with flavour I<flavour>. Append C<< strong => 1 >>> if the kill should ignore roleblocks and doctor/jailkeeper protections. Use this for Serial Killer kills.
+
+=item B<hide> I<hider>, I<player>
+
+Notes that I<hider> hid behind I<player>.
+
+=back
+
+=head1 AUTHOR
+
+Marius Gavrilescu, E<lt>marius@ieval.roE<gt>
+
+=head1 COPYRIGHT AND LICENSE
+
+Copyright (C) 2013 by Marius Gavrilescu
+
+This library is free software; you can redistribute it and/or modify
+it under the same terms as Perl itself, either Perl version 5.14.2 or,
+at your option, any later version of Perl 5 you may have available.
+
+
+=cut