Example #1
0
def player_join(update: Update, context: CallbackContext):
    query = update.callback_query
    chat_data = context.chat_data
    first_name = name_generator(update.effective_user.first_name)
    user_id = update.effective_user.id
    chat_id = update.effective_chat.id
    # somehow, this callback button is there, but we aren't in join mode, so we handle this now :D
    if "message" not in chat_data:
        group_helpers.no_game(update, context, "join_no_game_running")
        return
    starter = mention_html(chat_data["starter"]["user_id"],
                           chat_data["starter"]["first_name"])
    remove = False
    for player in chat_data["players"]:
        player_id = player["user_id"]
        # player leaves
        if user_id == player_id:
            # we do this so player can change their name between joining and leaving
            chat_data["players"].remove({
                "user_id": user_id,
                "first_name": player["first_name"]
            })
            # we need them in here so we can mention them later. Looks stupid, I know
            chat_data["left_players"][user_id] = first_name
            query.answer(get_string(chat_data["lang"], "player_leaves_query"))
            remove = True
            break
    if not remove:
        # if they left and rejoined before the timer run through, they are still in this dict. If not, nothing happens
        chat_data["left_players"].pop(user_id, None)
        chat_data["players"].append({
            "user_id": user_id,
            "first_name": first_name
        })
        query.answer(get_string(chat_data["lang"], "player_joins_query"))
    players = group_helpers.players_mentions(chat_data["players"])
    job = context.job_queue.get_jobs_by_name(chat_id)[0]
    job.context["players"] = chat_data["players"]
    job.context["left_players"] = chat_data["left_players"]
    text = get_string(chat_data["lang"],
                      "start_game").format(starter, players,
                                           *chat_data["settings"])
    if len(chat_data["players"]) == MAX_PLAYERS:
        query.edit_message_text(text, parse_mode=ParseMode.HTML)
        payload = job.context
        job.schedule_removal()
        new_context = context
        setattr(new_context, "job",
                Job(timer, interval=42, name=chat_id, context=payload))
        timer(context)
        return
    button = [[
        InlineKeyboardButton(get_string(chat_data["lang"], "start_button"),
                             callback_data="join")
    ]]
    query.edit_message_text(text,
                            parse_mode=ParseMode.HTML,
                            reply_markup=InlineKeyboardMarkup(button))
Example #2
0
def flood_error(context):
    data = context.job.context
    # this means the join phase ended and a different call edited the function already
    if "message" not in data:
        return
    starter = mention_html(data["starter"]["user_id"],
                           data["starter"]["first_name"])
    players = group_helpers.players_mentions(data["players"])
    text = get_string(data["lang"],
                      "start_game").format(starter, players, *data["settings"])
    button = InlineKeyboardMarkup([[
        InlineKeyboardButton(get_string(data["lang"], "start_button"),
                             callback_data="join_" + data["game_id"])
    ]])
    context.bot.edit_message_text(text,
                                  data["chat_id"],
                                  data["message"],
                                  parse_mode=ParseMode.HTML,
                                  reply_markup=button)
    del data["flood"]
Example #3
0
def timer(context):
    data = context.job.context
    chat_id = context.job.name
    lang = data["lang"]
    dp = data["dp"]
    # repeated join/leave timer
    if not len(data["players"]) == MAX_PLAYERS:
        known_players = []
        joined_player = []
        for player in data["players"]:
            user_id = player["user_id"]
            known_players.append(user_id)
            if user_id in data["known_players"]:
                data["known_players"].remove(user_id)
            # player joined
            else:
                joined_player.append(player)
        # if players are left in known_players data, they left
        left_player = []
        if data["known_players"]:
            for user_id in data["known_players"]:
                left_player.append({
                    "user_id": user_id,
                    "first_name": data["left_players"][user_id]
                })
                data["left_players"].pop(user_id)
        # if both lists are empty, nothing happened, so the timer runs out
        if not joined_player and not left_player:
            pass
        # yes, this replace is stupid. stupider then copying the function though. F**k you.
        else:
            if joined_player:
                text = get_string(lang, "player_joins_text")\
                    .format(group_helpers.players_mentions(joined_player).replace("\n", ", "))
                if left_player:
                    text += "\n\n" + get_string(lang, "player_leaves_text")\
                        .format(group_helpers.players_mentions(left_player).replace("\n", ", "))
            # we can do that, cause otherwise we wouldn't be here
            else:
                text = get_string(lang, "player_leaves_text")\
                    .format(group_helpers.players_mentions(left_player).replace("\n", ", "))
            if context.job.interval == START_TIME:
                long = True
            else:
                long = False
            if len(data["players"]) >= 3:
                text += get_string(lang, "player_action_text").format(
                    get_string(lang, "start"))
                if long:
                    context.job.interval = TIME
            else:
                text += get_string(lang, "player_action_text").format(
                    get_string(lang, "fail")).replace("30", "60")
                if not long:
                    context.job.interval = START_TIME
            context.bot.send_message(chat_id, text, parse_mode=ParseMode.HTML)
            data["known_players"] = known_players
            return
    # game either ends/starts
    dp.chat_data[chat_id].clear()
    context.job.schedule_removal()
    if not len(data["players"]) == MAX_PLAYERS:
        context.bot.edit_message_reply_markup(chat_id,
                                              data["message"],
                                              reply_markup=None)
    if len(data["players"]) >= 3:
        player_ids = [all_player["user_id"] for all_player in data["players"]]
        if database.get_new_player(player_ids):
            text = get_string(lang, "rules_prepend") + get_string(
                lang, "rules")
            context.bot.send_message(chat_id, text, parse_mode=ParseMode.HTML)
            dp.chat_data[chat_id]["players"] = True
            context.job_queue.run_once(delay, 31, [context, data, chat_id, dp])
        else:
            group_helpers.yes_game(context, data, chat_id, dp)
        database.remove_group_nextgame(chat_id, player_ids)
    else:
        text = get_string(lang, "game_failed")
        context.bot.send_message(chat_id,
                                 text,
                                 reply_to_message_id=data["message"])
Example #4
0
def player_join(update: Update, context: CallbackContext):
    query = update.callback_query
    chat_data = context.chat_data
    first_name = name_generator(update.effective_user.first_name)
    user_id = update.effective_user.id
    chat_id = update.effective_chat.id
    # check if the chat data is from a different state
    if "message" not in chat_data:
        # this means there is no game starting/running
        if "game_id" not in chat_data:
            group_helpers.no_game(update, context, "join_no_game_running")
            return
        # this means there is a game starting, but the button wasn't removed yet
        if chat_data["game_id"] == query.data.split("_")[1]:
            query.answer(get_string(chat_data["lang"], "join_while_starting"))
            return
        # if we are here, there is a newer game running and someone hit the button of an old one
        group_helpers.no_game(update, context, "join_old_button")
        return
    starter = mention_html(chat_data["starter"]["user_id"],
                           chat_data["starter"]["first_name"])
    remove = False
    for player in chat_data["players"]:
        player_id = player["user_id"]
        # player leaves
        if user_id == player_id:
            # we do this so player can change their name between joining and leaving
            chat_data["players"].remove({
                "user_id": user_id,
                "first_name": player["first_name"]
            })
            # we need them in here so we can mention them later. Looks stupid, I know
            chat_data["left_players"][user_id] = first_name
            if "flood" in chat_data:
                query.answer(get_string(chat_data["lang"],
                                        "player_leaves_query_flood"),
                             show_alert=True)
            else:
                query.answer(
                    get_string(chat_data["lang"], "player_leaves_query"))
            remove = True
            break
    if not remove:
        # if they left and rejoined before the timer run through, they are still in this dict. If not, nothing happens
        chat_data["left_players"].pop(user_id, None)
        chat_data["players"].append({
            "user_id": user_id,
            "first_name": first_name
        })
        if "flood" in chat_data:
            query.answer(get_string(chat_data["lang"],
                                    "player_joins_query_flood"),
                         show_alert=True)
        else:
            query.answer(get_string(chat_data["lang"], "player_joins_query"))
    players = group_helpers.players_mentions(chat_data["players"])
    try:
        job = context.job_queue.get_jobs_by_name(chat_id)[0]
    except IndexError:
        # this means the game already started, we are going to return, but quickly notify teh player they didnt made it
        mention = mention_html(user_id, first_name)
        context.bot.send_message(
            chat_id,
            get_string(chat_data["lang"],
                       "player_joins_query").format(mention),
            parse_mode="HTML")
        return
    job.context["players"] = chat_data["players"]
    job.context["left_players"] = chat_data["left_players"]
    text = get_string(chat_data["lang"],
                      "start_game").format(starter, players,
                                           *chat_data["settings"])
    if len(chat_data["players"]) == MAX_PLAYERS:
        query.edit_message_text(text, parse_mode=ParseMode.HTML)
        payload = job.context
        job.schedule_removal()
        new_context = context
        setattr(new_context, "job",
                Job(timer, interval=42, name=chat_id, context=payload))
        timer(context)
        return
    if "flood" in chat_data:
        return
    button = [[
        InlineKeyboardButton(get_string(chat_data["lang"], "start_button"),
                             callback_data="join_" + chat_data["game_id"])
    ]]
    try:
        query.edit_message_text(text,
                                parse_mode=ParseMode.HTML,
                                reply_markup=InlineKeyboardMarkup(button))
    except RetryAfter as e:
        context.job_queue.run_once(flood_error,
                                   e.retry_after + 2,
                                   context=chat_data,
                                   name="flood for " + str(chat_id))
        chat_data["flood"] = True