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KeyboardQuery.py
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194 lines (173 loc) · 7.64 KB
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from telepot.namedtuple import *
from Messages import setLang, ALL_LANGS, LANGEMOTES
'''
To generate keyboard options and to process queries.
'''
#Pre-condition: Any sequence of object, but must NOT be hashable (Thus dictionaries NOT accepted)
# Function to group elements together by iterating through sequence
#Seq is a sequence of objects
#Size is the desired size of each chunk
def chunker(seq, size):
return (seq[pos:pos + size] for pos in range(0, len(seq), size))
#Main menu buttons, where each option is of form (key,callbackdata)
#Key is used to retrieve actual text in Messages (due to different languages)
MENU = [
('info','#a0'),
('agents', '#b0'),
('stats','#c0'),
('lang','#d0'),
('groups','#e0'),
('donate','#f0'),
('rate','#g0'),
('about','#h0'),
('support','#i0')
]
INFO = [
('rules','#aa'), #To be replaced with game modes, then rules with callback data #aa+
('upgrades','#ab'),
('back','#-1')
]
CONFIG = [
('lang','#d1'),
('exit','#-2')
]
STATS = [
('personal','#ca'),
('global','#cb'),
('back','#-1')
]
#Return the corresponding key to the data
def get_menu_key(data):
for i in MENU:
if i[1] == data:
return i[0]
return 'Error'
def generate_agent_info(Messages,agentCode):
message = Messages['agents'][agentCode]
#Handling healer class, because got extra attribute
if '#bc' in agentCode:
message=Messages['agentDescriptionHealer']%(
message[0],message[1],message[2],message[3],message[4],message[6],message[5]
)
else:
message = Messages['agentDescription']%(
message[0],message[1],message[2],message[3],message[5],message[4]
)
return message
#############################
##### GENERATE KEYBOARD #####
#############################
#generate inline keyboard for action phases
def generate_action_keyboard(Messages, choice, players, mode):
#Choice = type of option to generate, and to store as callback data
#Players = list of players available for attacking
#mode = game mode, for future use.
if choice == '3options': #for healers, when ult is available, can choose to attack, use ability or heal
return [[InlineKeyboardButton(text=Messages['attHealOption']['att'],callback_data="{ATTACK}"),
InlineKeyboardButton(text=Messages['attHealOption']['heal'],callback_data="{HEAL}"),
InlineKeyboardButton(text=Messages['attHealOption']['ult'],callback_data="{|ULTYES|}")]
]
elif choice == 'attHeal': #for healers, ult not available
return [[InlineKeyboardButton(text=Messages['attHealOption']['att'],callback_data="{ATTACK}"),
InlineKeyboardButton(text=Messages['attHealOption']['heal'],callback_data="{HEAL}")]
]
elif choice == 'ultOption': #See if person wants to use ult or not
return [[InlineKeyboardButton(text=Messages['yes'],callback_data="{|ULTYES|}"),
InlineKeyboardButton(text=Messages['no'],callback_data="{ULTNO}")]
]
#For other options, callback data has the data structure: {|choice|targetAgentUserID|}. '|' is used as a separator
#Choice = attack, ult, ult|num or heal.
#ult|num is to handle multiple targets
result = []
for agent in players:
result.append([InlineKeyboardButton(text=agent.get_idty_query(),
callback_data="{|"+choice+"|"+str(agent.userID)+"|}")])
return result
def generate_powerUp_keyboard(Messages):
return InlineKeyboardMarkup(inline_keyboard=
[[InlineKeyboardButton(text=Messages['powerUp']['eat'],callback_data='~POWUP~'),
InlineKeyboardButton(text=Messages['powerUp']['noEat'],callback_data='~POWDOWN~')]
])
#Messages: The dictionary of messages in the person's language
#State: See the code legend, but it's basically the callback data of menus so I know which state to return to
#Only back button keyboard
def generate_back_keyboard(Messages,state):
#Just need to route to the previous menu level, which is easy to do thanks to the customised callback data
#Base case: To route back to top menu level
if state[-1] == '0':
return InlineKeyboardMarkup(inline_keyboard=[[InlineKeyboardButton(text=Messages['menu']['back'],callback_data='#-1')]])
state = state[:-1] + '0'
return InlineKeyboardMarkup(inline_keyboard=[[InlineKeyboardButton(text=Messages['menu']['back'],callback_data=state)]])
#Config button keyboard for group admins
#ID here is the groupID that needs to be in the callback data, so I know which group the settings are changed for (Duh right?)
def generate_config_keyboard(Messages,state,ID):
ID = str(ID)
keyboard = []
#Split into groups of 2
for group in chunker(CONFIG,2):
result = []
for element in group:
result.append(InlineKeyboardButton(text=Messages['config'][element[0]],callback_data=element[1]+'|'+ID))
keyboard.append(result)
return InlineKeyboardMarkup(inline_keyboard=keyboard)
#Agent info keyboard
def generate_agent_keyboard(Messages,state):
keyboard = []
HERO_INFO = Messages['agents']
#Split into groups of 2
for group in chunker(list(HERO_INFO.keys()),2):
result = []
for key in group:
#Replace state with backward arrow icon
if key == state:
result.append(InlineKeyboardButton(text=Messages['config']['back'],callback_data='#-1'))
else:
#Text is just the agent name
result.append(InlineKeyboardButton(text=HERO_INFO[key][0],callback_data=key))
keyboard.append(result)
return InlineKeyboardMarkup(inline_keyboard=keyboard)
#Info related queries
def generate_info_keyboard(Messages,state):
keyboard = []
#Split into groups of 2
for group in chunker(INFO,2):
result = []
for element in group:
result.append(InlineKeyboardButton(text=Messages['menu'][element[0]],callback_data=element[1]))
keyboard.append(result)
return InlineKeyboardMarkup(inline_keyboard=keyboard)
# Let user select their preferred language, store in database
def generate_lang_keyboard(grp=''):
#group variable is to separate changing language personally VS group
keyboard = []
for group in chunker(ALL_LANGS,3):
result = []
for element in group:
result.append(InlineKeyboardButton(text=LANGEMOTES[element],
callback_data=('#db|' + grp + '|' + element if grp else '#da'+element)))
keyboard.append(result)
return InlineKeyboardMarkup(inline_keyboard=keyboard)
#Menu related queries
def generate_menu_keyboard(Messages,state):
keyboard = []
#Split into groups of 2
for group in chunker(MENU,2):
result = []
for element in group:
#Replace state with backward arrow icon
if element[1] == state:
result.append(InlineKeyboardButton(text=Messages['menu']['back'],callback_data='#-1'))
else:
result.append(InlineKeyboardButton(text=Messages['menu'][element[0]],callback_data=element[1]))
keyboard.append(result)
return InlineKeyboardMarkup(inline_keyboard=keyboard)
#Stats query
def generate_stats_keyboard(Messages):
keyboard = []
#Split into groups of 2
for group in chunker(STATS,2):
result = []
for element in group:
result.append(InlineKeyboardButton(text=Messages['menu'][element[0]],callback_data=element[1]))
keyboard.append(result)
return InlineKeyboardMarkup(inline_keyboard=keyboard)