Files
tiennm99bot/internal/modules/noitu/callback.go
T
tiennm99 b8565164b3 feat(noitu): add /noitupvp group play
/noitupvp posts the noitu game card in a group and records it as a PvP
card. Everyone who presses Play on that card joins one room: the first
member hosts and starts, 2 to 8 players take 30-second turns, a player
whose turn runs out or who gives up is eliminated, and the last one
standing wins. Each player's points, plus a winner bonus, go to the
card's high-score table, and the bot replies to the card with the result.

The engine now shares one board between the solo game and the new
multiplayer match, so both use the same word rules and scoring.
2026-10-09 16:07:56 +07:00

80 lines
2.8 KiB
Go

package noitu
import (
"context"
"net/url"
"github.com/go-telegram/bot"
"github.com/go-telegram/bot/models"
"github.com/tiennm99/tiennm99bot/internal/log"
)
const (
msgDisabled = "Trò chơi nối từ chưa được cấu hình trên máy chủ này."
msgNoGameTarget = "Không xác định được tin nhắn trò chơi. Hãy gửi /noitu để chơi."
)
// handlePlay answers a Play press with the game URL carrying a signed token,
// or with an alert when the game cannot open. A press on a /noitupvp card
// marks the token PvP, so the page joins the card's room. Every path answers
// the query, so the client never keeps spinning.
func (s *service) handlePlay(ctx context.Context, b *bot.Bot, update *models.Update) error {
q := update.CallbackQuery
if !s.enabled() {
return answerAlert(ctx, b, q.ID, msgDisabled)
}
c, form := playClaims(q)
if form == "" {
return answerAlert(ctx, b, q.ID, msgNoGameTarget)
}
// Cards live only in groups, whose chat IDs are negative; a private chat
// never needs the lookup, so a storage fault cannot block its solo game.
if c.InlineID == "" && c.ChatID < 0 {
card, ok, err := s.lookupCard(ctx, c.ChatID, c.MessageID)
if err != nil {
_ = answerAlert(ctx, b, q.ID, msgCardLookup)
return err
}
c.PvP, c.ThreadID = ok, card.ThreadID
}
c.Expiry = s.cfg.now().Add(tokenTTL).Unix()
token, err := signToken(s.cfg.key, c)
if err != nil {
_ = answerAlert(ctx, b, q.ID, msgDisabled)
return err
}
// The form tells whether ?game= shares arrive as inline messages; the IDs
// themselves are never logged.
log.Debug("noitu play", "address", form, "pvp", c.PvP)
_, err = b.AnswerCallbackQuery(ctx, &bot.AnswerCallbackQueryParams{
CallbackQueryID: q.ID,
URL: s.cfg.baseURL + routePrefix + "?t=" + url.QueryEscape(token),
})
return err
}
// playClaims addresses the game message: the message itself when the bot can
// see it, the inaccessible message's chat and id otherwise, and the inline
// message id for a game sent via the bot. form is "" when none is present.
func playClaims(q *models.CallbackQuery) (claims, string) {
c := claims{UserID: q.From.ID, Name: truncateName(q.From.FirstName)}
switch {
case q.Message.Message != nil:
c.ChatID, c.MessageID = q.Message.Message.Chat.ID, q.Message.Message.ID
return c, "message"
case q.Message.InaccessibleMessage != nil:
c.ChatID, c.MessageID = q.Message.InaccessibleMessage.Chat.ID, q.Message.InaccessibleMessage.MessageID
return c, "inaccessible_message"
case q.InlineMessageID != "":
c.InlineID = q.InlineMessageID
return c, "inline_message"
}
return c, ""
}
func answerAlert(ctx context.Context, b *bot.Bot, id, text string) error {
_, err := b.AnswerCallbackQuery(ctx, &bot.AnswerCallbackQueryParams{CallbackQueryID: id, Text: text, ShowAlert: true})
return err
}