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telegram/games.go

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Go
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2020-01-09 15:27:00 +00:00
package telegram
type (
// Game represents a game. Use BotFather to create and edit games, their short names will act as unique
// identifiers.
Game struct {
// Title of the game
Title string `json:"title"`
// Description of the game
Description string `json:"description"`
// Brief description of the game or high scores included in the game message. Can be automatically
// edited to include current high scores for the game when the bot calls setGameScore, or manually
// edited using editMessageText. 0-4096 characters.
Text string `json:"text,omitempty"`
// Photo that will be displayed in the game message in chats.
Photo []*PhotoSize `json:"photo"`
// Special entities that appear in text, such as usernames, URLs, bot commands, etc.
TextEntities []*MessageEntity `json:"text_entities,omitempty"`
// Animation that will be displayed in the game message in chats. Upload via BotFather
Animation *Animation `json:"animation,omitempty"`
}
// CallbackGame a placeholder, currently holds no information. Use BotFather to set up your game.
CallbackGame struct{}
// GameHighScore represents one row of the high scores table for a game.
GameHighScore struct {
// Position in high score table for the game
Position int `json:"position"`
// Score
Score int `json:"score"`
// User
User *User `json:"user"`
}
// SendGameParameters represents data for SendGame method.
SendGame struct {
// Unique identifier for the target chat
ChatID int64 `json:"chat_id"`
// Short name of the game, serves as the unique identifier for the game. Set up your games via
// Botfather.
GameShortName string `json:"game_short_name"`
// Sends the message silently. Users will receive a notification with no sound.
DisableNotification bool `json:"disable_notification,omitempty"`
// If the message is a reply, ID of the original message.
ReplyToMessageID int `json:"reply_to_message_id,omitempty"`
// A JSON-serialized object for an inline keyboard. If empty, one Play game_title button will be
// shown. If not empty, the first button must launch the game.
ReplyMarkup *InlineKeyboardMarkup `json:"reply_markup,omitempty"`
}
// SetGameScoreParameters represents data for SetGameScore method.
SetGameScore struct {
// User identifier
UserID int `json:"user_id"`
// New score, must be non-negative
Score int `json:"score"`
// Required if inline_message_id is not specified. Identifier of the sent message
MessageID int `json:"message_id,omitempty"`
// Pass True, if the high score is allowed to decrease. This can be useful when fixing mistakes or
// banning cheaters
Force bool `json:"force,omitempty"`
// Pass True, if the game message should not be automatically edited to include the current scoreboard
DisableEditMessage bool `json:"disable_edit_message,omitempty"`
// Required if inline_message_id is not specified. Unique identifier for the target chat
ChatID int64 `json:"chat_id,omitempty"`
// Required if chat_id and message_id are not specified. Identifier of the inline message
InlineMessageID string `json:"inline_message_id,omitempty"`
}
// GetGameHighScoresParameters represents data for GetGameHighScores method.
GetGameHighScores struct {
// Target user id
UserID int `json:"user_id"`
// Required if inline_message_id is not specified. Identifier of the sent message
MessageID int `json:"message_id,omitempty"`
// Required if inline_message_id is not specified. Unique identifier for the target chat
ChatID int64 `json:"chat_id,omitempty"`
// Required if chat_id and message_id are not specified. Identifier of the inline message
InlineMessageID string `json:"inline_message_id,omitempty"`
}
)
// SendGame send a game. On success, the sent Message is returned.
func (b *Bot) SendGame(p SendGame) (*Message, error) {
src, err := b.Do(MethodSendGame, p)
if err != nil {
return nil, err
}
resp := new(Response)
if err = b.marshler.Unmarshal(src, resp); err != nil {
return nil, err
}
result := new(Message)
if err = b.marshler.Unmarshal(resp.Result, result); err != nil {
return nil, err
}
return result, nil
}
// SetGameScore set the score of the specified user in a game. On success, if the message was sent by the bot, returns
// the edited Message, otherwise returns True. Returns an error, if the new score is not greater than the user's
// current score in the chat and force is False.
func (b *Bot) SetGameScore(p SetGameScore) (*Message, error) {
src, err := b.Do(MethodSetGameScore, p)
if err != nil {
return nil, err
}
resp := new(Response)
if err = b.marshler.Unmarshal(src, resp); err != nil {
return nil, err
}
result := new(Message)
if err = b.marshler.Unmarshal(resp.Result, result); err != nil {
return nil, err
}
return result, nil
}
// GetGameHighScores get data for high score tables. Will return the score of the specified user and several of his
// neighbors in a game. On success, returns an Array of GameHighScore objects.
func (b *Bot) GetGameHighScores(p GetGameHighScores) ([]*GameHighScore, error) {
src, err := b.Do(MethodGetGameHighScores, p)
if err != nil {
return nil, err
}
resp := new(Response)
if err = b.marshler.Unmarshal(src, resp); err != nil {
return nil, err
}
result := make([]*GameHighScore, 0)
if err = b.marshler.Unmarshal(resp.Result, &result); err != nil {
return nil, err
}
return result, nil
}