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