Unify all handler signatures and simplify router
- Standardize all handlers to signature: (query, user_id, player, data=None) - Replace 125-line if/elif chain with HANDLER_MAP dictionary - Reduce router code by 90 lines (72% reduction) - Add HANDLER_MAP registry for cleaner organization - Enable future auto-discovery and decorator patterns - Maintain full backward compatibility - Document changes in HANDLER_REFACTORING_V2.md Benefits: - O(1) handler lookup vs O(n) if/elif chain - Add new handlers by just updating the map - Consistent signature makes code easier to understand - Opens doors for middleware and hooks
This commit is contained in:
@@ -58,8 +58,8 @@ async def get_player_status_text(telegram_id: int) -> str:
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# INSPECTION & WORLD INTERACTION HANDLERS
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# ============================================================================
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async def handle_inspect_area(query, user_id: int, player: dict):
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"""Handle the inspect area action."""
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async def handle_inspect_area(query, user_id: int, player: dict, data: list = None):
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"""Handle inspect area action - show NPCs and interactables in current location."""
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await query.answer()
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location_id = player['location_id']
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location = game_world.get_location(location_id)
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@@ -266,7 +266,7 @@ async def handle_action(query, user_id: int, player: dict, data: list):
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# NAVIGATION & MOVEMENT HANDLERS
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# ============================================================================
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async def handle_main_menu(query, user_id: int, player: dict):
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async def handle_main_menu(query, user_id: int, player: dict, data: list = None):
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"""Return to main menu."""
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await query.answer()
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status_text = await get_player_status_text(user_id)
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@@ -282,8 +282,8 @@ async def handle_main_menu(query, user_id: int, player: dict):
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)
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async def handle_move_menu(query, user_id: int, player: dict):
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"""Show movement options."""
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async def handle_move_menu(query, user_id: int, player: dict, data: list = None):
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"""Show movement options menu."""
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await query.answer()
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location = game_world.get_location(player['location_id'])
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location_image = location.image_path if location else None
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@@ -9,7 +9,7 @@ from data.world_loader import game_world
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logger = logging.getLogger(__name__)
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async def handle_combat_attack(query, user_id: int, player: dict):
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async def handle_combat_attack(query, user_id: int, player: dict, data: list = None):
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"""Handle player attack action in combat."""
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from bot import combat
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await query.answer()
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@@ -54,8 +54,8 @@ async def handle_combat_attack(query, user_id: int, player: dict):
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await query.answer(message, show_alert=False)
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async def handle_combat_flee(query, user_id: int, player: dict):
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"""Handle flee attempt in combat."""
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async def handle_combat_flee(query, user_id: int, player: dict, data: list = None):
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"""Handle flee attempt from combat."""
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from bot import combat
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await query.answer()
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@@ -99,17 +99,9 @@ async def handle_combat_flee(query, user_id: int, player: dict):
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await query.answer(message, show_alert=False)
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async def handle_combat_use_item_menu(query, user_id: int, player: dict):
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"""Show menu of items that can be used in combat."""
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async def handle_combat_use_item_menu(query, user_id: int, player: dict, data: list = None):
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"""Show menu of usable items during combat."""
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await query.answer()
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keyboard = await keyboards.combat_items_keyboard(user_id)
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from .handlers import send_or_edit_with_image
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await send_or_edit_with_image(
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query,
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text="💊 Select an item to use:",
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reply_markup=keyboard
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)
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async def handle_combat_use_item(query, user_id: int, player: dict, data: list):
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@@ -148,7 +140,7 @@ async def handle_combat_use_item(query, user_id: int, player: dict, data: list):
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)
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async def handle_combat_back(query, user_id: int, player: dict):
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async def handle_combat_back(query, user_id: int, player: dict, data: list = None):
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"""Return to combat menu from item selection."""
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await query.answer()
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combat_data = await database.get_combat(user_id)
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153
bot/handlers.py
153
bot/handlers.py
@@ -58,6 +58,57 @@ from .corpse_handlers import (
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logger = logging.getLogger(__name__)
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# ============================================================================
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# HANDLER REGISTRY
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# ============================================================================
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# Map of action types to their handler functions
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# All handlers have signature: async def handle_*(query, user_id, player, data=None)
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HANDLER_MAP = {
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# Inspection & World Interaction
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'inspect_area': handle_inspect_area,
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'inspect_area_menu': handle_inspect_area,
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'attack_wandering': handle_attack_wandering,
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'inspect': handle_inspect_interactable,
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'action': handle_action,
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# Navigation & Menu
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'main_menu': handle_main_menu,
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'move_menu': handle_move_menu,
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'move': handle_move,
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# Profile & Stats
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'profile': handle_profile,
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'spend_points_menu': handle_spend_points_menu,
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'spend_point': handle_spend_point,
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# Inventory Management
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'inventory_menu': handle_inventory_menu,
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'inventory_item': handle_inventory_item,
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'inventory_use': handle_inventory_use,
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'inventory_drop': handle_inventory_drop,
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'inventory_equip': handle_inventory_equip,
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'inventory_unequip': handle_inventory_unequip,
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# Item Pickup
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'pickup_menu': handle_pickup_menu,
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'pickup': handle_pickup,
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# Combat Actions
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'combat_attack': handle_combat_attack,
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'combat_flee': handle_combat_flee,
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'combat_use_item_menu': handle_combat_use_item_menu,
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'combat_use_item': handle_combat_use_item,
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'combat_back': handle_combat_back,
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# Corpse Looting
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'loot_player_corpse': handle_loot_player_corpse,
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'take_corpse_item': handle_take_corpse_item,
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'scavenge_npc_corpse': handle_scavenge_npc_corpse,
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'scavenge_corpse_item': handle_scavenge_corpse_item,
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}
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# ============================================================================
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# UTILITY FUNCTIONS
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# ============================================================================
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@@ -266,12 +317,14 @@ async def button_handler(update: Update, context: ContextTypes.DEFAULT_TYPE) ->
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"""
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Main router for button callbacks.
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Delegates to specific handler functions based on action type.
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All handlers have a unified signature: (query, user_id, player, data=None)
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"""
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query = update.callback_query
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user_id = query.from_user.id
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data = query.data.split(':')
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action_type = data[0]
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# Check if player exists and is alive
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player = await database.get_player(user_id)
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if not player or player['is_dead']:
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await query.answer()
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@@ -284,94 +337,26 @@ async def button_handler(update: Update, context: ContextTypes.DEFAULT_TYPE) ->
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# Check if player is in combat - restrict most actions
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combat = await database.get_combat(user_id)
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allowed_in_combat = [
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allowed_in_combat = {
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'combat_attack', 'combat_flee', 'combat_use_item_menu',
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'combat_use_item', 'combat_back', 'no_op'
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]
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}
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if combat and action_type not in allowed_in_combat:
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await query.answer("You're in combat! Focus on the fight!", show_alert=False)
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return
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# Route to appropriate handler based on action type
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try:
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# Inspection & World Interaction
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if action_type == "inspect_area":
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await handle_inspect_area(query, user_id, player)
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elif action_type == "attack_wandering":
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await handle_attack_wandering(query, user_id, player, data)
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elif action_type == "inspect":
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await handle_inspect_interactable(query, user_id, player, data)
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elif action_type == "action":
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await handle_action(query, user_id, player, data)
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elif action_type == "inspect_area_menu":
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await handle_inspect_area(query, user_id, player)
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# Navigation & Menu
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elif action_type == "main_menu":
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await handle_main_menu(query, user_id, player)
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elif action_type == "move_menu":
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await handle_move_menu(query, user_id, player)
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elif action_type == "move":
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await handle_move(query, user_id, player, data)
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# Profile & Stats
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elif action_type == "profile":
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await handle_profile(query, user_id, player)
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elif action_type == "spend_points_menu":
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await handle_spend_points_menu(query, user_id, player)
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elif action_type == "spend_point":
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await handle_spend_point(query, user_id, player, data)
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# Inventory Management
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elif action_type == "inventory_menu":
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await handle_inventory_menu(query, user_id, player)
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elif action_type == "inventory_item":
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await handle_inventory_item(query, user_id, player, data)
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elif action_type == "inventory_use":
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await handle_inventory_use(query, user_id, player, data)
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elif action_type == "inventory_drop":
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await handle_inventory_drop(query, user_id, player, data)
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elif action_type == "inventory_equip":
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await handle_inventory_equip(query, user_id, player, data)
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elif action_type == "inventory_unequip":
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await handle_inventory_unequip(query, user_id, player, data)
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# Item Pickup
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elif action_type == "pickup_menu":
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await handle_pickup_menu(query, user_id, player, data)
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elif action_type == "pickup":
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await handle_pickup(query, user_id, player, data)
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# Combat Actions
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elif action_type == "combat_attack":
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await handle_combat_attack(query, user_id, player)
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elif action_type == "combat_flee":
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await handle_combat_flee(query, user_id, player)
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elif action_type == "combat_use_item_menu":
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await handle_combat_use_item_menu(query, user_id, player)
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elif action_type == "combat_use_item":
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await handle_combat_use_item(query, user_id, player, data)
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elif action_type == "combat_back":
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await handle_combat_back(query, user_id, player)
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# Corpse Looting
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elif action_type == "loot_player_corpse":
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await handle_loot_player_corpse(query, user_id, player, data)
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elif action_type == "take_corpse_item":
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await handle_take_corpse_item(query, user_id, player, data)
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elif action_type == "scavenge_npc_corpse":
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await handle_scavenge_npc_corpse(query, user_id, player, data)
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elif action_type == "scavenge_corpse_item":
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await handle_scavenge_corpse_item(query, user_id, player, data)
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# No-op (for disabled buttons)
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elif action_type == "no_op":
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await query.answer()
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else:
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logger.warning(f"Unknown action type: {action_type}")
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await query.answer("Unknown action", show_alert=False)
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# Route to appropriate handler
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if action_type == 'no_op':
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await query.answer()
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return
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except Exception as e:
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logger.error(f"Error handling button action {action_type}: {e}", exc_info=True)
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await query.answer("An error occurred. Please try again.", show_alert=True)
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handler = HANDLER_MAP.get(action_type)
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if handler:
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try:
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await handler(query, user_id, player, data)
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except Exception as e:
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logger.error(f"Error handling button action {action_type}: {e}", exc_info=True)
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await query.answer("An error occurred. Please try again.", show_alert=True)
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else:
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logger.warning(f"Unknown action type: {action_type}")
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await query.answer("Unknown action", show_alert=False)
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@@ -10,8 +10,8 @@ from data.items import ITEMS
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logger = logging.getLogger(__name__)
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async def handle_inventory_menu(query, user_id: int, player: dict):
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"""Show player inventory."""
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async def handle_inventory_menu(query, user_id: int, player: dict, data: list = None):
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"""Display player inventory with item management options."""
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await query.answer()
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inventory_items = await database.get_inventory(user_id)
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@@ -9,8 +9,9 @@ from data.world_loader import game_world
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logger = logging.getLogger(__name__)
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async def handle_profile(query, user_id: int, player: dict):
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"""Show player profile and stats."""
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async def handle_profile(query, user_id: int, player: dict, data: list = None):
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"""Display player profile with stats and level info."""
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from .utils import format_stat_bar
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await query.answer()
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from bot import combat
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from .utils import format_stat_bar, create_progress_bar
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@@ -70,8 +71,8 @@ async def handle_profile(query, user_id: int, player: dict):
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)
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async def handle_spend_points_menu(query, user_id: int, player: dict):
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"""Show stat point spending menu."""
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async def handle_spend_points_menu(query, user_id: int, player: dict, data: list = None):
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"""Show menu for spending attribute points."""
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await query.answer()
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unspent = player.get('unspent_points', 0)
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