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:
Joan
2025-10-20 12:22:07 +02:00
parent 39f3be6980
commit c0783340b0
6 changed files with 307 additions and 109 deletions

View File

@@ -58,6 +58,57 @@ from .corpse_handlers import (
logger = logging.getLogger(__name__)
# ============================================================================
# HANDLER REGISTRY
# ============================================================================
# Map of action types to their handler functions
# All handlers have signature: async def handle_*(query, user_id, player, data=None)
HANDLER_MAP = {
# Inspection & World Interaction
'inspect_area': handle_inspect_area,
'inspect_area_menu': handle_inspect_area,
'attack_wandering': handle_attack_wandering,
'inspect': handle_inspect_interactable,
'action': handle_action,
# Navigation & Menu
'main_menu': handle_main_menu,
'move_menu': handle_move_menu,
'move': handle_move,
# Profile & Stats
'profile': handle_profile,
'spend_points_menu': handle_spend_points_menu,
'spend_point': handle_spend_point,
# Inventory Management
'inventory_menu': handle_inventory_menu,
'inventory_item': handle_inventory_item,
'inventory_use': handle_inventory_use,
'inventory_drop': handle_inventory_drop,
'inventory_equip': handle_inventory_equip,
'inventory_unequip': handle_inventory_unequip,
# Item Pickup
'pickup_menu': handle_pickup_menu,
'pickup': handle_pickup,
# Combat Actions
'combat_attack': handle_combat_attack,
'combat_flee': handle_combat_flee,
'combat_use_item_menu': handle_combat_use_item_menu,
'combat_use_item': handle_combat_use_item,
'combat_back': handle_combat_back,
# Corpse Looting
'loot_player_corpse': handle_loot_player_corpse,
'take_corpse_item': handle_take_corpse_item,
'scavenge_npc_corpse': handle_scavenge_npc_corpse,
'scavenge_corpse_item': handle_scavenge_corpse_item,
}
# ============================================================================
# UTILITY FUNCTIONS
# ============================================================================
@@ -266,12 +317,14 @@ async def button_handler(update: Update, context: ContextTypes.DEFAULT_TYPE) ->
"""
Main router for button callbacks.
Delegates to specific handler functions based on action type.
All handlers have a unified signature: (query, user_id, player, data=None)
"""
query = update.callback_query
user_id = query.from_user.id
data = query.data.split(':')
action_type = data[0]
# Check if player exists and is alive
player = await database.get_player(user_id)
if not player or player['is_dead']:
await query.answer()
@@ -284,94 +337,26 @@ async def button_handler(update: Update, context: ContextTypes.DEFAULT_TYPE) ->
# Check if player is in combat - restrict most actions
combat = await database.get_combat(user_id)
allowed_in_combat = [
allowed_in_combat = {
'combat_attack', 'combat_flee', 'combat_use_item_menu',
'combat_use_item', 'combat_back', 'no_op'
]
}
if combat and action_type not in allowed_in_combat:
await query.answer("You're in combat! Focus on the fight!", show_alert=False)
return
# Route to appropriate handler based on action type
try:
# Inspection & World Interaction
if action_type == "inspect_area":
await handle_inspect_area(query, user_id, player)
elif action_type == "attack_wandering":
await handle_attack_wandering(query, user_id, player, data)
elif action_type == "inspect":
await handle_inspect_interactable(query, user_id, player, data)
elif action_type == "action":
await handle_action(query, user_id, player, data)
elif action_type == "inspect_area_menu":
await handle_inspect_area(query, user_id, player)
# Navigation & Menu
elif action_type == "main_menu":
await handle_main_menu(query, user_id, player)
elif action_type == "move_menu":
await handle_move_menu(query, user_id, player)
elif action_type == "move":
await handle_move(query, user_id, player, data)
# Profile & Stats
elif action_type == "profile":
await handle_profile(query, user_id, player)
elif action_type == "spend_points_menu":
await handle_spend_points_menu(query, user_id, player)
elif action_type == "spend_point":
await handle_spend_point(query, user_id, player, data)
# Inventory Management
elif action_type == "inventory_menu":
await handle_inventory_menu(query, user_id, player)
elif action_type == "inventory_item":
await handle_inventory_item(query, user_id, player, data)
elif action_type == "inventory_use":
await handle_inventory_use(query, user_id, player, data)
elif action_type == "inventory_drop":
await handle_inventory_drop(query, user_id, player, data)
elif action_type == "inventory_equip":
await handle_inventory_equip(query, user_id, player, data)
elif action_type == "inventory_unequip":
await handle_inventory_unequip(query, user_id, player, data)
# Item Pickup
elif action_type == "pickup_menu":
await handle_pickup_menu(query, user_id, player, data)
elif action_type == "pickup":
await handle_pickup(query, user_id, player, data)
# Combat Actions
elif action_type == "combat_attack":
await handle_combat_attack(query, user_id, player)
elif action_type == "combat_flee":
await handle_combat_flee(query, user_id, player)
elif action_type == "combat_use_item_menu":
await handle_combat_use_item_menu(query, user_id, player)
elif action_type == "combat_use_item":
await handle_combat_use_item(query, user_id, player, data)
elif action_type == "combat_back":
await handle_combat_back(query, user_id, player)
# Corpse Looting
elif action_type == "loot_player_corpse":
await handle_loot_player_corpse(query, user_id, player, data)
elif action_type == "take_corpse_item":
await handle_take_corpse_item(query, user_id, player, data)
elif action_type == "scavenge_npc_corpse":
await handle_scavenge_npc_corpse(query, user_id, player, data)
elif action_type == "scavenge_corpse_item":
await handle_scavenge_corpse_item(query, user_id, player, data)
# No-op (for disabled buttons)
elif action_type == "no_op":
await query.answer()
else:
logger.warning(f"Unknown action type: {action_type}")
await query.answer("Unknown action", show_alert=False)
# Route to appropriate handler
if action_type == 'no_op':
await query.answer()
return
except Exception as e:
logger.error(f"Error handling button action {action_type}: {e}", exc_info=True)
await query.answer("An error occurred. Please try again.", show_alert=True)
handler = HANDLER_MAP.get(action_type)
if handler:
try:
await handler(query, user_id, player, data)
except Exception as e:
logger.error(f"Error handling button action {action_type}: {e}", exc_info=True)
await query.answer("An error occurred. Please try again.", show_alert=True)
else:
logger.warning(f"Unknown action type: {action_type}")
await query.answer("Unknown action", show_alert=False)