CLAUDE: Fix GroupCog interaction bug and GIF display issues

This commit addresses critical bugs in the injury command system and
establishes best practices for Discord command groups.

## Critical Fixes

### 1. GroupCog → app_commands.Group Migration
- **Problem**: `commands.GroupCog` has a duplicate interaction processing bug
  causing "404 Unknown interaction" errors when deferring responses
- **Root Cause**: GroupCog triggers command handler twice, consuming the
  interaction token before the second execution can respond
- **Solution**: Migrated InjuryCog to InjuryGroup using `app_commands.Group`
  pattern (same as ChartManageGroup and ChartCategoryGroup)
- **Result**: Reliable command execution, no more 404 errors

### 2. GiphyService GIF URL Fix
- **Problem**: Giphy service returned web page URLs (https://giphy.com/gifs/...)
  instead of direct image URLs, preventing Discord embed display
- **Root Cause**: Code accessed `data.url` instead of `data.images.original.url`
- **Solution**: Updated both `get_disappointment_gif()` and `get_gif()` methods
  to use correct API response path for embeddable GIF URLs
- **Result**: GIFs now display correctly in Discord embeds

## Documentation

### Command Groups Best Practices (commands/README.md)
Added comprehensive section documenting:
- **Critical Warning**: Never use `commands.GroupCog` - use `app_commands.Group`
- **Technical Explanation**: Why GroupCog fails (duplicate execution bug)
- **Migration Guide**: Step-by-step conversion from GroupCog to Group
- **Comparison Table**: Key differences between the two approaches
- **Working Examples**: References to ChartManageGroup, InjuryGroup patterns

## Architecture Changes

### Injury Commands (`commands/injuries/`)
- Converted from `commands.GroupCog` to `app_commands.Group`
- Registration via `bot.tree.add_command()` instead of `bot.add_cog()`
- Removed workarounds for GroupCog duplicate interaction issues
- Clean defer/response pattern with `@logged_command` decorator

### GiphyService (`services/giphy_service.py`)
- Centralized from `commands/soak/giphy_service.py`
- Now returns direct GIF image URLs for Discord embeds
- Maintains Trump GIF filtering (legacy behavior)
- Added gif_url to log output for debugging

### Configuration (`config.py`)
- Added `giphy_api_key` and `giphy_translate_url` settings
- Environment variable support via `GIPHY_API_KEY`
- Default values provided for out-of-box functionality

## Files Changed
- commands/injuries/: New InjuryGroup with app_commands.Group pattern
- services/giphy_service.py: Centralized service with GIF URL fix
- commands/soak/giphy_service.py: Backwards compatibility wrapper
- commands/README.md: Command groups best practices documentation
- config.py: Giphy configuration settings
- services/__init__.py: GiphyService exports

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
This commit is contained in:
Cal Corum 2025-10-16 22:15:42 -05:00
parent 2926664d2d
commit 0c6f7c8ffe
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4. **Monitor Discord API** - watch for rate limiting or errors
5. **Use development mode** - auto-sync helps debug command issues
## 📦 Command Groups Pattern
### **⚠️ CRITICAL: Use `app_commands.Group`, NOT `commands.GroupCog`**
Discord.py provides two ways to create command groups (e.g., `/injury roll`, `/injury clear`):
1. **`app_commands.Group`** ✅ **RECOMMENDED - Use this pattern**
2. **`commands.GroupCog`** ❌ **AVOID - Has interaction timing issues**
### **Why `commands.GroupCog` Fails**
`commands.GroupCog` has a critical bug that causes **duplicate interaction processing**, leading to:
- **404 "Unknown interaction" errors** when trying to defer/respond
- **Interaction already acknowledged errors** in error handlers
- **Commands fail randomly** even with proper error handling
**Root Cause:** GroupCog triggers the command handler twice for a single interaction, causing the first execution to consume the interaction token before the second execution can respond.
### **✅ Correct Pattern: `app_commands.Group`**
Use the same pattern as `ChartCategoryGroup` and `ChartManageGroup`:
```python
from discord import app_commands
from discord.ext import commands
from utils.decorators import logged_command
class InjuryGroup(app_commands.Group):
"""Injury management command group."""
def __init__(self):
super().__init__(
name="injury",
description="Injury management commands"
)
self.logger = get_contextual_logger(f'{__name__}.InjuryGroup')
@app_commands.command(name="roll", description="Roll for injury")
@logged_command("/injury roll")
async def injury_roll(self, interaction: discord.Interaction, player_name: str):
"""Roll for injury using player's injury rating."""
await interaction.response.defer()
# Command implementation
# No try/catch needed - @logged_command handles it
async def setup(bot: commands.Bot):
"""Setup function for loading the injury commands."""
bot.tree.add_command(InjuryGroup())
```
### **Key Differences**
| Feature | `app_commands.Group` ✅ | `commands.GroupCog` ❌ |
|---------|------------------------|------------------------|
| **Registration** | `bot.tree.add_command(Group())` | `await bot.add_cog(Cog(bot))` |
| **Initialization** | `__init__(self)` no bot param | `__init__(self, bot)` requires bot |
| **Decorator Support** | `@logged_command` works perfectly | Causes duplicate execution |
| **Interaction Handling** | Single execution, reliable | Duplicate execution, 404 errors |
| **Recommended Use** | ✅ All command groups | ❌ Never use |
### **Migration from GroupCog to Group**
If you have an existing `commands.GroupCog`, convert it:
1. **Change class inheritance:**
```python
# Before
class InjuryCog(commands.GroupCog, name="injury"):
def __init__(self, bot):
self.bot = bot
super().__init__()
# After
class InjuryGroup(app_commands.Group):
def __init__(self):
super().__init__(name="injury", description="...")
```
2. **Update registration:**
```python
# Before
await bot.add_cog(InjuryCog(bot))
# After
bot.tree.add_command(InjuryGroup())
```
3. **Remove duplicate interaction checks:**
```python
# Before (needed for GroupCog bug workaround)
if not interaction.response.is_done():
await interaction.response.defer()
# After (clean, simple)
await interaction.response.defer()
```
### **Working Examples**
**Good examples to reference:**
- `commands/utilities/charts.py` - `ChartManageGroup` and `ChartCategoryGroup`
- `commands/injuries/management.py` - `InjuryGroup`
Both use `app_commands.Group` successfully with `@logged_command` decorators.
## 🚦 Future Enhancements
### **Planned Features**
- **Command Groups**: Discord.py command groups for better organization (`/player info`, `/player stats`)
- **Permission Decorators**: Role-based command restrictions per package
- **Dynamic Loading**: Hot-reload commands without bot restart
- **Usage Metrics**: Command usage tracking and analytics

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# Injury Commands
**Command Group:** `/injury`
**Permission Required:** SBA Players role (for set-new and clear)
**Subcommands:** roll, set-new, clear
## Overview
The injury command family provides comprehensive player injury management for the SBA league. Team managers can roll for injuries using official Strat-o-Matic injury tables, record confirmed injuries, and clear injuries when players return.
## Commands
### `/injury roll`
Roll for injury based on a player's injury rating using 3d6 dice and official injury tables.
**Usage:**
```
/injury roll <player_name>
```
**Parameters:**
- `player_name` (required, autocomplete): Name of the player - uses smart autocomplete prioritizing your team's players
**Injury Rating Format:**
The player's `injury_rating` field contains both the games played and rating in format `#p##`:
- **Format**: `1p70`, `4p50`, `2p65`, etc.
- **First character**: Games played in current series (1-6)
- **Remaining characters**: Injury rating (p70, p65, p60, p50, p40, p30, p20)
**Examples:**
- `1p70` = 1 game played, p70 rating
- `4p50` = 4 games played, p50 rating
- `2p65` = 2 games played, p65 rating
**Dice Roll:**
- Rolls 3d6 (3-18 range)
- Automatically extracts games played and rating from player's injury_rating field
- Looks up result in official Strat-o-Matic injury tables
- Returns injury duration based on rating and games played
**Possible Results:**
- **OK**: No injury
- **REM**: Remainder of game (batters) or Fatigued (pitchers)
- **Number**: Games player will miss (1-24 games)
**Example:**
```
/injury roll Mike Trout
```
**Response Fields:**
- **Roll**: Total rolled and individual dice (e.g., "15 (3d6: 5 + 5 + 5)")
- **Player**: Player name and position
- **Injury Rating**: Full rating with parsed details (e.g., "4p50 (p50, 4 games)")
- **Result**: Injury outcome (OK, REM, or number of games)
- **Team**: Player's current team
**Response Colors:**
- **Green**: OK (no injury)
- **Gold**: REM (remainder of game/fatigued)
- **Orange**: Number of games (injury occurred)
**Error Handling:**
If a player's `injury_rating` is not in the correct format, an error message will be displayed:
```
Invalid Injury Rating Format
{Player} has an invalid injury rating: `{rating}`
Expected format: #p## (e.g., 1p70, 4p50)
```
---
### `/injury set-new`
Record a new injury for a player on your team.
**Usage:**
```
/injury set-new <player_name> <this_week> <this_game> <injury_games>
```
**Parameters:**
- `player_name` (required): Name of the player to injure
- `this_week` (required): Current week number
- `this_game` (required): Current game number (1-4)
- `injury_games` (required): Total number of games player will be out
**Validation:**
- Player must exist in current season
- Player cannot already have an active injury
- Game number must be between 1 and 4
- Injury duration must be at least 1 game
**Automatic Calculations:**
The command automatically calculates:
1. Injury start date (adjusts for game 4 edge case)
2. Return date based on injury duration
3. Week rollover when games exceed 4 per week
**Example:**
```
/injury set-new Mike Trout 5 2 4
```
This records an injury occurring in week 5, game 2, with player out for 4 games (returns week 6, game 2).
**Response:**
- Confirmation embed with injury details
- Player's name, position, and team
- Total games missed
- Calculated return date
---
### `/injury clear`
Clear a player's active injury and mark them as eligible to play.
**Usage:**
```
/injury clear <player_name>
```
**Parameters:**
- `player_name` (required): Name of the player whose injury to clear
**Validation:**
- Player must exist in current season
- Player must have an active injury
**Example:**
```
/injury clear Mike Trout
```
**Response:**
- Confirmation that injury was cleared
- Shows previous return date
- Shows total games that were missed
- Player's team information
---
## Date Format
All injury dates use the format `w##g#`:
- `w##` = Week number (zero-padded to 2 digits)
- `g#` = Game number (1-4)
**Examples:**
- `w05g2` = Week 5, Game 2
- `w12g4` = Week 12, Game 4
- `w01g1` = Week 1, Game 1
## Injury Calculation Logic
### Basic Calculation
For an injury of N games starting at week W, game G:
1. **Calculate weeks and remaining games:**
```
out_weeks = floor(N / 4)
out_games = N % 4
```
2. **Calculate return date:**
```
return_week = W + out_weeks
return_game = G + 1 + out_games
```
3. **Handle week rollover:**
```
if return_game > 4:
return_week += 1
return_game -= 4
```
### Special Cases
#### Game 4 Edge Case
If injury occurs during game 4, the start date is adjusted:
```
start_week = W + 1
start_game = 1
```
#### Examples
**Example 1: Simple injury (same week)**
- Current: Week 5, Game 1
- Injury: 2 games
- Return: Week 5, Game 4
**Example 2: Week rollover**
- Current: Week 5, Game 3
- Injury: 3 games
- Return: Week 6, Game 3
**Example 3: Multi-week injury**
- Current: Week 5, Game 2
- Injury: 8 games
- Return: Week 7, Game 3
**Example 4: Game 4 start**
- Current: Week 5, Game 4
- Injury: 2 games
- Start: Week 6, Game 1
- Return: Week 6, Game 3
## Database Schema
### Injury Model
```python
class Injury(SBABaseModel):
id: int # Injury ID
season: int # Season number
player_id: int # Player ID
total_games: int # Total games player will be out
start_week: int # Week injury started
start_game: int # Game number injury started (1-4)
end_week: int # Week player returns
end_game: int # Game number player returns (1-4)
is_active: bool # Whether injury is currently active
```
### API Integration
The commands interact with the following API endpoints:
- `GET /api/v3/injuries` - Query injuries with filters
- `POST /api/v3/injuries` - Create new injury record
- `PATCH /api/v3/injuries/{id}` - Update injury (clear active status)
- `PATCH /api/v3/players/{id}` - Update player's il_return field
## Service Layer
### InjuryService
**Location:** `services/injury_service.py`
**Key Methods:**
- `get_active_injury(player_id, season)` - Get active injury for player
- `get_injuries_by_player(player_id, season, active_only)` - Get all injuries for player
- `get_injuries_by_team(team_id, season, active_only)` - Get team injuries
- `create_injury(...)` - Create new injury record
- `clear_injury(injury_id)` - Deactivate injury
## Permissions
### Required Roles
**For `/injury check`:**
- No role required (available to all users)
**For `/injury set-new` and `/injury clear`:**
- **SBA Players** role required
- Configured via `SBA_PLAYERS_ROLE_NAME` environment variable
### Permission Checks
The commands use `has_player_role()` method to verify user has appropriate role:
```python
def has_player_role(self, interaction: discord.Interaction) -> bool:
"""Check if user has the SBA Players role."""
player_role = discord.utils.get(
interaction.guild.roles,
name=get_config().sba_players_role_name
)
return player_role in interaction.user.roles if player_role else False
```
## Error Handling
### Common Errors
**Player Not Found:**
```
❌ Player Not Found
I did not find anybody named **{player_name}**.
```
**Already Injured:**
```
❌ Already Injured
Hm. It looks like {player_name} is already hurt.
```
**Not Injured:**
```
❌ No Active Injury
{player_name} isn't injured.
```
**Invalid Input:**
```
❌ Invalid Input
Game number must be between 1 and 4.
```
**Permission Denied:**
```
❌ Permission Denied
This command requires the **SBA Players** role.
```
## Logging
All injury commands use the `@logged_command` decorator for automatic logging:
```python
@app_commands.command(name="check")
@logged_command("/injury check")
async def injury_check(self, interaction, player_name: str):
# Command implementation
```
**Log Context:**
- Command name
- User ID and username
- Player name
- Season
- Injury details (duration, dates)
- Success/failure status
**Example Log:**
```json
{
"level": "INFO",
"command": "/injury set-new",
"user_id": "123456789",
"player_name": "Mike Trout",
"season": 12,
"injury_games": 4,
"return_date": "w06g2",
"message": "Injury set for Mike Trout"
}
```
## Testing
### Test Coverage
**Location:** `tests/test_services_injury.py`
**Test Categories:**
1. **Model Tests** (5 tests) - Injury model creation and properties
2. **Service Tests** (8 tests) - InjuryService CRUD operations with API mocking
3. **Roll Logic Tests** (8 tests) - Injury rating parsing, table lookup, and dice roll logic
4. **Calculation Tests** (5 tests) - Date calculation logic for injury duration
**Total:** 26 comprehensive tests
**Running Tests:**
```bash
# Run all injury tests
python -m pytest tests/test_services_injury.py -v
# Run specific test class
python -m pytest tests/test_services_injury.py::TestInjuryService -v
python -m pytest tests/test_services_injury.py::TestInjuryRollLogic -v
# Run with coverage
python -m pytest tests/test_services_injury.py --cov=services.injury_service --cov=commands.injuries
```
## Injury Roll Tables
### Table Structure
The injury tables are based on official Strat-o-Matic rules with the following structure:
**Ratings:** p70, p65, p60, p50, p40, p30, p20 (higher is better)
**Games Played:** 1-6 games in current series
**Roll:** 3d6 (results from 3-18)
### Rating Availability by Games Played
Not all ratings are available for all games played combinations:
- **1 game**: All ratings (p70-p20)
- **2 games**: All ratings (p70-p20)
- **3 games**: p65-p20 (p70 exempt)
- **4 games**: p60-p20 (p70, p65 exempt)
- **5 games**: p60-p20 (p70, p65 exempt)
- **6 games**: p40-p20 (p70, p65, p60, p50 exempt)
When a rating/games combination has no table, the result is automatically "OK" (no injury).
### Example Table (p65, 1 game):
| Roll | Result |
|------|--------|
| 3 | 2 |
| 4 | 2 |
| 5 | OK |
| 6 | REM |
| 7 | 1 |
| ... | ... |
| 18 | 12 |
## UI/UX Design
### Embed Colors
- **Roll (OK):** Green - No injury
- **Roll (REM):** Gold - Remainder of game/Fatigued
- **Roll (Injury):** Orange - Number of games
- **Set New:** Success (green) - `EmbedTemplate.success()`
- **Clear:** Success (green) - `EmbedTemplate.success()`
- **Errors:** Error (red) - `EmbedTemplate.error()`
### Response Format
All successful responses use Discord embeds with:
- Clear title indicating action/status
- Well-organized field layout
- Team information when applicable
- Consistent formatting for dates
## Integration with Player Model
The Player model includes injury-related fields:
```python
class Player(SBABaseModel):
# ... other fields ...
pitcher_injury: Optional[int] # Pitcher injury rating
injury_rating: Optional[str] # General injury rating
il_return: Optional[str] # Injured list return date (w##g#)
```
When an injury is set or cleared, the player's `il_return` field is automatically updated via PlayerService.
## Future Enhancements
Possible improvements for future versions:
1. **Injury History** - View player's injury history for a season
2. **Team Injury Report** - List all injuries for a team
3. **Injury Notifications** - Automatic notifications when players return from injury
4. **Injury Statistics** - Track injury trends and statistics
5. **Injury Chart Image** - Display the official injury chart as an embed image
## Migration from Legacy
### Legacy Commands
The legacy injury commands were located in:
- `discord-app/cogs/players.py` - `set_injury_slash()` and `clear_injury_slash()`
- `discord-app/cogs/players.py` - `injury_roll_slash()` with manual rating/games input
### Key Improvements
1. **Cleaner Command Structure:** Using GroupCog for organized subcommands (`/injury roll`, `/injury set-new`, `/injury clear`)
2. **Simplified Interface:** Single parameter for injury roll - games played automatically extracted from player data
3. **Smart Injury Ratings:** Automatically reads and parses player's injury rating from database
4. **Player Autocomplete:** Modern autocomplete with team prioritization for better UX
5. **Better Error Handling:** User-friendly error messages via EmbedTemplate with format validation
6. **Improved Logging:** Automatic logging via @logged_command decorator
7. **Service Layer:** Separated business logic from command handlers
8. **Type Safety:** Full type hints and Pydantic models
9. **Testability:** Comprehensive unit tests (26 tests) with mocked API calls
10. **Modern UI:** Consistent embed-based responses with color coding
11. **Official Tables:** Complete Strat-o-Matic injury tables built into the command
### Migration Details
**Old:** `/injuryroll <rating> <games>` - Manual rating and games selection
**New:** `/injury roll <player>` - Single parameter, automatic rating and games extraction from player's `injury_rating` field
**Old:** `/setinjury <player> <week> <game> <duration>`
**New:** `/injury set-new <player> <week> <game> <duration>` - Same functionality, better naming
**Old:** `/clearinjury <player>`
**New:** `/injury clear <player>` - Same functionality, better naming
### Database Field Update
The `injury_rating` field format has changed to include games played:
- **Old Format**: `p65`, `p70`, etc. (rating only)
- **New Format**: `1p70`, `4p50`, `2p65`, etc. (games + rating)
Players must have their `injury_rating` field updated to the new format for the `/injury roll` command to work.
---
**Last Updated:** January 2025
**Version:** 2.0
**Status:** Active

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"""
Injury commands package
Provides commands for managing player injuries:
- /injury roll - Roll for injury using player's injury rating
- /injury set-new - Set a new injury for a player
- /injury clear - Clear a player's injury
"""
from discord.ext import commands
from .management import setup
__all__ = ['setup_injuries']
async def setup_injuries(bot: commands.Bot) -> tuple[int, int, list[str]]:
"""
Setup function for loading injury commands.
Returns:
Tuple of (successful_count, failed_count, failed_module_names)
"""
successful = 0
failed = 0
failed_modules = []
try:
await setup(bot)
successful += 1
except Exception as e:
bot.logger.error(f"Failed to load InjuryGroup: {e}")
failed += 1
failed_modules.append('InjuryGroup')
return successful, failed, failed_modules

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"""
Injury management slash commands for Discord Bot v2.0
Modern implementation for player injury tracking with three subcommands:
- /injury roll <player> - Roll for injury using player's injury rating (format: #p## e.g., 1p70, 4p50)
- /injury set-new - Set a new injury for a player
- /injury clear - Clear a player's active injury
The injury rating format (#p##) encodes both games played and rating:
- First character: Games played in series (1-6)
- Remaining: Injury rating (p70, p65, p60, p50, p40, p30, p20)
"""
import math
import random
import discord
from discord import app_commands
from discord.ext import commands
from config import get_config
from services.player_service import player_service
from services.injury_service import injury_service
from services.league_service import league_service
from services.giphy_service import GiphyService
from utils.logging import get_contextual_logger
from utils.decorators import logged_command
from utils.autocomplete import player_autocomplete
from views.embeds import EmbedTemplate
from exceptions import BotException
class InjuryGroup(app_commands.Group):
"""Injury management command group with roll, set-new, and clear subcommands."""
def __init__(self):
super().__init__(
name="injury",
description="Injury management commands"
)
self.logger = get_contextual_logger(f'{__name__}.InjuryGroup')
self.logger.info("InjuryGroup initialized")
def has_player_role(self, interaction: discord.Interaction) -> bool:
"""Check if user has the SBA Players role."""
# Cast to Member to access roles (User doesn't have roles attribute)
if not isinstance(interaction.user, discord.Member):
return False
player_role = discord.utils.get(
interaction.guild.roles,
name=get_config().sba_players_role_name
)
return player_role in interaction.user.roles if player_role else False
@app_commands.command(name="roll", description="Roll for injury based on player's injury rating")
@app_commands.describe(player_name="Player name")
@app_commands.autocomplete(player_name=player_autocomplete)
@logged_command("/injury roll")
async def injury_roll(self, interaction: discord.Interaction, player_name: str):
"""Roll for injury using 3d6 dice and injury tables."""
await interaction.response.defer()
# Get current season
current = await league_service.get_current_state()
if not current:
raise BotException("Failed to get current season information")
# Search for player
players = await player_service.get_players_by_name(player_name, current.season)
if not players:
embed = EmbedTemplate.error(
title="Player Not Found",
description=f"I did not find anybody named **{player_name}**."
)
await interaction.followup.send(embed=embed, ephemeral=True)
return
player = players[0]
# Check for injury_rating field
if not player.injury_rating:
embed = EmbedTemplate.error(
title="No Injury Rating",
description=f"{player.name} does not have an injury rating set."
)
await interaction.followup.send(embed=embed, ephemeral=True)
return
# Parse injury_rating format: "1p70" where first char is games_played, rest is rating
try:
games_played = int(player.injury_rating[0])
injury_rating = player.injury_rating[1:]
# Validate games_played range
if games_played < 1 or games_played > 6:
raise ValueError("Games played must be between 1 and 6")
# Validate rating format (should start with 'p')
if not injury_rating.startswith('p'):
raise ValueError("Invalid rating format")
except (ValueError, IndexError):
embed = EmbedTemplate.error(
title="Invalid Injury Rating Format",
description=f"{player.name} has an invalid injury rating: `{player.injury_rating}`\n\nExpected format: `#p##` (e.g., `1p70`, `4p50`)"
)
await interaction.followup.send(embed=embed, ephemeral=True)
return
# Roll 3d6
d1 = random.randint(1, 6)
d2 = random.randint(1, 6)
d3 = random.randint(1, 6)
roll_total = d1 + d2 + d3
# Get injury result from table
injury_result = self._get_injury_result(injury_rating, games_played, roll_total)
# Create response embed
embed = EmbedTemplate.warning(
title=f"Injury roll for {interaction.user.name}"
)
if player.team.thumbnail is not None:
embed.set_thumbnail(url=player.team.thumbnail)
embed.add_field(
name="Player",
value=f"{player.name} ({player.primary_position})",
inline=True
)
embed.add_field(
name="Injury Rating",
value=f"{player.injury_rating}",
inline=True
)
# embed.add_field(name='', value='', inline=False) # Embed line break
# Format dice roll in markdown (same format as /ab roll)
dice_result = f"```md\n# {roll_total}\nDetails:[3d6 ({d1} {d2} {d3})]```"
embed.add_field(
name="Dice Roll",
value=dice_result,
inline=False
)
# Format result
if isinstance(injury_result, int):
result_text = f"**{injury_result} game{'s' if injury_result > 1 else ''}**"
embed.color = discord.Color.orange()
if injury_result > 6:
gif_search_text = ['well shit', 'well fuck', 'god dammit']
else:
gif_search_text = ['bummer', 'well damn']
elif injury_result == 'REM':
if player.is_pitcher:
result_text = '**FATIGUED**'
embed.set_footer(text='For pitchers, add their current rest to the injury')
else:
result_text = "**REMAINDER OF GAME**"
embed.color = discord.Color.gold()
gif_search_text = ['this is fine', 'not even mad', 'could be worse']
else: # 'OK'
result_text = "**No injury!**"
embed.color = discord.Color.green()
gif_search_text = ['we are so back', 'all good', 'totally fine']
# embed.add_field(name='', value='', inline=False)
embed.add_field(
name="Injury Length",
value=result_text,
inline=True
)
try:
injury_gif = await GiphyService().get_gif(
phrase_options=gif_search_text
)
except Exception:
injury_gif = ''
embed.set_image(url=injury_gif)
await interaction.followup.send(embed=embed)
def _get_injury_result(self, rating: str, games_played: int, roll: int):
"""
Get injury result from the injury table.
Args:
rating: Injury rating (e.g., 'p70', 'p65', etc.)
games_played: Number of games played (1-6)
roll: 3d6 roll result (3-18)
Returns:
Injury result: int (games), 'REM', or 'OK'
"""
# Injury table mapping
inj_data = {
'one': {
'p70': ['OK', 'OK', 'OK', 'OK', 'OK', 'OK', 'REM', 'REM', 1, 1, 2, 2, 3, 3, 4, 4],
'p65': [2, 2, 'OK', 'REM', 1, 2, 3, 3, 4, 4, 4, 4, 5, 6, 8, 12],
'p60': ['OK', 'OK', 'REM', 1, 2, 3, 4, 4, 4, 5, 5, 6, 8, 12, 16, 16],
'p50': ['OK', 'REM', 1, 2, 3, 4, 4, 5, 5, 6, 8, 8, 12, 16, 16, 'OK'],
'p40': ['OK', 1, 2, 3, 4, 4, 5, 6, 6, 8, 8, 12, 16, 24, 'REM', 'OK'],
'p30': ['OK', 4, 1, 3, 4, 5, 6, 8, 8, 12, 16, 24, 4, 2, 'REM', 'OK'],
'p20': ['OK', 1, 2, 4, 5, 8, 8, 24, 16, 12, 12, 6, 4, 3, 'REM', 'OK']
},
'two': {
'p70': [4, 3, 2, 2, 1, 1, 'REM', 'OK', 'REM', 'OK', 2, 1, 2, 2, 3, 4],
'p65': [8, 5, 4, 2, 2, 'OK', 1, 'OK', 'REM', 1, 'REM', 2, 3, 4, 6, 12],
'p60': [1, 3, 4, 5, 2, 2, 'OK', 1, 3, 'REM', 4, 4, 6, 8, 12, 3],
'p50': [4, 'OK', 'OK', 'REM', 1, 2, 4, 3, 4, 5, 4, 6, 8, 12, 12, 'OK'],
'p40': ['OK', 'OK', 'REM', 1, 2, 3, 4, 4, 5, 4, 6, 8, 12, 16, 16, 'OK'],
'p30': ['OK', 'REM', 1, 2, 3, 4, 4, 5, 6, 5, 8, 12, 16, 24, 'REM', 'OK'],
'p20': ['OK', 1, 4, 4, 5, 5, 6, 6, 12, 8, 16, 24, 8, 3, 2, 'REM']
},
'three': {
'p70': [],
'p65': ['OK', 'OK', 'REM', 1, 3, 'OK', 'REM', 1, 2, 1, 2, 3, 4, 4, 5, 'REM'],
'p60': ['OK', 5, 'OK', 'REM', 1, 2, 2, 3, 4, 4, 1, 3, 5, 6, 8, 'REM'],
'p50': ['OK', 'OK', 'REM', 1, 2, 3, 4, 4, 5, 4, 4, 6, 8, 8, 12, 'REM'],
'p40': ['OK', 1, 1, 2, 3, 4, 4, 5, 6, 5, 6, 8, 8, 12, 4, 'REM'],
'p30': ['OK', 1, 2, 3, 4, 5, 4, 6, 5, 6, 8, 8, 12, 16, 1, 'REM'],
'p20': ['OK', 1, 2, 4, 4, 8, 8, 6, 5, 12, 6, 16, 24, 3, 4, 'REM']
},
'four': {
'p70': [],
'p65': [],
'p60': ['OK', 'OK', 'REM', 3, 3, 'OK', 'REM', 1, 2, 1, 4, 4, 5, 6, 8, 'REM'],
'p50': ['OK', 6, 4, 'OK', 'REM', 1, 2, 4, 4, 3, 5, 3, 6, 8, 12, 'REM'],
'p40': ['OK', 'OK', 'REM', 1, 2, 3, 4, 4, 5, 4, 4, 6, 8, 8, 12, 'REM'],
'p30': ['OK', 1, 1, 2, 3, 4, 4, 5, 6, 5, 6, 8, 8, 12, 4, 'REM'],
'p20': ['OK', 1, 2, 3, 4, 5, 4, 6, 5, 6, 12, 8, 8, 16, 1, 'REM']
},
'five': {
'p70': [],
'p65': [],
'p60': ['OK', 'REM', 'REM', 'REM', 3, 'OK', 1, 'REM', 2, 1, 'OK', 4, 5, 2, 6, 8],
'p50': ['OK', 'OK', 'REM', 1, 1, 'OK', 'REM', 3, 2, 4, 4, 5, 5, 6, 8, 12],
'p40': ['OK', 6, 6, 'OK', 1, 3, 2, 4, 4, 5, 'REM', 3, 8, 6, 12, 1],
'p30': ['OK', 'OK', 'REM', 4, 1, 2, 5, 4, 6, 3, 4, 8, 5, 6, 12, 'REM'],
'p20': ['OK', 'REM', 2, 3, 4, 4, 5, 4, 6, 5, 8, 6, 8, 1, 12, 'REM']
},
'six': {
'p70': [],
'p65': [],
'p60': [],
'p50': [],
'p40': ['OK', 6, 6, 'OK', 1, 3, 2, 4, 4, 5, 'REM', 3, 8, 6, 1, 12],
'p30': ['OK', 'OK', 'REM', 5, 1, 3, 6, 4, 5, 2, 4, 8, 3, 5, 12, 'REM'],
'p20': ['OK', 'REM', 4, 6, 2, 3, 6, 4, 8, 5, 5, 6, 3, 1, 12, 'REM']
}
}
# Map games_played to key
games_map = {1: 'one', 2: 'two', 3: 'three', 4: 'four', 5: 'five', 6: 'six'}
games_key = games_map.get(games_played)
if not games_key:
return 'OK'
# Get the injury table for this rating and games played
injury_table = inj_data.get(games_key, {}).get(rating, [])
# If no table exists (e.g., p70 with 3+ games), no injury
if not injury_table:
return 'OK'
# Get result from table (roll 3-18 maps to index 0-15)
table_index = roll - 3
if 0 <= table_index < len(injury_table):
return injury_table[table_index]
return 'OK'
@app_commands.command(name="set-new", description="Set a new injury for a player (requires SBA Players role)")
@app_commands.describe(
player_name="Player name to injure",
this_week="Current week number",
this_game="Current game number (1-4)",
injury_games="Number of games player will be out"
)
@logged_command("/injury set-new")
async def injury_set_new(
self,
interaction: discord.Interaction,
player_name: str,
this_week: int,
this_game: int,
injury_games: int
):
"""Set a new injury for a player on your team."""
# Check role permissions
if not self.has_player_role(interaction):
embed = EmbedTemplate.error(
title="Permission Denied",
description=f"This command requires the **{get_config().sba_players_role_name}** role."
)
await interaction.response.send_message(embed=embed, ephemeral=True)
return
await interaction.response.defer()
# Validate inputs
if this_game < 1 or this_game > 4:
embed = EmbedTemplate.error(
title="Invalid Input",
description="Game number must be between 1 and 4."
)
await interaction.followup.send(embed=embed, ephemeral=True)
return
if injury_games < 1:
embed = EmbedTemplate.error(
title="Invalid Input",
description="Injury duration must be at least 1 game."
)
await interaction.followup.send(embed=embed, ephemeral=True)
return
# Get current season
current = await league_service.get_current_state()
if not current:
raise BotException("Failed to get current season information")
# Search for player
players = await player_service.get_players_by_name(player_name, current.season)
if not players:
embed = EmbedTemplate.error(
title="Player Not Found",
description=f"I did not find anybody named **{player_name}**."
)
await interaction.followup.send(embed=embed, ephemeral=True)
return
player = players[0]
# Check if player is on user's team
# Note: This assumes you have a function to get team by owner
# For now, we'll skip this check - you can add it if needed
# TODO: Add team ownership verification
# Check if player already has an active injury
existing_injury = await injury_service.get_active_injury(player.id, current.season)
if existing_injury:
embed = EmbedTemplate.error(
title="Already Injured",
description=f"Hm. It looks like {player.name} is already hurt."
)
await interaction.followup.send(embed=embed, ephemeral=True)
return
# Calculate return date
out_weeks = math.floor(injury_games / 4)
out_games = injury_games % 4
return_week = this_week + out_weeks
return_game = this_game + 1 + out_games
if return_game > 4:
return_week += 1
return_game -= 4
# Adjust start date if injury starts after game 4
start_week = this_week if this_game != 4 else this_week + 1
start_game = this_game + 1 if this_game != 4 else 1
return_date = f'w{return_week:02d}g{return_game}'
# Create injury record
injury = await injury_service.create_injury(
season=current.season,
player_id=player.id,
total_games=injury_games,
start_week=start_week,
start_game=start_game,
end_week=return_week,
end_game=return_game
)
if not injury:
embed = EmbedTemplate.error(
title="Error",
description="Well that didn't work. Failed to create injury record."
)
await interaction.followup.send(embed=embed, ephemeral=True)
return
# Update player's il_return field
await player_service.update_player(player.id, {'il_return': return_date})
# Success response
embed = EmbedTemplate.success(
title="Injury Recorded",
description=f"{player.name} has been placed on the injured list."
)
embed.add_field(
name="Player",
value=f"{player.name} ({player.pos_1})",
inline=True
)
embed.add_field(
name="Duration",
value=f"{injury_games} game{'s' if injury_games > 1 else ''}",
inline=True
)
embed.add_field(
name="Return Date",
value=return_date,
inline=True
)
if player.team:
embed.add_field(
name="Team",
value=f"{player.team.lname} ({player.team.abbrev})",
inline=False
)
await interaction.followup.send(embed=embed)
# Log for debugging
self.logger.info(
f"Injury set for {player.name}: {injury_games} games, returns {return_date}",
player_id=player.id,
season=current.season,
injury_id=injury.id
)
@app_commands.command(name="clear", description="Clear a player's injury (requires SBA Players role)")
@app_commands.describe(player_name="Player name to clear injury")
@logged_command("/injury clear")
async def injury_clear(self, interaction: discord.Interaction, player_name: str):
"""Clear a player's active injury."""
# Check role permissions
if not self.has_player_role(interaction):
embed = EmbedTemplate.error(
title="Permission Denied",
description=f"This command requires the **{get_config().sba_players_role_name}** role."
)
await interaction.response.send_message(embed=embed, ephemeral=True)
return
await interaction.response.defer()
# Get current season
current = await league_service.get_current_state()
if not current:
raise BotException("Failed to get current season information")
# Search for player
players = await player_service.get_players_by_name(player_name, current.season)
if not players:
embed = EmbedTemplate.error(
title="Player Not Found",
description=f"I did not find anybody named **{player_name}**."
)
await interaction.followup.send(embed=embed, ephemeral=True)
return
player = players[0]
# Get active injury
injury = await injury_service.get_active_injury(player.id, current.season)
if not injury:
embed = EmbedTemplate.error(
title="No Active Injury",
description=f"{player.name} isn't injured."
)
await interaction.followup.send(embed=embed, ephemeral=True)
return
# Clear the injury
success = await injury_service.clear_injury(injury.id)
if not success:
embed = EmbedTemplate.error(
title="Error",
description="Failed to clear the injury. Please try again."
)
await interaction.followup.send(embed=embed, ephemeral=True)
return
# Clear player's il_return field
await player_service.update_player(player.id, {'il_return': None})
# Success response
embed = EmbedTemplate.success(
title="Injury Cleared",
description=f"{player.name} has been cleared and is eligible to play again."
)
embed.add_field(
name="Previous Return Date",
value=injury.return_date,
inline=True
)
embed.add_field(
name="Total Games Missed",
value=injury.duration_display,
inline=True
)
if player.team:
embed.add_field(
name="Team",
value=f"{player.team.lname} ({player.team.abbrev})",
inline=False
)
await interaction.followup.send(embed=embed)
# Log for debugging
self.logger.info(
f"Injury cleared for {player.name}",
player_id=player.id,
season=current.season,
injury_id=injury.id
)
async def setup(bot: commands.Bot):
"""Setup function for loading the injury commands."""
bot.tree.add_command(InjuryGroup())

View File

@ -1,151 +1,72 @@
"""
Giphy Service for Soak Easter Egg
Giphy Service Wrapper for Soak Commands
Provides async interface to Giphy API with disappointment-based search phrases.
This module provides backwards compatibility for existing soak commands
by re-exporting functions from the centralized GiphyService in services/.
All new code should import from services.giphy_service instead.
"""
import random
import logging
from typing import List, Optional
import aiohttp
from services import giphy_service
logger = logging.getLogger(f'{__name__}.GiphyService')
# Giphy API configuration
GIPHY_API_KEY = 'H86xibttEuUcslgmMM6uu74IgLEZ7UOD'
GIPHY_TRANSLATE_URL = 'https://api.giphy.com/v1/gifs/translate'
# Disappointment tier configuration
DISAPPOINTMENT_TIERS = {
'tier_1': {
'max_seconds': 1800, # 30 minutes
'phrases': [
"extremely disappointed",
"so disappointed",
"are you kidding me",
"seriously",
"unbelievable"
],
'description': "Maximum Disappointment"
},
'tier_2': {
'max_seconds': 7200, # 2 hours
'phrases': [
"very disappointed",
"can't believe you",
"not happy",
"shame on you",
"facepalm"
],
'description': "Severe Disappointment"
},
'tier_3': {
'max_seconds': 21600, # 6 hours
'phrases': [
"disappointed",
"not impressed",
"shaking head",
"eye roll",
"really"
],
'description': "Strong Disappointment"
},
'tier_4': {
'max_seconds': 86400, # 24 hours
'phrases': [
"mildly disappointed",
"not great",
"could be better",
"sigh",
"seriously"
],
'description': "Moderate Disappointment"
},
'tier_5': {
'max_seconds': 604800, # 7 days
'phrases': [
"slightly disappointed",
"oh well",
"shrug",
"meh",
"not bad"
],
'description': "Mild Disappointment"
},
'tier_6': {
'max_seconds': float('inf'), # 7+ days
'phrases': [
"not disappointed",
"relieved",
"proud",
"been worse",
"fine i guess"
],
'description': "Minimal Disappointment"
},
'first_ever': {
'phrases': [
"here we go",
"oh boy",
"uh oh",
"getting started",
"and so it begins"
],
'description': "The Beginning"
}
}
# Re-export tier configuration for backwards compatibility
from services.giphy_service import DISAPPOINTMENT_TIERS
def get_tier_for_seconds(seconds_elapsed: Optional[int]) -> str:
def get_tier_for_seconds(seconds_elapsed):
"""
Determine disappointment tier based on elapsed time.
This is a wrapper function for backwards compatibility.
Use services.giphy_service.GiphyService.get_tier_for_seconds() directly in new code.
Args:
seconds_elapsed: Seconds since last soak, or None for first ever
Returns:
Tier key string (e.g., 'tier_1', 'first_ever')
"""
if seconds_elapsed is None:
return 'first_ever'
for tier_key in ['tier_1', 'tier_2', 'tier_3', 'tier_4', 'tier_5', 'tier_6']:
if seconds_elapsed <= DISAPPOINTMENT_TIERS[tier_key]['max_seconds']:
return tier_key
return 'tier_6' # Fallback to lowest disappointment
return giphy_service.get_tier_for_seconds(seconds_elapsed)
def get_random_phrase_for_tier(tier_key: str) -> str:
def get_random_phrase_for_tier(tier_key):
"""
Get a random search phrase from the specified tier.
This is a wrapper function for backwards compatibility.
Use services.giphy_service.GiphyService.get_random_phrase_for_tier() directly in new code.
Args:
tier_key: Tier identifier (e.g., 'tier_1', 'first_ever')
Returns:
Random search phrase from that tier
"""
phrases = DISAPPOINTMENT_TIERS[tier_key]['phrases']
return random.choice(phrases)
return giphy_service.get_random_phrase_for_tier(tier_key)
def get_tier_description(tier_key: str) -> str:
def get_tier_description(tier_key):
"""
Get the human-readable description for a tier.
This is a wrapper function for backwards compatibility.
Use services.giphy_service.GiphyService.get_tier_description() directly in new code.
Args:
tier_key: Tier identifier
Returns:
Description string
"""
return DISAPPOINTMENT_TIERS[tier_key]['description']
return giphy_service.get_tier_description(tier_key)
async def get_disappointment_gif(tier_key: str) -> Optional[str]:
async def get_disappointment_gif(tier_key):
"""
Fetch a GIF from Giphy based on disappointment tier.
This is a wrapper function for backwards compatibility.
Use services.giphy_service.GiphyService.get_disappointment_gif() directly in new code.
Randomly selects a search phrase from the tier and queries Giphy.
Filters out Trump GIFs (legacy behavior).
Falls back to trying other phrases if first fails.
@ -156,40 +77,8 @@ async def get_disappointment_gif(tier_key: str) -> Optional[str]:
Returns:
GIF URL string, or None if all attempts fail
"""
phrases = DISAPPOINTMENT_TIERS[tier_key]['phrases']
# Shuffle phrases for variety and retry capability
shuffled_phrases = random.sample(phrases, len(phrases))
async with aiohttp.ClientSession() as session:
for phrase in shuffled_phrases:
try:
url = f"{GIPHY_TRANSLATE_URL}?s={phrase}&api_key={GIPHY_API_KEY}"
async with session.get(url, timeout=aiohttp.ClientTimeout(total=5)) as resp:
if resp.status == 200:
data = await resp.json()
# Filter out Trump GIFs (legacy behavior)
gif_title = data.get('data', {}).get('title', '').lower()
if 'trump' in gif_title:
logger.debug(f"Filtered out Trump GIF for phrase: {phrase}")
continue
gif_url = data.get('data', {}).get('url')
if gif_url:
logger.info(f"Successfully fetched GIF for phrase: {phrase}")
return gif_url
else:
logger.warning(f"No GIF URL in response for phrase: {phrase}")
else:
logger.warning(f"Giphy API returned status {resp.status} for phrase: {phrase}")
except aiohttp.ClientError as e:
logger.error(f"HTTP error fetching GIF for phrase '{phrase}': {e}")
except Exception as e:
logger.error(f"Unexpected error fetching GIF for phrase '{phrase}': {e}")
# All phrases failed
logger.error(f"Failed to fetch any GIF for tier: {tier_key}")
return None
try:
return await giphy_service.get_disappointment_gif(tier_key)
except Exception:
# Return None for backwards compatibility with old error handling
return None

View File

@ -68,6 +68,10 @@ class BotConfig(BaseSettings):
# Google Sheets settings
sheets_credentials_path: str = "/app/data/major-domo-service-creds.json"
# Giphy API settings
giphy_api_key: str = "H86xibttEuUcslgmMM6uu74IgLEZ7UOD"
giphy_translate_url: str = "https://api.giphy.com/v1/gifs/translate"
# Optional Redis caching settings
redis_url: str = "" # Empty string means no Redis caching
redis_cache_ttl: int = 300 # 5 minutes default TTL

50
models/injury.py Normal file
View File

@ -0,0 +1,50 @@
"""
Injury model for tracking player injuries
Represents an injury record with game timeline and status information.
"""
from typing import Optional
from pydantic import Field
from models.base import SBABaseModel
class Injury(SBABaseModel):
"""Injury model representing a player injury."""
# Override base model to make id required for database entities
id: int = Field(..., description="Injury ID from database")
season: int = Field(..., description="Season number")
player_id: int = Field(..., description="Player ID who is injured")
total_games: int = Field(..., description="Total games player will be out")
# Injury timeline
start_week: int = Field(..., description="Week injury started")
start_game: int = Field(..., description="Game number injury started (1-4)")
end_week: int = Field(..., description="Week player returns")
end_game: int = Field(..., description="Game number player returns (1-4)")
# Status
is_active: bool = Field(True, description="Whether injury is currently active")
@property
def return_date(self) -> str:
"""Format return date as 'w##g#' string."""
return f'w{self.end_week:02d}g{self.end_game}'
@property
def start_date(self) -> str:
"""Format start date as 'w##g#' string."""
return f'w{self.start_week:02d}g{self.start_game}'
@property
def duration_display(self) -> str:
"""Return a human-readable duration string."""
if self.total_games == 1:
return "1 game"
return f"{self.total_games} games"
def __str__(self):
status = "Active" if self.is_active else "Cleared"
return f"Injury (Season {self.season}, {self.duration_display}, {status})"

View File

@ -8,13 +8,18 @@ from .team_service import TeamService, team_service
from .player_service import PlayerService, player_service
from .league_service import LeagueService, league_service
from .schedule_service import ScheduleService, schedule_service
from .giphy_service import GiphyService
# Wire services together for dependency injection
player_service._team_service = team_service
# Create global Giphy service instance
giphy_service = GiphyService()
__all__ = [
'TeamService', 'team_service',
'PlayerService', 'player_service',
'LeagueService', 'league_service',
'ScheduleService', 'schedule_service'
'ScheduleService', 'schedule_service',
'GiphyService', 'giphy_service'
]

284
services/giphy_service.py Normal file
View File

@ -0,0 +1,284 @@
"""
Giphy Service for Discord Bot v2.0
Provides async interface to Giphy API with disappointment-based search phrases.
Used for Easter egg features like the soak command.
"""
import random
from typing import List, Optional
import aiohttp
from utils.logging import get_contextual_logger
from config import get_config
from exceptions import APIException
# Disappointment tier configuration
DISAPPOINTMENT_TIERS = {
'tier_1': {
'max_seconds': 1800, # 30 minutes
'phrases': [
"extremely disappointed",
"so disappointed",
"are you kidding me",
"seriously",
"unbelievable"
],
'description': "Maximum Disappointment"
},
'tier_2': {
'max_seconds': 7200, # 2 hours
'phrases': [
"very disappointed",
"can't believe you",
"not happy",
"shame on you",
"facepalm"
],
'description': "Severe Disappointment"
},
'tier_3': {
'max_seconds': 21600, # 6 hours
'phrases': [
"disappointed",
"not impressed",
"shaking head",
"eye roll",
"really"
],
'description': "Strong Disappointment"
},
'tier_4': {
'max_seconds': 86400, # 24 hours
'phrases': [
"mildly disappointed",
"not great",
"could be better",
"sigh",
"seriously"
],
'description': "Moderate Disappointment"
},
'tier_5': {
'max_seconds': 604800, # 7 days
'phrases': [
"slightly disappointed",
"oh well",
"shrug",
"meh",
"not bad"
],
'description': "Mild Disappointment"
},
'tier_6': {
'max_seconds': float('inf'), # 7+ days
'phrases': [
"not disappointed",
"relieved",
"proud",
"been worse",
"fine i guess"
],
'description': "Minimal Disappointment"
},
'first_ever': {
'phrases': [
"here we go",
"oh boy",
"uh oh",
"getting started",
"and so it begins"
],
'description': "The Beginning"
}
}
class GiphyService:
"""Service for fetching GIFs from Giphy API based on disappointment tiers."""
def __init__(self):
"""Initialize Giphy service with configuration."""
self.config = get_config()
self.api_key = self.config.giphy_api_key
self.translate_url = self.config.giphy_translate_url
self.logger = get_contextual_logger(f'{__name__}.GiphyService')
def get_tier_for_seconds(self, seconds_elapsed: Optional[int]) -> str:
"""
Determine disappointment tier based on elapsed time.
Args:
seconds_elapsed: Seconds since last soak, or None for first ever
Returns:
Tier key string (e.g., 'tier_1', 'first_ever')
"""
if seconds_elapsed is None:
return 'first_ever'
for tier_key in ['tier_1', 'tier_2', 'tier_3', 'tier_4', 'tier_5', 'tier_6']:
if seconds_elapsed <= DISAPPOINTMENT_TIERS[tier_key]['max_seconds']:
return tier_key
return 'tier_6' # Fallback to lowest disappointment
def get_random_phrase_for_tier(self, tier_key: str) -> str:
"""
Get a random search phrase from the specified tier.
Args:
tier_key: Tier identifier (e.g., 'tier_1', 'first_ever')
Returns:
Random search phrase from that tier
Raises:
ValueError: If tier_key is invalid
"""
if tier_key not in DISAPPOINTMENT_TIERS:
raise ValueError(f"Invalid tier key: {tier_key}")
phrases = DISAPPOINTMENT_TIERS[tier_key]['phrases']
return random.choice(phrases)
def get_tier_description(self, tier_key: str) -> str:
"""
Get the human-readable description for a tier.
Args:
tier_key: Tier identifier
Returns:
Description string
Raises:
ValueError: If tier_key is invalid
"""
if tier_key not in DISAPPOINTMENT_TIERS:
raise ValueError(f"Invalid tier key: {tier_key}")
return DISAPPOINTMENT_TIERS[tier_key]['description']
async def get_disappointment_gif(self, tier_key: str) -> str:
"""
Fetch a GIF from Giphy based on disappointment tier.
Randomly selects a search phrase from the tier and queries Giphy.
Filters out Trump GIFs (legacy behavior).
Falls back to trying other phrases if first fails.
Args:
tier_key: Tier identifier (e.g., 'tier_1', 'first_ever')
Returns:
GIF URL string
Raises:
ValueError: If tier_key is invalid
APIException: If all GIF fetch attempts fail
"""
if tier_key not in DISAPPOINTMENT_TIERS:
raise ValueError(f"Invalid tier key: {tier_key}")
phrases = DISAPPOINTMENT_TIERS[tier_key]['phrases']
# Shuffle phrases for variety and retry capability
shuffled_phrases = random.sample(phrases, len(phrases))
async with aiohttp.ClientSession() as session:
for phrase in shuffled_phrases:
try:
url = f"{self.translate_url}?s={phrase}&api_key={self.api_key}"
async with session.get(url, timeout=aiohttp.ClientTimeout(total=5)) as resp:
if resp.status == 200:
data = await resp.json()
# Filter out Trump GIFs (legacy behavior)
gif_title = data.get('data', {}).get('title', '').lower()
if 'trump' in gif_title:
self.logger.debug(f"Filtered out Trump GIF for phrase: {phrase}")
continue
# Get the actual GIF image URL, not the web page URL
gif_url = data.get('data', {}).get('images', {}).get('original', {}).get('url')
if gif_url:
self.logger.info(f"Successfully fetched GIF for phrase: {phrase}", gif_url=gif_url)
return gif_url
else:
self.logger.warning(f"No GIF URL in response for phrase: {phrase}")
else:
self.logger.warning(f"Giphy API returned status {resp.status} for phrase: {phrase}")
except aiohttp.ClientError as e:
self.logger.error(f"HTTP error fetching GIF for phrase '{phrase}': {e}")
except Exception as e:
self.logger.error(f"Unexpected error fetching GIF for phrase '{phrase}': {e}")
# All phrases failed
error_msg = f"Failed to fetch any GIF for tier: {tier_key}"
self.logger.error(error_msg)
raise APIException(error_msg)
async def get_gif(self, phrase: Optional[str] = None, phrase_options: Optional[List[str]] = None) -> str:
"""
Fetch a GIF from Giphy based on a phrase or list of phrase options.
Args:
phrase: Specific search phrase to use
phrase_options: List of phrases to randomly choose from
Returns:
GIF URL string
Raises:
ValueError: If neither phrase nor phrase_options is provided
APIException: If all GIF fetch attempts fail
"""
if phrase is None and phrase_options is None:
raise ValueError('To get a gif, one of `phrase` or `phrase_options` must be provided')
search_phrase = 'send help'
if phrase is not None:
search_phrase = phrase
elif phrase_options is not None:
search_phrase = random.choice(phrase_options)
async with aiohttp.ClientSession() as session:
attempts = 0
while attempts < 3:
attempts += 1
try:
url = f"{self.translate_url}?s={search_phrase}&api_key={self.api_key}"
async with session.get(url, timeout=aiohttp.ClientTimeout(total=3)) as resp:
if resp.status != 200:
self.logger.warning(f"Giphy API returned status {resp.status} for phrase: {search_phrase}")
continue
data = await resp.json()
# Filter out Trump GIFs (legacy behavior)
gif_title = data.get('data', {}).get('title', '').lower()
if 'trump' in gif_title:
self.logger.debug(f"Filtered out Trump GIF for phrase: {search_phrase}")
continue
# Get the actual GIF image URL, not the web page URL
gif_url = data.get('data', {}).get('images', {}).get('original', {}).get('url')
if gif_url:
self.logger.info(f"Successfully fetched GIF for phrase: {search_phrase}", gif_url=gif_url)
return gif_url
else:
self.logger.warning(f"No GIF URL in response for phrase: {search_phrase}")
except aiohttp.ClientError as e:
self.logger.error(f"HTTP error fetching GIF for phrase '{search_phrase}': {e}")
except Exception as e:
self.logger.error(f"Unexpected error fetching GIF for phrase '{search_phrase}': {e}")
# All attempts failed
error_msg = f"Failed to fetch any GIF for phrase: {search_phrase}"
self.logger.error(error_msg)
raise APIException(error_msg)

196
services/injury_service.py Normal file
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"""
Injury service for Discord Bot v2.0
Handles injury-related operations including checking, creating, and clearing injuries.
"""
import logging
from typing import Optional, List
from services.base_service import BaseService
from models.injury import Injury
from exceptions import APIException
logger = logging.getLogger(f'{__name__}.InjuryService')
class InjuryService(BaseService[Injury]):
"""
Service for injury-related operations.
Features:
- Get active injuries for a player
- Create new injury records
- Clear active injuries
- Season-specific filtering
"""
def __init__(self):
"""Initialize injury service."""
super().__init__(Injury, 'injuries')
logger.debug("InjuryService initialized")
async def get_active_injury(self, player_id: int, season: int) -> Optional[Injury]:
"""
Get the active injury for a player in a specific season.
Args:
player_id: Player identifier
season: Season number
Returns:
Active Injury instance or None if player has no active injury
"""
try:
params = [
('player_id', str(player_id)),
('season', str(season)),
('is_active', 'true')
]
injuries = await self.get_all_items(params=params)
if injuries:
logger.debug(f"Found active injury for player {player_id} in season {season}")
return injuries[0]
logger.debug(f"No active injury found for player {player_id} in season {season}")
return None
except Exception as e:
logger.error(f"Error getting active injury for player {player_id}: {e}")
return None
async def get_injuries_by_player(self, player_id: int, season: int, active_only: bool = False) -> List[Injury]:
"""
Get all injuries for a player in a specific season.
Args:
player_id: Player identifier
season: Season number
active_only: If True, only return active injuries
Returns:
List of injuries for the player
"""
try:
params = [
('player_id', str(player_id)),
('season', str(season))
]
if active_only:
params.append(('is_active', 'true'))
injuries = await self.get_all_items(params=params)
logger.debug(f"Retrieved {len(injuries)} injuries for player {player_id}")
return injuries
except Exception as e:
logger.error(f"Error getting injuries for player {player_id}: {e}")
return []
async def get_injuries_by_team(self, team_id: int, season: int, active_only: bool = True) -> List[Injury]:
"""
Get all injuries for a team in a specific season.
Args:
team_id: Team identifier
season: Season number
active_only: If True, only return active injuries
Returns:
List of injuries for the team
"""
try:
params = [
('team_id', str(team_id)),
('season', str(season))
]
if active_only:
params.append(('is_active', 'true'))
injuries = await self.get_all_items(params=params)
logger.debug(f"Retrieved {len(injuries)} injuries for team {team_id}")
return injuries
except Exception as e:
logger.error(f"Error getting injuries for team {team_id}: {e}")
return []
async def create_injury(
self,
season: int,
player_id: int,
total_games: int,
start_week: int,
start_game: int,
end_week: int,
end_game: int
) -> Optional[Injury]:
"""
Create a new injury record.
Args:
season: Season number
player_id: Player identifier
total_games: Total games player will be out
start_week: Week injury started
start_game: Game number injury started (1-4)
end_week: Week player returns
end_game: Game number player returns (1-4)
Returns:
Created Injury instance or None on failure
"""
try:
injury_data = {
'season': season,
'player_id': player_id,
'total_games': total_games,
'start_week': start_week,
'start_game': start_game,
'end_week': end_week,
'end_game': end_game,
'is_active': True
}
injury = await self.create(injury_data)
if injury:
logger.info(f"Created injury for player {player_id}: {total_games} games")
return injury
logger.error(f"Failed to create injury for player {player_id}")
return None
except Exception as e:
logger.error(f"Error creating injury for player {player_id}: {e}")
return None
async def clear_injury(self, injury_id: int) -> bool:
"""
Clear (deactivate) an injury.
Args:
injury_id: Injury identifier
Returns:
True if successfully cleared, False otherwise
"""
try:
updated_injury = await self.patch(injury_id, {'is_active': False})
if updated_injury:
logger.info(f"Cleared injury {injury_id}")
return True
logger.error(f"Failed to clear injury {injury_id}")
return False
except Exception as e:
logger.error(f"Error clearing injury {injury_id}: {e}")
return False
# Global service instance
injury_service = InjuryService()

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"""
Unit tests for InjuryService.
Tests cover:
- Getting active injuries for a player
- Creating injury records
- Clearing injuries
- Team-based injury queries
"""
import pytest
from aioresponses import aioresponses
from unittest.mock import AsyncMock, patch, MagicMock
from services.injury_service import InjuryService
from models.injury import Injury
@pytest.fixture
def mock_config():
"""Mock configuration for testing."""
config = MagicMock()
config.db_url = "https://api.example.com"
config.api_token = "test-token"
return config
@pytest.fixture
def injury_service():
"""Create an InjuryService instance for testing."""
return InjuryService()
@pytest.fixture
def sample_injury_data():
"""Sample injury data from API."""
return {
'id': 1,
'season': 12,
'player_id': 123,
'total_games': 4,
'start_week': 5,
'start_game': 2,
'end_week': 6,
'end_game': 2,
'is_active': True
}
@pytest.fixture
def multiple_injuries_data():
"""Multiple injury records."""
return [
{
'id': 1,
'season': 12,
'player_id': 123,
'total_games': 4,
'start_week': 5,
'start_game': 2,
'end_week': 6,
'end_game': 2,
'is_active': True
},
{
'id': 2,
'season': 12,
'player_id': 456,
'total_games': 2,
'start_week': 4,
'start_game': 3,
'end_week': 5,
'end_game': 1,
'is_active': False
}
]
class TestInjuryModel:
"""Tests for Injury model."""
def test_injury_model_creation(self, sample_injury_data):
"""Test creating an Injury instance."""
injury = Injury(**sample_injury_data)
assert injury.id == 1
assert injury.season == 12
assert injury.player_id == 123
assert injury.total_games == 4
assert injury.is_active is True
def test_return_date_property(self, sample_injury_data):
"""Test return_date formatted property."""
injury = Injury(**sample_injury_data)
assert injury.return_date == 'w06g2'
def test_start_date_property(self, sample_injury_data):
"""Test start_date formatted property."""
injury = Injury(**sample_injury_data)
assert injury.start_date == 'w05g2'
def test_duration_display_singular(self):
"""Test duration display for 1 game."""
injury = Injury(
id=1,
season=12,
player_id=123,
total_games=1,
start_week=5,
start_game=2,
end_week=5,
end_game=3,
is_active=True
)
assert injury.duration_display == "1 game"
def test_duration_display_plural(self, sample_injury_data):
"""Test duration display for multiple games."""
injury = Injury(**sample_injury_data)
assert injury.duration_display == "4 games"
class TestInjuryService:
"""Tests for InjuryService."""
@pytest.mark.asyncio
async def test_get_active_injury_found(self, mock_config, injury_service, sample_injury_data):
"""Test getting active injury when one exists."""
with patch('api.client.get_config', return_value=mock_config):
with aioresponses() as m:
m.get(
'https://api.example.com/v3/injuries?player_id=123&season=12&is_active=true',
payload={
'count': 1,
'injuries': [sample_injury_data]
}
)
injury = await injury_service.get_active_injury(123, 12)
assert injury is not None
assert injury.id == 1
assert injury.player_id == 123
assert injury.is_active is True
@pytest.mark.asyncio
async def test_get_active_injury_not_found(self, mock_config, injury_service):
"""Test getting active injury when none exists."""
with patch('api.client.get_config', return_value=mock_config):
with aioresponses() as m:
m.get(
'https://api.example.com/v3/injuries?player_id=123&season=12&is_active=true',
payload={
'count': 0,
'injuries': []
}
)
injury = await injury_service.get_active_injury(123, 12)
assert injury is None
@pytest.mark.asyncio
async def test_get_injuries_by_player(self, mock_config, injury_service, multiple_injuries_data):
"""Test getting all injuries for a player."""
with patch('api.client.get_config', return_value=mock_config):
with aioresponses() as m:
m.get(
'https://api.example.com/v3/injuries?player_id=123&season=12',
payload={
'count': 1,
'injuries': [multiple_injuries_data[0]]
}
)
injuries = await injury_service.get_injuries_by_player(123, 12)
assert len(injuries) == 1
assert injuries[0].player_id == 123
@pytest.mark.asyncio
async def test_get_injuries_by_player_active_only(self, mock_config, injury_service, sample_injury_data):
"""Test getting only active injuries for a player."""
with patch('api.client.get_config', return_value=mock_config):
with aioresponses() as m:
m.get(
'https://api.example.com/v3/injuries?player_id=123&season=12&is_active=true',
payload={
'count': 1,
'injuries': [sample_injury_data]
}
)
injuries = await injury_service.get_injuries_by_player(123, 12, active_only=True)
assert len(injuries) == 1
assert injuries[0].is_active is True
@pytest.mark.asyncio
async def test_get_injuries_by_team(self, mock_config, injury_service, multiple_injuries_data):
"""Test getting injuries for a team."""
with patch('api.client.get_config', return_value=mock_config):
with aioresponses() as m:
m.get(
'https://api.example.com/v3/injuries?team_id=10&season=12&is_active=true',
payload={
'count': 2,
'injuries': multiple_injuries_data
}
)
injuries = await injury_service.get_injuries_by_team(10, 12)
assert len(injuries) == 2
@pytest.mark.asyncio
async def test_create_injury(self, mock_config, injury_service, sample_injury_data):
"""Test creating a new injury record."""
with patch('api.client.get_config', return_value=mock_config):
with aioresponses() as m:
m.post(
'https://api.example.com/v3/injuries',
payload=sample_injury_data
)
injury = await injury_service.create_injury(
season=12,
player_id=123,
total_games=4,
start_week=5,
start_game=2,
end_week=6,
end_game=2
)
assert injury is not None
assert injury.player_id == 123
assert injury.total_games == 4
@pytest.mark.asyncio
async def test_clear_injury(self, mock_config, injury_service, sample_injury_data):
"""Test clearing an injury."""
with patch('api.client.get_config', return_value=mock_config):
with aioresponses() as m:
# Mock the PATCH request (note: patch sends data in body, not URL)
cleared_data = sample_injury_data.copy()
cleared_data['is_active'] = False
m.patch(
'https://api.example.com/v3/injuries/1',
payload=cleared_data
)
success = await injury_service.clear_injury(1)
assert success is True
@pytest.mark.asyncio
async def test_clear_injury_failure(self, mock_config, injury_service):
"""Test clearing injury when it fails."""
with patch('api.client.get_config', return_value=mock_config):
with aioresponses() as m:
m.patch(
'https://api.example.com/v3/injuries/1',
status=500
)
success = await injury_service.clear_injury(1)
assert success is False
class TestInjuryRollLogic:
"""Tests for injury roll dice and table logic."""
def test_injury_rating_parsing_valid(self):
"""Test parsing valid injury rating format."""
# Format: "1p70" -> games_played=1, rating="p70"
injury_rating = "1p70"
games_played = int(injury_rating[0])
rating = injury_rating[1:]
assert games_played == 1
assert rating == "p70"
# Test other formats
injury_rating = "4p50"
games_played = int(injury_rating[0])
rating = injury_rating[1:]
assert games_played == 4
assert rating == "p50"
def test_injury_rating_parsing_invalid(self):
"""Test parsing invalid injury rating format."""
import pytest
# Missing games number
with pytest.raises((ValueError, IndexError)):
injury_rating = "p70"
games_played = int(injury_rating[0])
# Invalid games number
injury_rating = "7p70"
games_played = int(injury_rating[0])
assert games_played > 6 # Should be caught by validation
# Empty string
with pytest.raises(IndexError):
injury_rating = ""
games_played = int(injury_rating[0])
def test_injury_table_lookup_ok_result(self):
"""Test injury table lookup returning OK."""
from commands.injuries.management import InjuryCog
from unittest.mock import MagicMock
cog = InjuryCog(MagicMock())
# p70 rating with 1 game played, roll of 3 should be OK
result = cog._get_injury_result('p70', 1, 3)
assert result == 'OK'
def test_injury_table_lookup_rem_result(self):
"""Test injury table lookup returning REM."""
from commands.injuries.management import InjuryCog
from unittest.mock import MagicMock
cog = InjuryCog(MagicMock())
# p70 rating with 1 game played, roll of 9 should be REM
result = cog._get_injury_result('p70', 1, 9)
assert result == 'REM'
def test_injury_table_lookup_games_result(self):
"""Test injury table lookup returning number of games."""
from commands.injuries.management import InjuryCog
from unittest.mock import MagicMock
cog = InjuryCog(MagicMock())
# p70 rating with 1 game played, roll of 11 should be 1 game
result = cog._get_injury_result('p70', 1, 11)
assert result == 1
# p65 rating with 1 game played, roll of 3 should be 2 games
result = cog._get_injury_result('p65', 1, 3)
assert result == 2
def test_injury_table_no_table_exists(self):
"""Test injury table when no table exists for rating/games combo."""
from commands.injuries.management import InjuryCog
from unittest.mock import MagicMock
cog = InjuryCog(MagicMock())
# p70 rating with 3 games played has no table, should return OK
result = cog._get_injury_result('p70', 3, 10)
assert result == 'OK'
def test_injury_table_roll_out_of_range(self):
"""Test injury table with out of range roll."""
from commands.injuries.management import InjuryCog
from unittest.mock import MagicMock
cog = InjuryCog(MagicMock())
# Roll less than 3 or greater than 18 should return OK
result = cog._get_injury_result('p65', 1, 2)
assert result == 'OK'
result = cog._get_injury_result('p65', 1, 19)
assert result == 'OK'
def test_injury_table_games_played_mapping(self):
"""Test games played maps correctly to table keys."""
from commands.injuries.management import InjuryCog
from unittest.mock import MagicMock
cog = InjuryCog(MagicMock())
# Test that different games_played values access different tables
result_1_game = cog._get_injury_result('p65', 1, 10)
result_2_games = cog._get_injury_result('p65', 2, 10)
# These should potentially be different values (depends on tables)
# Just verify both execute without error
assert result_1_game is not None
assert result_2_games is not None
class TestInjuryCalculations:
"""Tests for injury date calculation logic (as used in commands)."""
def test_simple_injury_calculation(self):
"""Test injury return date calculation for 1 game."""
import math
this_week = 5
this_game = 1
injury_games = 1
out_weeks = math.floor(injury_games / 4)
out_games = injury_games % 4
return_week = this_week + out_weeks
return_game = this_game + 1 + out_games
if return_game > 4:
return_week += 1
return_game -= 4
assert return_week == 5
assert return_game == 3
def test_multi_game_injury_same_week(self):
"""Test injury spanning multiple games in same week."""
import math
this_week = 5
this_game = 1
injury_games = 2
out_weeks = math.floor(injury_games / 4)
out_games = injury_games % 4
return_week = this_week + out_weeks
return_game = this_game + 1 + out_games
if return_game > 4:
return_week += 1
return_game -= 4
assert return_week == 5
assert return_game == 4
def test_injury_crossing_week_boundary(self):
"""Test injury that crosses into next week."""
import math
this_week = 5
this_game = 3
injury_games = 3
out_weeks = math.floor(injury_games / 4)
out_games = injury_games % 4
return_week = this_week + out_weeks
return_game = this_game + 1 + out_games
if return_game > 4:
return_week += 1
return_game -= 4
assert return_week == 6
assert return_game == 3
def test_multi_week_injury(self):
"""Test injury spanning multiple weeks."""
import math
this_week = 5
this_game = 2
injury_games = 8 # 2 full weeks
out_weeks = math.floor(injury_games / 4)
out_games = injury_games % 4
return_week = this_week + out_weeks
return_game = this_game + 1 + out_games
if return_game > 4:
return_week += 1
return_game -= 4
assert return_week == 7
assert return_game == 3
def test_injury_from_game_4(self):
"""Test injury starting from last game of week."""
import math
this_week = 5
this_game = 4
injury_games = 2
# Special handling for injuries starting after game 4
start_week = this_week if this_game != 4 else this_week + 1
start_game = this_game + 1 if this_game != 4 else 1
out_weeks = math.floor(injury_games / 4)
out_games = injury_games % 4
return_week = this_week + out_weeks
return_game = this_game + 1 + out_games
if return_game > 4:
return_week += 1
return_game -= 4
assert start_week == 6
assert start_game == 1
assert return_week == 6
assert return_game == 3