//
// DialogHandler.cs
//
// Copyright (c) František Boháček. All rights reserved.
// Licensed under the MIT license. See LICENSE file in the project root for full license information.
using NosSmooth.Core.Client;
using NosSmooth.Game.Data.Dialogs;
using Remora.Results;
namespace NosSmooth.Game.Apis;
/// <summary>
/// Handles accepting and denying of dialogs.
/// </summary>
public class DialogHandler
{
private readonly INostaleClient _client;
/// <summary>
/// Initializes a new instance of the <see cref="DialogHandler"/> class.
/// </summary>
/// <param name="client">The client.</param>
public DialogHandler(INostaleClient client)
{
_client = client;
}
/// <summary>
/// Accept the operation the dialog does.
/// </summary>
/// <param name="dialog">The opened dialog.</param>
/// <param name="ct">The cancellation token used for cancelling the operation.</param>
/// <returns>A result that may or may not have succeeded.</returns>
public Task<Result> AcceptAsync(Dialog dialog, CancellationToken ct = default)
=> _client.SendPacketAsync(dialog.AcceptCommand, ct);
/// <summary>
/// Try to deny the operation the dialog does.
/// </summary>
/// <remarks>
/// Some dialogs do not allow denying, they are just ignored instead.
/// </remarks>
/// <param name="dialog">The opened dialog.</param>
/// <param name="ct">The cancellation token used for cancelling the operation.</param>
/// <returns>A result that may or may not have succeeded.</returns>
public Task<Result> DenyAsync(Dialog dialog, CancellationToken ct = default)
{
if (dialog.DenyCommand is null)
{
return Task.FromResult(Result.FromSuccess());
}
return _client.SendPacketAsync(dialog.DenyCommand, ct);
}
}