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discord_rich_presence.py
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discord_rich_presence.py
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import json
import math
import os
import time
import pypresence
import click
import nso_functions
from pypresence import Presence
from datetime import datetime, timedelta
from config.logger import logger
# this acts as the core controller which allows us to interface with the Splatnet API
nso = nso_functions.NSOInterface()
# config
client_id = '488433036665552897' # client id for discord rich presence
# this is the interval at which your rich presence updates. default is 3 seconds
time_interval = 3
# time it takes for the bot to declare you not playing splatoon in minutes
timeout_minutes = 300000
show_weapon = True # change to False to remove weapon name from discord details
def get_minutes_since():
matches = nso.load_results()
# When Previous Match was Salmon Run
if matches[0].get('job_result') is not None:
match_end = int(
matches[0]["play_time"])
# When Previous Match was Turf, Ranked, League or Private
else:
try:
match_end = int(matches[0]["start_time"] + matches[0][
"elapsed_time"]) # adds the seconds of the match to the unix time of the match starting
except KeyError:
match_end = int(matches[0][
"start_time"] + 180) # we assume that the match lasted 3 minutes here, as sometimes the API doesn't give us how long the match took
# Date + Time Now
time_now = datetime.utcnow()
# Date + Time from last played match/run (Unix Timestamp to DateTime)
time_match = datetime.utcfromtimestamp(match_end)
# Calculate time difference between the two dates
time_to_last_match = time_now - time_match
# Get minutes since last Match/Run
minutes_since = time_to_last_match.total_seconds() / 60
return minutes_since, matches[0]
#Return "s" if there needs to be plural, else it doesn't
def plural_logic(nbr):
return "" if nbr == 1 else "s"
@click.command()
def main():
logger.info("Checking for updates...")
os.system("git pull")
logger.info(
"If updates were done, restart this script by using CTRL-C to terminate it, and re run it.")
# Make connection to Discord
try:
RPC = Presence(client_id) # Initialize the Presence class
RPC.connect() # Start the handshake loop
except pypresence.exceptions.InvalidPipe:
logger.error(
"Could not connect to the discord pipe. Please ensure it's running.")
exit(1)
except FileNotFoundError:
logger.error(
"Could not connect to the discord pipe. Please ensure it's running.")
exit(1)
# Load our current config
config = nso_functions.get_config_file()
logger.info("Check discord!")
# Get friend code from config, and add config option if does not exist
try:
friend_code = config['friend_code']
except KeyError:
config['friend_code'] = 'Unset'
config_f = open("config.txt", "w")
config_f.write(json.dumps(config, sort_keys=True, indent=4, ))
config_f.close()
friend_code = config['friend_code']
while True: # The presence will stay on as long as the program is running
for i in range(0, 5):
minutes_since, last_match = get_minutes_since()
# Calculating the secs/hours/days since Last Match/Run
seconds_since = int(minutes_since * 60)
hours_since = int(minutes_since / 60)
days_since = int(minutes_since / 1440)
# When Previous Match was Salmon Run
# job_result is only present in salmon run JSON
if last_match.get('job_result') is not None:
# Sets Gamemode Key in order to change the Picture
gamemode_key = "salmon_run"
# Decides if last Run is shown in days, hours, minutes or seconds
# In Days
if minutes_since >= 1440:
details = "Last Run: {} day{} ago".format(days_since, plural_logic(days_since))
# In Hours
elif minutes_since >= 60:
details = "Last Run: {} h{} ago".format(hours_since, plural_logic(hours_since))
# In Minutes
elif minutes_since > 1:
details = "Last Run: {} min{} ago".format(math.floor(minutes_since), plural_logic(math.floor(minutes_since)))
# In Seconds
else:
details = "Last Run: {} sec{} ago".format(seconds_since, plural_logic(seconds_since))
# Deciding the Result
if last_match['job_result']['is_clear']:
outcome = "WON"
else:
outcome = "LOST"
### Checks how many waves were played on last Run
# If all 3 Waves were played
if last_match["wave_details"][2]:
goldEgg = last_match["wave_details"][0]["golden_ikura_num"] + \
last_match["wave_details"][1]["golden_ikura_num"] + \
last_match["wave_details"][2]["golden_ikura_num"]
powEgg = last_match["wave_details"][0]["ikura_num"] + \
last_match["wave_details"][1]["ikura_num"] + \
last_match["wave_details"][2]["ikura_num"]
# If only 2 Waves were played
elif not last_match["wave_details"][2] and last_match["wave_details"][1]:
goldEgg = last_match["wave_details"][0]["golden_ikura_num"] + last_match["wave_details"][1]["golden_ikura_num"]
powEgg = last_match["wave_details"][0]["ikura_num"] + last_match["wave_details"][1]["ikura_num"]
# If only 1 Wave was played
else:
goldEgg = last_match["wave_details"][0]["golden_ikura_num"]
powEgg = last_match["wave_details"][0]["ikura_num"]
# When hovering on the Picture
large_text = "Last match was Salmon Run on {}".format(
last_match['schedule']['stage']['name']
)
# IGN and Salmon Run Rank
if i == 0:
details = "IGN: {}".format(
last_match["my_result"]["name"]
)
state = "{} {}".format(
(last_match["grade"])["long_name"],
last_match["grade_point"]
)
# Friend code
elif i == 1:
if not friend_code:
state = "FC: Not Given"
else:
state = "FC: {}".format(friend_code)
# Hazard Level
elif i == 2:
state = "Hazard Level: {}".format(
str(last_match["danger_rate"]) + "%"
)
# Result and Total Collected Golden Eggs / Power Eggs
elif i == 3:
details = "GoldEgg/PowEgg ({})".format(
outcome
)
state = "{} / {}".format(
goldEgg,
powEgg
)
# Save / Death Ratio
elif i == 4:
state = "Save/Death Ratio: {}/{}".format(
last_match["my_result"]["help_count"],
last_match["my_result"]["dead_count"]
)
if minutes_since < timeout_minutes:
RPC.update(
details=details,
state=state,
large_image=gamemode_key,
small_image="default",
large_text=large_text
)
else:
RPC.clear()
logger.debug("RPC cleared, not in game long enough")
time.sleep(time_interval)
# When Previous Match was Turf, Ranked, League or Private
else:
# Decides if last Match is shown in days, hours, minutes or seconds
# In Days
if minutes_since >= 1440:
details = "Last Match: {} day{} ago".format(days_since, plural_logic(days_since))
# In Hours
elif minutes_since >= 60:
details = "Last Match: {} h{} ago".format(hours_since, plural_logic(hours_since))
# In Minutes
elif minutes_since > 1:
details = "Last Match: {} min{} ago".format(math.floor(minutes_since), plural_logic(math.floor(minutes_since)))
# In Seconds
else:
details = "Last Match: {} sec{} ago".format(seconds_since, plural_logic(seconds_since))
# When hovering on the Picture
large_text = "Last match was {}, {} on {}".format(
last_match["game_mode"]["name"],
last_match["rule"]["name"],
last_match["stage"]["name"]
)
# Gets Gamemode Key in order to change the Picture
gamemode_key = last_match["rule"]["key"]
# Gets Lobby Key
lobby_key = last_match["game_mode"]["key"]
# IGN and Level (+ Rank)
if i == 0:
details = "IGN: {}".format(
last_match["player_result"]["player"]["nickname"]
)
# Checks if player has a Level Star
# If player has no Level Star (yet XP)
if not last_match["star_rank"]:
# If last match was in a Regular Lobby (Turf War) or Private Lobby
if lobby_key == "regular" or lobby_key == "private":
state = "Level: {}".format(
last_match["player_result"]["player"]["player_rank"],
)
# If last match was in a Ranked Solo Lobby
elif lobby_key == "gachi":
# If last match was Splat Zones
if gamemode_key == "splat_zones":
# If player has S+ Rank
if last_match["udemae"]["name"] == "S+":
state = "Lvl: {}/R(SZ): {}{}".format(
last_match["player_result"]["player"]["player_rank"],
last_match["udemae"]["name"],
last_match["udemae"]["s_plus_number"]
)
# If player has X Rank
elif last_match["udemae"]["name"] == "X":
# Checks if Player has any X Power
# If Player has no X Power (yet XP)
if not last_match["x_power"]:
state = "Lvl: {}/R(SZ): X(TBD)".format(
last_match["player_result"]["player"]["player_rank"],
)
# If Player has X Power
else:
state = "Lvl: {}/R(SZ): X({})".format(
last_match["player_result"]["player"]["player_rank"],
last_match["x_power"]
)
# If player has other Ranks
else:
state = "Lvl: {}/R(SZ): {}".format(
last_match["player_result"]["player"]["player_rank"],
last_match["udemae"]["name"]
)
# If last match was Tower Control
elif gamemode_key == "tower_control":
# If player has S+ Rank
if last_match["udemae"]["name"] == "S+":
state = "Lvl: {}/R(TC): {}{}".format(
last_match["player_result"]["player"]["player_rank"],
last_match["udemae"]["name"],
last_match["udemae"]["s_plus_number"]
)
# If player has X Rank
elif last_match["udemae"]["name"] == "X":
# Checks if Player has any X Power
# If Player has no X Power (yet XP)
if not last_match["x_power"]:
state = "Lvl: {}/R(TC): X(TBD)".format(
last_match["player_result"]["player"]["player_rank"],
)
# If Player has X Power
else:
state = "Lvl: {}/R(TC): X({})".format(
last_match["player_result"]["player"]["player_rank"],
last_match["x_power"]
)
# If player has other Ranks
else:
state = "Lvl: {}/R(TC): {}".format(
last_match["player_result"]["player"]["player_rank"],
last_match["udemae"]["name"]
)
# If last match was Rainmaker
elif gamemode_key == "rainmaker":
# If player has S+ Rank
if last_match["udemae"]["name"] == "S+":
state = "Lvl: {}/R(RM): {}{}".format(
last_match["player_result"]["player"]["player_rank"],
last_match["udemae"]["name"],
last_match["udemae"]["s_plus_number"]
)
# If player has X Rank
elif last_match["udemae"]["name"] == "X":
# Checks if Player has any X Power
# If Player has no X Power (yet XP)
if not last_match["x_power"]:
state = "Lvl: {}/R(RM): X(TBD)".format(
last_match["player_result"]["player"]["player_rank"],
)
# If Player has X Power
else:
state = "Lvl: {}/R(RM): X({})".format(
last_match["player_result"]["player"]["player_rank"],
last_match["x_power"]
)
# If player has other Ranks
else:
state = "Lvl: {}/R(RM): {}".format(
last_match["player_result"]["player"]["player_rank"],
last_match["udemae"]["name"]
)
# If last match was Clam Blitz
else:
# If player has S+ Rank
if last_match["udemae"]["name"] == "S+":
state = "Lvl: {}/R(CB): {}{}".format(
last_match["player_result"]["player"]["player_rank"],
last_match["udemae"]["name"],
last_match["udemae"]["s_plus_number"]
)
# If player has X Rank
elif last_match["udemae"]["name"] == "X":
# Checks if Player has any X Power
# If Player has no X Power (yet XP)
if not last_match["x_power"]:
state = "Lvl: {}/R(CB): X(TBD)".format(
last_match["player_result"]["player"]["player_rank"],
)
# If Player has X Power
else:
state = "Lvl: {}/R(CB): X({})".format(
last_match["player_result"]["player"]["player_rank"],
last_match["x_power"]
)
# If player has other Ranks
else:
state = "Lvl: {}/R(CB): {}".format(
last_match["player_result"]["player"]["player_rank"],
last_match["udemae"]["name"]
)
# If last match was in a League Pair/Team Lobby
elif lobby_key == "league_pair" or lobby_key == "league_team":
# Checks if Player has League Power
# If Player has no League Power (yet XP)
if not last_match["league_point"]:
state = "Lvl: {}/Power: TBD".format(
last_match["player_result"]["player"]["player_rank"]
)
# If Player has League Power
else:
state = "Lvl: {}/Power: {}".format(
last_match["player_result"]["player"]["player_rank"],
last_match["league_point"]
)
# If player has a Level Star
else:
# If last match was in a Regular Lobby (Turf War) or Private Lobby
if lobby_key == "regular" or lobby_key == "private":
state = "Level: {}☆{}".format(
last_match["player_result"]["player"]["player_rank"],
last_match["player_result"]["player"]["star_rank"],
)
# If last match was in a Ranked Solo Lobby
elif lobby_key == "gachi":
# If last match was Splat Zones
if gamemode_key == "splat_zones":
# If player has S+ Rank
if last_match["udemae"]["name"] == "S+":
state = "Lvl: {}☆{}/R(SZ): {}{}".format(
last_match["player_result"]["player"]["player_rank"],
last_match["player_result"]["player"]["star_rank"],
last_match["udemae"]["name"],
last_match["udemae"]["s_plus_number"]
)
# If player has X Rank
elif last_match["udemae"]["name"] == "X":
# Checks if Player has any X Power
# If Player has no X Power (yet XP)
if not last_match["x_power"]:
state = "Lvl: {}☆{}/R(SZ): X(TBD)".format(
last_match["player_result"]["player"]["player_rank"],
last_match["player_result"]["player"]["star_rank"],
)
# If Player has X Power
else:
state = "Lvl: {}☆{}/R(SZ): X({})".format(
last_match["player_result"]["player"]["player_rank"],
last_match["player_result"]["player"]["star_rank"],
last_match["x_power"]
)
# If player has other Ranks
else:
state = "Lvl: {}☆{}/R(SZ): {}".format(
last_match["player_result"]["player"]["player_rank"],
last_match["player_result"]["player"]["star_rank"],
last_match["udemae"]["name"]
)
# If last match was Tower Control
elif gamemode_key == "tower_control":
# If player has S+ Rank
if last_match["udemae"]["name"] == "S+":
state = "Lvl: {}☆{}/R(TC): {}{}".format(
last_match["player_result"]["player"]["player_rank"],
last_match["player_result"]["player"]["star_rank"],
last_match["udemae"]["name"],
last_match["udemae"]["s_plus_number"]
)
# If player has X Rank
elif last_match["udemae"]["name"] == "X":
# Checks if Player has any X Power
# If Player has no X Power (yet XP)
if not last_match["x_power"]:
state = "Lvl: {}☆{}/R(TC): X(TBD)".format(
last_match["player_result"]["player"]["player_rank"],
last_match["player_result"]["player"]["star_rank"],
)
# If Player has X Power
else:
state = "Lvl: {}☆{}/R(TC): X({})".format(
last_match["player_result"]["player"]["player_rank"],
last_match["player_result"]["player"]["star_rank"],
last_match["x_power"]
)
# If player has other Ranks
else:
state = "Lvl: {}☆{}/R(TC): {}".format(
last_match["player_result"]["player"]["player_rank"],
last_match["player_result"]["player"]["star_rank"],
last_match["udemae"]["name"]
)
# If last match was Rainmaker
elif gamemode_key == "rainmaker":
# If player has S+ Rank
if last_match["udemae"]["name"] == "S+":
state = "Lvl: {}☆{}/R(RM): {}{}".format(
last_match["player_result"]["player"]["player_rank"],
last_match["player_result"]["player"]["star_rank"],
last_match["udemae"]["name"],
last_match["udemae"]["s_plus_number"]
)
# If player has X Rank
elif last_match["udemae"]["name"] == "X":
# Checks if Player has any X Power
# If Player has no X Power (yet XP)
if not last_match["x_power"]:
state = "Lvl: {}☆{}/R(RM): X(TBD)".format(
last_match["player_result"]["player"]["player_rank"],
last_match["player_result"]["player"]["star_rank"],
)
# If Player has X Power
else:
state = "Lvl: {}☆{}/R(RM): X({})".format(
last_match["player_result"]["player"]["player_rank"],
last_match["player_result"]["player"]["star_rank"],
last_match["x_power"]
)
# If player has other Ranks
else:
state = "Lvl: {}☆{}/R(RM): {}".format(
last_match["player_result"]["player"]["player_rank"],
last_match["player_result"]["player"]["star_rank"],
last_match["udemae"]["name"]
)
# If last match was Clam Blitz
elif gamemode_key == "clam_blitz":
# If player has S+ Rank
if last_match["udemae"]["name"] == "S+":
state = "Lvl: {}☆{}/R(CZ): {}{}".format(
last_match["player_result"]["player"]["player_rank"],
last_match["player_result"]["player"]["star_rank"],
last_match["udemae"]["name"],
last_match["udemae"]["s_plus_number"]
)
# If player has X Rank
elif last_match["udemae"]["name"] == "X":
# Checks if Player has any X Power
# If Player has no X Power (yet XP)
if not last_match["x_power"]:
state = "Lvl: {}☆{}/R(CZ): X(TBD)".format(
last_match["player_result"]["player"]["player_rank"],
last_match["player_result"]["player"]["star_rank"],
)
# If Player has X Power
else:
state = "Lvl: {}☆{}/R(CZ): X({})".format(
last_match["player_result"]["player"]["player_rank"],
last_match["player_result"]["player"]["star_rank"],
last_match["x_power"]
)
# If player has other Ranks
else:
state = "Lvl: {}☆{}/R(CZ): {}".format(
last_match["player_result"]["player"]["player_rank"],
last_match["player_result"]["player"]["star_rank"],
last_match["udemae"]["name"]
)
# If last match was in a League Pair/Team Lobby
elif lobby_key == "league_pair" or lobby_key == "league_team":
# Checks if Player has League Power
# If Player has no League Power (yet XP)
if not last_match["league_point"]:
state = "Lvl: {}☆{}/Power: TBD".format(
last_match["player_result"]["player"]["player_rank"],
last_match["player_result"]["player"]["star_rank"],
)
# If Player has League Power
else:
state = "Lvl: {}☆{}/Power: {}".format(
last_match["player_result"]["player"]["player_rank"],
last_match["player_result"]["player"]["star_rank"],
last_match["league_point"]
)
# Friend Code
elif i == 1:
if not friend_code:
state = "FC: Not Given"
else:
state = "FC: {}".format(friend_code)
# Kill (Assist) / Death Ratio
elif i == 2:
state = "K(A)/D: {}({})/{}".format(
last_match["player_result"]["kill_count"],
last_match["player_result"]["assist_count"],
last_match["player_result"]["death_count"]
)
# Result and Percentages
elif i == 3:
details = last_match["my_team_result"]["name"]
try:
state = "{}% vs {}%".format(
last_match["my_team_percentage"], last_match["other_team_percentage"]
)
except KeyError:
try:
state = "{} vs {}".format(
last_match["my_team_count"], last_match["other_team_count"]
)
except KeyError:
state = "Gamemode not yet supported"
# Used Weapon and Total Points
elif i == 4:
state = "{}p".format(
last_match["player_result"]["game_paint_point"]
)
if show_weapon:
details = "{}".format(
last_match["player_result"]["player"]["weapon"]["name"]
)
else:
pass
if minutes_since < timeout_minutes:
RPC.update(
details=details,
state=state,
large_image=gamemode_key,
small_image="default",
large_text=large_text
)
else:
RPC.clear()
logger.debug("RPC cleared, not in game long enough")
time.sleep(time_interval)
if __name__ == "__main__":
main()