Restructure documentation layout
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docs/guides/commands/commands.md
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320
docs/guides/commands/commands.md
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# The Command Service
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[Discord.Commands](xref:Discord.Commands) provides an Attribute-based
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Command Parser.
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## Setup
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To use Commands, you must create a [Commands Service] and a
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Command Handler.
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Included below is a very bare-bones Command Handler. You can extend
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your Command Handler as much as you like, however the below is the
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bare minimum.
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The CommandService optionally will accept a [CommandServiceConfig],
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which _does_ set a few default values for you. It is recommended to
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look over the properties in [CommandServiceConfig], and their default
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values.
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[!code-csharp[Command Handler](samples/command_handler.cs)]
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[Command Service]: xref:Discord.Commands.CommandService
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[CommandServiceConfig]: xref:Discord.Commands.CommandServiceConfig
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## With Attributes
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In 1.0, Commands can be defined ahead of time, with attributes, or
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at runtime, with builders.
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For most bots, ahead-of-time commands should be all you need, and this
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is the recommended method of defining commands.
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### Modules
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The first step to creating commands is to create a _module_.
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Modules are an organizational pattern that allow you to write your
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commands in different classes, and have them automatically loaded.
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Discord.Net's implementation of Modules is influenced heavily from
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ASP.Net Core's Controller pattern. This means that the lifetime of a
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module instance is only as long as the command being invoked.
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**Avoid using long-running code** in your modules whereever possible.
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You should **not** be implementing very much logic into your modules;
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outsource to a service for that.
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If you are unfamiliar with Inversion of Control, it is recommended to
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read the MSDN article on [IoC] and [Dependency Injection].
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To begin, create a new class somewhere in your project, and
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inherit the class from [ModuleBase]. This class **must** be `public`.
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>[!NOTE]
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>[ModuleBase] is an _abstract_ class, meaning that you may extend it
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>or override it as you see fit. Your module may inherit from any
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>extension of ModuleBase.
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By now, your module should look like this:
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[!code-csharp[Empty Module](samples/empty-module.cs)]
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[IoC]: https://msdn.microsoft.com/en-us/library/ff921087.aspx
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[Dependency Injection]: https://msdn.microsoft.com/en-us/library/ff921152.aspx
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[ModuleBase]: xref:Discord.Commands.ModuleBase`1
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### Adding Commands
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The next step to creating commands, is actually creating commands.
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To create a command, add a method to your module of type `Task`.
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Typically, you will want to mark this method as `async`, although it is
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not required.
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Adding parameters to a command is done by adding parameters to the
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parent Task.
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For example, to take an integer as an argument, add `int arg`. To take
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a user as an argument, add `IUser user`. In 1.0, a command can accept
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nearly any type of argument; a full list of types that are parsed by
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default can be found in the below section on _Type Readers_.
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Parameters, by default, are always required. To make a parameter
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optional, give it a default value. To accept a comma-separated list,
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set the parameter to `params Type[]`.
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Should a parameter include spaces, it **must** be wrapped in quotes.
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For example, for a command with a parameter `string food`, you would
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execute it with `!favoritefood "Key Lime Pie"`.
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If you would like a parameter to parse until the end of a command,
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flag the parameter with the [RemainderAttribute]. This will allow a
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user to invoke a command without wrapping a parameter in quotes.
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Finally, flag your command with the [CommandAttribute]. (You must
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specify a name for this command, except for when it is part of a
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module group - see below).
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[RemainderAttribute]: xref:Discord.Commands.RemainderAttribute
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[CommandAttribute]: xref:Discord.Commands.CommandAttribute
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### Command Overloads
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You may add overloads of your commands, and the command parser will
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automatically pick up on it.
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If, for whatever reason, you have too commands which are ambiguous to
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each other, you may use the @Discord.Commands.PriorityAttribute to
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specify which should be tested before the other.
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Priority's are sorted in ascending order; the higher priority will be
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called first.
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### CommandContext
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Every command can access the execution context through the [Context]
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property on [ModuleBase]. CommandContext allows you to access the
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message, channel, guild, and user that the command was invoked from,
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as well as the underlying discord client the command was invoked from.
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Different types of Contexts may be specified using the generic variant
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of [ModuleBase]. When using a [SocketCommandContext], for example,
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the properties on this context will already be Socket entities. You
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will not need to cast them.
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To reply to messages, you may also invoke [ReplyAsync], instead of
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accessing the channel through the [Context] and sending a message.
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[Context]: xref:Discord.Commands.ModuleBase`1#Discord_Commands_ModuleBase_1_Context
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[SocketCommandContext]: xref:Discord.Commands.SocketCommandContext
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>![WARNING]
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>Contexts should **NOT** be mixed! You cannot have one module that
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>uses CommandContext, and another that uses SocketCommandContext.
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### Example Module
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At this point, your module should look comparable to this example:
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[!code-csharp[Example Module](samples/module.cs)]
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#### Loading Modules Automatically
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The Command Service can automatically discover all classes in an
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Assembly that inherit [ModuleBase], and load them.
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To opt a module out of auto-loading, flag it with
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[DontAutoLoadAttribute]
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Invoke [CommandService.AddModulesAsync] to discover modules and
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install them.
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[DontAutoLoadAttribute]: xref:Discord.Commands.DontAutoLoadAttribute
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[CommandService.AddModulesAsync]: xref:Discord_Commands_CommandService#Discord_Commands_CommandService_AddModulesAsync_Assembly_
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#### Loading Modules Manually
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To manually load a module, invoke [CommandService.AddModuleAsync],
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by passing in the generic type of your module, and optionally
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a dependency map.
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[CommandService.AddModuleAsync]: xref:Discord.Commands.CommandService#Discord_Commands_CommandService_AddModuleAsync__1
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### Module Constructors
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Modules are constructed using Dependency Injection. Any parameters
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that are placed in the constructor must be injected into an
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@Discord.Commands.IDependencyMap. Alternatively, you may accept an
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IDependencyMap as an argument and extract services yourself.
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### Module Properties
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Modules with public settable properties will have them injected after module
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construction.
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### Module Groups
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Module Groups allow you to create a module where commands are prefixed.
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To create a group, flag a module with the
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@Discord.Commands.GroupAttribute
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Module groups also allow you to create **nameless commands**, where the
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[CommandAttribute] is configured with no name. In this case, the
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command will inherit the name of the group it belongs to.
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### Submodules
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Submodules are modules that reside within another module. Typically,
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submodules are used to create nested groups (although not required to
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create nested groups).
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[!code-csharp[Groups and Submodules](samples/groups.cs)]
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## With Builders
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**TODO**
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## Dependency Injection
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The commands service is bundled with a very barebones Dependency
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Injection service for your convienence. It is recommended that
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you use DI when writing your modules.
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### Setup
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First, you need to create an @Discord.Commands.IDependencyMap.
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The library includes @Discord.Commands.DependencyMap to help with
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this, however you may create your own IDependencyMap if you wish.
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Next, add the dependencies your modules will use to the map.
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Finally, pass the map into the `LoadAssembly` method.
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Your modules will automatically be loaded with this dependency map.
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[!code-csharp[DependencyMap Setup](samples/dependency_map_setup.cs)]
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### Usage in Modules
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In the constructor of your module, any parameters will be filled in by
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the @Discord.Commands.IDependencyMap you pass into `LoadAssembly`.
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Any publicly settable properties will also be filled in the same manner.
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>[!NOTE]
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> Annotating a property with the [DontInject] attribute will prevent it from
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being injected.
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>[!NOTE]
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>If you accept `CommandService` or `IDependencyMap` as a parameter in
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your constructor or as an injectable property, these entries will be filled
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by the CommandService the module was loaded from, and the DependencyMap passed
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into it, respectively.
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[!code-csharp[DependencyMap in Modules](samples/dependency_module.cs)]
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# Preconditions
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Preconditions serve as a permissions system for your commands. Keep in
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mind, however, that they are not limited to _just_ permissions, and
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can be as complex as you want them to be.
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>[!NOTE]
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>Preconditions can be applied to Modules, Groups, or Commands.
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## Bundled Preconditions
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Commands ships with four bundled preconditions; you may view their
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usages on their API page.
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- @Discord.Commands.RequireContextAttribute
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- @Discord.Commands.RequireOwnerAttribute
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- @Discord.Commands.RequireBotPermissionAttribute
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- @Discord.Commands.RequireUserPermissionAttribute
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## Custom Preconditions
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To write your own preconditions, create a new class that inherits from
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@Discord.Commands.PreconditionAttribute
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In order for your precondition to function, you will need to override
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[CheckPermissions].
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Your IDE should provide an option to fill this in for you.
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Return [PreconditionResult.FromSuccess] if the context met the
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required parameters, otherwise return [PreconditionResult.FromError],
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optionally including an error message.
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[!code-csharp[Custom Precondition](samples/require_owner.cs)]
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[CheckPermissions]: xref:Discord.Commands.PreconditionAttribute#Discord_Commands_PreconditionAttribute_CheckPermissions_Discord_Commands_CommandContext_Discord_Commands_CommandInfo_Discord_Commands_IDependencyMap_
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[PreconditionResult.FromSuccess]: xref:Discord.Commands.PreconditionResult#Discord_Commands_PreconditionResult_FromSuccess
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[PreconditionResult.FromError]: xref:Discord.Commands.PreconditionResult#Discord_Commands_PreconditionResult_FromError_System_String_
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# Type Readers
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Type Readers allow you to parse different types of arguments in
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your commands.
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By default, the following Types are supported arguments:
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- bool
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- char
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- sbyte/byte
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- ushort/short
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- uint/int
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- ulong/long
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- float, double, decimal
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- string
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- DateTime/DateTimeOffset/TimeSpan
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- IMessage/IUserMessage
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- IChannel/IGuildChannel/ITextChannel/IVoiceChannel/IGroupChannel
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- IUser/IGuildUser/IGroupUser
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- IRole
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### Creating a Type Readers
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To create a TypeReader, create a new class that imports @Discord and
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@Discord.Commands. Ensure your class inherits from @Discord.Commands.TypeReader
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Next, satisfy the `TypeReader` class by overriding [Read].
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>[!NOTE]
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>In many cases, Visual Studio can fill this in for you, using the
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>"Implement Abstract Class" IntelliSense hint.
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Inside this task, add whatever logic you need to parse the input string.
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Finally, return a `TypeReaderResult`. If you were able to successfully
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parse the input, return `TypeReaderResult.FromSuccess(parsedInput)`.
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Otherwise, return `TypeReaderResult.FromError`.
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[Read]: xref:Discord.Commands.TypeReader#Discord_Commands_TypeReader_Read_Discord_Commands_CommandContext_System_String_
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#### Sample
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[!code-csharp[TypeReaders](samples/typereader.cs)]
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### Installing TypeReaders
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TypeReaders are not automatically discovered by the Command Service,
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and must be explicitly added. To install a TypeReader, invoke [CommandService.AddTypeReader](xref:Discord.Commands.CommandService#Discord_Commands_CommandService_AddTypeReader__1_Discord_Commands_TypeReader_).
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56
docs/guides/commands/samples/command_handler.cs
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56
docs/guides/commands/samples/command_handler.cs
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using System.Threading.Tasks;
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using System.Reflection;
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using Discord;
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using Discord.WebSocket;
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using Discord.Commands;
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public class Program
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{
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private CommandService commands;
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private DiscordSocketClient client;
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private DependencyMap map;
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static void Main(string[] args) => new Program().Start().GetAwaiter().GetResult();
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public async Task Start()
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{
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client = new DiscordSocketClient();
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commands = new CommandService();
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string token = "bot token here";
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map = new DependencyMap();
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await InstallCommands();
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await client.LoginAsync(TokenType.Bot, token);
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await client.ConnectAsync();
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await Task.Delay(-1);
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}
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public async Task InstallCommands()
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{
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// Hook the MessageReceived Event into our Command Handler
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client.MessageReceived += HandleCommand;
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// Discover all of the commands in this assembly and load them.
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await commands.AddModulesAsync(Assembly.GetEntryAssembly());
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}
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public async Task HandleCommand(SocketMessage messageParam)
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{
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// Don't process the command if it was a System Message
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var message = messageParam as SocketUserMessage;
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if (message == null) return;
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// Create a number to track where the prefix ends and the command begins
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int argPos = 0;
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// Determine if the message is a command, based on if it starts with '!' or a mention prefix
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if (!(message.HasCharPrefix('!', ref argPos) || message.HasMentionPrefix(client.CurrentUser, ref argPos))) return;
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// Create a Command Context
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var context = new CommandContext(client, message);
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// Execute the command. (result does not indicate a return value,
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// rather an object stating if the command executed succesfully)
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var result = await commands.ExecuteAsync(context, argPos, map);
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if (!result.IsSuccess)
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await context.Channel.SendMessageAsync(result.ErrorReason);
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}
|
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|
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}
|
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19
docs/guides/commands/samples/dependency_map_setup.cs
Normal file
19
docs/guides/commands/samples/dependency_map_setup.cs
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@@ -0,0 +1,19 @@
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using Discord;
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using Discord.Commands;
|
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using Discord.WebSocket;
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using foxboat.Services;
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|
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public class Commands
|
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{
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public async Task Install(DiscordSocketClient client)
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{
|
||||
// Here, we will inject the Dependency Map with
|
||||
// all of the services our client will use.
|
||||
_map.Add(client);
|
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_map.Add(commands);
|
||||
_map.Add(new NotificationService(_map));
|
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_map.Add(new DatabaseService(_map));
|
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// ...
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await _commands.AddModulesAsync(Assembly.GetEntryAssembly());
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||||
}
|
||||
}
|
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40
docs/guides/commands/samples/dependency_module.cs
Normal file
40
docs/guides/commands/samples/dependency_module.cs
Normal file
@@ -0,0 +1,40 @@
|
||||
using Discord;
|
||||
using Discord.Commands;
|
||||
using Discord.WebSocket;
|
||||
|
||||
public class ModuleA : ModuleBase
|
||||
{
|
||||
private readonly DatabaseService _database;
|
||||
|
||||
// Dependencies can be injected via the constructor
|
||||
public ModuleA(DatabaseService database)
|
||||
{
|
||||
_database = database;
|
||||
}
|
||||
|
||||
public async Task ReadFromDb()
|
||||
{
|
||||
var x = _database.getX();
|
||||
await ReplyAsync(x);
|
||||
}
|
||||
}
|
||||
|
||||
public class ModuleB
|
||||
{
|
||||
|
||||
// Public settable properties will be injected
|
||||
public AnnounceService { get; set; }
|
||||
|
||||
// Public properties without setters will not
|
||||
public CommandService Commands { get; }
|
||||
|
||||
// Public properties annotated with [DontInject] will not
|
||||
[DontInject]
|
||||
public NotificationService { get; set; }
|
||||
|
||||
public ModuleB(CommandService commands)
|
||||
{
|
||||
Commands = commands;
|
||||
}
|
||||
|
||||
}
|
||||
6
docs/guides/commands/samples/empty-module.cs
Normal file
6
docs/guides/commands/samples/empty-module.cs
Normal file
@@ -0,0 +1,6 @@
|
||||
using Discord.Commands;
|
||||
|
||||
public class InfoModule : ModuleBase
|
||||
{
|
||||
|
||||
}
|
||||
18
docs/guides/commands/samples/groups.cs
Normal file
18
docs/guides/commands/samples/groups.cs
Normal file
@@ -0,0 +1,18 @@
|
||||
[Group("admin")]
|
||||
public class AdminModule : ModuleBase
|
||||
{
|
||||
[Group("clean")]
|
||||
public class CleanModule : ModuleBase
|
||||
{
|
||||
// ~admin clean 15
|
||||
[Command]
|
||||
public async Task Default(int count = 10) => Messages(count);
|
||||
|
||||
// ~admin clean messages 15
|
||||
[Command("messages")]
|
||||
public async Task Messages(int count = 10) { }
|
||||
}
|
||||
// ~admin ban foxbot#0282
|
||||
[Command("ban")]
|
||||
public async Task Ban(IGuildUser user) { }
|
||||
}
|
||||
42
docs/guides/commands/samples/module.cs
Normal file
42
docs/guides/commands/samples/module.cs
Normal file
@@ -0,0 +1,42 @@
|
||||
using Discord;
|
||||
using Discord.Commands;
|
||||
using Discord.WebSocket;
|
||||
|
||||
// Create a module with no prefix
|
||||
public class Info : ModuleBase
|
||||
{
|
||||
// ~say hello -> hello
|
||||
[Command("say"), Summary("Echos a message.")]
|
||||
public async Task Say([Remainder, Summary("The text to echo")] string echo)
|
||||
{
|
||||
// ReplyAsync is a method on ModuleBase
|
||||
await ReplyAsync(echo);
|
||||
}
|
||||
}
|
||||
|
||||
// Create a module with the 'sample' prefix
|
||||
[Group("sample")]
|
||||
public class Sample : ModuleBase
|
||||
{
|
||||
// ~sample square 20 -> 400
|
||||
[Command("square"), Summary("Squares a number.")]
|
||||
public async Task Square([Summary("The number to square.")] int num)
|
||||
{
|
||||
// We can also access the channel from the Command Context.
|
||||
await Context.Channel.SendMessageAsync($"{num}^2 = {Math.Pow(num, 2)}");
|
||||
}
|
||||
|
||||
// ~sample userinfo --> foxbot#0282
|
||||
// ~sample userinfo @Khionu --> Khionu#8708
|
||||
// ~sample userinfo Khionu#8708 --> Khionu#8708
|
||||
// ~sample userinfo Khionu --> Khionu#8708
|
||||
// ~sample userinfo 96642168176807936 --> Khionu#8708
|
||||
// ~sample whois 96642168176807936 --> Khionu#8708
|
||||
[Command("userinfo"), Summary("Returns info about the current user, or the user parameter, if one passed.")]
|
||||
[Alias("user", "whois")]
|
||||
public async Task UserInfo([Summary("The (optional) user to get info for")] IUser user = null)
|
||||
{
|
||||
var userInfo = user ?? Context.Client.CurrentUser;
|
||||
await ReplyAsync($"{userInfo.Username}#{userInfo.Discriminator}");
|
||||
}
|
||||
}
|
||||
22
docs/guides/commands/samples/require_owner.cs
Normal file
22
docs/guides/commands/samples/require_owner.cs
Normal file
@@ -0,0 +1,22 @@
|
||||
// (Note: This precondition is obsolete, it is recommended to use the RequireOwnerAttribute that is bundled with Discord.Commands)
|
||||
|
||||
using Discord.Commands;
|
||||
using Discord.WebSocket;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
// Inherit from PreconditionAttribute
|
||||
public class RequireOwnerAttribute : PreconditionAttribute
|
||||
{
|
||||
// Override the CheckPermissions method
|
||||
public async override Task<PreconditionResult> CheckPermissions(ICommandContext context, CommandInfo command, IDependencyMap map)
|
||||
{
|
||||
// Get the ID of the bot's owner
|
||||
var ownerId = (await map.Get<DiscordSocketClient>().GetApplicationInfoAsync()).Owner.Id;
|
||||
// If this command was executed by that user, return a success
|
||||
if (context.User.Id == ownerId)
|
||||
return PreconditionResult.FromSuccess();
|
||||
// Since it wasn't, fail
|
||||
else
|
||||
return PreconditionResult.FromError("You must be the owner of the bot to run this command.");
|
||||
}
|
||||
}
|
||||
15
docs/guides/commands/samples/typereader.cs
Normal file
15
docs/guides/commands/samples/typereader.cs
Normal file
@@ -0,0 +1,15 @@
|
||||
// Note: This example is obsolete, a boolean type reader is bundled with Discord.Commands
|
||||
using Discord;
|
||||
using Discord.Commands;
|
||||
|
||||
public class BooleanTypeReader : TypeReader
|
||||
{
|
||||
public override Task<TypeReaderResult> Read(CommandContext context, string input)
|
||||
{
|
||||
bool result;
|
||||
if (bool.TryParse(input, out result))
|
||||
return Task.FromResult(TypeReaderResult.FromSuccess(result));
|
||||
|
||||
return Task.FromResult(TypeReaderResult.FromError(CommandError.ParseFailed, "Input could not be parsed as a boolean."))
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user