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Discord.Commands provides an Attribute-based
command parser.
Setup
To use Commands, you must create a Command Service and a Command
Handler.
Included below is a very barebone Command Handler. You can extend your
Command Handler as much as you like; however, the below is the bare
minimum.
The CommandService will optionally accept a CommandServiceConfig,
which does set a few default values for you. It is recommended to
look over the properties in CommandServiceConfig and their default
values.
In 1.0, Commands can be defined ahead of time with attributes, or at
runtime with builders.
For most bots, ahead-of-time Commands should be all you need, and this
is the recommended method of defining Commands.
Modules
The first step to creating Commands is to create a module.
A Module is an organizational pattern that allows you to write your
Commands in different classes and have them automatically loaded.
Discord.Net's implementation of Modules is influenced heavily from
ASP.NET Core's Controller pattern. This means that the lifetime of a
module instance is only as long as the Command is being invoked.
Avoid using long-running code in your modules wherever possible.
You should not be implementing very much logic into your modules,
instead, outsource to a service for that.
If you are unfamiliar with Inversion of Control, it is recommended to
read the MSDN article on IoC and Dependency Injection.
To begin, create a new class somewhere in your project and inherit the
class from ModuleBase. This class must be public.
[!NOTE]
ModuleBase is an abstract class, meaning that you may extend it
or override it as you see fit. Your module may inherit from any
extension of ModuleBase.
The next step to creating Commands is actually creating the Commands.
To create a Command, add a method to your module of type Task.
Typically, you will want to mark this method as async, although it
is not required.
Adding parameters to a Command is done by adding parameters to the
parent Task.
For example, to take an integer as an argument from the user, add int arg; to take a user as an argument from the user, add IUser user.
In 1.0, a Command can accept nearly any type of argument; a full list
of types that are parsed by default can be found in the below section
on Type Readers.
Parameters, by default, are always required. To make a parameter
optional, give it a default value. To accept a comma-separated list,
set the parameter to params Type[].
Should a parameter include spaces, it must be wrapped in quotes.
For example, for a Command with a parameter string food, you would
execute it with !favoritefood "Key Lime Pie".
If you would like a parameter to parse until the end of a Command,
flag the parameter with the RemainderAttribute. This will allow a
user to invoke a Command without wrapping a parameter in quotes.
Finally, flag your Command with the CommandAttribute. (you must
specify a name for this Command, except for when it is part of a
Module Group - see below)
Command Overloads
You may add overloads to your Commands, and the Command parser will
automatically pick up on it.
If for whatever reason, you have two Commands which are ambiguous to
each other, you may use the @Discord.Commands.PriorityAttribute to
specify which should be tested before the other.
The Priority attributes are sorted in ascending order; the higher
priority will be called first.
Command Context
Every Command can access the execution context through the Context
property on ModuleBase. ICommandContext allows you to access the
message, channel, guild, and user that the Command was invoked from,
as well as the underlying Discord client that the Command was invoked
from.
Different types of Contexts may be specified using the generic variant
of ModuleBase. When using a SocketCommandContext, for example, the
properties on this context will already be Socket entities, so you
will not need to cast them.
To reply to messages, you may also invoke ReplyAsync, instead of
accessing the channel through the Context and sending a message.
[!WARNING]
Contexts should NOT be mixed! You cannot have one module that
uses CommandContext and another that uses SocketCommandContext.
Example Module
At this point, your module should look comparable to this example:
[!code-csharpExample Module]
Loading Modules Automatically
The Command Service can automatically discover all classes in an
Assembly that inherit ModuleBase and load them.
To opt a module out of auto-loading, flag it with
DontAutoLoadAttribute.
Invoke CommandService.AddModulesAsync to discover modules and
install them.
Loading Modules Manually
To manually load a module, invoke CommandService.AddModuleAsync by
passing in the generic type of your module and optionally, a
service provider.
Module Constructors
Modules are constructed using Dependency Injection. Any parameters
that are placed in the Module's constructor must be injected into an @System.IServiceProvider first.
[!TIP]
Alternatively, you may accept an IServiceProvider as an argument and extract services yourself,
although this is discouraged.
Module Properties
Modules with public settable properties will have the dependencies
injected after the construction of the Module.
Module Groups
Module Groups allow you to create a module where Commands are
prefixed. To create a group, flag a module with the @Discord.Commands.GroupAttribute.
Module groups also allow you to create nameless Commands, where
the CommandAttribute is configured with no name. In this case, the
Command will inherit the name of the group it belongs to.
Submodules
Submodules are Modules that reside within another one. Typically,
submodules are used to create nested groups (although not required to
create nested groups).
The Command Service is bundled with a very barebone Dependency
Injection service for your convenience. It is recommended that you use
DI when writing your modules.
In the constructor of your Module, any parameters will be filled in by
the @System.IServiceProvider that you've passed into LoadAssembly.
Any publicly settable properties will also be filled in the same
manner.
[!NOTE]
Annotating a property with a DontInjectAttribute attribute will prevent the
property from being injected.
[!NOTE]
If you accept CommandService or IServiceProvider as a parameter
in your constructor or as an injectable property, these entries will
be filled by the CommandService that the Module is loaded from and
the ServiceProvider that is passed into it respectively.
Precondition serve as a permissions system for your Commands. Keep in
mind, however, that they are not limited to just permissions and can
be as complex as you want them to be.
[!NOTE]
There are two types of Preconditions.
PreconditionAttribute can be applied to Modules, Groups, or Commands;
ParameterPreconditionAttribute can be applied to Parameters.
Bundled Preconditions
Commands ship with four bundled Preconditions; you may view their
usages on their respective API pages.
To write your own Precondition, create a new class that inherits from
either PreconditionAttribute or ParameterPreconditionAttribute
depending on your use.
In order for your Precondition to function, you will need to override
the CheckPermissionsAsync method.
Your IDE should provide an option to fill this in for you.
If the context meets the required parameters, return
PreconditionResult.FromSuccess, otherwise return
PreconditionResult.FromError and include an error message if
necessary.
Next, satisfy the TypeReader class by overriding the ReadAsync method.
[!NOTE]
In many cases, Visual Studio can fill this in for you, using the
"Implement Abstract Class" IntelliSense hint.
Inside this task, add whatever logic you need to parse the input
string.
If you are able to successfully parse the input, return
TypeReaderResult.FromSuccess with the parsed input, otherwise return
TypeReaderResult.FromError and include an error message if
necessary.
TypeReaders are not automatically discovered by the Command Service
and must be explicitly added.
To install a TypeReader, invoke CommandService.AddTypeReader.
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