The Command Service
Discord.Commands provides an attribute-based
command parser.
Get Started
To use commands, you must create a Command Service and a command
handler.
Included below is a barebone command handler. You can extend your
command handler as much as you like; however, the below is the bare
minimum.
[!NOTE]
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.
[!code-csharpCommand Handler]
With Attributes
Starting from 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.
Before we create a module, it is crucial for you to remember that
in order to create a module and have it automatically discovered,
your module must:
- Be public
- Inherit ModuleBase
By now, your module should look like this:
[!code-csharpEmpty Module]
[!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.
Adding/Creating Commands
[!WARNING]
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.
The next step to creating commands is actually creating the commands.
For a command to be valid, it must have a return type of Task
or Task<RuntimeResult>
. Typically, you might want to mark this
method as async
, although it is not required.
Then, flag your command with the CommandAttribute. Note that you must
specify a name for this command, except for when it is part of a
Module Group.
Command Parameters
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 num
.
- To take a user as an argument from the user, add
IUser user
.
- ...etc.
Starting from 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 @Guides.Commands.TypeReaders.
Optional Parameters
Parameters, by default, are always required. To make a parameter
optional, give it a default value (i.e., int num = 0
).
Parameters with Spaces
To accept a comma-separated list, set the parameter to params Type[]
.
Should a parameter include spaces, the parameter 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.
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, user, and the underlying Discord client
that the command was invoked from.
Different types of Context
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
.
[!TIP]
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. Invoke
CommandService.AddModulesAsync to discover modules and
install them.
To opt a module out of auto-loading, flag it with
DontAutoLoadAttribute.
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 @Guides.Commands.DI. 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. See @Guides.Commands.DI
to learn more.
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).
[!code-csharpGroups and Submodules]