elliebot/src/Ellie.Marmalade/Canary.cs

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2023-07-11 07:25:40 +00:00
using Discord;
namespace Ellie.Marmalade;
/// <summary>
/// The base class which will be loaded as a module into Ellie
/// Any user-defined canary has to inherit from this class.
/// Canaries get instantiated ONLY ONCE during the loading,
/// and any canary commands will be executed on the same instance.
/// </summary>
public abstract class Canary : IAsyncDisposable
{
/// <summary>
/// Name of the canary. Defaults to the lowercase class name
/// </summary>
public virtual string Name
=> GetType().Name.ToLowerInvariant();
/// <summary>
/// The prefix required before the command name. For example
/// if you set this to 'test' then a command called 'cmd' will have to be invoked by using
/// '.test cmd' instead of `.cmd`
/// </summary>
public virtual string Prefix
=> string.Empty;
/// <summary>
/// Executed once this canary has been instantiated and before any command is executed.
/// </summary>
/// <returns>A <see cref="ValueTask"/> representing completion</returns>
public virtual ValueTask InitializeAsync()
=> default;
/// <summary>
/// Override to cleanup any resources or references which might hold this canary in memory
/// </summary>
/// <returns></returns>
public virtual ValueTask DisposeAsync()
=> default;
/// <summary>
/// This method is called right after the message was received by the bot.
/// You can use this method to make the bot conditionally ignore some messages and prevent further processing.
/// <para>Execution order:</para>
/// <para>
/// *<see cref="ExecOnMessageAsync"/>* →
/// <see cref="ExecInputTransformAsync"/> →
/// <see cref="ExecPreCommandAsync"/> →
/// <see cref="ExecPostCommandAsync"/> OR <see cref="ExecOnNoCommandAsync"/>
/// </para>
/// </summary>
/// <param name="guild">Guild in which the message was sent</param>
/// <param name="msg">Message received by the bot</param>
/// <returns>A <see cref="ValueTask"/> representing whether the message should be ignored and not processed further</returns>
public virtual ValueTask<bool> ExecOnMessageAsync(IGuild? guild, IUserMessage msg)
=> default;
/// <summary>
/// Override this method to modify input before the bot searches for any commands matching the input
/// Executed after <see cref="ExecOnMessageAsync"/>
/// This is useful if you want to reinterpret the message under some conditions
/// <para>Execution order:</para>
/// <para>
/// <see cref="ExecOnMessageAsync"/> →
/// *<see cref="ExecInputTransformAsync"/>* →
/// <see cref="ExecPreCommandAsync"/> →
/// <see cref="ExecPostCommandAsync"/> OR <see cref="ExecOnNoCommandAsync"/>
/// </para>
/// </summary>
/// <param name="guild">Guild in which the message was sent</param>
/// <param name="channel">Channel in which the message was sent</param>
/// <param name="user">User who sent the message</param>
/// <param name="input">Content of the message</param>
/// <returns>A <see cref="ValueTask"/> representing new, potentially modified content</returns>
public virtual ValueTask<string?> ExecInputTransformAsync(
IGuild? guild,
IMessageChannel channel,
IUser user,
string input
)
=> default;
/// <summary>
/// This method is called after the command was found but not executed,
/// and can be used to prevent the command's execution.
/// The command information doesn't have to be from this canary as this method
/// will be called when *any* command from any module or canary was found.
/// You can choose to prevent the execution of the command by returning "true" value.
/// <para>Execution order:</para>
/// <para>
/// <see cref="ExecOnMessageAsync"/> →
/// <see cref="ExecInputTransformAsync"/> →
/// *<see cref="ExecPreCommandAsync"/>* →
/// <see cref="ExecPostCommandAsync"/> OR <see cref="ExecOnNoCommandAsync"/>
/// </para>
/// </summary>
/// <param name="context">Command context</param>
/// <param name="moduleName">Name of the canary or module from which the command originates</param>
/// <param name="commandName">Name of the command which is about to be executed</param>
/// <returns>A <see cref="ValueTask"/> representing whether the execution should be blocked</returns>
public virtual ValueTask<bool> ExecPreCommandAsync(
AnyContext context,
string moduleName,
string commandName
)
=> default;
/// <summary>
/// This method is called after the command was succesfully executed.
/// If this method was called, then <see cref="ExecOnNoCommandAsync"/> will not be executed
/// <para>Execution order:</para>
/// <para>
/// <see cref="ExecOnMessageAsync"/> →
/// <see cref="ExecInputTransformAsync"/> →
/// <see cref="ExecPreCommandAsync"/> →
/// *<see cref="ExecPostCommandAsync"/>* OR <see cref="ExecOnNoCommandAsync"/>
/// </para>
/// </summary>
/// <returns>A <see cref="ValueTask"/> representing completion</returns>
public virtual ValueTask ExecPostCommandAsync(AnyContext ctx, string moduleName, string commandName)
=> default;
/// <summary>
/// This method is called if no command was found for the input.
/// Useful if you want to have games or features which take arbitrary input
/// but ignore any messages which were blocked or caused a command execution
/// If this method was called, then <see cref="ExecPostCommandAsync"/> will not be executed
/// <para>Execution order:</para>
/// <para>
/// <see cref="ExecOnMessageAsync"/> →
/// <see cref="ExecInputTransformAsync"/> →
/// <see cref="ExecPreCommandAsync"/> →
/// <see cref="ExecPostCommandAsync"/> OR *<see cref="ExecOnNoCommandAsync"/>*
/// </para>
/// </summary>
/// <returns>A <see cref="ValueTask"/> representing completion</returns>
public virtual ValueTask ExecOnNoCommandAsync(IGuild? guild, IUserMessage msg)
=> default;
}
public readonly struct ExecResponse
{
}