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