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BC4D4J

Better Commands 4 Discord4J is an easy-to-use, flexible, configuration/annotation-based command framework specifically designed for Discord4J written in Kotlin (but it can be used in Java!).

Getting Started

Setting up BC4D4J is as simple as activating the module. Either add the .jar to your modules folder or add the following code to your program:

client.moduleLoader.loadModule(BC4D4J())

If you're using the latter method, you must add BC4D4J to your CLASSPATH. The simplest way to do so is through a dependency management system such as Maven or Gradle and using the jitpack.io repository.

MainCommand

Commands are represented either by a MainCommandConfig instance or an instance of a function that is annotated with @MainCommand.

val ping = MainCommandConfig(
    aliases = setOf("ping"),
    name = "ping",
    prefix = "~")
class PingCommand {
    @MainCommand(
        aliases = arrayOf("ping"),
        name = "ping",
        prefix = "~")
    fun ping(context: CommandContext) {
        // Executable code goes here
    }
}

Both of these examples represent a command that should be called when the message ~ping is received by the bot.

However, in order for these to be useful, we have to register them first. Registration is as simple as invoking the following code:

// For annotation "containers"
client.configRegistry.register(PingCommand())
// For config based instances
client.configRegistry.register(ping, {
    // Executable code goes here
})

SubCommand

What if we want to execute completely different code if one of the "arguments" for ping is pong (i.e. the message received by the client is ~ping pong)? Luckily, BC4D4J makes it intuitive to define such routines.

val pong = SubCommandConfig(
    aliases = setOf("pong"),
    name = "pong")
@SubCommand(
    aliases = arrayOf("pong"),
    name = "pong")

BC4D4J will allow you to define the annotation anywhere in your code. However, just like with the MainCommand example, the instance of that class must be registered as well (the order of registration does not matter).

Now we must change our MainCommand to the following.

val ping = MainCommandConfig(
    subCommands = setOf("pong"),
    ...
@MainCommand(
    subCommands = arrayOf("pong"),
    ...

Notice that the String we provided to subCommands is the same case-sensitive String as the name for our SubCommand.

BC4D4J also supports nested sub-commands meaning your command arguments can span infinitely (or until you reach Discord's message limit).

Hierarchy

BC4D4J handles and passes commands in a hierarchy where the hierarchy is a tree where the root is the MainCommand and its children are SubCommands. With each level being an argument for a SubCommand, BC4D4J will attempt to only invoke the last valid level in the hierarchy. A valid level, is where there are either 1 or more valid commands on that level. A valid command is defined in Command Properties.

ExceptionHandler

Sometimes, you don't want to liter your codebase with try-catch statements everywhere or, maybe, you want to separate your error logic from your "execution" logic. Luckily, BC4D4J provides a way to centralize exception management.

val handler = ExceptionHandlerConfig(name = "ping")
@ExceptionHandler(name = "ping")
fun pingExceptionHandler(context: ExceptionHandler) {
    // Error logic
}

Notice that the String we provided to name is the same String as the cast-sensitive String as the name for our MainCommand (this will also work for SubCommand instances!).

Additionally, BC4D4J will automatically log all exceptions for you whether or not an ExceptionHandler is registered or not.

Scope

One of the biggest benefits of BC4D4J over other command frameworks is to restrict commands down to scopes. When creating a command config instance or when registering your annotation container, you have the option of defining a Scope. After defining a scope, commands will only be executed if they are within that Scope.

For example, what if a guild wants to define its own prefix, but you still want to provide a default global prefix?

val guildPing = MainCommandConfig(
    scope = Scope( /* IGuild instance */ )),
    // other config options
client.configRegistry(PingCommand(), Scope( /* IGuild instance */ ))

Now the by default global PingCommand will only be executed if its from the IGuild. This feature can be incredibly powerful if one utilizes the configuration-based commands over annotations (as those can provide much greater flexibility and control). Currently, a Scope can be defined globally, by region, by guild, by role, by text channel, by voice channel, or by user.

ResultContext

Some commands may require some processing after it's executed. BC4D4J will automatically manage some of these common processes via a ResultContext.

client.configRegistry.register(config, {
    // Executable code goes here
    return ResultContext(
        // By default, the time unit is in SECONDS
        cooldown = CooldownContext(duration = 5),
        deleteMessage = true)
})
/* annotation */
fun command(context: CommandContext): ResultContext {
    // Executable code goes here
    return ResultContext(
        // By default, the time unit is in SECONDS
        cooldown = CooldownContext(duration = 5),
        deleteMessage = true)
}

The above tells BC4D4J that after processing the code to attempt to delete the message that triggered the command as well as to put a cooldown of 5 seconds. If the command is re-executed within those 5 seconds, it will throw an exception.