TheOnlyArtz / Fisher

A Pike solution for interacting with the Discord API (archived)

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Fisher

  • Fisher is a solution to interact with the Discord API using Pike
  • Fisher is VERY new and mid development

Installation

// Requirements
- git
- Pike v8.0 release 702+

First, we will open a new folder for our bot, now run the following:

git clone https://github.com/TheOnlyArtz/Fisher.git

This will clone the stable branch. Now go ahead and make a new file named name.pike (it can be whatever you want). Go ahead and include Fisher

#include "Fisher/index.pike"

Great! Now you have Fisher installed successfully and you can start using it.

Updating

Updating is as easy as running git pull in Fisher's path!

Example usage v0.0.1

#include "pathToIndex.pike"

int main() {
  Client client = Client("TOKEN");
  client->login();
  client->handle("ready", handleReady);

  return -1;
  // This is very important, always return -1
  // otherwise the backend will shut close and the program won't work
}

void handleReady(Client client) {
  write("==============\n");
  write("Connected as %s\n", client.user.username);
  write("ID: %s\n", client.user.id);
  write("Discriminator: %s\n", client.user.discriminator);
  write("Using Fisher v0.0.1");
}

Available Events

These are the available events and their declarations For more info please check out EventDispatcher.pike

All of the events declarations on the backend will look like

void <eventName>(mapping data);

Events which fall under the "update" section will automatically be sent with an array of what has been updated!

Events which fall under the "delete/add/update" section will be cached automatically.

Events which require cached data to be returned will not dispatch if the data is not cached.

Events will be sent with additional client parameter to give access to the client's object and it will be the last parameter in the function, therefore, optional!

ready

This event will dispatch when the client's connection to the socket has been made and identified.

  • when emitted:
void handleReady(Client client);

guildCreate

This event will dispatch whenever the client will join a new guild, but!, in the backend the GUILD_CREATE will be treated on client startup in order to cache the relevant data. it will be dispatched globally when the client will join a new guild only.

  • when emitted:
void handleGuildCreate(Guild guild, Client client);

guildUpdate

Introducing the diffs parameter which stands for difference between the new version of the object and the older version of the object.

  • when emitted:
void handleGuildUpdate(Guild newGuild, Guild oldGuild, Array diffs, Client client);

guildDelete

  • when emitted:
void handleGuildDelete(Guild guild, Client client);

guildBanAdd

  • when emitted:
void handleGuildBanAdd(Guild guild, User user, Client client);

guildBanRemove

  • when emitted:
void handleGuildBanRemove(Guild guild, User user, Client client);

guildEmojiUpdate

  • when emitted:
// Emoji.guild is a thing so don't worry about it
void handleGuildEmojiUpdate(Emoji newEmoji, Emoji cached, Array diffs, Client client);

guildEmojiAdd

  • when emitted:
// Emoji.guild is a thing so don't worry about it
void handleGuildEmojiAdd(Emoji newEmoji, Client client);

guildEmojiRemove

  • when emitted:
// Emoji.guild is a thing so don't worry about it
void handleGuildEmojiRemove(Emoji emoji, Client client);

guildMemberAdd

  • when emitted:
void handleGuildMemberAdd(GuildMember member, Client client);

guildMemberRemove

  • when emitted:
void handleGuildMemberRemove(Guild guild, User user, Client client);

guildMemberUpdate

  • when emitted:
void handleGuildMemberUpdate(Guild guild, GuildMember member, GuildMember cached, Array diffs, Client client);

guildRoleCreate

  • when emitted:
void handleRoleCreate(Guild guild, Role role, Client client);

guildRoleUpdate

  • when emitted:
void handleRoleDelete(Guild guild, Role newRole, Role cached, array diffs, Client client);

guildRoleDelete

  • when emitted:
void handleRoleDelete(Guild guild, Role deletedRole, Client client);

channelCreate

  • when emitted:
void handleChannelCreate(mixed channel, Client client);

channelUpdate

void handleChannelUpdate(mixed newChannel, mixed cache, array diffs, Client client);

channelDelete

void handleChannelDelete(mixed cached, Client client);

channelPinsUpdate

void handleChannelPinsUpdate(mixed channel, Client client);

guildIntegrationsUpdate

void handleGuildIntegrationsUpdate(Guild guild, Client client);

messageCreate

  • when emitted:
void handleMessageCreate(Message theMessage, Client client);

messageUpdate

  • when emitted:
void handleMessageUpdate(Message newMessage, Message cached, array diffs, Client client);

messageDelete

  • when emitted:
void handleMessageDelete(Message theMessage, Client client);

messageReactionAdd

  • when emitted:
// Reaction.message is a thing so don't worry about it.
void handleMessageReactionAdd(Reaction theReaction, Client client);

messageReactionRemove

  • when emitted:
void handleMessageReactionRemove(Reaction cachedReaction, Client client);

messageReactionRemoveAll

  • when emitted:
void handleMessageReactionRemoveAll(Message cachedMessage, Client client);

presenceUpdate

  • when emitted:
void handlePresenceUpdate(Member newMember, Member cached, array diffs, Client client);

typingStart

  • when emitted:
void handleTypingStart(User user, mixed channel, Client client);

userUpdate

Can be a little bit tricky, this is only the client's (bot) update event.

  • when emitted:
void handleUserUpdate(User newUser, User cached, array diffs, ClientUser client);

About

A Pike solution for interacting with the Discord API (archived)


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