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Refactor of commands
This commit is contained in:
548
expcore/commands.lua
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548
expcore/commands.lua
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@@ -0,0 +1,548 @@
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--- Factorio command making module that makes commands with better parse and more modularity
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-- @author Cooldude2606
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-- @module Commands
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--[[
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>>>>Example Authenticator
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-- adds an admin only authenticator where if a command has the tag admin_only: true
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-- then will only allow admins to use this command
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Commands.add_authenticator(function(player,command,tags,reject)
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if tags.admin_only then -- the command has the tag admin_only set to true
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if player.admin then -- the player is an admin
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return true -- no return is needed for success but is useful to include
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else -- the player is not admin
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-- you must return to block a command, they are a few ways to do this:
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-- return false -- most basic and has no custom error message
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-- return reject -- sill no error message and is here in case people dont know its a function
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-- reject() -- rejects the player, return not needed but please return if possible
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-- return reject() -- rejects the player and has a failsafe return to block command
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-- reject('This command is for admins only!') -- reject but with custom error message, return not needed but please return if possible
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return reject('This command is for admins only!') -- reject but with custom error message and has return failsafe
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end
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else -- command does not require admin
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return true -- no return is needed for success but is useful to include
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end
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end)
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>>>>Example Parse
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-- adds a parse that will cover numbers within the given range
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-- input, player and reject are common to all parse functions
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-- range_min and range_max are passed to the function from add_param
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Commands.add_parse('number_range_int',function(input,player,reject,range_min,range_max)
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local rtn = tonumber(input) or nil -- converts input to number
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rtn = type(rtn) == 'number' and math.floor(rtn) or nil -- floor the number
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if not rtn or rtn < range_min or rtn > range_max then -- check if it is nil or out of the range
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-- invalid input for we will reject the input, they are a few ways to do this:
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-- dont return anything -- will print generic input error
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-- return false -- this WILL NOT reject the input as false can be a valid output
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-- return reject -- will print generic input error
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-- return reject() -- will print generic input error with no please check type message
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-- reject() -- if you do not return the value then they will be a duplicate message
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return reject('Number entered is not in range: '..range_min..', '..range_max) -- reject with custom error
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else
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return rtn -- returns the number value this will be passed to the command callback
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end
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end)
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>>>>Example Command
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-- adds a command that will print the players name a given number of times
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-- and can only be used by admin to show how auth works
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Commands.add_command('repeat-name','Will repeat you name a number of times in chat.') -- creates the new command with the name "repeat-name" and a help message
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:add_param('repeat-count',false,'number_range_int',1,5) -- adds a new param called "repeat-count" that is required and is type "number_range_int" the name can be used here as add_parse was used
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:add_param('smiley',true,function(input,player,reject) -- this param is optional and has a custom parse function where add_parse was not used before hand
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if not input then return false end -- here you can see the default check
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if input:lower() == 'true' or input:lower() == 'yes' then
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return true -- the value is truthy so true is returned
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else
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-- it should be noted that this function will be ran even when the param is not present
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-- in this case input is nil and so a default can be returned, see above
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return false -- false is returned other wise
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end
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end)
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:add_tag('admin_only',true) -- adds the tag admin_only: true which because of the above authenticator means you must be added to use this command
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:add_alias('name','rname') -- adds two aliases "name" and "rname" for this command which will work as if the ordinal name was used
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--:auto_concat() -- cant be used due to optional param here, but this will make all user input params after the last expected one be added to the last expected one
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:register(function(player,repeat_count,smiley,raw) -- this registers the command to the game, notice the params are what were defined above
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-- prints the raw input to show that it can be used
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game.print(player.name..' used a command with input: '..raw)
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-- some smiley logic
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local msg
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if smiley then
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msg = ':) '..player.name
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else
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msg = ') '..player.name
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end
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-- prints your name alot
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for i = 1,repeat_count do
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Commands.print(i..msg) -- this command is an alias for ("expcore.common").player_return it will print any value to the player/server not just strings
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end
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-- if you wanted to you can return some values here
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-- no return -- only success message is printed
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-- Commands.error('optional message here') -- prints an error message
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-- return Commands.error('optional message here') -- prints an error message, and stops success message being printed
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-- Commands.success('optional message here') -- same as below but success message is printed twice DONT DO this
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-- return Commands.success('optional message here') -- prints your message and then the success message
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end)
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>>>>Examples With No Comments (for example formatting)
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Commands.add_authenticator(function(player,command,tags,reject)
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if tags.admin_only then
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if player.admin then
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return true
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else
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return reject('This command is for admins only!')
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end
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else
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return true
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end
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end)
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Commands.add_parse('number_range_int',function(input,player,reject,range_min,range_max)
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local rtn = tonumber(input) or nil
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rtn = type(rtn) == 'number' and math.floor(rtn) or nil
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if not rtn or rtn < range_min or rtn > range_max then
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return reject('Number entered is not in range: '..range_min..', '..range_max)
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else
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return rtn
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end
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end)
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Commands.add_command('repeat-name','Will repeat you name a number of times in chat.')
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:add_param('repeat-count',false,'number_range_int',1,5)
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:add_param('smiley',true,function(input,player,reject)
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if not input then return false end
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if input:lower() == 'true' or input:lower() == 'yes' then
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return true
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else
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return false
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end
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end)
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:add_tag('admin_only',true)
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:add_alias('name','rname')
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:register(function(player,repeat_count,smiley,raw)
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game.print(player.name..' used a command with input: '..raw)
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local msg = ') '..player.name
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if smiley then
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msg = ':'..msg
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end
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for i = 1,repeat_count do
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Commands.print(i..msg)
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end
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end)
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]]
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local Game = require 'utils.game'
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local player_return = require('expcore.common').player_return
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local Commands = {
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defines={
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-- common values are stored error like signals
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error='CommandError',
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unauthorized='CommandErrorUnauthorized',
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success='CommandSuccess'
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},
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commands={
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-- custom command data will be stored here
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},
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authorization_fail_on_error=false, -- set due to have authorize fail if a callback fails to run, more secure
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authorization={
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-- custom function are stored here which control who can use what commands
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},
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_prototype={
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-- used to store functions which gets added to new custom commands
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},
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parse={
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-- used to store default functions which are common parse function such as player or number in range
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},
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print=player_return -- short cut so player_return does not need to be required in every module
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}
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--- Adds an authorization callback, function used to check if a player if allowed to use a command
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-- @see Commands.authorize
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-- @tparam callback function the callback you want to register as an authenticator
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-- callback param - player: LuaPlayer - the player who is trying to use the command
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-- callback param - command: string - the name of the command which is being used
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-- callback param - tags: table - any tags which have been set for the command
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-- callback param - reject: function(error_message?: string) - call to fail authorize with optional error message
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-- @treturn number the index it was inserted at use to remove the callback, if anon function used
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function Commands.add_authenticator(callback)
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return table.insert(Commands.authorization,callback)
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end
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--- Removes an authorization callback
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-- @see Commands.add_authenticator
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-- @tparam callback function|number the callback to remove, an index returned by add_authenticator can be passed
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-- @treturn boolean was the callback found and removed
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function Commands.remove_authenticator(callback)
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if type(callback) == 'number' then
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-- if a number is passed then it is assumed to be the index
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if Commands.authorization[callback] then
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table.remove(Commands.authorization,callback)
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return true
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end
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else
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-- will search the array and remove the key
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local index
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for key,value in pairs(Commands.authorization) do
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if value == callback then
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index = key
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break
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end
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end
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-- if the function was found it is removed
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if index then
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table.remove(Commands.authorization,index)
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return true
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end
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end
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return false
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end
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--- Mostly used internally, calls all authorization callbacks, returns if the player is authorized
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-- @tparam player LuaPlayer the player that is using the command, passed to callbacks
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-- @tparam command_name string the command that is being used, passed to callbacks
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-- @treturn[1] boolean true player is authorized
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-- @treturn[1] string commands const for success
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-- @treturn[2] boolean false player is unauthorized
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-- @treturn[2] string|locale_string the reason given by the authenticator
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function Commands.authorize(player,command_name)
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local failed
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local command_data = Commands.commands[command_name]
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if not command_data then return false end
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-- function passed to authorization callback to make it simpler to use
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local auth_fail = function(error_message)
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failed = error_message or {'ExpGamingCore_Command.unauthorized'}
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return Commands.defines.unauthorized
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end
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-- loops over each authorization callback if any return false or unauthorized command will fail
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for _,callback in pairs(Commands.authorization) do
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-- callback(player: LuaPlayer, command: string, tags: table, reject: function(error_message?: string))
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local success, rtn = pcall(callback,player,command_name,command_data.tags,auth_fail)
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-- error handler
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if not success then
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-- the callback failed to run
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log('[ERROR] Authorization failed: '..rtn)
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if Commands.authorization_fail_on_error then
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failed = 'Internal Error'
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end
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elseif rtn == false or rtn == Commands.defines.unauthorized or rtn == auth_fail or failed then
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-- the callback returned unauthorized, failed be now be set if no value returned
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failed = failed or {'ExpGamingCore_Command.unauthorized'}
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break
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end
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end
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-- checks if the authorization failed
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if failed then
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return false, failed
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else
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return true, Commands.defines.success
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end
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end
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--- Adds a common parse that can be called by name when it wants to be used
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-- nb: this is not needed as you can use the callback directly this just allows it to be called by name
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-- @tparam name string the name of the parse, should be the type like player or player_alive, must be unique
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-- @tparam callback function the callback that is ran to prase the input
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-- parse param - input: string - the input given by the user for this param
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-- parse param - player: LuaPlayer - the player who is using the command
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-- parse param - reject: function(error_message) - use this function to send a error to the user and fail running
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-- parse return - the value that will be passed to the command callback, must not be nil and if reject then command is not run
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-- @treturn boolean was the parse added will be false if the name is already used
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function Commands.add_parse(name,callback)
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if Commands.parse[name] then
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return false
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else
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Commands.parse[name] = callback
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return true
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end
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end
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--- Creates a new command object to added details to, note this does not register the command to the game
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-- @tparam name string the name of the command to be created
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-- @tparam help string the help message for the command
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-- @treturn Commands._prototype this will be used with other functions to generate the command functions
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function Commands.add_command(name,help)
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local command = setmetatable({
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name=name,
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help=help,
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callback=function() Commands.internal_error(false,name,'No callback registered') end,
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auto_concat=false,
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min_param_count=0,
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max_param_count=0,
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tags={
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-- stores tags that can be used by auth
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},
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aliases={
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-- n = name: string
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},
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params={
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-- [param_name] = {optional: boolean, parse: function}
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}
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}, {
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__index= Commands._prototype
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})
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Commands.commands[name] = command
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return command
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end
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--- Adds a new param to the command this will be displayed in the help and used to parse the input
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-- @tparam name string the name of the new param that is being added to the command
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-- @tparam[opt=true] optional is this param required for this command, these must be after all required params
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-- @tparam[opt=pass through] parse function this function will take the input and return a new (or same) value
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-- @param[opt] ... extra args you want to pass to the parse function; for example if the parse is general use
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-- parse param - input: string - the input given by the user for this param
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-- parse param - player: LuaPlayer - the player who is using the command
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-- parse param - reject: function(error_message) - use this function to send a error to the user and fail running
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-- parse return - the value that will be passed to the command callback, must not be nil and if reject then command is not run
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-- @treturn Commands._prototype pass through to allow more functions to be called
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function Commands._prototype:add_param(name,optional,parse,...)
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if optional ~= false then optional = true end
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parse = parse or function(string) return string end
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self.params[name] = {
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optional=optional,
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parse=parse,
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parse_args={...}
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}
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self.max_param_count = self.max_param_count+1
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if not optional then
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self.min_param_count = self.min_param_count+1
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end
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return self
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end
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--- Adds a tag to the command which is passed via the tags param to the authenticators, can be used to assign command roles or type
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-- @tparam name string the name of the tag to be added; used to keep tags separate
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-- @tparam value any the tag that you want can be anything that the authenticators are expecting
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-- nb: if value is nil then name will be assumed as the value and added at a numbered index
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-- @treturn Commands._prototype pass through to allow more functions to be called
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function Commands._prototype:add_tag(name,value)
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if not value then
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-- value not given so name is the value
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table.insert(self.tags,name)
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else
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-- name is given so its key: value
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self.tags[name] = value
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end
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return self
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end
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--- Adds an alias or multiple that will also be registered with the same callback, eg /teleport can be /tp with both working
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-- @usage command:add_alias('aliasOne','aliasTwo','etc')
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-- @tparam ... string any amount of aliases that you want this command to be callable with
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-- @treturn Commands._prototype pass through to allow more functions to be called
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function Commands._prototype:add_alias(...)
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for _,alias in pairs({...}) do
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table.insert(self.aliases,alias)
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--Commands.alias_map[alias] = self.name
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end
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return self
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end
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--- Enables auto concatenation of any params on the end so quotes are not needed for last param
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-- nb: this will disable max param checking as they will be concated onto the end of that last param
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-- this can be useful for reasons or longs text, can only have one per command
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-- @treturn Commands._prototype pass through to allow more functions to be called
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function Commands._prototype:auto_concat()
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self.auto_concat = true
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return self
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end
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--- Adds the callback to the command and registers all aliases, params and help message with the game
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-- nb: this must be the last function ran on the command and must be done for the command to work
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-- @tparam callback function the callback for the command, will receive the player running command, and params added with add_param
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-- callback param - player: LuaPlayer - the player who used the command
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-- callback param - ... - any params which were registered with add_param in the order they where registered
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-- callback param - raw: string - the raw input from the user, comes after every param added with add_param
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function Commands._prototype:register(callback)
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-- generates a description to be used
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self.callback = callback
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local params = self.params
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local description = ''
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for param_name,param_details in pairs(self.params) do
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if param_details.optional then
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description = string.format('%s [%s]',description,param_name)
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else
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description = string.format('%s <%s>',description,param_name)
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end
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end
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self.description = description
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-- registers the command under its own name
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commands.add_command(self.name,description..' '..self.help,function(command_event)
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local success, err = pcall(Commands.run_command,command_event)
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if not success then log('[ERROR] command/'..self.name..' :: '..err) end
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end)
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-- adds any aliases that it has
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for _,alias in pairs(self.aliases) do
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if not commands.commands[alias] and not commands.game_commands[alias] then
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commands.add_command(alias,description..' '..self.help,function(command_event)
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command_event.name = self.name
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local success, err = pcall(Commands.run_command,command_event)
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Commands.internal_error(success,self.name,err)
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end)
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end
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end
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end
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--- Sends an error message to the player and returns a constant to return to command handler to exit execution
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-- nb: this is for non fatal errors meaning there is no log of this event
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-- nb: if reject is giving as a param to the callback use that instead
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-- @usage return Commands.error()
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-- @tparam[opt] error_message string an optional error message that can be sent to the user
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-- @tparam[opt] play_sound string the sound to play for the error
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-- @treturn Commands.defines.error return this to command handler to exit execution
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function Commands.error(error_message,play_sound)
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error_message = error_message or ''
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player_return({'ExpGamingCore_Command.command-fail',error_message},'orange_red')
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if play_sound ~= false then
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play_sound = play_sound or 'utility/wire_pickup'
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if game.player then game.player.play_sound{path=play_sound} end
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end
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return Commands.defines.error
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end
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--- Sends an error to the player and logs the error, used with pcall within command handler please avoid direct use
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-- nb: use error(error_message) within your callback to trigger do not trigger directly as the handler may still continue
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-- @tparam success boolean the success value returned from pcall, or just false to trigger error
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-- @tparam command_name string the name of the command this is used within the log
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-- @tparam error_message string the error returned by pcall or some other error, this is logged and not returned to player
|
||||
-- @treturn boolean the opposite of success so true means to cancel execution, used internally
|
||||
function Commands.internal_error(success,command_name,error_message)
|
||||
if not success then
|
||||
Commands.error('Internal Error, Please contact an admin','utility/cannot_build')
|
||||
log('[ERROR] command/'..command_name..' :: '..error_message)
|
||||
end
|
||||
return not success
|
||||
end
|
||||
|
||||
--- Sends a value to the player, followed by a command complete message
|
||||
-- nb: either return a value from your callback to trigger or return the return of this to prevent two messages
|
||||
-- @tparam[opt] value any the value to return to the player, if nil then only success message returned
|
||||
-- @treturn Commands.defines.success return this to the command handler to prevent two success messages
|
||||
function Commands.success(value)
|
||||
if value then player_return(value) end
|
||||
player_return({'ExpGamingCore_Command.command-ran'},'cyan')
|
||||
return Commands.defines.success
|
||||
end
|
||||
|
||||
--- Main event function that is ran for all commands, used internally please avoid direct use
|
||||
-- @tparam command_event table passed directly from command event from the add_command function
|
||||
function Commands.run_command(command_event)
|
||||
local command_data = Commands.commands[command_event.name]
|
||||
local player = Game.get_player_by_index(command_event.player_index)
|
||||
|
||||
-- checks if player is allowed to use the command
|
||||
local authorized, auth_fail = Commands.authorize(player,command_data.name)
|
||||
if not authorized then
|
||||
Commands.error(auth_fail,'utility/cannot_build')
|
||||
return
|
||||
end
|
||||
|
||||
-- null param check
|
||||
if command_data.min_param_count > 0 and not command_event.parameter then
|
||||
Commands.error({'ExpGamingCore_Command.invalid-inputs',command_data.name,command_data.description})
|
||||
return
|
||||
end
|
||||
|
||||
-- splits the arguments
|
||||
local input_string = command_event.parameter
|
||||
local quote_params = {} -- stores any " " params
|
||||
input_string = input_string:gsub('"[^"]-"',function(w)
|
||||
-- finds all " " params are removes spaces for the next part
|
||||
local no_qoutes = w:sub(2,-2)
|
||||
local no_spaces = no_qoutes:gsub('%s','_')
|
||||
quote_params[no_spaces]=no_qoutes
|
||||
if command_data.auto_concat then
|
||||
-- if auto concat then dont remove quotes as it should be included later
|
||||
quote_params[w:gsub('%s','_')]=w
|
||||
end
|
||||
return no_spaces
|
||||
end)
|
||||
|
||||
local raw_params = {} -- stores all params
|
||||
local param_number = 0
|
||||
local last_index = 0
|
||||
for word in input_string:gmatch('%S+') do
|
||||
param_number = param_number + 1
|
||||
if param_number > command_data.max_param_count then
|
||||
-- there are too many params given to the command
|
||||
if not command_data.auto_concat then
|
||||
-- error as they should not be more
|
||||
Commands.error({'ExpGamingCore_Command.invalid-inputs',command_data.name,command_data.description})
|
||||
return
|
||||
else
|
||||
-- concat to the last param
|
||||
if quote_params[word] then
|
||||
-- if it was a " " param then the spaces are re added now
|
||||
raw_params[last_index]=raw_params[last_index]..' '..quote_params[word]
|
||||
else
|
||||
raw_params[last_index]=raw_params[last_index]..' '..word
|
||||
end
|
||||
end
|
||||
else
|
||||
-- new param that needs to be added
|
||||
-- all words are added to an array
|
||||
if quote_params[word] then
|
||||
-- if it was a " " param then the spaces are re added now
|
||||
last_index = table.insert(raw_params,quote_params[word])
|
||||
else
|
||||
last_index = table.insert(raw_params,word)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- checks param count
|
||||
local param_count = #raw_params
|
||||
if param_count < command_data.min_param_count then
|
||||
Commands.error({'ExpGamingCore_Command.invalid-inputs',command_data.name,command_data.description})
|
||||
return
|
||||
end
|
||||
|
||||
-- parses the arguments
|
||||
local index = 1
|
||||
local params = {}
|
||||
for param_name, param_data in pairs(command_data.params) do
|
||||
local parse_callback = param_data.parse
|
||||
if type(parse_callback) == 'string' then
|
||||
-- if its a string this allows it to be pulled from the common store
|
||||
parse_callback = Commands.parse[parse_callback]
|
||||
end
|
||||
if not type(parse_callback) == 'function' then
|
||||
-- if its not a function throw and error
|
||||
Commands.internal_error(success,command_data.name,'Invalid param parse '..tostring(param_data.parse))
|
||||
return
|
||||
end
|
||||
-- used below as the reject function
|
||||
local parse_fail = function(error_message)
|
||||
error_message = error_message or ''
|
||||
Commands.error('Invalid Param "'..param_name..'"; '..error_message)
|
||||
return
|
||||
end
|
||||
-- input: string, player: LuaPlayer, reject: function, ... extra args
|
||||
local success,param_parsed = pcall(parse_callback,raw_params[index],player,parse_fail,unpack(param_data.parse_args))
|
||||
if Commands.internal_error(success,command_data.name,param_parsed) then return end
|
||||
-- param_data.optional == false is so that optional parses are still ran even when not present
|
||||
if (param_data.optional == false and param_parsed == nil) or param_parsed == Commands.defines.error or param_parsed == parse_fail then
|
||||
-- no value was returned or error was returned, if nil then give error
|
||||
if not param_parsed == Commands.defines.error then Commands.error('Invalid Param "'..param_name..'"; please make sure it is the correct type') end
|
||||
return
|
||||
end
|
||||
-- adds the param to the table to be passed to the command callback
|
||||
table.insert(params,param_parsed)
|
||||
index=index+1
|
||||
end
|
||||
|
||||
-- runs the command
|
||||
-- player: LuaPlayer, ... command params, raw: string
|
||||
table.insert(params,input_string)
|
||||
local success, err = pcall(command_data.callback,player,unpack(params))
|
||||
if Commands.internal_error(success,command_data.name,err) then return end
|
||||
if err ~= Commands.defines.error and err ~= Commands.defines.success then Commands.success(err) end
|
||||
end
|
||||
|
||||
return Commands
|
||||
Reference in New Issue
Block a user