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Cooldude2606
2019-08-09 18:12:00 +01:00
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--- Factorio command making module that makes commands with better parse and more modularity
-- @author Cooldude2606
--[[
>>>>Example Authenticator:
The command system is most useful when you can control who can use commands; to do this would would need to
define an authenticator which is ran every time a command is run; in this example I will show a simple one
that requires some commands to require the user to be a game admin:
--[[-- Core Module - Commands
- Factorio command making module that makes commands with better parse and more modularity
@core Commands
@alias Commands
When the authenticator is called be the command handler it will be passed 4 vales:
1) the player who used the command
2) the name of the command that is being used
3) any flags which have been set for this command, this is a table of values set using :set_flag(name,value)
4) the reject function which is the preferred method to prevent execution of the command
@usage
---- Example Authenticator:
-- The command system is most useful when you can control who can use commands; to do this would would need to
-- define an authenticator which is ran every time a command is run; in this example I will show a simple one
-- that requires some commands to require the user to be a game admin:
For our admin only example we will set a flag to true when we want it do be admin only so when we define the
command will will use :set_flag('admin_only',true) and then inside the authenticator we will test if the flag
is present using: if flags.admin_only then
-- When the authenticator is called be the command handler it will be passed 4 vales:
-- 1) the player who used the command
-- 2) the name of the command that is being used
-- 3) any flags which have been set for this command, this is a table of values set using :set_flag(name,value)
-- 4) the reject function which is the preferred method to prevent execution of the command
Although no return is required to allow the command to execute it is best practice to return true; we do this in
two cases in our authenticator:
1) when the "admin_only" flag is not set, which we take to mean any one can use it
2) when the "admin_only" flag is set, and the player is admin
-- For our admin only example we will set a flag to true when we want it do be admin only so when we define the
-- command will will use :set_flag('admin_only',true) and then inside the authenticator we will test if the flag
-- is present using: if flags.admin_only then
Now when the user is not an admin and the command requires you to be an admin then we must reject the request:
1) return false -- this is the most basic block and should only be used while testing
2) return reject -- returning the reject function is only an option as a fail safe, same as returning false
3) reject() -- this will block execution without returning to allow further code to be ran in the authenticator
4) reject('This command is for admins only!') -- Using reject as a function allows a error message to be returned
5) return reject() -- using return on either case above is best practice as you should execute all code before rejecting
-- Although no return is required to allow the command to execute it is best practice to return true; we do this in
-- two cases in our authenticator:
-- 1) when the "admin_only" flag is not set, which we take to mean any one can use it
-- 2) when the "admin_only" flag is set, and the player is admin
Example Code:
-- Now when the user is not an admin and the command requires you to be an admin then we must reject the request:
-- 1) return false -- this is the most basic block and should only be used while testing
-- 2) return reject -- returning the reject function is only an option as a fail safe, same as returning false
-- 3) reject() -- this will block execution without returning to allow further code to be ran in the authenticator
-- 4) reject('This command is for admins only!') -- Using reject as a function allows a error message to be returned
-- 5) return reject() -- using return on either case above is best practice as you should execute all code before rejecting
-- Example Code:
Commands.add_authenticator(function(player,command,flags,reject)
if flags.admin_only then -- our test for the "admin_only" flag
if player.admin then
@@ -41,41 +44,42 @@
end
end)
>>>>Example Parse:
Before you go making commands it is important to understand the most powerful feature of this command handler,
when you define a command you are able to type the params and have then be parsed by an handler so before your
command is ever executed you can be sure that all the params are valid. This module should be paired with a general
command parse but you may want to create your own:
@usage
---- Example Parse:
-- Before you go making commands it is important to understand the most powerful feature of this command handler,
-- when you define a command you are able to type the params and have then be parsed by an handler so before your
-- command is ever executed you can be sure that all the params are valid. This module should be paired with a general
-- command parse but you may want to create your own:
For our example we will create a parse to accept only integer numbers in a given range:
1) we will give it the name "number-range-int" this is the "type" that the input is expected to be
2) when we define the type we will also define the min and max of the range so we can use the function more than once
Example parse usage:
-- For our example we will create a parse to accept only integer numbers in a given range:
-- 1) we will give it the name "number-range-int" this is the "type" that the input is expected to be
-- 2) when we define the type we will also define the min and max of the range so we can use the function more than once
-- Example parse usage:
:add_param('repeat_count',false,'number-range-int',5,10) -- range 5 to 10 inclusive
The command parse will be passed 3 params and any other you define, in our case:
1) the input that has been given by the user for this param, the role of this function is to transform this value
nb: the input is a string but can be nil if the param is marked as optional
2) the player who is using the command, this is always present
3) the reject function to throw an error to the user, this is always present
4) the range min, this is user defined and has the value given when the param is defined
5) the range max, this is user defined and has the value given when the param is defined
-- The command parse will be passed 3 params and any other you define, in our case:
-- 1) the input that has been given by the user for this param, the role of this function is to transform this value
-- nb: the input is a string but can be nil if the param is marked as optional
-- 2) the player who is using the command, this is always present
-- 3) the reject function to throw an error to the user, this is always present
-- 4) the range min, this is user defined and has the value given when the param is defined
-- 5) the range max, this is user defined and has the value given when the param is defined
When returning from the param parse you again have a few options with how to do this:
1) you return the new value for the param (any non nil value) this value is then passed to the command callback
2) not returning will cause a generic invalid error and the command callback is blocked, not recommenced
3) return reject -- this is just a failsafe in case the function is not called, same as no return
4) return reject() -- will give a shorter error message as you pass a nil custom error
5) return reject('Number entered is not in range: '..range_min..', '..range_max) -- returns a custom error the the user
nb: if you do not return reject after you call it then you are still returning nil so there will be a duplicate message
-- When returning from the param parse you again have a few options with how to do this:
-- 1) you return the new value for the param (any non nil value) this value is then passed to the command callback
-- 2) not returning will cause a generic invalid error and the command callback is blocked, not recommenced
-- 3) return reject -- this is just a failsafe in case the function is not called, same as no return
-- 4) return reject() -- will give a shorter error message as you pass a nil custom error
-- 5) return reject('Number entered is not in range: '..range_min..', '..range_max) -- returns a custom error the the user
-- nb: if you do not return reject after you call it then you are still returning nil so there will be a duplicate message
It should be noted that if you want to expand on an existing parse you can use Commands.parse(type,input,player,reject)
and this value will either return a new value for the input or nil, if it is nil you should return nil to prevent double
messages to the user:
-- It should be noted that if you want to expand on an existing parse you can use Commands.parse(type,input,player,reject)
-- and this value will either return a new value for the input or nil, if it is nil you should return nil to prevent double
-- messages to the user:
input = Commands.parse('number-int',input,player,reject)
if not input then return end -- nil check
Example Code:
-- Example Code:
Commands.add_parse('number-range-int',function(input,player,reject,range_min,range_max)
local rtn = tonumber(input) and math.floor(tonumber(input)) or nil -- converts input to number
if not rtn or rtn < range_min or rtn > range_max then
@@ -87,22 +91,23 @@
end
end)
>>>>Example Command:
How for the fun part making the commands, the commands can be set up with any number of params and flags that you want,
you can add aliases for the commands and set default values for optional params and of course register your command callback
in our example we will just have a command that will repeat the users name in chat X amount of times and only allow admins to use it.
@usage
---- Example Command:
-- How for the fun part making the commands, the commands can be set up with any number of params and flags that you want,
-- you can add aliases for the commands and set default values for optional params and of course register your command callback
-- in our example we will just have a command that will repeat the users name in chat X amount of times and only allow admins to use it.
First we create the new command, nb this will not register the command to the game this is done at the end, we will call
the command "repeat-name" and set the help message as follows:
-- First we create the new command, nb this will not register the command to the game this is done at the end, we will call
-- the command "repeat-name" and set the help message as follows:
Commands.new_command('repeat-name','Will repeat you name a number of times in chat.')
Now for our first param we will call "repeat-count" and it will be a required value between 1 and 5 inclusive:
-- Now for our first param we will call "repeat-count" and it will be a required value between 1 and 5 inclusive:
:add_param('repeat-count',false,'number-range-int',1,5)
Our second param we need a custom parse for but we have not defined it, this is an option for when it is unlikely for
any other command to use the same input type; however in our case it will just be a boolean which should be noted as being
included in the general command parse config. As for the param its self it will be called "smiley" and will be optional with
a default value of false:
-- Our second param we need a custom parse for but we have not defined it, this is an option for when it is unlikely for
-- any other command to use the same input type; however in our case it will just be a boolean which should be noted as being
-- included in the general command parse config. As for the param its self it will be called "smiley" and will be optional with
-- a default value of false:
:add_param('smiley',true,function(input,player,reject)
-- since it is optional the input can be nil, in which case we just return
if not input then return end
@@ -115,12 +120,12 @@
end
end)
Once all params are defined you can now define some default values if you have optional params, the default value will be used only
when no value is given as input, if an invalid value is given then the command will still fail and this value will not be used, the
default can also be a function which is passed the player using the command and returns a value. Here we set the default for "smiley" to false:
-- Once all params are defined you can now define some default values if you have optional params, the default value will be used only
-- when no value is given as input, if an invalid value is given then the command will still fail and this value will not be used, the
-- default can also be a function which is passed the player using the command and returns a value. Here we set the default for "smiley" to false:
:set_defaults{smiley=false}
Another example of defaults if we have: item, amount[opt], player[opt]
-- Another example of defaults if we have: item, amount[opt], player[opt]
:set_defaults{
amount = 50, -- more than one value can be set at a time
player = function(player)
@@ -128,18 +133,18 @@
end
}
Now the params are set up we can alter how the command works, we can set auth flags, add aliases to this command or enable "auto concat"
which is when you want all extra words to be concatenated onto the end of the last param, useful for reason or messages:
-- Now the params are set up we can alter how the command works, we can set auth flags, add aliases to this command or enable "auto concat"
-- which is when you want all extra words to be concatenated onto the end of the last param, useful for reason or messages:
:set_flag('admin_only',true) -- in our case we want "admin_only" to be set to true so only admins can use the command
:add_alias('name','rname') -- we also add two aliases here: "name" and "rname" which point to this command
-- :enable_auto_concat() we do not use this in our case but this can also be used to enable the "auto concat" feature
And finally we want to register a callback to this command, the callback is what defines what the command does, can be as complex as you
want it to be to as simple as our example; the command receives two params plus all that you have defines:
1) the player who used the command
2) in our case repeat_count which will be a number
3) in our case smiley which will be a boolean
4) the raw input; this param is always last as is always present as a catch all
-- And finally we want to register a callback to this command, the callback is what defines what the command does, can be as complex as you
-- want it to be to as simple as our example; the command receives two params plus all that you have defines:
-- 1) the player who used the command
-- 2) in our case repeat_count which will be a number
-- 3) in our case smiley which will be a boolean
-- 4) the raw input; this param is always last as is always present as a catch all
:register(function(player,repeat_count,smiley,raw)
-- this is to show the value for raw as this is an example command, the log file will also show this
game.print(player.name..' used a command with input: '..raw)
@@ -155,7 +160,7 @@
-- see below for what else can be used here
end)
Some other useful functions that can be used are:
-- Some other useful functions that can be used are:
Commands.print(any,colour[opt]) -- this will return any value value to the user including if it is ran through rcon console
Commands.error(message[opt]) -- this returns a warning to the user, aka an error that does not prevent execution of the command
return Commands.error(message[opt]) -- this returns an error to the user, and will halt the command execution, ie no success message is returned
@@ -163,7 +168,7 @@
return Commands.success(message[opt]) -- will return the success message to the user and your given message, halts execution
return <any> if any value is returned then it will be returned to the player via a Commands.success call
Example Code:
-- Example Code:
Commands.new_command('repeat-name','Will repeat you name a number of times in chat.')
:add_param('repeat-count',false,'number-range-int',1,5) -- required int in range 1 to 5 inclusive
:add_param('smiley',true,function(input,player,reject) -- optional boolean default false
@@ -188,32 +193,6 @@
end
end)
>>>>Functions List (see function for more detail):
Commands.add_authenticator(callback) --- Adds an authorization callback, function used to check if a player if allowed to use a command
Commands.remove_authenticator(callback) --- Removes an authorization callback, see add_authenticator for adding them
Commands.authorize(player,command_name) --- Mostly used internally, calls all authorization callbacks, returns if the player is authorized
Commands.get(player) --- Gets all commands that a player is allowed to use, game commands not included
Commands.search(keyword,allowed_player) --- Searches command names and help messages to find possible commands, game commands included
Commands.add_parse(name,callback) --- Adds a parse function which can be called by name rather than callback (used in add_param)
Commands.remove_parse(name) --- Removes a parse function, see add_parse for adding them
Commands.parse(name,input,player,reject,...) --- Intended to be used within other parse functions, runs a parse and returns success and new value
Commands.new_command(name,help) --- Creates a new command object to added details to, note this does not register the command to the game
Commands._prototype:add_param(name,optional,parse,...) --- Adds a new param to the command this will be displayed in the help and used to parse the input
Commands._prototype:set_defaults(defaults) --- Adds default values to params only matters if the param is optional
Commands._prototype:set_flag(name,value) --- Adds a tag to the command which is passed via the flags param to the authenticators, can be used to assign command roles or type
Commands._prototype:add_alias(...) --- Adds an alias or multiple that will also be registered with the same callback, eg /teleport can be /tp with both working
Commands._prototype:enable_auto_concat() --- Enables auto concatenation of any params on the end so quotes are not needed for last param
Commands._prototype:register(callback) --- Adds the callback to the command and registers all aliases, params and help message with the game
Commands.error(error_message,play_sound) --- Sends an error message to the player and returns a constant to return to command handler to exit execution
Commands.internal_error(success,command_name,error_message) --- Sends an error to the player and logs the error, used with pcall within command handler please avoid direct use
Commands.success(value) --- Sends a value to the player, followed by a command complete message
Commands.print(value) --- Short cut for player_return, will return any value given to it (not just strings) in a string format to the player/server
Commands.run_command(command_event) --- Main event function that is ran for all commands, used internally please avoid direct use
]]
local Game = require 'utils.game' --- @dep utils.game
@@ -233,6 +212,10 @@ local Commands = {
_prototype={}, -- used to store functions which gets added to new custom commands
}
--- Authenication.
-- Functions that control who can use commands
-- @section auth
--- Adds an authorization callback, function used to check if a player if allowed to use a command
-- @tparam function callback the callback you want to register as an authenticator
-- callback param - player: LuaPlayer - the player who is trying to use the command
@@ -317,6 +300,9 @@ function Commands.authorize(player,command_name)
return true, Commands.defines.success
end
end
--- Getters.
-- Functions that get commands
-- @section getters
--- Gets all commands that a player is allowed to use, game commands not included
-- @tparam[opt] LuaPlayer player the player that you want to get commands of, nil will return all commands
@@ -364,6 +350,10 @@ function Commands.search(keyword,allowed_player)
return matches
end
--- Parse.
-- Functions that help with parsing
-- @section parse
--- Adds a parse function which can be called by name rather than callback (used in add_param)
-- nb: this is not needed as you can use the callback directly this just allows it to be called by name
-- @tparam string name the name of the parse, should be the type like player or player_alive, must be unique
@@ -403,6 +393,10 @@ function Commands.parse(name,input,player,reject,...)
return rtn
end
--- Creation.
-- Functions that create a new command
-- @section creation
--- Creates a new command object to added details to, note this does not register the command to the game
-- @tparam string name the name of the command to be created
-- @tparam string help the help message for the command
@@ -540,6 +534,10 @@ function Commands._prototype:register(callback)
end
end
--- Status.
-- Functions that indicate status
-- @section status
--- Sends an error message to the player and returns a constant to return to command handler to exit execution
-- nb: this is for non fatal errors meaning there is no log of this event
-- nb: if reject is giving as a param to the callback use that instead