--[[-- Core Module - Commands - Factorio command making module that makes commands with better parse and more modularity @core Commands @alias Commands @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: -- 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 -- 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 -- 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 -- 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 return true -- true return 2 else return reject('This command is for admins only!') -- reject return 5 with a custom error message end else return true -- true return 1 end end) @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: :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 -- 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: input = Commands.parse('number-int',input,player,reject) if not input then return end -- nil check -- 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 -- the input is either not a number or is outside the range return reject('Number entered is not in range: '..range_min..', '..range_max) else -- returns the input as a number value rather than a string, thus the param is now the correct type return rtn end end) @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: 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: :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: :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 -- if it is not nil then we check for a truthy value if input:lower() == 'true' or input:lower() == 'yes' then return true else -- note that because we did not return nil or reject then false will be passed to command callback, see example parse return false 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: :set_defaults{smiley=false} -- 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) return player -- default is the player using the command 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: :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 :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) local msg = ') '..player.name if smiley then -- this is where that smiley param is used msg = ':'..msg end for 1 = 1,repeat_count do -- this print function will return ANY value to the user in a desync safe manor, this includes if the command was used through rcon Command.print(1..msg) end -- see below for what else can be used here end) -- 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 Commands.success(message[opt]) -- used to return a success message however don't use this method see below return Commands.success(message[opt]) -- will return the success message to the user and your given message, halts execution return if any value is returned then it will be returned to the player via a Commands.success call -- 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 if not input then return end if input:lower() == 'true' or input:lower() == 'yes' then return true else return false end end) :set_defaults{smiley=false} :set_flag('admin_only',true) -- command is admin only :add_alias('name','rname') -- allow alias: name and rname :register(function(player,repeat_count,smiley,raw) game.print(player.name..' used a command with input: '..raw) local msg = ') '..player.name if smiley then msg = ':'..msg end for 1 = 1,repeat_count do Command.print(1..msg) end end) ]] local Game = require 'utils.game' --- @dep utils.game local player_return,write_json = ext_require('expcore.common','player_return','write_json') --- @dep expcore.common local Commands = { defines={ -- common values are stored error like signals error='CommandError', unauthorized='CommandErrorUnauthorized', success='CommandSuccess' }, commands={}, -- custom command data will be stored here authorization_fail_on_error=false, -- set true to have authorize fail if a callback fails to run, more secure authorization={}, -- custom function are stored here which control who can use what commands parse_functions={}, -- used to store default functions which are common parse function such as player or number in range print=player_return, -- short cut so player_return does not need to be required in every module _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 -- callback param - command: string - the name of the command which is being used -- callback param - flags: table - any flags which have been set for the command -- callback param - reject: function(error_message?: string) - call to fail authorize with optional error message -- @treturn number the index it was inserted at use to remove the callback, if anon function used function Commands.add_authenticator(callback) table.insert(Commands.authorization,callback) return #Commands.authorization end --- Removes an authorization callback -- @tparam function|number callback the callback to remove, an index returned by add_authenticator can be passed -- @treturn boolean was the callback found and removed function Commands.remove_authenticator(callback) if type(callback) == 'number' then -- if a number is passed then it is assumed to be the index if Commands.authorization[callback] then table.remove(Commands.authorization,callback) return true end else -- will search the array and remove the key local index for key,value in pairs(Commands.authorization) do if value == callback then index = key break end end -- if the function was found it is removed if index then table.remove(Commands.authorization,index) return true end end return false end --- Mostly used internally, calls all authorization callbacks, returns if the player is authorized -- @tparam LuaPlayer player the player that is using the command, passed to callbacks -- @tparam string command_name the command that is being used, passed to callbacks -- @treturn[1] boolean true player is authorized -- @treturn[1] string commands const for success -- @treturn[2] boolean false player is unauthorized -- @treturn[2] string|locale_string the reason given by the authenticator function Commands.authorize(player,command_name) local failed if not player then return true end local command_data = Commands.commands[command_name] if not command_data then return false end -- function passed to authorization callback to make it simpler to use local auth_fail = function(error_message) failed = error_message or {'expcore-commands.unauthorized'} return Commands.defines.unauthorized end -- loops over each authorization callback if any return false or unauthorized command will fail for _,callback in pairs(Commands.authorization) do -- callback(player: LuaPlayer, command: string, flags: table, reject: function(error_message?: string)) local success, rtn = pcall(callback,player,command_name,command_data.flags,auth_fail) -- error handler if not success then -- the callback failed to run log('[ERROR] Authorization failed: '..rtn) if Commands.authorization_fail_on_error then failed = 'Internal Error' end elseif rtn == false or rtn == Commands.defines.unauthorized or rtn == auth_fail or failed then -- the callback returned unauthorized, failed be now be set if no value returned failed = failed or {'expcore-commands.unauthorized'} break end end -- checks if the authorization failed if failed then return false, failed else 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 -- @treturn table all commands that that player is allowed to use, or all commands function Commands.get(player) player = Game.get_player_from_any(player) if not player then return Commands.commands end local allowed = {} for name,command_data in pairs(Commands.commands) do if Commands.authorize(player,name) then allowed[name]=command_data end end return allowed end --- Searches command names and help messages to find possible commands, game commands included -- @tparam string keyword the word which you are trying to find -- @tparam[opt] LuaPlayer allowed_player the player to get allowed commands of, if nil all commands are searched -- @treturn table all commands that contain the key word, and allowed by player if player given function Commands.search(keyword,allowed_player) local custom_commands = Commands.get(allowed_player) local matches = {} keyword = keyword:lower() -- loops over custom commands for name,command_data in pairs(custom_commands) do -- combines name help and aliases into one message to be searched local search = string.format('%s %s %s',name,command_data.help,table.concat(command_data.aliases,' ')) if search:lower():match(keyword) then matches[name] = command_data end end -- loops over the names of game commands for name,description in pairs(commands.game_commands) do if name:lower():match(keyword) then -- because game commands lack some stuff that the custom ones have they are formated matches[name] = { name=name, help=description, description='', aliases={} } end end 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 -- @tparam function callback the callback that is ran to parse the input -- parse param - input: string - the input given by the user for this param -- parse param - player: LuaPlayer - the player who is using the command -- parse param - reject: function(error_message) - use this function to send a error to the user and fail running -- parse return - the value that will be passed to the command callback, must not be nil and if reject then command is not run -- @treturn boolean was the parse added will be false if the name is already used function Commands.add_parse(name,callback) if Commands.parse_functions[name] then return false else Commands.parse_functions[name] = callback return true end end --- Removes a parse function, see add_parse for adding them -- @tparam string name the name of the parse to remove function Commands.remove_parse(name) Commands.parse_functions[name] = nil end --- Intended to be used within other parse functions, runs a parse and returns success and new value -- @tparam string name the name of the parse to call, must be registered and cant be a function -- @tparam string input string the input to pass to the parse, will always be a but might not be the original input -- @tparam LuaPlayer player the player that is calling using the command -- @tparam function reject the reject function that was passed by the command hander -- @treturn any the new value for the input, may be nil, if nil then either there was an error or input was nil function Commands.parse(name,input,player,reject,...) if not Commands.parse_functions[name] then return end local success,rtn = pcall(Commands.parse_functions[name],input,player,reject,...) if not success then error(rtn,2) return end if not rtn then return end if rtn == Commands.defines.error then return end 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 -- @treturn Commands._prototype this will be used with other functions to generate the command functions function Commands.new_command(name,help) local command = setmetatable({ name=name, help=help, callback=function() Commands.internal_error(false,name,'No callback registered') end, auto_concat=false, min_param_count=0, max_param_count=0, flags={}, -- stores flags that can be used by auth aliases={}, -- n = name: string params={}, -- [param_name] = {optional: boolean, default: any, parse: function, parse_args: table} }, { __index= Commands._prototype }) Commands.commands[name] = command return command end --- Adds a new param to the command this will be displayed in the help and used to parse the input -- @tparam string name the name of the new param that is being added to the command -- @tparam[opt=false] boolean optional is this param required for this command, these must be after all required params -- @tparam[opt=pass function through] ?string|function parse this function will take the input and return a new (or same) value -- @param[opt] ... extra args you want to pass to the parse function; for example if the parse is general use -- parse param - input: string - the input given by the user for this param -- parse param - player: LuaPlayer - the player who is using the command -- parse param - reject: function(error_message) - use this function to send a error to the user and fail running -- parse return - the value that will be passed to the command callback, must not be nil and if reject then command is not run -- @treturn Commands._prototype pass through to allow more functions to be called function Commands._prototype:add_param(name,optional,parse,...) local parse_args = {...} if type(optional) ~= 'boolean' then parse_args = {parse,...} parse = optional optional = false end parse = parse or function(string) return string end self.params[name] = { optional=optional, parse=parse, parse_args=parse_args } self.max_param_count = self.max_param_count+1 if not optional then self.min_param_count = self.min_param_count+1 end return self end --- Adds default values to params only matters if the param is optional, if default value is a function it is called with param player -- @tparam table defaults table a keyed by the name of the param with the value as the default value {paramName=defaultValue} -- callback param - player: LuaPlayer - the player using the command, default value does not need to be a function callback -- @treturn Commands._prototype pass through to allow more functions to be called function Commands._prototype:set_defaults(defaults) for name,value in pairs(defaults) do if self.params[name] then self.params[name].default = value end end return self end --- 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 -- @tparam string name the name of the tag to be added; used to keep flags separate -- @tparam any value the tag that you want can be anything that the authenticators are expecting -- nb: if value is nil then name will be assumed as the value and added at a numbered index -- @treturn Commands._prototype pass through to allow more functions to be called function Commands._prototype:set_flag(name,value) if not value then -- value not given so name is the value table.insert(self.flags,name) else -- name is given so its key: value self.flags[name] = value end return self end --- Adds an alias or multiple that will also be registered with the same callback, eg /teleport can be /tp with both working -- @usage command:add_alias('aliasOne','aliasTwo','etc') -- @tparam string any ... amount of aliases that you want this command to be callable with -- @treturn Commands._prototype pass through to allow more functions to be called function Commands._prototype:add_alias(...) for _,alias in pairs({...}) do table.insert(self.aliases,alias) --Commands.alias_map[alias] = self.name end return self end --- Enables auto concatenation of any params on the end so quotes are not needed for last param -- nb: this will disable max param checking as they will be concatenated onto the end of that last param -- this can be useful for reasons or longs text, can only have one per command -- @treturn Commands._prototype pass through to allow more functions to be called function Commands._prototype:enable_auto_concat() self.auto_concat = true return self end --- Adds the callback to the command and registers all aliases, params and help message with the game -- nb: this must be the last function ran on the command and must be done for the command to work -- @tparam function callback the callback for the command, will receive the player running command, and params added with add_param -- callback param - player: LuaPlayer - the player who used the command -- callback param - ... - any params which were registered with add_param in the order they where registered -- callback param - raw: string - the raw input from the user, comes after every param added with add_param function Commands._prototype:register(callback) -- generates a description to be used self.callback = callback local description = '' for param_name,param_details in pairs(self.params) do if param_details.optional then description = string.format('%s [%s]',description,param_name) else description = string.format('%s <%s>',description,param_name) end end self.description = description -- registers the command under its own name commands.add_command(self.name,{'expcore-commands.command-help',description,self.help},function(command_event) local success, err = pcall(Commands.run_command,command_event) if not success then log('[ERROR] command/'..self.name..' :: '..err) end end) -- adds any aliases that it has for _,alias in pairs(self.aliases) do if not commands.commands[alias] and not commands.game_commands[alias] then commands.add_command(alias,{'expcore-commands.command-help',description,self.help},function(command_event) command_event.name = self.name local success, err = pcall(Commands.run_command,command_event) Commands.internal_error(success,self.name,err) end) end 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 -- @usage return Commands.error() -- @tparam[opt] string error_message an optional error message that can be sent to the user -- @tparam[opt] string play_sound the sound to play for the error -- @treturn Commands.defines.error return this to command handler to exit execution function Commands.error(error_message,play_sound) error_message = error_message or '' player_return({'expcore-commands.command-fail',error_message},'orange_red') if play_sound ~= false then play_sound = play_sound or 'utility/wire_pickup' if game.player then game.player.play_sound{path=play_sound} end end return Commands.defines.error end --- Sends an error to the player and logs the error, used with pcall within command handler please avoid direct use -- nb: use error(error_message) within your callback to trigger do not trigger directly as the handler may still continue -- @tparam boolean success the success value returned from pcall, or just false to trigger error -- @tparam string command_name the name of the command this is used within the log -- @tparam string error_message 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{'expcore-commands.command-error-log-format',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] any value 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 ~= nil then player_return(value) end player_return({'expcore-commands.command-ran'},'cyan') return Commands.defines.success end -- logs command usage to file local function command_log(player,command,comment,params,raw,details) local player_name = player and player.name or '' write_json('log/commands.log',{ player_name=player_name, command_name=command.name, comment=comment, details=details, params=params, raw=raw }) end --- Main event function that is ran for all commands, used internally please avoid direct use -- @tparam table command_event passed directly from command event from the add_command function function Commands.run_command(command_event) local command_data = Commands.commands[command_event.name] -- player can be nil when it is the server local player if command_event.player_index and command_event.player_index > 0 then player = Game.get_player_by_index(command_event.player_index) end -- checks if player is allowed to use the command local authorized, auth_fail = Commands.authorize(player,command_data.name) if not authorized then command_log(player,command_data,'Failed Auth',{},command_event.parameter) 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 command_log(player,command_data,'No Params Given',{},command_event.parameter) Commands.error({'expcore-commands.invalid-inputs',command_data.name,command_data.description}) return end -- splits the arguments local input_string = command_event.parameter or '' 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_spaces = w:gsub('%s','_') local no_quotes = w:sub(2,-2) quote_params[no_spaces]=no_quotes if command_data.auto_concat then -- if auto concat then don't remove quotes as it should be included later quote_params[no_spaces]=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 command_log(player,command_data,'Invalid Input: Too Many Params',raw_params,input_string) Commands.error({'expcore-commands.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 table.insert(raw_params,quote_params[word]) last_index = last_index + 1 else table.insert(raw_params,word) last_index = last_index + 1 end end end -- checks param count local param_count = #raw_params if param_count < command_data.min_param_count then command_log(player,command_data,'Invalid Input: Not Enough Params',raw_params,input_string) Commands.error({'expcore-commands.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_functions[parse_callback] end if not type(parse_callback) == 'function' then -- if its not a function throw and error Commands.internal_error(false,command_data.name,'Invalid param parse '..tostring(param_data.parse)) command_log(player,command_data,'Internal Error: Invalid Param Parse',params,command_event.parameter,tostring(param_data.parse)) return end -- used below as the reject function local parse_fail = function(error_message) error_message = error_message or '' command_log(player,command_data,'Invalid Param Given',raw_params,input_string) return Commands.error{'expcore-commands.invalid-param',param_name,error_message} 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 command_log(player,command_data,'Internal Error: Param Parse Fail',params,command_event.parameter,param_parsed) end if param_data.optional == true and raw_params[index] == nil then -- if it is optional and param is nil then it is set to default param_parsed = param_data.default if type(param_parsed) == 'function' then -- player: LuaPlayer success,param_parsed = pcall(param_parsed,player) if Commands.internal_error(success,command_data.name,param_parsed) then return command_log(player,command_data,'Internal Error: Default Value Fail',params,command_event.parameter,param_parsed) end end elseif 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 generic error if not param_parsed == Commands.defines.error then command_log(player,command_data,'Invalid Param Given',raw_params,input_string,param_name) Commands.error{'expcore-commands.command-error-param-format',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,command_data.max_param_count+1,input_string) local success, err = pcall(command_data.callback,player,unpack(params)) if Commands.internal_error(success,command_data.name,err) then return command_log(player,command_data,'Internal Error: Command Callback Fail',raw_params,command_event.parameter,err) end if err == Commands.defines.error or err == Commands.error then return command_log(player,command_data,'Custom Error',raw_params,input_string) elseif err ~= Commands.defines.success and err ~= Commands.success then -- in this case the user has not received any output Commands.success(err) end command_log(player,command_data,'Success',raw_params,input_string) end return Commands