--[[-- Core Module - Commands - Factorio command making module that makes commands with better parse and more modularity @core Commands @alias Commands @usage--- Full code example, see below for explanation Commands.new_command('repeat-name', 'Will repeat you name a number of times in chat.') :add_param('repeat-count', '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 input = input:lower() if input == 'true' or input == 'yes' then return true end return false end) :set_defaults{ smiley = false } :set_flag('admin_only') -- 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) @usage--- Example Command Explanation: -- Making commands basics, 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 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, note 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 have named it "repeat-count" and it will be a required value, between 1 and 5 inclusive: -- By using "number-range-int" we are saying to use this parser to convert our input text, common ones exist in config.expcore.command_general_parse :add_param('repeat-count', 'number-range-int', 1, 5) -- Our second param needs a custom parser, meaning it isnt defined with add_parser, this is an option for when it is unlikely for -- any other command to use the same input type. In the example it is a boolean type and we are just showing it here as part of the example. -- 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 == 'true' or input == 'yes' then return true end -- Note that because we did not return nil or reject then false will be passed to command callback, see example parse return false end) -- Once all params are defined you can add some default values for your 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 fail and the default will not be used, the -- default can also be a function which is passed the player as an argument and should return a value to be the default. -- 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 end -- Default is the player using the command } -- Now the params are set up we can alter how the command works, we can set auth flags, add aliases, or enable "auto concat": :set_flag('admin_only') -- 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, or as simple as our example; the command receives two params plus all param you have defined: -- 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 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 can be used here end) -- Values that can be returned from register callback 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 @usage--- Example Authenticator: -- The command system is best used when you can control who uses commands; -- to do this you 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 certain 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 to be admin only; -- when we define the command will will use :set_flag('admin_only'); -- then inside the authenticator we will test if the flag is present using: if flags.admin_only then -- When the authenticator is called by the command handler it will be passed 4 arguments: -- 1) player - the player who used the command -- 2) command - the name of the command that is being used -- 3) flags - the flags which have been set for this command, flags are set with :set_flag(name, value) -- 4) reject - the reject function which is the preferred method to prevent execution of the command -- No return is required to allow the command to execute but 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 assume that any one can use it -- 2) when the "admin_only" flag is set, and the player is admin -- When want to prevent execution of the command we must reject it, listed is how that can be done: -- 1) return false -- this is the most basic rejection and should only be used while testing -- 2) return reject -- returning the reject function is as a fail safe in case you forget to call it, same as returning false -- 3) reject() -- this will block execution while allowing further code to be ran in your 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 your code before rejecting -- Example Code: Commands.add_authenticator(function(player, command, flags, reject) -- Check if the command is admin only if flags.admin_only then -- Return true if player is admin, or reject and return error message return player.admin or reject('This command is for admins only!') else -- Return true if command was not admin only return true end end) @usage--- Example Parser: -- Before you make a command 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 and validated before your command is executed; -- 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 :add_param('repeat_count', 'number-range-int', 5, 10) -- "repeat_count" is a required "number-range-int" in a range 5 to 10 inclusive -- The command parse will be passed 3 arguments plus any other which you define, in our case: -- 1) input - 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) player - the player who is using the command, this is always present -- 3) reject - the reject function to throw an error to the user, this is always present -- 4) range_min - the range min, this is user defined and has the value given when the param is defined -- 5) range_max - the range max, this is user defined and has the value given when the param is defined -- When returning from the param parse you 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 is rejected, 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 to the user -- nb: if you do not return reject after you call it then you will still be returning nil so there will be a duplicate error message -- It should be noted that if you want to expand on an existing parse you can use Commands.parse(type, input, player, reject) -- this function will either return a new value for the input or nil, if it is nil you should return nil to prevent duplicate -- error 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) ]] local Game = require 'utils.game' --- @dep utils.game local player_return, write_json = _C.player_return, _C.write_json --- @dep expcore.common local trace = debug.traceback local Commands = { --- Constant values used by the command system defines = { error = 'CommandError', unauthorized = 'CommandErrorUnauthorized', success = 'CommandSuccess' }, --- An array of all custom commands that are registered commands = {}, --- When true any authenticator error will result in authorization failure, more secure authorization_failure_on_error = false, --- An array of all custom authenticators that are registered authenticators = {}, --- Used to store default functions which are common parse function such as player or number in range parsers = {}, --- Returns a value to the player, different to success as this does not signal the end of your command print = player_return, --- The command prototype which stores all command defining functions _prototype = {}, } --- Authentication. -- Functions that control who can use commands -- @section auth --[[-- Adds an authorization function, function used to check if a player if allowed to use a command @tparam function authenticator The function you want to register as an authenticator @treturn number The index it was inserted at, used to remove the authenticator @usage-- If the admin_only flag is set, then make sure the player is an admin local admin_authenticator = Commands.add_authenticator(function(player, command, flags, reject) if flags.admin_only and not player.admin then return reject('This command is for admins only!') else return true end end) ]] function Commands.add_authenticator(authenticator) local next_index = #Commands.authenticators + 1 Commands.authenticators[next_index] = authenticator return next_index end --[[-- Removes an authorization function, can use the index or the function value @tparam function|number authenticator The authenticator to remove, either the index return from add_authenticator or the function used @treturn boolean If the authenticator was found and removed successfully @usage-- Removing the admin authenticator, can not be done during runtime Commands.remove_authenticator(admin_authenticator) ]] function Commands.remove_authenticator(authenticator) if type(authenticator) == 'number' then -- If a number is passed then it is assumed to be the index if Commands.authenticators[authenticator] then Commands.authenticators[authenticator] = nil return true end else -- will search the array and remove the key for index, value in pairs(Commands.authenticators) do if value == authenticator then Commands.authenticators[index] = nil return true end end end return false end --[[-- Mostly used internally, calls all authenticators, returns if the player is authorized @tparam LuaPlayer player The player who is using the command, passed to authenticators @tparam string command_name The name of the command being used, passed to authenticators @treturn[1] boolean true Player is authorized @treturn[1] string commands Define value for success @treturn[2] boolean false Player is unauthorized @treturn[2] string|locale_string The reason given by the failed authenticator @usage-- Test if a player can use "repeat-name" local authorized, status = Commands.authorize(game.player, 'repeat-name') ]] function Commands.authorize(player, command_name) local command_data = Commands.commands[command_name] if not command_data then return false end if not player then return true end -- This is the reject function given to authenticators local failure_message local function reject(message) failure_message = message or {'expcore-commands.unauthorized'} return Commands.defines.unauthorized end -- This is the internal error function used when an authenticator errors local function authenticator_error(err) log('[ERROR] Authorization failed: '..trace(err)) if Commands.authorization_failure_on_error then return reject('Internal Error') end end -- Loops over each authenticator, if any return false then then command will not be ran for _, authenticator in pairs(Commands.authenticators) do -- player: LuaPlayer, command: string, flags: table, reject: function(error_message: string) local _, rtn = xpcall(authenticator, authenticator_error, player, command_name, command_data.flags, reject) if rtn == false or rtn == Commands.defines.unauthorized or rtn == reject or failure_message ~= nil then if failure_message == nil then failure_message = {'expcore-commands.unauthorized'} end return false, failure_message end end return true, Commands.defines.success end --- Parse. -- Functions that help with parsing -- @section parse --[[-- Adds a parse function which can be called by name (used in add_param) nb: this is not required 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 describe a type of input such as number or player, must be unique @tparam function parser The function that is ran to parse the input string @treturn boolean Was the parse added, will be false if the name is already used @usage-- Adding a parse to validate integers in a given range 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 rather than a string, thus the param is now the correct type return rtn end end) ]] function Commands.add_parse(name, parser) if Commands.parsers[name] then return false end Commands.parsers[name] = parser return true end --[[-- Removes a parse function, see add_parse for adding them, cant be done during runtime @tparam string name The name of the parse to remove @usage-- Removing a parse Commands.remove_parse('number-range-int') ]] function Commands.remove_parse(name) Commands.parsers[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 a registered parser @tparam string input The input to pass to the parse, must be a string but not necessarily the original input @tparam LuaPlayer player The player that is using the command, pass directly from your arguments @tparam function reject The reject function, pass directly from your arguments @treturn any The new value for the input, if nil is return then either there was an error or the input was nil @usage-- Parsing an int after first checking it is a number Commands.add_parse('number', function(input, player, reject) local number = tonumber(input) if number then return number end return reject('Input must be a number value') end) Commands.add_parse('number-int', function(input, player, reject) local number = Commands.parse('number', input, player, reject) if not number then return end return math.floor(number) end) ]] function Commands.parse(name, input, player, reject, ...) if not Commands.parsers[name] then return end local success, rtn = pcall(Commands.parsers[name], input, player, reject, ...) if not success then error(rtn, 2) return end if not rtn or rtn == Commands.defines.error then return end return rtn end --- Getters. -- Functions that get commands -- @section getters --[[-- Gets all commands that a player is allowed to use, game commands are 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 @usage-- Get the commands you are allowed to use local commands = Commands.get(game.player) @usage-- Get all commands that are registered local commands = Commands.get() ]] 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 are included @tparam string keyword The word which you are trying to find in your search @tparam[opt] LuaPlayer 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 the player if a player was given @usage-- Get all commands which "repeat" local commands = Commands.search('repeat') @usage-- Get all commands which "repeat" and you are allowed to use local commands = Commands.search('repeat', game.player) ]] function Commands.search(keyword, player) local custom_commands = Commands.get(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 formatted matches[name] = { name = name, help = description, description = '', aliases = {} } end end return matches end --- Creation. -- Functions that create a new command -- @section creation --[[-- Creates a new command object to added details to, this does not register the command to the game api @tparam string name The name of the command to be created @tparam string help The help message for the command @treturn table This will be used with other functions to define the new command @usage-- Define a new command Commands.new_command('repeat-name', 'Will repeat you name a number of times in chat.') ]] 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 = {}, -- stores aliases to this command 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 optional, these must be added after all required params @tparam[opt] ?string|function parse This function will take the input and return a new value, if not given no parse is done @tparam[opt] any ... Extra args you want to pass to the parse function; for example if the parse is general use @treturn table Pass through to allow more functions to be called @usage-- Adding a required param which has a parser pre-defined command:add_param('repeat-count', 'number-range-int', 1, 5) @usage-- Adding an optional param which has a custom parse, see Commands.add_parse for details command:add_param('smiley', true, function(input, player, reject) if not input then return end return input:lower() == 'true' or input:lower() == 'yes' or false end) ]] function Commands._prototype:add_param(name, optional, parse, ...) local parse_args = {...} if type(optional) ~= 'boolean' then parse_args = {parse, ...} parse = optional optional = false end self.params[name] = { optional = optional, parse = parse or function(string) return string end, 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 --[[-- Add default values to params, only as an effect if the param is optional, if default value is a function it is called with the acting player @tparam table defaults A table which is keyed by the name of the param and the value is the default value for that param @treturn table Pass through to allow more functions to be called @usage-- Adding default values command:set_defaults{ smiley = false, -- not in example just used to show arguments given player_name = function(player) return player.name end } ]] 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 flag to the command which is passed via the flags param to the authenticators, can be used to assign command roles or usage type @tparam string name The name of the flag to be added, set to true if no value is given @tparam[opt=true] any value The value for the flag, can be anything that the authenticators are expecting @treturn table Pass through to allow more functions to be called @usage-- Setting a custom flag command:set_flag('admin_only', true) @usage-- When value is true it does not need to be given command:set_flag('admin_only') ]] function Commands._prototype:set_flag(name, value) self.flags[name] = value or true return self end --[[-- Adds an alias, or multiple, that will be registered to this command, eg /teleport can be used as /tp @tparam string ... Any amount of aliases that you want this command to be callable with @treturn table Pass through to allow more functions to be called @usage-- Added multiple aliases to a command command:add_alias('name', 'rname') ]] function Commands._prototype:add_alias(...) local start_index = #self.aliases for index, alias in ipairs{...} do self.aliases[start_index+index] = alias end return self end --[[-- Enables auto concatenation for this command, all params after the last are added to the last param, useful for reasons or other long text input nb: this will disable max param checking as they will be concatenated onto the end of that last param @treturn table Pass through to allow more functions to be called @usage-- Enable auto concat for a command command:enable_auto_concat() ]] function Commands._prototype:enable_auto_concat() self.auto_concat = true return self end --[[-- Adds the callback to the command and registers: aliases, params and help message with the base game api 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 any params added with add_param @usage-- Registering your command to the base game api command:register(function(player, repeat_count, smiley, raw) local msg = ') '..player.name if smiley then msg = ':'..msg end for 1 = 1, repeat_count do Command.print(1..msg) end end) ]] function Commands._prototype:register(callback) self.callback = callback -- Generates a description to be used 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 -- Last resort error handler for commands local function command_error(err) Commands.internal_error(false, self.name, trace(err)) end -- Callback that the game will call local function command_callback(event) event.name = self.name xpcall(Commands.run_command, command_error, event) end -- Registers the command under its own name local help = {'expcore-commands.command-help', description, self.help} commands.add_command(self.name, help, command_callback) -- 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, help, command_callback) end end end --- Status. -- Functions that indicate status -- @section status --[[-- Sends a value to the player, followed by a command complete message, returning a value will trigger this automatically @tparam[opt] any value The value to return to the player, if nil then only the success message is returned @treturn Commands.defines.success Return this to the command handler to prevent two success messages @usage-- Print a custom success message return Commands.success('Your message has been printed') @usage-- Returning the value has the same result return 'Your message has been printed' ]] function Commands.success(value) if value ~= nil then player_return(value) end player_return({'expcore-commands.command-ran'}, 'cyan') return Commands.defines.success end --[[-- Sends a value to the player, different to success as this does not signal the end of your command @function print @tparam any value The value that you want to return to the player @tparam table colour The colour of the message that the player sees @usage-- Output a message to the player Commands.print('Your command is in progress') ]] --[[-- Sends an error message to the player and when returned will stop execution of the command nb: this is for non fatal errors meaning there is no log of this event, use during register callback @tparam[opt=''] string error_message An optional error message that can be sent to the user @tparam[opt=utility/wire_pickup] string play_sound The sound to play for the error @treturn Commands.defines.error Return this to command handler to terminate execution @usage-- Send an error message to the player, and stops further code running return Commands.error('The player you selected is offline') ]] 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 internally please avoid direct use nb: use error(error_message) within your callback to trigger do not trigger directly as code execution 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 @usage-- Used in the command system to log handler errors 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 ]] 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 --- 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 the add_command function -- @usage Commands.run_command(event) 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.players[command_event.player_index] end -- Check if the 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 -- Check for parameter being nil 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 -- Extract quoted arguments local raw_input = command_event.parameter or '' local quote_params = {} local input_string = raw_input:gsub(' "[^"]-"', function(word) word = word:sub(2) local no_spaces = word:gsub('%s', '%%s') quote_params[no_spaces] = word:sub(2, -2) return no_spaces end) -- Extract unquoted arguments local raw_params = {} local last_index = 0 local param_number = 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, raw_input) Commands.error{'expcore-commands.invalid-inputs', command_data.name, command_data.description} return else -- concat to the last param if quote_params[word] then 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 if quote_params[word] then last_index = last_index + 1 raw_params[last_index] = quote_params[word] else last_index = last_index + 1 raw_params[last_index] = word end end end -- Check the 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, raw_input) Commands.error{'expcore-commands.invalid-inputs', command_data.name, command_data.description} return end -- Parse 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 its a string this get it from the parser table if type(parse_callback) == 'string' then parse_callback = Commands.parsers[parse_callback] end -- If its not a function throw and error if not type(parse_callback) == 'function' then 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, raw_input, tostring(param_data.parse)) return end -- This is the reject function given to parse callbacks local function reject(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, reject, 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, raw_input, param_parsed) end if param_data.optional == true and raw_params[index] == nil then -- If the param is optional and nil then it is set to default param_parsed = param_data.default if type(param_parsed) == 'function' then 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, raw_input, param_parsed) end end elseif param_parsed == nil or param_parsed == Commands.defines.error or param_parsed == reject 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, raw_input, param_name) Commands.error{'expcore-commands.command-error-param-format', param_name, 'please make sure it is the correct type'} end return end -- Add the param to the table to be passed to the command callback params[index] = param_parsed index = index + 1 end -- Run the command -- player: LuaPlayer, ... command params, raw: string params[command_data.max_param_count+1] = raw_input local success, rtn = pcall(command_data.callback, player, unpack(params)) if Commands.internal_error(success, command_data.name, rtn) then return command_log(player, command_data, 'Internal Error: Command Callback Fail', raw_params, command_event.parameter, rtn) end -- Give output to the player if rtn == Commands.defines.error or rtn == Commands.error then return command_log(player, command_data, 'Custom Error', raw_params, raw_input) elseif rtn ~= Commands.defines.success and rtn ~= Commands.success then Commands.success(rtn) end command_log(player, command_data, 'Success', raw_params, raw_input) end return Commands