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* Fix bugs in core and add default args to Gui defs * Refactor production Gui * Refactor landfill blueprint button * Fix more bugs in core * Consistent naming of new guis * Refactor module inserter gui * Refactor surveillance gui * Add shorthand for data from arguments * Make element names consistent * Add types * Change how table rows work * Refactor player stats gui * Refactor quick actions gui * Refactor research milestones gui * Refactor player bonus gui * Refactor science production gui * Refactor autofill gui * Cleanup use of aligned flow * Rename "Gui.element" to "Gui.define" * Rename Gui types * Rename property_from_arg * Add guide for making guis * Add full reference document * Add condensed reference * Apply style guide to refactored guis * Bug fixes
759 lines
33 KiB
Lua
759 lines
33 KiB
Lua
--[[-- Core Module - Commands
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- Factorio command making module that makes commands with better parse and more modularity
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--- Adding a permission authority
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-- You are only required to return a boolean, but by using the unauthorised status you can provide better feedback to the user
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Commands.add_permission_authority(function(player, command)
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if command.flags.admin_only and not player.admin then
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return Commands.status.unauthorised("This command requires in-game admin")
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end
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return Commands.status.success()
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end)
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--- Adding a data type
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-- You can not return nil from this function, doing so will raise an error, you must return a status
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Commands.add_data_type("integer", function(input, player)
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local number = tonumber(input)
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if number == nil then
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return Commands.status.invalid_input("Value must be a valid number")
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else
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return Commands.status.success(number)
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end
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end)
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-- It is recommend to use exiting parsers within your own to simplify checks, but make sure to propagate failures
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Commands.add_data_type("integer-range", function(input, player, minimum, maximum)
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local success, status, integer = Commands.parse_data_type("integer", input, player)
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if not success then return status, number end
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if integer < minimum or integer > maximum then
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return Commands.status.invalid_input(string.format("Integer must be in range: %d to %d", minimum, maximum))
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else
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return Commands.status.success(integer)
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end
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end)
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--- Adding a command
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Commands.new("repeat", "This is my new command, it will repeat a message a number of times")
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:add_flags{ "admin_only" } -- Using the permission authority above, this makes the command admin only
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:add_aliases{ "repeat-message" } -- You can add as many aliases as you want
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:enable_auto_concatenation() -- This allows the final argument to be any length
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:argument("count", "integer-range", 1, 10) -- Allow any value between 1 and 10
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:optional("message", "string") -- This is an optional argument
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:defaults{
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-- Defaults don't need to be functions, one is used here to demonstrate their use, remember player can be nil for the server
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message = function(player)
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return player and "Hello, "..player.name or "Hello, World!"
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end
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}
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:register(function(player, count, message)
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for i = 1, count do
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Commands.print("#"..i.." "..message)
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end
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end)
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]]
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local ExpUtil = require("modules/exp_util")
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local Search = require("modules/exp_commands/search")
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--- Used as "game.player" in Commands.print when "game.player" is nil
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--- @type LuaPlayer?
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local _print_player
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--- @class Commands
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local Commands = {
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color = ExpUtil.color,
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format_rich_text_color = ExpUtil.format_rich_text_color,
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format_rich_text_color_locale = ExpUtil.format_rich_text_color_locale,
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format_player_name = ExpUtil.format_player_name,
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format_player_name_locale = ExpUtil.format_player_name_locale,
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registered_commands = {}, --- @type table<string, ExpCommand> Stores a reference to all registered commands
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permission_authorities = {}, --- @type Commands.PermissionAuthority[] Stores a reference to all active permission authorities
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--- @package Stores the event handlers
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events = {
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[defines.events.on_player_locale_changed] = Search.on_player_locale_changed,
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[defines.events.on_player_joined_game] = Search.on_player_locale_changed,
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[defines.events.on_string_translated] = Search.on_string_translated,
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},
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}
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--- @class Commands.status: table<string, Commands.Status>
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--- Contains the different status values a command can return
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Commands.status = {}
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--- @class Commands.types: table<string, Commands.InputParser | Commands.InputParserFactory>
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--- Stores all input parsers and validators for different data types
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Commands.types = {}
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--- @package
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function Commands.on_init() Search.prepare(Commands.registered_commands) end
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--- @package
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function Commands.on_load() Search.prepare(Commands.registered_commands) end
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--- @alias Commands.Callback fun(player: LuaPlayer, ...: any?): Commands.Status?, LocalisedString?
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--- This is a default callback that should never be called
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local function default_command_callback()
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return Commands.status.internal_error("No callback registered")
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end
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--- @class Commands.Argument
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--- @field name string The name of the argument
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--- @field description LocalisedString? The description of the argument
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--- @field input_parser Commands.InputParser The input parser for the argument
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--- @field optional boolean True when the argument is optional
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--- @field default any? The default value of the argument
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--- @class Commands.Command
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--- @field name string The name of the command
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--- @field description LocalisedString The description of the command
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--- @field usage LocalisedString The usage of the command
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--- @field help_text LocalisedString The full help text for the command
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--- @field aliases string[] Aliases that the command will also be registered under
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--- @field defined_at? string If present then this is an ExpCommand
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--- @class ExpCommand: Commands.Command
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--- @field callback Commands.Callback The callback which is ran for the command
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--- @field defined_at string The file location that the command is defined at
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--- @field auto_concat boolean True if the command auto concatenates tailing parameters into a single string
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--- @field min_arg_count number The minimum number of expected arguments
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--- @field max_arg_count number The maximum number of expected arguments
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--- @field flags table Stores flags which can be used by permission authorities
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--- @field arguments Commands.Argument[] The arguments for this command
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--- @overload fun(player: LuaPlayer, ...: any)
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Commands._prototype = {}
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Commands._metatable = {
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__index = Commands._prototype,
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__class = "ExpCommand",
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}
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Commands.server = setmetatable({
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index = 0,
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color = ExpUtil.color.white,
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chat_color = ExpUtil.color.white,
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name = "<server>",
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locale = "en",
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tag = "",
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connected = true,
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admin = true,
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afk_time = 0,
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online_time = 0,
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last_online = 0,
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spectator = true,
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show_on_map = false,
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valid = true,
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object_name = "LuaPlayer",
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print = rcon.print,
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}, {
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-- To prevent unnecessary logging Commands.error is called here and error is filtered by command_callback
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__index = function(_, key)
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if key == "__self" or type(key) == "number" then return nil end
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Commands.error("Command does not support rcon usage, requires LuaPlayer." .. key)
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error("Command does not support rcon usage, requires LuaPlayer." .. key)
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end,
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__newindex = function(_, key)
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Commands.error("Command does not support rcon usage, requires LuaPlayer." .. key)
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error("Command does not support rcon usage, requires LuaPlayer." .. key)
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end,
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}) --[[ @as LuaPlayer ]]
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--- Status Returns.
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-- Return values used by command callbacks
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--- @alias Commands.Status fun(msg: LocalisedString?): Commands.Status, LocalisedString
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--- Used to signal success from a command, data type parser, or permission authority
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--- @param msg LocalisedString? An optional message to be included when a command completes (only has an effect in command callbacks)
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--- @return Commands.Status, LocalisedString # Should be returned directly without modification
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function Commands.status.success(msg)
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return Commands.status.success, msg == nil and { "exp-commands.success" } or msg
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end
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--- Used to signal an error has occurred in a command, data type parser, or permission authority
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--- For data type parsers and permission authority, an error return will prevent the command from being executed
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--- @param msg LocalisedString? An optional error message to be included in the output, a generic message is used if not provided
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--- @return Commands.Status, LocalisedString # Should be returned directly without modification
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function Commands.status.error(msg)
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return Commands.status.error, { "exp-commands.error", msg == nil and { "exp-commands.error-default" } or msg }
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end
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--- Used to signal the player is unauthorised to use a command, primarily used by permission authorities but can be used in a command callback
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--- For permission authorities, an unauthorised return will prevent the command from being executed
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--- @param msg LocalisedString? An optional error message to be included in the output, a generic message is used if not provided
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--- @return Commands.Status, LocalisedString # Should be returned directly without modification
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function Commands.status.unauthorised(msg)
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return Commands.status.unauthorised, { "exp-commands.unauthorized", msg == nil and { "exp-commands.unauthorized-default" } or msg }
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end
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--- Used to signal the player provided invalid input to an command, primarily used by data type parsers but can be used in a command callback
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--- For data type parsers, an invalid_input return will prevent the command from being executed
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--- @param msg LocalisedString? An optional error message to be included in the output, a generic message is used if not provided
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--- @return Commands.Status, LocalisedString # Should be returned directly without modification
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function Commands.status.invalid_input(msg)
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return Commands.status.invalid_input, msg == nil and { "exp-commands.invalid-input" } or msg
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end
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--- Used to signal an internal error has occurred, this is reserved for internal use only
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--- @param msg LocalisedString A message detailing the error which has occurred, will be logged and outputted
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--- @return Commands.Status, LocalisedString # Should be returned directly without modification
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--- @package
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function Commands.status.internal_error(msg)
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return Commands.status.internal_error, { "exp-commands.internal-error", msg }
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end
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--- @type table<Commands.Status, string>
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local valid_command_status = {} -- Hashmap lookup for testing if a status is valid
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for name, status in pairs(Commands.status) do
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valid_command_status[status] = name
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end
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--- Permission Authority.
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-- Functions that control who can use commands
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--- @alias Commands.PermissionAuthority fun(player: LuaPlayer, command: ExpCommand): boolean|Commands.Status, LocalisedString?
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--- Add a permission authority, a permission authority is a function which provides access control for commands, multiple can be active at once
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--- When multiple are active, all authorities must give permission for the command to execute, if any deny access then the command is not ran
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--- @param permission_authority Commands.PermissionAuthority The function to provide access control to commands, see module usage.
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--- @return Commands.PermissionAuthority # The function which was provided as the first argument
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function Commands.add_permission_authority(permission_authority)
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for _, value in ipairs(Commands.permission_authorities) do
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if value == permission_authority then
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return permission_authority
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end
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end
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local next_index = #Commands.permission_authorities + 1
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Commands.permission_authorities[next_index] = permission_authority
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return permission_authority
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end
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--- Remove a permission authority, must be the same function reference which was passed to add_permission_authority
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--- @param permission_authority Commands.PermissionAuthority The access control function to remove as a permission authority
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function Commands.remove_permission_authority(permission_authority)
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local pas = Commands.permission_authorities
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for index, value in ipairs(pas) do
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if value == permission_authority then
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local last = #pas
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pas[index] = pas[last]
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pas[last] = nil
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return
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end
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end
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end
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--- Check if a player has permission to use a command, calling all permission authorities
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--- @param player LuaPlayer? The player to test the permission of, nil represents the server and always returns true
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--- @param command ExpCommand The command the player is attempting to use
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--- @return boolean # True if the player has permission to use the command
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--- @return LocalisedString? # When permission is denied, this is the reason permission was denied
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function Commands.player_has_permission(player, command)
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if player == nil or player == Commands.server then return true end
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for _, permission_authority in ipairs(Commands.permission_authorities) do
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local status, msg = permission_authority(player, command)
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if type(status) == "boolean" then
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if status == false then
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local _, rtn_msg = Commands.status.unauthorised(msg)
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return false, rtn_msg
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end
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elseif status and valid_command_status[status] then
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if status ~= Commands.status.success then
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return false, msg
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end
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else
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error("Permission authority returned unexpected value: " .. ExpUtil.get_class_name(status))
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end
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end
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return true, nil
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end
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--- Data Type Parsing.
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-- Functions that parse and validate player input
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--- @alias Commands.InputParser<T> fun(input: string, player: LuaPlayer): Commands.Status, (T | LocalisedString)
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--- @alias Commands.InputParserFactory<T> fun(...: any): Commands.InputParser<T>
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--- Add a new input parser to the command library, this method validates that it does not already exist
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--- @generic T : Commands.InputParser | Commands.InputParserFactory
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--- @param data_type string The name of the data type the input parser reads in and validates, becomes a key of Commands.types
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--- @param input_parser T The function used to parse and validate the data type
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--- @return T # The function which was provided as the second argument
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function Commands.add_data_type(data_type, input_parser)
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if Commands.types[data_type] then
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local defined_at = ExpUtil.get_function_name(Commands.types[data_type], true)
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error("Data type \"" .. tostring(data_type) .. "\" already has a parser registered: " .. defined_at, 2)
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end
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Commands.types[data_type] = input_parser
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return input_parser
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end
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--- Remove an input parser for a data type, must be the same string that was passed to add_input_parser
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--- @param data_type string | Commands.InputParser | Commands.InputParserFactory The data type or input parser you want to remove the input parser for
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function Commands.remove_data_type(data_type)
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Commands.types[data_type] = nil
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for k, v in pairs(Commands.types) do
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if v == data_type then
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Commands.types[k] = nil
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return
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end
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end
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end
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--- Parse and validate an input string as a given data type
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--- @generic T
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--- @param input string The input string
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--- @param player LuaPlayer The player who gave the input
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--- @param input_parser Commands.InputParser<T> The parser to apply to the input string
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--- @return boolean success True when the input was successfully parsed and validated to be the correct type
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--- @return Commands.Status status, T | LocalisedString result # If success is false then Remaining values should be returned directly without modification
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function Commands.parse_input(input, player, input_parser)
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local status, status_msg = input_parser(input, player)
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if status == nil or not valid_command_status[status] then
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local data_type = table.get_key(Commands.types, input_parser) or ExpUtil.get_function_name(input_parser, true)
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error("Parser for data type \"" .. data_type .. "\" did not return a valid status got: " .. ExpUtil.get_class_name(status))
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end
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return status == Commands.status.success, status, status_msg
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end
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--- List and Search
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-- Functions used to list and search for commands
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--- Returns a list of all registered custom commands
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--- @return table<string,ExpCommand> # A dictionary of commands
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function Commands.list_all()
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return Commands.registered_commands
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end
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--- Returns a list of all registered custom commands which the given player has permission to use
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--- @param player LuaPlayer? The player to get the command of, nil represents the server but list_all should be used
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--- @return table<string,ExpCommand> # A dictionary of commands
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function Commands.list_for_player(player)
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local rtn = {}
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for name, command in pairs(Commands.registered_commands) do
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if Commands.player_has_permission(player, command) then
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rtn[name] = command
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end
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end
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return rtn
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end
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--- Searches all custom commands and game commands for the given keyword
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--- @param keyword string The keyword to search for
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--- @return table<string,Commands.Command> # A dictionary of commands
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function Commands.search_all(keyword)
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return Search.search_commands(keyword, Commands.list_all(), "en")
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end
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--- Searches custom commands allowed for this player and all game commands for the given keyword
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--- @param keyword string The keyword to search for
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--- @param player LuaPlayer? The player to search the commands of, nil represents server but search_all should be used
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--- @return table<string,Commands.Command> # A dictionary of commands
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function Commands.search_for_player(keyword, player)
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return Search.search_commands(keyword, Commands.list_for_player(player), player and player.locale)
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end
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--- Command Output
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-- Prints output to the player or rcon connection
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local print_format_options = { max_line_count = 20 }
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local print_settings_default = { sound_path = "utility/scenario_message", color = ExpUtil.color.white }
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local print_settings_error = { sound_path = "utility/wire_pickup", color = ExpUtil.color.orange_red }
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Commands.print_settings = {
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default = print_settings_default,
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error = print_settings_error,
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}
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--- Print a message to the user of a command, accepts any value and will print in a readable and safe format
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--- @param message any The message / value to be printed
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--- @param settings PrintSettings? The settings to print with
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function Commands.print(message, settings)
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local player = game.player or _print_player
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if not player then
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rcon.print(ExpUtil.format_any(message))
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else
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if not settings then
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settings = print_settings_default
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elseif not settings.sound_path then
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settings.sound_path = print_settings_default.sound_path
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end
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player.print(ExpUtil.format_any(message, print_format_options), settings)
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end
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end
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--- Print an error message to the user of a command, accepts any value and will print in a readable and safe format
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--- @param message any The message / value to be printed
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function Commands.error(message)
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Commands.print(message, print_settings_error)
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end
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--- Command Prototype
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-- The prototype definition for command objects
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local function assert_command_mutable(command)
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if Commands.registered_commands[command.name] then
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error("Command cannot be modified after being registered.", 3)
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end
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end
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--- Returns a new command object, this will not register the command but act as a way to start construction
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--- @param name string The name of the command as it will be registered later
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--- @param description LocalisedString? The description of the command displayed in the help message
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--- @return ExpCommand
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function Commands.new(name, description)
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ExpUtil.assert_argument_type(name, "string", 1, "name")
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if Commands.registered_commands[name] then
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error("Command is already defined at: " .. Commands.registered_commands[name].defined_at, 2)
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end
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return setmetatable({
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name = name,
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description = description or "",
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help_text = description, -- Will be replaced in command:register
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callback = default_command_callback, -- Will be replaced in command:register
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defined_at = ExpUtil.safe_file_path(2),
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auto_concat = false,
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min_arg_count = 0,
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max_arg_count = 0,
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flags = {},
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aliases = {},
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arguments = {},
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}, Commands._metatable)
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end
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--- Add a new required argument to the command of the given data type
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--- @param name string The name of the argument being added
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--- @param description LocalisedString? The description of the argument being added
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--- @param input_parser Commands.InputParser The input parser to be used for the argument
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--- @return ExpCommand
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function Commands._prototype:argument(name, description, input_parser)
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assert_command_mutable(self)
|
|
if self.min_arg_count ~= self.max_arg_count then
|
|
error("Can not have required arguments after optional arguments", 2)
|
|
end
|
|
self.min_arg_count = self.min_arg_count + 1
|
|
self.max_arg_count = self.max_arg_count + 1
|
|
self.arguments[#self.arguments + 1] = {
|
|
name = name,
|
|
description = description,
|
|
input_parser = input_parser,
|
|
optional = false,
|
|
}
|
|
return self
|
|
end
|
|
|
|
--- Add a new optional argument to the command of the given data type
|
|
--- @param name string The name of the argument being added
|
|
--- @param description LocalisedString? The description of the argument being added
|
|
--- @param input_parser Commands.InputParser The input parser to be used for the argument
|
|
--- @return ExpCommand
|
|
function Commands._prototype:optional(name, description, input_parser)
|
|
assert_command_mutable(self)
|
|
self.max_arg_count = self.max_arg_count + 1
|
|
self.arguments[#self.arguments + 1] = {
|
|
name = name,
|
|
description = description,
|
|
input_parser = input_parser,
|
|
optional = true,
|
|
}
|
|
return self
|
|
end
|
|
|
|
--- Set the defaults for optional arguments, any not provided will have their value as nil
|
|
--- @param defaults table<string, (fun(player: LuaPlayer): any) | any> The default values for the optional arguments, the key is the name of the argument
|
|
--- @return ExpCommand
|
|
function Commands._prototype:defaults(defaults)
|
|
assert_command_mutable(self)
|
|
local matched = {}
|
|
for _, argument in ipairs(self.arguments) do
|
|
if defaults[argument.name] then
|
|
if not argument.optional then
|
|
error("Attempting to set default value for required argument: " .. argument.name, 2)
|
|
end
|
|
argument.default = defaults[argument.name]
|
|
matched[argument.name] = true
|
|
end
|
|
end
|
|
|
|
-- Check that there are no extra values in the table
|
|
for name in pairs(defaults) do
|
|
if not matched[name] then
|
|
error("No argument with name: " .. name, 2)
|
|
end
|
|
end
|
|
|
|
return self
|
|
end
|
|
|
|
--- Set the flags for the command, these can be accessed by permission authorities to check who can use a command
|
|
--- @param flags table An array of strings or a dictionary of flag names and values, when an array is used the flags values are set to true
|
|
--- @return ExpCommand
|
|
function Commands._prototype:add_flags(flags)
|
|
assert_command_mutable(self)
|
|
for name, value in pairs(flags) do
|
|
if type(name) == "number" then
|
|
self.flags[value] = true
|
|
else
|
|
self.flags[name] = value
|
|
end
|
|
end
|
|
|
|
return self
|
|
end
|
|
|
|
--- Set the aliases for the command, these are alternative names that the command can be ran under
|
|
--- @param aliases string[] An array of string names to use as aliases to this command
|
|
--- @return ExpCommand
|
|
function Commands._prototype:add_aliases(aliases)
|
|
assert_command_mutable(self)
|
|
local start_index = #self.aliases
|
|
for index, alias in ipairs(aliases) do
|
|
self.aliases[start_index + index] = alias
|
|
end
|
|
|
|
return self
|
|
end
|
|
|
|
--- Enable concatenation of all arguments after the last, this should be used for user provided reason text
|
|
--- @return ExpCommand
|
|
function Commands._prototype:enable_auto_concatenation()
|
|
assert_command_mutable(self)
|
|
self.auto_concat = true
|
|
return self
|
|
end
|
|
|
|
--- Register the command to the game with the given callback, this must be the final step as the object becomes immutable afterwards
|
|
--- @param callback Commands.Callback The function which is called to perform the command action
|
|
--- @return ExpCommand
|
|
function Commands._prototype:register(callback)
|
|
assert_command_mutable(self)
|
|
Commands.registered_commands[self.name] = self
|
|
self.callback = callback
|
|
|
|
-- Generates a description to be used
|
|
local argument_names = { "" } --- @type LocalisedString
|
|
local argument_verbose = { "" } --- @type LocalisedString
|
|
self.usage = { "exp-commands.usage", self.name, argument_names }
|
|
self.help_text = { "exp-commands.help", argument_names, self.description, argument_verbose } --- @type LocalisedString
|
|
if next(self.aliases) then
|
|
argument_verbose[2] = { "exp-commands.aliases", table.concat(self.aliases, ", ") }
|
|
end
|
|
|
|
local verbose_index = #argument_verbose
|
|
for index, argument in pairs(self.arguments) do
|
|
if argument.optional then
|
|
argument_names[index + 1] = { "exp-commands.optional", argument.name }
|
|
if argument.description and argument.description ~= "" then
|
|
verbose_index = verbose_index + 1
|
|
argument_verbose[verbose_index] = { "exp-commands.optional-verbose", argument.name, argument.description }
|
|
end
|
|
else
|
|
argument_names[index + 1] = { "exp-commands.argument", argument.name }
|
|
if argument.description and argument.description ~= "" then
|
|
verbose_index = verbose_index + 1
|
|
argument_verbose[verbose_index] = { "exp-commands.argument-verbose", argument.name, argument.description }
|
|
end
|
|
end
|
|
end
|
|
|
|
-- Callback which is called by the game engine
|
|
---@param event CustomCommandData
|
|
local function command_callback(event)
|
|
event.name = self.name
|
|
local success, traceback = xpcall(Commands._event_handler, debug.traceback, event)
|
|
--- @cast traceback string
|
|
if not success and not traceback:find("Command does not support rcon usage") then
|
|
local key = "<" .. table.concat({ event.name, event.player_index or 0, event.tick }, ":") .. ">"
|
|
local _, msg = Commands.status.internal_error(key)
|
|
Commands.error(msg)
|
|
log("Internal Command Error " .. key .. "\n" .. traceback)
|
|
end
|
|
end
|
|
|
|
-- Registers the command under its own name
|
|
commands.add_command(self.name, self.help_text, command_callback)
|
|
|
|
-- Registers the command under its aliases
|
|
for _, alias in ipairs(self.aliases) do
|
|
commands.add_command(alias, self.help_text, command_callback)
|
|
end
|
|
|
|
return self
|
|
end
|
|
|
|
--- Run a callback for a command in the same way the command processor would, note no type validation is performed
|
|
--- @param self ExpCommand
|
|
--- @param player LuaPlayer
|
|
--- @param ... any
|
|
function Commands._metatable.__call(self, player, ...)
|
|
_print_player = player
|
|
local status, status_msg = self.callback(player, ...)
|
|
if status == nil then
|
|
local _, msg = Commands.status.success()
|
|
Commands.print(msg)
|
|
elseif not valid_command_status[status] then
|
|
error("Command \"" .. self.name .. "\" did not return a valid status got: " .. ExpUtil.get_class_name(status))
|
|
elseif status ~= Commands.status.success then
|
|
Commands.error(status_msg)
|
|
else
|
|
Commands.print(status_msg)
|
|
end
|
|
_print_player = nil
|
|
end
|
|
|
|
--- Command Runner
|
|
-- Used internally to run commands
|
|
|
|
--- Log that a command was attempted and its outcome (error / success)
|
|
--- @param comment string The main comment to include in the log
|
|
--- @param command ExpCommand The command that is being executed
|
|
--- @param player LuaPlayer The player who is running the command
|
|
--- @param parameter string The raw command parameter that was used
|
|
--- @param detail any
|
|
local function log_command(comment, command, player, parameter, detail)
|
|
if player.index == 0 and comment == "Command Ran" then return end
|
|
ExpUtil.write_json("log/commands.log", {
|
|
comment = comment,
|
|
command_name = command.name,
|
|
player_name = player.name,
|
|
parameter = parameter,
|
|
detail = detail,
|
|
})
|
|
end
|
|
|
|
--- Extract the arguments from a string input string
|
|
--- @param raw_input string? The raw input from the player
|
|
--- @param max_args number The maximum number of allowed arguments
|
|
--- @param auto_concat boolean True when remaining arguments should be concatenated
|
|
--- @return table? # Nil if there are too many arguments
|
|
local function extract_arguments(raw_input, max_args, auto_concat)
|
|
-- nil check when no input given
|
|
if raw_input == nil then return {} end
|
|
|
|
-- Extract quoted arguments
|
|
local quoted_arguments = {}
|
|
local input_string = raw_input:gsub('"[^"]-"', function(word)
|
|
local no_spaces = word:gsub("%s", "%%s")
|
|
quoted_arguments[no_spaces] = word:sub(2, -2)
|
|
return " " .. no_spaces .. " "
|
|
end)
|
|
|
|
-- Extract all arguments
|
|
local index = 0
|
|
local arguments = {}
|
|
for word in input_string:gmatch("%S+") do
|
|
index = index + 1
|
|
if index > max_args then
|
|
-- concat the word onto the last argument
|
|
if auto_concat == false then
|
|
return nil -- too many args, exit early
|
|
elseif quoted_arguments[word] then
|
|
arguments[max_args] = arguments[max_args] .. ' "' .. quoted_arguments[word] .. '"'
|
|
else
|
|
arguments[max_args] = arguments[max_args] .. " " .. word
|
|
end
|
|
else
|
|
-- new argument to be added
|
|
if quoted_arguments[word] then
|
|
arguments[index] = quoted_arguments[word]
|
|
else
|
|
arguments[index] = word
|
|
end
|
|
end
|
|
end
|
|
|
|
return arguments
|
|
end
|
|
|
|
--- Internal event handler for the command event
|
|
--- @param event CustomCommandData
|
|
--- @return nil
|
|
function Commands._event_handler(event)
|
|
local command = Commands.registered_commands[event.name]
|
|
if command == nil then
|
|
error("Command not recognised: " .. event.name)
|
|
end
|
|
|
|
local player = Commands.server
|
|
if event.player_index then
|
|
player = game.players[event.player_index]
|
|
end
|
|
|
|
-- Check if the player is allowed to use the command
|
|
local allowed, failure_msg = Commands.player_has_permission(player, command)
|
|
if not allowed then
|
|
log_command("Command not allowed", command, player, event.parameter)
|
|
return Commands.error(failure_msg)
|
|
end
|
|
|
|
-- Check the edge case of parameter being nil
|
|
if command.min_arg_count > 0 and event.parameter == nil then
|
|
log_command("Too few arguments", command, player, event.parameter, { minimum = command.min_arg_count, maximum = command.max_arg_count })
|
|
return Commands.error{ "exp-commands.invalid-usage", command.usage }
|
|
end
|
|
|
|
-- Get the arguments for the command, returns nil if there are too many arguments
|
|
local raw_arguments = extract_arguments(event.parameter, command.max_arg_count, command.auto_concat)
|
|
if raw_arguments == nil then
|
|
log_command("Too many arguments", command, player, event.parameter, { minimum = command.min_arg_count, maximum = command.max_arg_count })
|
|
return Commands.error{ "exp-commands.invalid-usage", command.usage }
|
|
end
|
|
|
|
-- Check the minimum number of arguments is fulfilled
|
|
if #raw_arguments < command.min_arg_count then
|
|
log_command("Too few arguments", command, player, event.parameter, { minimum = command.min_arg_count, maximum = command.max_arg_count })
|
|
return Commands.error{ "exp-commands.invalid-usage", command.usage }
|
|
end
|
|
|
|
-- Parse the arguments, optional arguments will attempt to use a default if provided
|
|
local arguments = {}
|
|
for index, argument in ipairs(command.arguments) do
|
|
local input = raw_arguments[index]
|
|
if input == nil then
|
|
-- We know this is an optional argument because the minimum count is satisfied
|
|
assert(argument.optional == true, "Argument was required")
|
|
if type(argument.default) == "function" then
|
|
arguments[index] = argument.default(player)
|
|
else
|
|
arguments[index] = argument.default
|
|
end
|
|
else
|
|
-- Parse the raw argument to get the correct data type
|
|
local success, status, parsed = Commands.parse_input(input, player, argument.input_parser)
|
|
if success == false then
|
|
log_command("Input parse failed", command, player, event.parameter, { status = valid_command_status[status], index = index, argument = argument.name, reason = parsed })
|
|
return Commands.error{ "exp-commands.invalid-argument", argument.name, parsed }
|
|
else
|
|
arguments[index] = parsed
|
|
end
|
|
end
|
|
end
|
|
|
|
-- Run the command, don't need xpcall here because errors are caught in command_callback
|
|
local status, status_msg = command.callback(player, table.unpack(arguments))
|
|
if status == nil then
|
|
log_command("Command Ran", command, player, event.parameter)
|
|
local _, msg = Commands.status.success()
|
|
return Commands.print(msg)
|
|
elseif not valid_command_status[status] then
|
|
error("Command \"" .. command.name .. "\" did not return a valid status got: " .. ExpUtil.get_class_name(status))
|
|
elseif status ~= Commands.status.success then
|
|
log_command("Custom Error", command, player, event.parameter, status_msg)
|
|
return Commands.error(status_msg)
|
|
else
|
|
log_command("Command Ran", command, player, event.parameter)
|
|
return Commands.print(status_msg)
|
|
end
|
|
end
|
|
|
|
return Commands
|