mirror of
https://github.com/PHIDIAS0303/ExpCluster.git
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743 lines
37 KiB
Lua
743 lines
37 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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@core Commands
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@alias Commands
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@usage
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---- Example Authenticator:
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-- The command system is most useful when you can control who can use commands; to do this would would need to
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-- define an authenticator which is ran every time a command is run; in this example I will show a simple one
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-- that requires some commands to require the user to be a game admin:
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-- When the authenticator is called be the command handler it will be passed 4 vales:
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-- 1) the player who used the command
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-- 2) the name of the command that is being used
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-- 3) any flags which have been set for this command, this is a table of values set using :set_flag(name,value)
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-- 4) the reject function which is the preferred method to prevent execution of the command
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-- 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
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-- command will will use :set_flag('admin_only',true) and then inside the authenticator we will test if the flag
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-- is present using: if flags.admin_only then
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-- Although no return is required to allow the command to execute it is best practice to return true; we do this in
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-- two cases in our authenticator:
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-- 1) when the "admin_only" flag is not set, which we take to mean any one can use it
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-- 2) when the "admin_only" flag is set, and the player is admin
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-- Now when the user is not an admin and the command requires you to be an admin then we must reject the request:
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-- 1) return false -- this is the most basic block and should only be used while testing
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-- 2) return reject -- returning the reject function is only an option as a fail safe, same as returning false
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-- 3) reject() -- this will block execution without returning to allow further code to be ran in the authenticator
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-- 4) reject('This command is for admins only!') -- Using reject as a function allows a error message to be returned
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-- 5) return reject() -- using return on either case above is best practice as you should execute all code before rejecting
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-- Example Code:
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Commands.add_authenticator(function(player,command,flags,reject)
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if flags.admin_only then -- our test for the "admin_only" flag
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if player.admin then
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return true -- true return 2
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else
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return reject('This command is for admins only!') -- reject return 5 with a custom error message
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end
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else
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return true -- true return 1
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end
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end)
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@usage
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---- Example Parse:
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-- Before you go making commands it is important to understand the most powerful feature of this command handler,
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-- when you define a command you are able to type the params and have then be parsed by an handler so before your
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-- command is ever executed you can be sure that all the params are valid. This module should be paired with a general
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-- command parse but you may want to create your own:
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-- For our example we will create a parse to accept only integer numbers in a given range:
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-- 1) we will give it the name "number-range-int" this is the "type" that the input is expected to be
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-- 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
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-- Example parse usage:
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:add_param('repeat_count',false,'number-range-int',5,10) -- range 5 to 10 inclusive
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-- The command parse will be passed 3 params and any other you define, in our case:
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-- 1) the input that has been given by the user for this param, the role of this function is to transform this value
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-- nb: the input is a string but can be nil if the param is marked as optional
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-- 2) the player who is using the command, this is always present
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-- 3) the reject function to throw an error to the user, this is always present
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-- 4) the range min, this is user defined and has the value given when the param is defined
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-- 5) the range max, this is user defined and has the value given when the param is defined
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-- When returning from the param parse you again have a few options with how to do this:
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-- 1) you return the new value for the param (any non nil value) this value is then passed to the command callback
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-- 2) not returning will cause a generic invalid error and the command callback is blocked, not recommenced
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-- 3) return reject -- this is just a failsafe in case the function is not called, same as no return
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-- 4) return reject() -- will give a shorter error message as you pass a nil custom error
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-- 5) return reject('Number entered is not in range: '..range_min..', '..range_max) -- returns a custom error the the user
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-- nb: if you do not return reject after you call it then you are still returning nil so there will be a duplicate message
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-- It should be noted that if you want to expand on an existing parse you can use Commands.parse(type,input,player,reject)
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-- 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
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-- messages to the user:
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input = Commands.parse('number-int',input,player,reject)
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if not input then return end -- nil check
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-- Example Code:
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Commands.add_parse('number-range-int',function(input,player,reject,range_min,range_max)
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local rtn = tonumber(input) and math.floor(tonumber(input)) or nil -- converts input to number
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if not rtn or rtn < range_min or rtn > range_max then
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-- the input is either not a number or is outside the range
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return reject('Number entered is not in range: '..range_min..', '..range_max)
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else
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-- returns the input as a number value rather than a string, thus the param is now the correct type
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return rtn
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end
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end)
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@usage
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---- Example Command:
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-- How for the fun part making the commands, the commands can be set up with any number of params and flags that you want,
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-- you can add aliases for the commands and set default values for optional params and of course register your command callback
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-- 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.
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-- 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
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-- the command "repeat-name" and set the help message as follows:
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Commands.new_command('repeat-name','Will repeat you name a number of times in chat.')
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-- Now for our first param we will call "repeat-count" and it will be a required value between 1 and 5 inclusive:
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:add_param('repeat-count',false,'number-range-int',1,5)
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-- 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
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-- 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
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-- included in the general command parse config. As for the param its self it will be called "smiley" and will be optional with
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-- a default value of false:
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:add_param('smiley',true,function(input,player,reject)
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-- since it is optional the input can be nil, in which case we just return
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if not input then return end
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-- if it is not nil then we check for a truthy value
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if input:lower() == 'true' or input:lower() == 'yes' then
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return true
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else
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-- note that because we did not return nil or reject then false will be passed to command callback, see example parse
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return false
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end
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end)
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-- Once all params are defined you can now define some default values if you have optional params, the default value will be used only
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-- 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
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-- 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:
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:set_defaults{smiley=false}
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-- Another example of defaults if we have: item, amount[opt], player[opt]
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:set_defaults{
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amount = 50, -- more than one value can be set at a time
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player = function(player)
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return player -- default is the player using the command
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end
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}
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-- 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"
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-- which is when you want all extra words to be concatenated onto the end of the last param, useful for reason or messages:
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:set_flag('admin_only',true) -- in our case we want "admin_only" to be set to true so only admins can use the command
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:add_alias('name','rname') -- we also add two aliases here: "name" and "rname" which point to this command
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-- :enable_auto_concat() we do not use this in our case but this can also be used to enable the "auto concat" feature
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-- 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
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-- want it to be to as simple as our example; the command receives two params plus all that you have defines:
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-- 1) the player who used the command
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-- 2) in our case repeat_count which will be a number
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-- 3) in our case smiley which will be a boolean
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-- 4) the raw input; this param is always last as is always present as a catch all
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:register(function(player,repeat_count,smiley,raw)
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-- this is to show the value for raw as this is an example command, the log file will also show this
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game.print(player.name..' used a command with input: '..raw)
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local msg = ') '..player.name
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if smiley then
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-- this is where that smiley param is used
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msg = ':'..msg
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end
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for 1 = 1,repeat_count do
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-- this print function will return ANY value to the user in a desync safe manor, this includes if the command was used through rcon
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Command.print(1..msg)
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end
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-- see below for what else can be used here
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end)
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-- Some other useful functions that can be used are:
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Commands.print(any,colour[opt]) -- this will return any value value to the user including if it is ran through rcon console
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Commands.error(message[opt]) -- this returns a warning to the user, aka an error that does not prevent execution of the command
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return Commands.error(message[opt]) -- this returns an error to the user, and will halt the command execution, ie no success message is returned
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Commands.success(message[opt]) -- used to return a success message however don't use this method see below
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return Commands.success(message[opt]) -- will return the success message to the user and your given message, halts execution
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return <any> if any value is returned then it will be returned to the player via a Commands.success call
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-- Example Code:
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Commands.new_command('repeat-name','Will repeat you name a number of times in chat.')
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:add_param('repeat-count',false,'number-range-int',1,5) -- required int in range 1 to 5 inclusive
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:add_param('smiley',true,function(input,player,reject) -- optional boolean default false
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if not input then return end
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if input:lower() == 'true' or input:lower() == 'yes' then
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return true
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else
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return false
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end
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end)
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:set_defaults{smiley=false}
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:set_flag('admin_only',true) -- command is admin only
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:add_alias('name','rname') -- allow alias: name and rname
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:register(function(player,repeat_count,smiley,raw)
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game.print(player.name..' used a command with input: '..raw)
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local msg = ') '..player.name
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if smiley then
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msg = ':'..msg
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end
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for 1 = 1,repeat_count do
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Command.print(1..msg)
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end
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end)
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]]
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local Game = require 'utils.game' --- @dep utils.game
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local player_return,write_json = _C.player_return, _C.write_json --- @dep expcore.common
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local Commands = {
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defines={ -- common values are stored error like signals
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error='CommandError',
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unauthorized='CommandErrorUnauthorized',
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success='CommandSuccess'
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},
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commands={}, -- custom command data will be stored here
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authorization_fail_on_error=false, -- set true to have authorize fail if a callback fails to run, more secure
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authorization={}, -- custom function are stored here which control who can use what commands
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parse_functions={}, -- used to store default functions which are common parse function such as player or number in range
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print=player_return, -- short cut so player_return does not need to be required in every module
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_prototype={}, -- used to store functions which gets added to new custom commands
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}
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--- Authenication.
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-- Functions that control who can use commands
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-- @section auth
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--- Adds an authorization callback, function used to check if a player if allowed to use a command
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-- @tparam function callback the callback you want to register as an authenticator
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-- callback param - player: LuaPlayer - the player who is trying to use the command
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-- callback param - command: string - the name of the command which is being used
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-- callback param - flags: table - any flags which have been set for the command
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-- callback param - reject: function(error_message?: string) - call to fail authorize with optional error message
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-- @treturn number the index it was inserted at use to remove the callback, if anon function used
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function Commands.add_authenticator(callback)
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table.insert(Commands.authorization,callback)
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return #Commands.authorization
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end
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--- Removes an authorization callback
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-- @tparam function|number callback the callback to remove, an index returned by add_authenticator can be passed
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-- @treturn boolean was the callback found and removed
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function Commands.remove_authenticator(callback)
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if type(callback) == 'number' then
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-- if a number is passed then it is assumed to be the index
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if Commands.authorization[callback] then
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table.remove(Commands.authorization,callback)
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return true
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end
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else
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-- will search the array and remove the key
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local index
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for key,value in pairs(Commands.authorization) do
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if value == callback then
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index = key
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break
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end
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end
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-- if the function was found it is removed
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if index then
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table.remove(Commands.authorization,index)
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return true
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end
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end
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return false
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end
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--- Mostly used internally, calls all authorization callbacks, returns if the player is authorized
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-- @tparam LuaPlayer player the player that is using the command, passed to callbacks
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-- @tparam string command_name the command that is being used, passed to callbacks
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-- @treturn[1] boolean true player is authorized
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-- @treturn[1] string commands const for success
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-- @treturn[2] boolean false player is unauthorized
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-- @treturn[2] string|locale_string the reason given by the authenticator
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function Commands.authorize(player,command_name)
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local failed
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if not player then return true end
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local command_data = Commands.commands[command_name]
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if not command_data then return false end
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-- function passed to authorization callback to make it simpler to use
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local auth_fail = function(error_message)
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failed = error_message or {'expcore-commands.unauthorized'}
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return Commands.defines.unauthorized
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end
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-- loops over each authorization callback if any return false or unauthorized command will fail
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for _,callback in pairs(Commands.authorization) do
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-- callback(player: LuaPlayer, command: string, flags: table, reject: function(error_message?: string))
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local success, rtn = pcall(callback,player,command_name,command_data.flags,auth_fail)
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-- error handler
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if not success then
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-- the callback failed to run
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log('[ERROR] Authorization failed: '..rtn)
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if Commands.authorization_fail_on_error then
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failed = 'Internal Error'
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end
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elseif rtn == false or rtn == Commands.defines.unauthorized or rtn == auth_fail or failed then
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-- the callback returned unauthorized, failed be now be set if no value returned
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failed = failed or {'expcore-commands.unauthorized'}
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break
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end
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end
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-- checks if the authorization failed
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if failed then
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return false, failed
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else
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return true, Commands.defines.success
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end
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end
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--- Getters.
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-- Functions that get commands
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-- @section getters
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--- Gets all commands that a player is allowed to use, game commands not included
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-- @tparam[opt] LuaPlayer player the player that you want to get commands of, nil will return all commands
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-- @treturn table all commands that that player is allowed to use, or all commands
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function Commands.get(player)
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player = Game.get_player_from_any(player)
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if not player then return Commands.commands end
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local allowed = {}
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for name,command_data in pairs(Commands.commands) do
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if Commands.authorize(player,name) then
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allowed[name]=command_data
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end
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end
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return allowed
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end
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--- Searches command names and help messages to find possible commands, game commands included
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-- @tparam string keyword the word which you are trying to find
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-- @tparam[opt] LuaPlayer allowed_player the player to get allowed commands of, if nil all commands are searched
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-- @treturn table all commands that contain the key word, and allowed by player if player given
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function Commands.search(keyword,allowed_player)
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local custom_commands = Commands.get(allowed_player)
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local matches = {}
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keyword = keyword:lower()
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-- loops over custom commands
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for name,command_data in pairs(custom_commands) do
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-- combines name help and aliases into one message to be searched
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local search = string.format('%s %s %s',name,command_data.help,table.concat(command_data.aliases,' '))
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if search:lower():match(keyword) then
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matches[name] = command_data
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end
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end
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-- loops over the names of game commands
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for name,description in pairs(commands.game_commands) do
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if name:lower():match(keyword) then
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-- because game commands lack some stuff that the custom ones have they are formated
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matches[name] = {
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name=name,
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help=description,
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description='',
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aliases={}
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}
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end
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end
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return matches
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end
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--- Parse.
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-- Functions that help with parsing
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-- @section parse
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--- Adds a parse function which can be called by name rather than callback (used in add_param)
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-- nb: this is not needed as you can use the callback directly this just allows it to be called by name
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-- @tparam string name the name of the parse, should be the type like player or player_alive, must be unique
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-- @tparam function callback the callback that is ran to parse the input
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-- parse param - input: string - the input given by the user for this param
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-- parse param - player: LuaPlayer - the player who is using the command
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-- parse param - reject: function(error_message) - use this function to send a error to the user and fail running
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-- parse return - the value that will be passed to the command callback, must not be nil and if reject then command is not run
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-- @treturn boolean was the parse added will be false if the name is already used
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function Commands.add_parse(name,callback)
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if Commands.parse_functions[name] then
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return false
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else
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Commands.parse_functions[name] = callback
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return true
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end
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end
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--- Removes a parse function, see add_parse for adding them
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-- @tparam string name the name of the parse to remove
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function Commands.remove_parse(name)
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Commands.parse_functions[name] = nil
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end
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--- Intended to be used within other parse functions, runs a parse and returns success and new value
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-- @tparam string name the name of the parse to call, must be registered and cant be a function
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-- @tparam string input string the input to pass to the parse, will always be a but might not be the original input
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-- @tparam LuaPlayer player the player that is calling using the command
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-- @tparam function reject the reject function that was passed by the command hander
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-- @treturn any the new value for the input, may be nil, if nil then either there was an error or input was nil
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function Commands.parse(name,input,player,reject,...)
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if not Commands.parse_functions[name] then return end
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local success,rtn = pcall(Commands.parse_functions[name],input,player,reject,...)
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if not success then error(rtn,2) return end
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if not rtn then return end
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if rtn == Commands.defines.error then return end
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return rtn
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end
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--- Creation.
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-- Functions that create a new command
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-- @section creation
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--- Creates a new command object to added details to, note this does not register the command to the game
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-- @tparam string name the name of the command to be created
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-- @tparam string help the help message for the command
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-- @treturn Commands._prototype this will be used with other functions to generate the command functions
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function Commands.new_command(name,help)
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local command = setmetatable({
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name=name,
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help=help,
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callback=function() Commands.internal_error(false,name,'No callback registered') end,
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auto_concat=false,
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min_param_count=0,
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max_param_count=0,
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flags={}, -- stores flags that can be used by auth
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aliases={}, -- n = name: string
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params={}, -- [param_name] = {optional: boolean, default: any, parse: function, parse_args: table}
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}, {
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__index= Commands._prototype
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})
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Commands.commands[name] = command
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return command
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end
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--- Adds a new param to the command this will be displayed in the help and used to parse the input
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|
-- @tparam 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 '<Server>'
|
|
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 |