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https://github.com/PHIDIAS0303/ExpCluster.git
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874 lines
39 KiB
Lua
874 lines
39 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--- Full code example, see below for explaination
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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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@usage--- 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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-- Other values that can be returned from register
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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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@usage--- Example Authenticator:
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-- The command system is best used when you can control who uses commands;
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-- to do this would would need to define an authenticator which is ran every time a command is run;
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-- in this example I will show a simple one that requires certain commands to require the user to be a game admin.
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-- For our admin only example we will set a flag to true when we want it to be admin only;
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-- when we define the command will will use :set_flag('admin_only', true);
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-- then inside the authenticator we will test if the flag is present using: if flags.admin_only then
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-- When the authenticator is called by the command handler it will be passed 4 arguments:
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-- 1) player - the player who used the command
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-- 2) command - the name of the command that is being used
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-- 3) flags - the flags which have been set for this command, flags are set with :set_flag(name, value)
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-- 4) reject - the reject function which is the preferred method to prevent execution of the command
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-- No return is required to allow the command to execute but it is best practice to return true;
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-- we do this in two cases in our authenticator:
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-- 1) when the "admin_only" flag is not set, which we take assume that 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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-- When want to prevent exicution of the command we must reject it, listed is how that can be done:
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-- 1) return false -- this is the most basic rejection and should only be used while testing
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-- 2) return reject -- returning the reject function is as a fail safe in case you forget to call it, same as returning false
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-- 3) reject() -- this will block execution without to allowing further code to be ran in your 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 your 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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-- Check if the command is admin only
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if flags.admin_only then
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-- Return true if player is admin, or reject and return error message
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return player.admin or reject('This command is for admins only!')
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else
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-- Return true if command was not admin only
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return true
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end
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end)
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@usage--- Example Parse:
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-- Before you make a command 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 and validated before your command is executed;
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-- This module should is paired with a general 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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:add_param('repeat_count', false, 'number-range-int', 5, 10) -- "repeat_count" is required "number-range-int" in a range 5 to 10 inclusive
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-- The command parse will be passed 3 arguments plus any other which you define, in our case:
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-- 1) input - 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) player - the player who is using the command, this is always present
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-- 3) reject - the reject function to throw an error to the user, this is always present
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-- 4) range_min - the range min, this is user defined and has the value given when the param is defined
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-- 5) range_max - 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 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 is rejected, 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 to the user
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-- nb: if you do not return reject after you call it then you will still be returning nil so there will be a duplicate error message
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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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-- this function will either return a new value for the input or nil, if it is nil you should return nil to prevent duplicate
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-- error 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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]]
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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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--- Values returned by the signal functions to cause the command system to react
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defines = {
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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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--- Custom command data will be stored here
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commands={},
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--- Set true to have authorize fail if a callback fails to run, more secure
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authorization_fail_on_error=false,
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--- Custom function are stored here which control who can use what commands
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authorization={},
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--- Used to store default functions which are common parse function such as player or number in range
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parse_functions={},
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-- Sends a value to the player, different to success as this does not signal the end of your command
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print=player_return,
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--- Used to store functions which gets added to new custom commands
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_prototype={},
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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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@treturn number the index it was inserted at use to remove the callback, if anon function used
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@usage-- Test if a command is admin only and if the player is admin
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local admin_authenticator =
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Commands.add_authenticator(function(player, command, flags, reject)
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if flags.admin_only then
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return player.admin or reject('This command is for admins only!')
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else
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return true
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end
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end)
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]]
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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 if the callback found and removed successfuly
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@usage-- Removing the admin authenticator, can not be done dueing runtime
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Commands.remove_authenticator(admin_authenticator)
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]]
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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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@usage-- Test if a player can use "repeat-name"
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local authorized, status = Commands.authorize(game.player, 'repeat-name')
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]]
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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 are 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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@usage-- Get the command you are allowed to use
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local commands = Commands.get(game.player)
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@usage-- Get all commands that are registered
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local commands = Commands.get()
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]]
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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 are included
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@tparam string keyword the word which you are trying to find in your search
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@tparam[opt] LuaPlayer 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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@usage-- Get all commands which "repeat"
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local commands = Commands.search('repeat')
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@usage-- Get all commands which "repeat" and you are allowed to use
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local commands = Commands.search('repeat', game.player)
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]]
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function Commands.search(keyword, player)
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local custom_commands = Commands.get(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 (used in add_param)
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nb: this is not required 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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@treturn boolean was the parse added will be false if the name is already used
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@usage-- Adding a parse to validate ints in a given range
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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 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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]]
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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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@usage-- Removing a parse
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Commands.remove_parse('number-range-int')
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]]
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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 parse
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@tparam string input string the input to pass to the parse, must be a string but not necessarily the original input
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@tparam LuaPlayer player the player that is 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
|
|
|
|
@usage-- Parsing a int in a given range
|
|
local parsed_input = Commands.parse('number-range-int', '7', player, reject, 1, 10) -- valid range 1 to 10
|
|
|
|
]]
|
|
function Commands.parse(name, input, player, reject, ...)
|
|
if not Commands.parse_functions[name] then return end
|
|
local success, rtn = pcall(Commands.parse_functions[name], input, player, reject, ...)
|
|
if not success then error(rtn, 2) return end
|
|
if not rtn then return end
|
|
if rtn == Commands.defines.error then return end
|
|
return rtn
|
|
end
|
|
|
|
--- Creation.
|
|
-- Functions that create a new command
|
|
-- @section creation
|
|
|
|
--[[-- Creates a new command object to added details to, note this does not register the command to the game api
|
|
@tparam string name the name of the command to be created
|
|
@tparam string help the help message for the command
|
|
@treturn Commands._prototype this will be used with other functions to generate the command functions
|
|
|
|
@usage-- Define a new command
|
|
local command =
|
|
Commands.new_command('repeat-name', 'Will repeat you name a number of times in chat.')
|
|
|
|
]]
|
|
function Commands.new_command(name, help)
|
|
local command = setmetatable({
|
|
name=name,
|
|
help=help,
|
|
callback=function() Commands.internal_error(false, name, 'No callback registered') end,
|
|
auto_concat=false,
|
|
min_param_count=0,
|
|
max_param_count=0,
|
|
flags={}, -- stores flags that can be used by auth
|
|
aliases={}, -- n = name: string
|
|
params={}, -- [param_name] = {optional: boolean, default: any, parse: function, parse_args: table}
|
|
}, {
|
|
__index= Commands._prototype
|
|
})
|
|
Commands.commands[name] = command
|
|
return command
|
|
end
|
|
|
|
--[[-- Adds a new param to the command this will be displayed in the help and used to parse the input
|
|
@tparam string name the name of the new param that is being added to the command
|
|
@tparam[opt=false] boolean optional is this param required for this command, these must be after all required params
|
|
@tparam[opt=pass function through] ?string|function parse this function will take the input and return a new (or same) value
|
|
@param[opt] ... extra args you want to pass to the parse function; for example if the parse is general use
|
|
@treturn Commands._prototype pass through to allow more functions to be called
|
|
|
|
@usage-- Adding a param which has an parse defined
|
|
command:add_param('repeat-count', false, 'number-range-int', 1, 5)
|
|
|
|
@usage-- Adding a param which has a custom parse, see Commands.add_parse for details
|
|
command:add_param('smiley', true, function(input, player, reject)
|
|
if not input then return end
|
|
return input:lower() == 'true' or input:lower() == 'yes' or false
|
|
end)
|
|
|
|
]]
|
|
function Commands._prototype:add_param(name, optional, parse, ...)
|
|
local parse_args = {...}
|
|
if type(optional) ~= 'boolean' then
|
|
parse_args = {parse, ...}
|
|
parse = optional
|
|
optional = false
|
|
end
|
|
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
|
|
|
|
--[[-- Add default values to params, only as an effect if the param is optional, if default value is a function it is called with acting player
|
|
@tparam table defaults table which is keyed by the name of the param and the value is the default value
|
|
@treturn Commands._prototype pass through to allow more functions to be called
|
|
|
|
@usage-- Adding default values
|
|
command:set_defaults{
|
|
smiley = false,
|
|
-- not in example just used to show arguments given
|
|
player_name = function(player)
|
|
return player.name
|
|
end
|
|
}
|
|
|
|
]]
|
|
function Commands._prototype:set_defaults(defaults)
|
|
for name, value in pairs(defaults) do
|
|
if self.params[name] then
|
|
self.params[name].default = value
|
|
end
|
|
end
|
|
return self
|
|
end
|
|
|
|
--[[-- Adds a 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, set to true if no value is given
|
|
@tparam[opt=true] any value the tag that you want can be anything that the authenticators are expecting
|
|
@treturn Commands._prototype pass through to allow more functions to be called
|
|
|
|
@usage-- Setting a custom flag
|
|
command:set_flag('admin_only', true)
|
|
|
|
@usage-- When value is true it does not need to be given
|
|
command:set_flag('admin_only')
|
|
|
|
]]
|
|
function Commands._prototype:set_flag(name, value)
|
|
value = value or true
|
|
self.flags[name] = value
|
|
return self
|
|
end
|
|
|
|
--[[-- Adds an alias, or multiple, that will also be registered with the same callback, eg /teleport can be used as /tp
|
|
@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
|
|
|
|
@usage-- Added multiple aliases to a command
|
|
command:add_alias('name', 'rname')
|
|
|
|
]]
|
|
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
|
|
|
|
@usage-- Enable auto concat for a command
|
|
command:enable_auto_concat()
|
|
|
|
]]
|
|
function Commands._prototype:enable_auto_concat()
|
|
self.auto_concat = true
|
|
return self
|
|
end
|
|
|
|
--[[-- Adds the callback to the command and registers all aliases, params and help message with the game api
|
|
nb: this must be the last function ran on the command and must be done for the command to work
|
|
@tparam function callback the callback for the command, will receive the player running command, and params added with add_param
|
|
|
|
@usage-- Registering your command to the game api
|
|
command:register(function(player, repeat_count, smiley, _)
|
|
local msg = ') '..player.name
|
|
if smiley then msg = ':'..msg end
|
|
|
|
for 1 = 1, repeat_count do
|
|
Command.print(1..msg)
|
|
end
|
|
end)
|
|
|
|
]]
|
|
function Commands._prototype:register(callback)
|
|
-- 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 when returned will stop exicution of the command
|
|
nb: this is for non fatal errors meaning there is no log of this event, use during register callback
|
|
@tparam[opt=''] string error_message an optional error message that can be sent to the user
|
|
@tparam[opt=utility/wire_pickup] string play_sound the sound to play for the error
|
|
@treturn Commands.defines.error return this to command handler to exit execution
|
|
|
|
@usage-- Send an error message to the player, and stops further code running
|
|
return Commands.error('The player you selected is offline')
|
|
|
|
]]
|
|
function Commands.error(error_message, play_sound)
|
|
error_message = error_message or ''
|
|
player_return({'expcore-commands.command-fail', error_message}, 'orange_red')
|
|
if play_sound ~= false then
|
|
play_sound = play_sound or 'utility/wire_pickup'
|
|
if game.player then game.player.play_sound{path=play_sound} end
|
|
end
|
|
return Commands.defines.error
|
|
end
|
|
|
|
--[[-- Sends an error to the player and logs the error, used with pcall within command handler please avoid direct use
|
|
nb: use error(error_message) within your callback to trigger do not trigger directly as code exictuion may still continue
|
|
@tparam boolean success the success value returned from pcall, or just false to trigger error
|
|
@tparam string command_name the name of the command this is used within the log
|
|
@tparam string error_message the error returned by pcall or some other error, this is logged and not returned to player
|
|
@treturn boolean the opposite of success so true means to cancel execution, used internally
|
|
|
|
@usage-- Used in the command system to log handler errors
|
|
local success, err = pcall(command_data.callback, player, unpack(params))
|
|
if Commands.internal_error(success, command_data.name, err) then
|
|
return command_log(player, command_data, 'Internal Error: Command Callback Fail', raw_params, command_event.parameter, err)
|
|
end
|
|
|
|
]]
|
|
function Commands.internal_error(success, command_name, error_message)
|
|
if not success then
|
|
Commands.error('Internal Error, Please contact an admin', 'utility/cannot_build')
|
|
log{'expcore-commands.command-error-log-format', command_name, error_message}
|
|
end
|
|
return not success
|
|
end
|
|
|
|
--[[-- Sends a value to the player, followed by a command complete message
|
|
nb: returning any value from your callback will trigger this function, return this function to prevent duplicate 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
|
|
|
|
@usage-- Print a custom success message
|
|
return Commands.success('Your message has been printed')
|
|
|
|
@usage-- Returning the value has the same result
|
|
return 'Your message has been printed'
|
|
|
|
]]
|
|
function Commands.success(value)
|
|
if value ~= nil then player_return(value) end
|
|
player_return({'expcore-commands.command-ran'}, 'cyan')
|
|
return Commands.defines.success
|
|
end
|
|
|
|
--[[-- Sends a value to the player, different to success as this does not signal the end of your command
|
|
@function print
|
|
@tparam any value the value that you want to return to the player
|
|
@tparam table colour the colour of the message that the player sees
|
|
|
|
@usage-- Output a message to the player
|
|
Commands.print('Your command is in progress')
|
|
|
|
]]
|
|
|
|
-- 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
|
|
-- @usage Commands.run_command(event)
|
|
function Commands.run_command(command_event)
|
|
local command_data = Commands.commands[command_event.name]
|
|
-- player can be nil when it is the server
|
|
local player
|
|
if command_event.player_index and command_event.player_index > 0 then
|
|
player = Game.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 |