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/**
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* This class is meant to represent a command type: to create new command
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* one should extend it, then simply define required sub-commands/options and
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* parameters in `BuildData()` and overload `Execute()` / `ExecuteFor()`
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* to perform required actions when command is executed by a player.
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* `Execute()` is called first, whenever command is executed and
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* `ExecuteFor()` is called only for targeted commands, once for each
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* targeted player.
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* Copyright 2021 - 2022 Anton Tarasenko
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*------------------------------------------------------------------------------
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* This file is part of Acedia.
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*
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* Acedia is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, version 3 of the License, or
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* (at your option) any later version.
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*
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* Acedia is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with Acedia. If not, see <https://www.gnu.org/licenses/>.
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*/
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class Command extends AcediaObject
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dependson(BaseText);
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/**
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* Possible errors that can arise when parsing command parameters from
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* user input
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*/
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enum ErrorType
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{
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// No error
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CET_None,
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// Bad parser was provided to parse user input
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// (this should not be possible)
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CET_BadParser,
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// Sub-command name was not specified or was incorrect
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// (this should not be possible)
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CET_NoSubCommands,
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// Required param for command / option was not specified
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CET_NoRequiredParam,
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CET_NoRequiredParamForOption,
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// Unknown option key was specified
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CET_UnknownOption,
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CET_UnknownShortOption,
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// Same option appeared twice in one command call
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CET_RepeatedOption,
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// Part of user's input could not be interpreted as a part of
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// command's call
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CET_UnusedCommandParameters,
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// In one short option specification (e.g. '-lah') several options
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// require parameters: this introduces ambiguity and is not allowed
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CET_MultipleOptionsWithParams,
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// (For targeted commands only)
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// Targets are specified incorrectly (or none actually specified)
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CET_IncorrectTargetList,
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CET_EmptyTargetList
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};
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/**
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* Structure that contains all the information about how `Command` was called.
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*/
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struct CallData
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{
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// Targeted players (if applicable)
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var public array<EPlayer> targetPlayers;
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// Specified sub-command and parameters/options
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var public Text subCommandName;
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// Provided parameters and specified options
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var public AssociativeArray parameters;
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var public AssociativeArray options;
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// Errors that occurred during command call processing are described by
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// error type and optional error textual name of the object
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// (parameter, option, etc.) that caused it.
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var public ErrorType parsingError;
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var public Text errorCause;
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};
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/**
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* Possible types of parameters.
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*/
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enum ParameterType
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{
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// Parses into `BoolBox`
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CPT_Boolean,
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// Parses into `IntBox`
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CPT_Integer,
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// Parses into `FloatBox`
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CPT_Number,
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// Parses into `Text`
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CPT_Text,
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// Special parameter that consumes the rest of the input into `Text`
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CPT_Remainder,
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// Parses into `AssociativeArray`
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CPT_Object,
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// Parses into `DynamicArray`
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CPT_Array
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};
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/**
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* Possible forms a boolean variable can be used as.
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* Boolean parameter can define it's preferred format, which will be used
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* for help page generation.
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*/
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enum PreferredBooleanFormat
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{
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PBF_TrueFalse,
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PBF_EnableDisable,
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PBF_OnOff,
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PBF_YesNo
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};
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// Defines a singular command parameter
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struct Parameter
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{
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// Display name (for the needs of help page displaying)
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var Text displayName;
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// Type of value this parameter would store
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var ParameterType type;
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// Does it take only a singular value or can it contain several of them,
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// written in a list
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var bool allowsList;
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// Variable name that will be used as a key to store parameter's value
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var Text variableName;
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// (For `CPT_Boolean` type variables only) - preferred boolean format,
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// used in help pages
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var PreferredBooleanFormat booleanFormat;
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};
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// Defines a sub-command of a this command (specified as
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// "<command> <sub_command>").
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// Using sub-command is not optional, but if none defined
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// (in `BuildData()`) / specified by the player - an empty (`name.IsEmpty()`)
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// one is automatically created / used.
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struct SubCommand
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|
{
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// Cannot be `none`
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var Text name;
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// Can be `none`
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var Text description;
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var array<Parameter> required;
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var array<Parameter> optional;
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};
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// Defines command's option (options are specified by "--long" or "-l").
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// Options are independent from sub-commands.
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struct Option
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{
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|
var BaseText.Character shortName;
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var Text longName;
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var Text description;
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// Option can also have their own parameters
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var array<Parameter> required;
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var array<Parameter> optional;
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};
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// Structure that defines what sub-commands and options command has
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// (and what parameters they take)
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struct Data
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|
|
{
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// Default command name that will be used unless Acedia is configured to
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// do otherwise
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var protected Text name;
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// Short summary of what command does (recommended to
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|
// keep it to 80 characters)
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var protected Text summary;
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var protected array<SubCommand> subCommands;
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|
var protected array<Option> options;
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var protected bool requiresTarget;
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|
};
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var private Data commandData;
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|
// We do not really ever need to create more than one instance of each class
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|
// of `Command`, so we will simply store and reuse one created instance.
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var private Command mainInstance;
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/**
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|
* When command is being executed we create several instances of
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|
* `ConsoleWriter` that can be used for command output. They will also be
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* automatically deallocated once command is executed.
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|
* DO NOT modify them or deallocate any of them manually.
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|
* This should make output more convenient and standardized.
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*
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|
* 1. `publicConsole` - sends messages to all present players;
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|
* 2. `callerConsole` - sends messages to the player that
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|
* called the command;
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|
* 3. `targetConsole` - sends messages to the player that is currently
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|
* being targeted (different each call of `ExecutedFor()` and
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|
* `none` during `Executed()` call);
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|
* 4. `othersConsole` - sends messaged to every player that is
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|
* neither "caller" or "target".
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|
*/
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|
var protected ConsoleWriter publicConsole, othersConsole;
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|
var protected ConsoleWriter callerConsole, targetConsole;
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protected function Constructor()
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|
{
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|
local CommandDataBuilder dataBuilder;
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dataBuilder =
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|
CommandDataBuilder(_.memory.Allocate(class'CommandDataBuilder'));
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|
BuildData(dataBuilder);
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commandData = dataBuilder.GetData();
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|
dataBuilder.FreeSelf();
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dataBuilder = none;
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|
}
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protected function Finalizer()
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|
{
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|
local int i;
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|
local array<SubCommand> subCommands;
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|
local array<Option> options;
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|
DeallocateConsoles();
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|
_.memory.Free(commandData.name);
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|
_.memory.Free(commandData.summary);
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subCommands = commandData.subCommands;
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for (i = 0; i < options.length; i += 1)
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|
{
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|
_.memory.Free(subCommands[i].name);
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_.memory.Free(subCommands[i].description);
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CleanParameters(subCommands[i].required);
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CleanParameters(subCommands[i].optional);
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|
subCommands[i].required.length = 0;
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|
subCommands[i].optional.length = 0;
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|
|
}
|
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|
|
commandData.subCommands.length = 0;
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|
|
options = commandData.options;
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|
|
for (i = 0; i < options.length; i += 1)
|
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|
|
{
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|
|
_.memory.Free(options[i].longName);
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|
_.memory.Free(options[i].description);
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|
|
CleanParameters(options[i].required);
|
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|
|
CleanParameters(options[i].optional);
|
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|
|
options[i].required.length = 0;
|
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|
|
options[i].optional.length = 0;
|
|
|
|
}
|
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|
|
commandData.options.length = 0;
|
|
|
|
}
|
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|
|
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|
|
private final function CleanParameters(array<Parameter> parameters)
|
|
|
|
{
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|
|
local int i;
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|
|
for (i = 0; i < parameters.length; i += 1)
|
|
|
|
{
|
|
|
|
_.memory.Free(parameters[i].displayName);
|
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|
|
_.memory.Free(parameters[i].variableName);
|
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|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Overload this method to use `builder` to define parameters and options for
|
|
|
|
* your command.
|
|
|
|
*
|
|
|
|
* @param builder Builder that can be used to define your commands parameters
|
|
|
|
* and options. Do not deallocate.
|
|
|
|
*/
|
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|
|
protected function BuildData(CommandDataBuilder builder){}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Overload this method to perform required actions when
|
|
|
|
* your command is called.
|
|
|
|
*
|
|
|
|
* @param callData `struct` filled with parameters that your command
|
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|
|
* has been called with. Guaranteed to not be in error state.
|
|
|
|
* @param callerPlayer Player that instigated this execution.
|
|
|
|
*/
|
|
|
|
protected function Executed(CallData callData, EPlayer callerPlayer){}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Overload this method to perform required actions when your command is called
|
|
|
|
* with a given player as a target. If several players have been specified -
|
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|
|
* this method will be called once for each.
|
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|
|
*
|
|
|
|
* If your command does not require a target - this method will not be called.
|
|
|
|
*
|
|
|
|
* @param targetPlayer Player that this command must perform an action on.
|
|
|
|
* @param callData `struct` filled with parameters that your command
|
|
|
|
* has been called with. Guaranteed to not be in error state and contain
|
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|
|
* all the required data.
|
|
|
|
* @param callerPlayer Player that instigated this call.
|
|
|
|
*/
|
|
|
|
protected function ExecutedFor(
|
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|
|
EPlayer targetPlayer,
|
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|
|
CallData callData,
|
|
|
|
EPlayer callerPlayer){}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Returns an instance of command (of particular class) that is stored
|
|
|
|
* "as a singleton" in command's class itself. Do not deallocate it.
|
|
|
|
*/
|
|
|
|
public final static function Command GetInstance()
|
|
|
|
{
|
|
|
|
if (default.mainInstance == none) {
|
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|
|
default.mainInstance = Command(__().memory.Allocate(default.class));
|
|
|
|
}
|
|
|
|
return default.mainInstance;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Forces command to process (parse) player's input, producing a structure
|
|
|
|
* with parsed data in Acedia's format instead.
|
|
|
|
*
|
|
|
|
* @see `Execute()` for actually performing command's actions.
|
|
|
|
*
|
|
|
|
* @param parser Parser that contains command input.
|
|
|
|
* @param callerPlayer Player that initiated this command's call,
|
|
|
|
* necessary for parsing player list (since it can point at
|
|
|
|
* the caller player).
|
|
|
|
* @return `CallData` structure that contains all the information about
|
|
|
|
* parameters specified in `parser`'s contents.
|
|
|
|
* Returned structure contains objects that must be deallocated,
|
|
|
|
* which can easily be done by the auxiliary `DeallocateCallData()` method.
|
|
|
|
*/
|
|
|
|
public final function CallData ParseInputWith(
|
|
|
|
Parser parser,
|
|
|
|
EPlayer callerPlayer)
|
|
|
|
{
|
|
|
|
local array<EPlayer> targetPlayers;
|
|
|
|
local CommandParser commandParser;
|
|
|
|
local CallData callData;
|
|
|
|
if (parser == none || !parser.Ok())
|
|
|
|
{
|
|
|
|
callData.parsingError = CET_BadParser;
|
|
|
|
return callData;
|
|
|
|
}
|
|
|
|
// Parse targets and handle errors that can arise here
|
|
|
|
if (commandData.requiresTarget)
|
|
|
|
{
|
|
|
|
targetPlayers = ParseTargets(parser, callerPlayer);
|
|
|
|
if (!parser.Ok())
|
|
|
|
{
|
|
|
|
callData.parsingError = CET_IncorrectTargetList;
|
|
|
|
return callData;
|
|
|
|
}
|
|
|
|
if (targetPlayers.length <= 0)
|
|
|
|
{
|
|
|
|
callData.parsingError = CET_EmptyTargetList;
|
|
|
|
return callData;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// Parse parameters themselves
|
|
|
|
commandParser = CommandParser(_.memory.Allocate(class'CommandParser'));
|
|
|
|
callData = commandParser.ParseWith(parser, commandData);
|
|
|
|
callData.targetPlayers = targetPlayers;
|
|
|
|
commandParser.FreeSelf();
|
|
|
|
return callData;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Executes caller `Command` with data provided by `callData` if it is in
|
|
|
|
* a correct state and reports error to `callerPlayer` if
|
|
|
|
* `callData` is invalid.
|
|
|
|
*
|
|
|
|
* @param callData Data about parameters, options, etc. with which
|
|
|
|
* caller `Command` is to be executed.
|
|
|
|
* @param callerPlayer Player that should be considered responsible for
|
|
|
|
* executing this `Command`.
|
|
|
|
* @return `true` if command was successfully executed and `false` otherwise.
|
|
|
|
* Execution is considered successful if `Execute()` call was made,
|
|
|
|
* regardless of whether `Command` can actually perform required action.
|
|
|
|
* For example, giving a weapon to a player can fail because he does not
|
|
|
|
* have enough space in his inventory, but it will still be considered
|
|
|
|
* a successful execution as far as return value is concerned.
|
|
|
|
*/
|
|
|
|
public final function bool Execute(CallData callData, EPlayer callerPlayer)
|
|
|
|
{
|
|
|
|
local int i;
|
|
|
|
local array<EPlayer> targetPlayers;
|
|
|
|
if (callerPlayer == none) return false;
|
|
|
|
if (!callerPlayer.IsExistent()) return false;
|
|
|
|
|
|
|
|
// Report or execute
|
|
|
|
if (callData.parsingError != CET_None)
|
|
|
|
{
|
|
|
|
ReportError(callData, callerPlayer);
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
targetPlayers = callData.targetPlayers;
|
|
|
|
MakeConsoles(targetPlayers, callerPlayer);
|
|
|
|
callerConsole.Write(P("Executing command `"))
|
|
|
|
.Write(commandData.name)
|
|
|
|
.Say(P("`"));
|
|
|
|
Executed(callData, callerPlayer);
|
|
|
|
if (commandData.requiresTarget)
|
|
|
|
{
|
|
|
|
for (i = 0; i < targetPlayers.length; i += 1)
|
|
|
|
{
|
|
|
|
targetConsole = _.console.For(targetPlayers[i]);
|
|
|
|
ExecutedFor(targetPlayers[i], callData, callerPlayer);
|
|
|
|
_.memory.Free(targetConsole);
|
|
|
|
targetConsole = none;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
DeallocateConsoles();
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
private final function MakeConsoles(
|
|
|
|
array<EPlayer> targetPlayers,
|
|
|
|
EPlayer callerPlayer)
|
|
|
|
{
|
|
|
|
local int i;
|
|
|
|
publicConsole = _.console.ForAll();
|
|
|
|
callerConsole = _.console.For(callerPlayer);
|
|
|
|
othersConsole = _.console.ForAll().ButPlayer(callerPlayer);
|
|
|
|
for (i = 0; i < targetPlayers.length; i += 1) {
|
|
|
|
othersConsole.ButPlayer(targetPlayers[i]);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
private final function DeallocateConsoles()
|
|
|
|
{
|
|
|
|
if (publicConsole != none && publicConsole.IsAllocated()) {
|
|
|
|
_.memory.Free(publicConsole);
|
|
|
|
}
|
|
|
|
if (callerConsole != none && callerConsole.IsAllocated()) {
|
|
|
|
_.memory.Free(callerConsole);
|
|
|
|
}
|
|
|
|
if (targetConsole != none && targetConsole.IsAllocated()) {
|
|
|
|
_.memory.Free(targetConsole);
|
|
|
|
}
|
|
|
|
if (othersConsole != none && othersConsole.IsAllocated()) {
|
|
|
|
_.memory.Free(othersConsole);
|
|
|
|
}
|
|
|
|
publicConsole = none;
|
|
|
|
callerConsole = none;
|
|
|
|
targetConsole = none;
|
|
|
|
othersConsole = none;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Auxiliary method that cleans up all data and deallocates all objects inside
|
|
|
|
* provided `callData` structure.
|
|
|
|
*
|
|
|
|
* @param callData Structure to clean. All stored data will be cleared,
|
|
|
|
* meaning that `DeallocateCallData()` method takes ownership of
|
|
|
|
* this parameter.
|
|
|
|
*/
|
|
|
|
public final static function DeallocateCallData(/* take */ CallData callData)
|
|
|
|
{
|
|
|
|
__().memory.Free(callData.subCommandName);
|
|
|
|
__().memory.Free(callData.parameters);
|
|
|
|
__().memory.Free(callData.options);
|
|
|
|
__().memory.Free(callData.errorCause);
|
|
|
|
__().memory.FreeMany(callData.targetPlayers);
|
|
|
|
if (callData.targetPlayers.length > 0) {
|
|
|
|
callData.targetPlayers.length = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Reports given error to the `callerPlayer`, appropriately picking
|
|
|
|
// message color
|
|
|
|
private final function ReportError(CallData callData, EPlayer callerPlayer)
|
|
|
|
{
|
|
|
|
local Text errorMessage;
|
|
|
|
local ConsoleWriter console;
|
|
|
|
if (callerPlayer == none) return;
|
|
|
|
if (!callerPlayer.IsExistent()) return;
|
|
|
|
|
|
|
|
// Setup console color
|
|
|
|
console = callerPlayer.BorrowConsole();
|
|
|
|
if (callData.parsingError == CET_EmptyTargetList) {
|
|
|
|
console.UseColor(_.color.textWarning);
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
console.UseColor(_.color.textFailure);
|
|
|
|
}
|
|
|
|
// Send message
|
|
|
|
errorMessage = PrintErrorMessage(callData);
|
|
|
|
console.Say(errorMessage);
|
|
|
|
errorMessage.FreeSelf();
|
|
|
|
// Restore console color
|
|
|
|
console.ResetColor().Flush();
|
|
|
|
}
|
|
|
|
|
|
|
|
private final function Text PrintErrorMessage(CallData callData)
|
|
|
|
{
|
|
|
|
local Text result;
|
|
|
|
local MutableText builder;
|
|
|
|
builder = _.text.Empty();
|
|
|
|
switch (callData.parsingError)
|
|
|
|
{
|
|
|
|
case CET_BadParser:
|
|
|
|
builder.Append(P("Internal error occurred: invalid parser"));
|
|
|
|
break;
|
|
|
|
case CET_NoSubCommands:
|
|
|
|
builder.Append(P("Ill defined command: no subcommands"));
|
|
|
|
break;
|
|
|
|
case CET_NoRequiredParam:
|
|
|
|
builder.Append(P("Missing required parameter: "))
|
|
|
|
.Append(callData.errorCause);
|
|
|
|
break;
|
|
|
|
case CET_NoRequiredParamForOption:
|
|
|
|
builder.Append(P("Missing required parameter for option: "))
|
|
|
|
.Append(callData.errorCause);
|
|
|
|
break;
|
|
|
|
case CET_UnknownOption:
|
|
|
|
builder.Append(P("Invalid option specified: "))
|
|
|
|
.Append(callData.errorCause);
|
|
|
|
break;
|
|
|
|
case CET_UnknownShortOption:
|
|
|
|
builder.Append(P("Invalid short option specified"));
|
|
|
|
break;
|
|
|
|
case CET_RepeatedOption:
|
|
|
|
builder.Append(P("Option specified several times: "))
|
|
|
|
.Append(callData.errorCause);
|
|
|
|
break;
|
|
|
|
case CET_UnusedCommandParameters:
|
|
|
|
builder.Append(P("Part of command could not be parsed: "))
|
|
|
|
.Append(callData.errorCause);
|
|
|
|
break;
|
|
|
|
case CET_MultipleOptionsWithParams:
|
|
|
|
builder.Append(P( "Multiple short options in one declarations"
|
|
|
|
@ "require parameters: "))
|
|
|
|
.Append(callData.errorCause);
|
|
|
|
break;
|
|
|
|
case CET_IncorrectTargetList:
|
|
|
|
builder.Append(P("Target players are incorrectly specified."))
|
|
|
|
.Append(callData.errorCause);
|
|
|
|
break;
|
|
|
|
case CET_EmptyTargetList:
|
|
|
|
builder.Append(P("List of target players is empty"))
|
|
|
|
.Append(callData.errorCause);
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
}
|
|
|
|
result = builder.Copy();
|
|
|
|
builder.FreeSelf();
|
|
|
|
return result;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Auxiliary method for parsing list of targeted players.
|
|
|
|
// Assumes given parser is not `none` and not in a failed state.
|
|
|
|
// If parsing failed, guaranteed to return an empty array.
|
|
|
|
private final function array<EPlayer> ParseTargets(
|
|
|
|
Parser parser,
|
|
|
|
EPlayer callerPlayer)
|
|
|
|
{
|
|
|
|
local array<EPlayer> targetPlayers;
|
|
|
|
local PlayersParser targetsParser;
|
|
|
|
targetsParser = PlayersParser(_.memory.Allocate(class'PlayersParser'));
|
|
|
|
targetsParser.SetSelf(callerPlayer);
|
|
|
|
targetsParser.ParseWith(parser);
|
|
|
|
if (parser.Ok()) {
|
|
|
|
targetPlayers = targetsParser.GetPlayers();
|
|
|
|
}
|
|
|
|
targetsParser.FreeSelf();
|
|
|
|
return targetPlayers;
|
|
|
|
}
|
|
|
|
|
|
|
|
// TODO: This is a hack to insert new line symbol,
|
|
|
|
// this needs to be redone in a better way
|
|
|
|
private final function BaseText.Character GetNewLine(
|
|
|
|
BaseText.Formatting formatting)
|
|
|
|
{
|
|
|
|
local BaseText.Character newLine;
|
|
|
|
newLine.codePoint = 10;
|
|
|
|
newLine.formatting = formatting;
|
|
|
|
return newLine;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Returns name (in lower case) of the caller command class.
|
|
|
|
*
|
|
|
|
* @return Name (in lower case) of the caller command class.
|
|
|
|
* Guaranteed to be not `none`.
|
|
|
|
*/
|
|
|
|
public final function Text GetName()
|
|
|
|
{
|
|
|
|
if (commandData.name == none) {
|
|
|
|
return P("").Copy();
|
|
|
|
}
|
|
|
|
return commandData.name.LowerCopy();
|
|
|
|
}
|
|
|
|
|
|
|
|
// TODO: use `SharedRef` instead
|
|
|
|
/**
|
|
|
|
* Returns `Command.Data` struct that describes caller `Command`.
|
|
|
|
*
|
|
|
|
* @return `Command.Data` that describes caller `Command`. Returned struct
|
|
|
|
* contains `Text` references that are used internally by the `Command`
|
|
|
|
* and not their copies.
|
|
|
|
* Generally this is undesired approach and leaves `Command` more
|
|
|
|
* vulnerable to modification, but copying all the data inside would not
|
|
|
|
* only introduce a largely pointless computational overhead, but also
|
|
|
|
* would require some cumbersome logic. This might change in the future,
|
|
|
|
* so deallocating any objects in the returned `struct` would lead to
|
|
|
|
* undefined behavior.
|
|
|
|
*/
|
|
|
|
public final function Data GetData()
|
|
|
|
{
|
|
|
|
return commandData;
|
|
|
|
}
|
|
|
|
|
|
|
|
defaultproperties
|
|
|
|
{
|
|
|
|
}
|