/**
* This class is meant to represent a command type: to create new command
* one should extend it, then simply define required sub-commands/options and
* parameters in `BuildData()` and overload `Executed()` / `ExecutedFor()`
* to perform required actions when command is executed by a player.
* `Executed()` is called first, whenever command is executed and
* `ExecuteFor()` is called only for targeted commands, once for each
* targeted player.
* Copyright 2021 - 2022 Anton Tarasenko
*------------------------------------------------------------------------------
* This file is part of Acedia.
*
* Acedia is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, version 3 of the License, or
* (at your option) any later version.
*
* Acedia is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Acedia. If not, see .
*/
class Command extends AcediaObject
dependson(BaseText);
/**
* Possible errors that can arise when parsing command parameters from
* user input
*/
enum ErrorType
{
// No error
CET_None,
// Bad parser was provided to parse user input
// (this should not be possible)
CET_BadParser,
// Sub-command name was not specified or was incorrect
// (this should not be possible)
CET_NoSubCommands,
// Required param for command / option was not specified
CET_NoRequiredParam,
CET_NoRequiredParamForOption,
// Unknown option key was specified
CET_UnknownOption,
CET_UnknownShortOption,
// Same option appeared twice in one command call
CET_RepeatedOption,
// Part of user's input could not be interpreted as a part of
// command's call
CET_UnusedCommandParameters,
// In one short option specification (e.g. '-lah') several options
// require parameters: this introduces ambiguity and is not allowed
CET_MultipleOptionsWithParams,
// (For targeted commands only)
// Targets are specified incorrectly (or none actually specified)
CET_IncorrectTargetList,
CET_EmptyTargetList
};
/**
* Structure that contains all the information about how `Command` was called.
*/
struct CallData
{
// Targeted players (if applicable)
var public array targetPlayers;
// Specified sub-command and parameters/options
var public Text subCommandName;
// Provided parameters and specified options
var public HashTable parameters;
var public HashTable options;
// Errors that occurred during command call processing are described by
// error type and optional error textual name of the object
// (parameter, option, etc.) that caused it.
var public ErrorType parsingError;
var public Text errorCause;
};
/**
* Possible types of parameters.
*/
enum ParameterType
{
// Parses into `BoolBox`
CPT_Boolean,
// Parses into `IntBox`
CPT_Integer,
// Parses into `FloatBox`
CPT_Number,
// Parses into `Text`
CPT_Text,
// Special parameter that consumes the rest of the input into `Text`
CPT_Remainder,
// Parses into `HashTable`
CPT_Object,
// Parses into `ArrayList`
CPT_Array,
// Parses into any JSON value
CPT_JSON,
// Parses into an array of specified players
CPT_Players
};
/**
* Possible forms a boolean variable can be used as.
* Boolean parameter can define it's preferred format, which will be used
* for help page generation.
*/
enum PreferredBooleanFormat
{
PBF_TrueFalse,
PBF_EnableDisable,
PBF_OnOff,
PBF_YesNo
};
// Defines a singular command parameter
struct Parameter
{
// Display name (for the needs of help page displaying)
var Text displayName;
// Type of value this parameter would store
var ParameterType type;
// Does it take only a singular value or can it contain several of them,
// written in a list
var bool allowsList;
// Variable name that will be used as a key to store parameter's value
var Text variableName;
// (For `CPT_Boolean` type variables only) - preferred boolean format,
// used in help pages
var PreferredBooleanFormat booleanFormat;
// `CPT_Text` can be attempted to be auto-resolved as an alias from
/// some source during parsing. For command to attempt that, this field must
// be not-`none` and contain the name of the alias source (either "weapon",
// "color", "feature", "entity" or some kind of custom alias source name).
// Only relevant when given value is prefixed with "$" character.
var Text aliasSourceName;
};
// Defines a sub-command of a this command (specified as
// "").
// Using sub-command is not optional, but if none defined
// (in `BuildData()`) / specified by the player - an empty (`name.IsEmpty()`)
// one is automatically created / used.
struct SubCommand
{
// Cannot be `none`
var Text name;
// Can be `none`
var Text description;
var array required;
var array optional;
};
// Defines command's option (options are specified by "--long" or "-l").
// Options are independent from sub-commands.
struct Option
{
var BaseText.Character shortName;
var Text longName;
var Text description;
// Option can also have their own parameters
var array required;
var array optional;
};
// Structure that defines what sub-commands and options command has
// (and what parameters they take)
struct Data
{
// Default command name that will be used unless Acedia is configured to
// do otherwise
var protected Text name;
// Command group this command belongs to
var protected Text group;
// Short summary of what command does (recommended to
// keep it to 80 characters)
var protected Text summary;
var protected array subCommands;
var protected array