/** * This feature provides a mechanism to define commands that automatically * parse their arguments into standard Acedia collection. It also allows to * manage them (and specify limitation on how they can be called) in a * centralized manner. * Copyright 2021 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 Commands_Feature extends Feature config(AcediaSystem); // Delimiters that always separate command name from it's parameters var private array commandDelimiters; // Registered commands, recorded as (, ) pairs var private AssociativeArray registeredCommands; // Setting this to `true` enables players to input commands right in the chat // by prepending them with "!" character. var private /*config*/ bool useChatInput; var LoggerAPI.Definition errCommandDuplicate; protected function OnEnabled() { registeredCommands = _.collections.EmptyAssociativeArray(); // Macro selector commandDelimiters[0] = P("@"); // Key selector commandDelimiters[1] = P("#"); // Player array (possibly JSON array) commandDelimiters[2] = P("["); // Negation of the selector commandDelimiters[3] = P("!"); } protected function OnDisabled() { _.memory.Free(registeredCommands); registeredCommands = none; commandDelimiters.length = 0; } protected function SwapConfig(FeatureConfig config) { local Commands newConfig; newConfig = Commands(config); if (newConfig == none) { return; } useChatInput = newConfig.useChatInput; } /** * Checks whether this feature uses in-game chat input for commands. * * @return `true` iff this feature uses in-game chat input for commands. */ public final function bool UsingChatInput() { return useChatInput; } /** * Registers given command class, making it available for usage. * * If `commandClass` provides command with a name that is already taken * (comparison is case-insensitive) by a different command - a warning will be * logged and newly passed `commandClass` discarded. * * @param commandClass New command class to register. */ public final function RegisterCommand(class commandClass) { local Text commandName; local Command newCommandInstance, existingCommandInstance; if (commandClass == none) return; if (registeredCommands == none) return; newCommandInstance = Command(_.memory.Allocate(commandClass, true)); commandName = newCommandInstance.GetName(); // Check for duplicates and report them existingCommandInstance = Command(registeredCommands.GetItem(commandName)); if (existingCommandInstance != none) { _.logger.Auto(errCommandDuplicate) .ArgClass(existingCommandInstance.class) .Arg(commandName) .ArgClass(commandClass); _.memory.Free(newCommandInstance); return; } // Otherwise record new command // `commandName` used as a key, do not deallocate it registeredCommands.SetItem(commandName, newCommandInstance, true); } /** * Returns command based on a given name. * * @param commandName Name of the registered `Command` to return. * Case-insensitive. * @return Command, registered with a given name `commandName`. * If no command with such name was registered - returns `none`. */ public final function Command GetCommand(Text commandName) { local Text commandNameLowerCase; local Command commandInstance; if (commandName == none) return none; if (registeredCommands == none) return none; commandNameLowerCase = commandName.LowerCopy(); commandInstance = Command(registeredCommands.GetItem(commandNameLowerCase)); commandNameLowerCase.FreeSelf(); return commandInstance; } /** * Returns array of names of all available commands. * * @return Array of names of all available (registered) commands. */ public final function array GetCommandNames() { local int i; local array keys; local Text nextKeyAsText; local array keysAsText; if (registeredCommands == none) return keysAsText; keys = registeredCommands.GetKeys(); for (i = 0; i < keys.length; i += 1) { nextKeyAsText = Text(keys[i]); if (nextKeyAsText != none) { keysAsText[keysAsText.length] = nextKeyAsText.Copy(); } } return keysAsText; } /** * Handles user input: finds appropriate command and passes the rest of * the arguments to it for further processing. * * @param parser Parser filled with user input that is expected to * contain command's name and it's parameters. * @param callerPlayer Player that caused this command call. */ public final function HandleInput(Parser parser, APlayer callerPlayer) { local Command commandInstance; local MutableText commandName; if (parser == none) return; if (!parser.Ok()) return; parser.MUntilMany(commandName, commandDelimiters, true, true); commandInstance = GetCommand(commandName); commandName.FreeSelf(); if (parser.Ok() && commandInstance != none) { commandInstance.ProcessInput(parser, callerPlayer).FreeSelf(); } } defaultproperties { configClass = class'Commands' requiredListeners(0) = class'BroadcastListener_Commands' errCommandDuplicate = (l=LOG_Error,m="Command `%1` is already registered with name '%2'. Command `%3` with the same name will be ignored.") }