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