UnrealScript library and basis for all Acedia Framework mods
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/**
* This object describes a call attempt for one of the `Command`s.
* `Command`s are meant to be be executed from user's console input,
* so this object should only be created while parsing their input. Any other
* use of this object is not guaranteed to be supported.
* 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 <https://www.gnu.org/licenses/>.
*/
class CommandCall extends AcediaObject
dependson(Command);
// Once this value is set to `true`, the command call is considered fully
// described and will prevent any changes to it's internal state
// (except deallocation).
var private bool locked;
// Player who initiated the call and targeted players (if applicable)
var private APlayer callerPlayer;
var private array<APlayer> targetPlayers;
// Specified sub-command and parameters/options
var private Text subCommandName;
var private AssociativeArray commandParameters, commandOptions;
// 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 private Command.ErrorType parsingError;
var private Text errorCause;
var public const int TBAD_PARSER, TNOSUB_COMMAND, TNO_REQ_PARAM;
var public const int TNO_REQ_PARAM_FOR_OPTION, TUNKNOW_NOPTION;
var public const int TUNKNOWN_SHORT_OPTION, TREPEATED_OPTION, TUNUSED_INPUT;
var public const int TMULTIPLE_OPTIONS_WITH_PARAMS;
var public const int TINCORRECT_TARGET, TEMPTY_TARGETS;
protected function Constructor()
{
// We simply take ownership and record into `commandParameters` whatever
// `AssociativeArray` was passed to us, but fill (and therefore create)
// `commandOptions` ourselves.
commandOptions = _.collections.EmptyAssociativeArray();
}
protected function Finalizer()
{
_.memory.Free(commandParameters);
_.memory.Free(commandOptions);
_.memory.Free(subCommandName);
_.memory.Free(errorCause);
commandParameters = none;
commandOptions = none;
subCommandName = none;
errorCause = none;
parsingError = CET_None;
targetPlayers.length = 0;
locked = false;
}
/**
* Method for producing erroneous `CommandCall` for the needs of
* error reporting.
*
* @param type Type of error resulting `CommandCall` must have.
* @param callerPlayer Player that caused erroneous command call.
* @return `CommandCall` with specified error type and `APlayer`.
*/
public final static function CommandCall MakeError(
Command.ErrorType type,
APlayer callerPlayer)
{
return CommandCall(__().memory.Allocate(class'CommandCall'))
.DeclareError(type)
.SetCallerPlayer(callerPlayer);
}
/**
* Put caller `CommandCall` into erroneous state.
* Does nothing after `CommandCall` was locked for change (see `Finish()`).
*
* @param type Type of error caller `CommandCall` must have.
* Once error (not `CET_None`) was set - calling this method with
* `CET_None` to erase error will not work.
* @param cause Textual description of offender command part to supplement
* error report (will be used when reporting error to the caller).
* @return Caller `CommandCall` to allow for method chaining.
*/
public final function CommandCall DeclareError(
Command.ErrorType type,
optional Text cause)
{
if (locked) return self;
if (parsingError != CET_None) return self;
parsingError = type;
_.memory.Free(errorCause);
errorCause = none;
if (cause != none) {
errorCause = cause.Copy();
}
return self;
}
/**
* Checks if caller `CommandCall` is in erroneous state.
*
* @return `true` if `CommandCall` has not recorded any errors so far and
* `false` otherwise.
*/
public final function bool IsSuccessful()
{
return parsingError == CET_None;
}
/**
* Returns current error type (including `CET_None` if there were no errors).
*
* @return Error type for caller `CommandCall` error.
*/
public final function Command.ErrorType GetError()
{
return parsingError;
}
/**
* In case there were any errors - returns textual description of offender
* command part. Mostly used for reporting errors to players.
*
* @return Textual description of command part that caused an error.
*/
public final function Text GetErrorCause()
{
if (errorCause != none) {
return errorCause.Copy();
}
return none;
}
/**
* After this method is called - changes to the `CommandCall` will be
* prevented.
*
* @return Caller `CommandCall` to allow for method chaining.
*/
public final function CommandCall Finish()
{
locked = true;
return self;
}
/**
* Returns player, that initiated command, that produced caller `CommandCall`.
*
* @return Player, that initiated command, that produced caller `CommandCall`
*/
public final function APlayer GetCallerPlayer()
{
return callerPlayer;
}
/**
* Sets player, that initiated command, that produced caller `CommandCall`.
* Does nothing after `CommandCall` was locked for change (see `Finish()`).
*
* @return Caller `CommandCall` to allow for method chaining.
*/
public final function CommandCall SetCallerPlayer(APlayer player)
{
callerPlayer = player;
return self;
}
/**
* Returns players that were targeted by command that produced caller
* `CommandCall`.
*
* @return Players, targeted by caller `CommandCall`.
*/
public final function array<APlayer> GetTargetPlayers()
{
return targetPlayers;
}
/**
* Sets players, targeted by command that produced caller `CommandCall`.
* Does nothing after `CommandCall` was locked for change (see `Finish()`).
*
* @return Caller `CommandCall` to allow for method chaining.
*/
public final function CommandCall SetTargetPlayers(array<APlayer> newTargets)
{
if (!locked) {
targetPlayers = newTargets;
}
return self;
}
/**
* Returns picked sub-command of command that produced caller `CommandCall`.
*
* @return Sub-command of command that produced caller `CommandCall`.
* Returns stored value that will be deallocated along with
* caller `CommandCall` - do not deallocate returned `Text` manually.
*/
public final function Text GetSubCommand()
{
return subCommandName;
}
/**
* Sets sub-command of command that produced caller `CommandCall`.
* Does nothing after `CommandCall` was locked for change (see `Finish()`).
*
* @param newSubCommandName New sub command name.
* Copy of passed object will be stored.
* @return Caller `CommandCall` to allow for method chaining.
*/
public final function CommandCall SetSubCommand(Text newSubCommandName)
{
if (!locked)
{
_.memory.Free(subCommandName);
subCommandName = newSubCommandName.Copy();
}
return self;
}
/**
* Returns parameters of command that produced caller `CommandCall`.
*
* @return Parameters of command that produced caller `CommandCall`.
* Returns stored value that will be deallocated along with
* caller `CommandCall` - do not deallocate returned `AssociativeArray`
* manually.
*/
public final function AssociativeArray GetParameters()
{
return commandParameters;
}
/**
* Sets parameters of command that produced caller `CommandCall`.
* Does nothing after `CommandCall` was locked for change (see `Finish()`).
*
* @param parameters New set of parameters. Passed value will be managed by
* caller `CommandCall` and should not be deallocated manually after
* calling `SetParameters()`.
* @return Caller `CommandCall` to allow for method chaining.
*/
public final function CommandCall SetParameters(AssociativeArray parameters)
{
if (!locked)
{
_.memory.Free(commandParameters);
commandParameters = parameters;
}
return self;
}
/**
* Returns options of command that produced caller `CommandCall`.
*
* If option without parameters was specified - it will be recorded as
* a key with value `none`.
* If option has parameters - `AssociativeArray` with them will be
* recorded as value instead.
*
* @return Options of command that produced caller `CommandCall`.
* Returns stored value that will be deallocated along with
* caller `CommandCall` - do not deallocate returned `AssociativeArray`
* manually.
*/
public final function AssociativeArray GetOptions()
{
return commandOptions;
}
/**
* Sets option parameters of command that produced caller `CommandCall`.
* Does nothing after `CommandCall` was locked for change (see `Finish()`).
*
* For recording options without parameters simply pass `none` instead of them.
*
* @param option Option to record (along with it's possible parameters).
* @param parameters Option parameters. Passed value will be managed by
* caller `CommandCall` and should not be deallocated manually after
* calling `SetParameters()`.
* Pass `none` if option has no parameters.
* @return Caller `CommandCall` to allow for method chaining.
*/
public final function CommandCall SetOptionParameters(
Command.Option option,
optional AssociativeArray parameters)
{
if (locked) return self;
if (commandOptions == none) return self;
commandOptions.SetItem(option.longName, parameters, true);
return self;
}
/**
* Prints error message as a human-readable message that can be reported to
* the caller player.
*
* In case there was no error - empty text is returned.
*
* @return Error message in a human-readable form.
*/
public final function Text PrintErrorMessage()
{
local Text result;
local MutableText builder;
builder = _.text.Empty();
switch (parsingError)
{
case CET_BadParser:
builder.Append(T(TBAD_PARSER));
break;
case CET_NoSubCommands:
builder.Append(T(TNOSUB_COMMAND));
break;
case CET_NoRequiredParam:
builder.Append(T(TNO_REQ_PARAM)).Append(errorCause);
break;
case CET_NoRequiredParamForOption:
builder.Append(T(TNO_REQ_PARAM_FOR_OPTION)).Append(errorCause);
break;
case CET_UnknownOption:
builder.Append(T(TUNKNOW_NOPTION)).Append(errorCause);
break;
case CET_UnknownShortOption:
builder.Append(T(TUNKNOWN_SHORT_OPTION));
break;
case CET_RepeatedOption:
builder.Append(T(TREPEATED_OPTION)).Append(errorCause);
break;
case CET_UnusedCommandParameters:
builder.Append(T(TUNUSED_INPUT)).Append(errorCause);
break;
case CET_MultipleOptionsWithParams:
builder.Append(T(TMULTIPLE_OPTIONS_WITH_PARAMS)).Append(errorCause);
break;
case CET_IncorrectTargetList:
builder.Append(T(TINCORRECT_TARGET)).Append(errorCause);
break;
case CET_EmptyTargetList:
builder.Append(T(TEMPTY_TARGETS)).Append(errorCause);
break;
default:
}
result = builder.Copy();
builder.FreeSelf();
return result;
}
defaultproperties
{
TBAD_PARSER = 0
stringConstants(0) = "Internal error occurred: invalid parser."
TNOSUB_COMMAND = 1
stringConstants(1) = "Ill defined command: no subcommands"
TNO_REQ_PARAM = 2
stringConstants(2) = "Missing required parameter: "
TNO_REQ_PARAM_FOR_OPTION = 3
stringConstants(3) = "Missing required parameter for option: "
TUNKNOW_NOPTION = 4
stringConstants(4) = "Invalid option specified: "
TUNKNOWN_SHORT_OPTION = 5
stringConstants(5) = "Invalid short option specified."
TREPEATED_OPTION = 6
stringConstants(6) = "Option specified several times: "
TUNUSED_INPUT = 7
stringConstants(7) = "Part of command could not be parsed: "
TMULTIPLE_OPTIONS_WITH_PARAMS = 8
stringConstants(8) = "Multiple short options in one declarations require parameters:"
TINCORRECT_TARGET = 9
stringConstants(9) = "Target players are incorrectly specified."
TEMPTY_TARGETS = 10
stringConstants(10) = "List of target players is empty."
}