rott/kf_sources/AcediaCore/Classes/Command.uc
2026-07-14 20:27:09 +07:00

805 lines
31 KiB
Ucode

/**
* Author: dkanus
* Home repo: https://www.insultplayers.ru/git/AcediaFramework/AcediaCore
* License: GPL
* Copyright 2021-2023 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 Command extends AcediaObject
dependson(BaseText);
//! This class is meant to represent a command type.
//!
//! Command class provides an automated way to add a command to a server through
//! AcediaCore's features. It takes care of:
//!
//! 1. Verifying that player has passed correct (expected parameters);
//! 2. Parsing these parameters into usable values (both standard, built-in
//! types like `bool`, `int`, `float`, etc. and more advanced types such
//! as players lists and JSON values);
//! 3. Allowing you to easily specify a set of players you are targeting by
//! supporting several ways to refer to them, such as *by name*, *by id*
//! and *by selector* (@ and @self refer to caller player, @all refers
//! to all players).
//! 4. It can be registered inside AcediaCore's commands feature and be
//! automatically called through the unified system that supports *chat*
//! and *mutate* inputs (as well as allowing you to hook in any other
//! input source);
//! 5. Will also automatically provide a help page through built-in "help"
//! command;
//! 6. Subcommand support - when one command can have several distinct
//! functions, depending on how its called (e.g. "inventory add" vs
//! "inventory remove"). These subcommands have a special treatment in
//! help pages, which makes them more preferable, compared to simply
//! matching first `Text` argument;
//! 7. Add support for "options" - additional flags that can modify commands
//! behavior and behave like usual command options "--force"/"-f".
//! Their short versions can even be combined:
//! "give@ $ebr --ammo --force" can be rewritten as "give@ $ebr -af".
//! And they can have their own parameters: "give@all --list sharp".
//!
//! # Implementation
//!
//! The idea of `Command`'s implementation is simple: command is basically the
//! `Command.Data` struct that is filled via `CommandDataBuilder`.
//! Whenever command is called it uses `CommandParser` to parse user's input
//! based on its `Command.Data` and either report error (in case of failure) or
//! pass make `Executed()`/`ExecutedFor()` calls (in case of success).
//!
//! When command is called is decided by `Commands_Feature` that tracks possible
//! user inputs (and provides `HandleInput()`/`HandleInputWith()` methods for
//! adding custom command inputs). That feature basically parses first part of
//! the command: its name (not the subcommand's names) and target players
//! (using `PlayersParser`, but only if command is targeted).
//!
//! Majority of the command-related code either serves to build `Command.Data`
//! or to parse command input by using it (`CommandParser`).
/// 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,
/// Specified sub-command does not exist
/// (only relevant when it is enforced for parser, e.g. by an alias)
CET_BadSubCommand,
/// Required param for command / option was not specified
CET_NoRequiredParam,
CET_NoRequiredParamForOption,
/// Unknown option key was specified
CET_UnknownOption,
/// Unknown short option key was specified
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,
/// Targets are specified incorrectly (for targeted commands only)
CET_IncorrectTargetList,
// No targets are specified (for targeted commands only)
CET_EmptyTargetList
};
/// Structure that contains all the information about how `Command` was called.
struct CallData {
/// Targeted players (if applicable)
var public array<EPlayer> 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.
var public ErrorType parsingError;
/// Optional error textual name of the object (parameter, option, etc.)
/// that caused it.
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 "<command> <sub_command>").
///
/// 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 {
/// Name of the sub command. Cannot be `none`.
var Text name;
/// Human-readable description of the subcommand. Can be `none`.
var Text description;
/// List of required parameters of this [`Command`].
var array<Parameter> required;
/// List of optional parameters of this [`Command`].
var array<Parameter> optional;
};
/// Defines command's option (options are specified by "--long" or "-l").
/// Options are independent from sub-commands.
struct Option {
/// [`Option`]'s short name, i.e. a single letter "f" that can be specified
/// in, e.g. "-laf" type option listings
var BaseText.Character shortName;
/// [`Option`]'s full name, e.g. "--force".
var Text longName;
/// Human-readable description of the option. Can be `none`.
var Text description;
/// List of required parameters of this [`Command::Option`].
var array<Parameter> required;
/// List of required parameters of this [`Command::Option`].
var array<Parameter> optional;
};
/// Structure that defines what sub-commands and options command has
/// (and what parameters they take)
struct Data {
/// 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;
/// Available subcommands.
var protected array<SubCommand> subCommands;
/// Available options, common to all subcommands.
var protected array<Option> options;
/// `true` iff related [`Command`] targets players.
var protected bool requiresTarget;
};
var protected Data commandData;
/// Setting variable that defines a name that will be chosen for command by
/// default.
var protected const string preferredName;
/// Name that was used to register this command.
var protected Text usedName;
/// Settings variable that defines a class to be used for this [`Command`]'s
/// permissions config
var protected const class<CommandPermissions> permissionsConfigClass;
// We do not really ever need to create more than one instance of each class
// of `Command`, so we will simply store and reuse one created instance.
var private Command mainInstance;
/// When command is being executed we create several instances of
/// `ConsoleWriter` that can be used for command output.
/// They will also be automatically deallocated once command is executed.
///
/// DO NOT modify them or deallocate any of them manually.
///
/// This should make output more convenient and standardized.
///
/// 1. `publicConsole` - sends messages to all present players;
/// 2. `callerConsole` - sends messages to the player that called the command;
/// 3. `targetConsole` - sends messages to the player that is currently being
/// targeted (different each call of `ExecutedFor()` and `none` during
/// `Executed()` call);
/// 4. `othersConsole` - sends messaged to every player that is neither
/// "caller" or "target".
var protected ConsoleWriter publicConsole, othersConsole;
var protected ConsoleWriter callerConsole, targetConsole;
protected function Constructor() {
local CommandDataBuilder dataBuilder;
if (permissionsConfigClass != none) {
permissionsConfigClass.static.Initialize();
}
dataBuilder = CommandDataBuilder(_.memory.Allocate(class'CommandDataBuilder'));
// Let user fill-in the rest
BuildData(dataBuilder);
commandData = dataBuilder.BorrowData();
dataBuilder.FreeSelf();
dataBuilder = none;
}
protected function Finalizer() {
local int i;
local array<SubCommand> subCommands;
local array<Option> options;
DeallocateConsoles();
_.memory.Free(usedName);
_.memory.Free(commandData.summary);
usedName = none;
commandData.summary = none;
subCommands = commandData.subCommands;
for (i = 0; i < options.length; i += 1) {
_.memory.Free(subCommands[i].name);
_.memory.Free(subCommands[i].description);
CleanParameters(subCommands[i].required);
CleanParameters(subCommands[i].optional);
subCommands[i].required.length = 0;
subCommands[i].optional.length = 0;
}
commandData.subCommands.length = 0;
options = commandData.options;
for (i = 0; i < options.length; i += 1) {
_.memory.Free(options[i].longName);
_.memory.Free(options[i].description);
CleanParameters(options[i].required);
CleanParameters(options[i].optional);
options[i].required.length = 0;
options[i].optional.length = 0;
}
commandData.options.length = 0;
}
/// Initializes command, providing it with a specific name.
///
/// Argument cannot be `none`, otherwise initialization fails.
/// [`Command`] can only be successfully initialized once.
public final function bool Initialize(BaseText commandName) {
if (commandName == none) return false;
if (usedName != none) return false;
usedName = commandName.LowerCopy();
return true;
}
/// Overload this method to use `builder` to define parameters and options for
/// your command.
protected function BuildData(CommandDataBuilder builder){}
/// Overload this method to perform required actions when your command is
/// called.
///
/// [`arguments`] is a `struct` filled with parameters that your command has
/// been called with. Guaranteed to not be in error state.
/// [`instigator`] is a player that instigated this execution.
/// [`permissions`] is a config with permissions for this command call.
protected function Executed(
CallData arguments,
EPlayer instigator,
CommandPermissions permissions) {}
/// 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 - this method will be called once
/// for each.
///
/// If your command does not require a target - this method will not be called.
///
/// [`target`] is a player that this command must perform an action on.
/// [`arguments`] is a `struct` filled with parameters that your command has
/// been called with. Guaranteed to not be in error state.
/// [`instigator`] is a player that instigated this execution.
/// [`permissions`] is a config with permissions for this command call.
protected function ExecutedFor(
EPlayer target,
CallData arguments,
EPlayer instigator,
CommandPermissions permissions) {}
/// 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) {
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.
///
/// Use `Execute()` for actually performing command's actions.
///
/// [`subCommandName`] can be optionally specified to use as sub-command.
/// If this argument's value is `none` - sub-command name will be parsed from
/// the `parser`'s data.
///
/// Returns `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,
optional BaseText subCommandName
) {
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,
callerPlayer,
subCommandName);
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.
///
/// Returns `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.
///
/// [`permissions`] argument is supposed to specify permissions with which this
/// command runs.
/// If [`permissionsConfigClass`] is `none`, it must always be `none`.
/// If [`permissionsConfigClass`] is not `none`, then [`permissions`] argument
/// being `none` should mean running with minimal priviledges.
public final function bool Execute(
CallData callData,
EPlayer callerPlayer,
CommandPermissions permissions
) {
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;
publicConsole = _.console.ForAll();
callerConsole = _.console.For(callerPlayer);
callerConsole
.Write(P("Executing command `"))
.Write(usedName)
.Say(P("`"));
// `othersConsole` should also exist in time for `Executed()` call
othersConsole = _.console.ForAll().ButPlayer(callerPlayer);
Executed(callData, callerPlayer, permissions);
_.memory.Free(othersConsole);
if (commandData.requiresTarget) {
for (i = 0; i < targetPlayers.length; i += 1) {
targetConsole = _.console.For(targetPlayers[i]);
othersConsole = _.console
.ForAll()
.ButPlayer(callerPlayer)
.ButPlayer(targetPlayers[i]);
ExecutedFor(targetPlayers[i], callData, callerPlayer, permissions);
_.memory.Free(othersConsole);
_.memory.Free(targetConsole);
}
}
othersConsole = none;
targetConsole = none;
DeallocateConsoles();
return true;
}
/// Auxiliary method that cleans up all data and deallocates all objects inside provided structure.
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;
}
}
private final function CleanParameters(array<Parameter> parameters) {
local int i;
for (i = 0; i < parameters.length; i += 1) {
_.memory.Free(parameters[i].displayName);
_.memory.Free(parameters[i].variableName);
_.memory.Free(parameters[i].aliasSourceName);
}
}
/// Returns name (in lower case) of the caller command class.
public final static function Text GetPreferredName() {
return __().text.FromString(Locs(default.preferredName));
}
/// Returns name (in lower case) of the caller command class.
public final static function string GetPreferredName_S() {
return Locs(default.preferredName);
}
/// Returns name (in lower case) of the caller command class.
public final function Text GetName() {
if (usedName == none) {
return P("").Copy();
}
return usedName.LowerCopy();
}
/// Returns name (in lower case) of the caller command class.
public final function string GetName_S() {
if (usedName == none) {
return "";
}
return _.text.IntoString(/*take*/ usedName.LowerCopy());
}
/// Returns group name (in lower case) of the caller command class.
public final function Text GetGroupName() {
if (commandData.group == none) {
return P("").Copy();
}
return commandData.group.LowerCopy();
}
/// Returns group name (in lower case) of the caller command class.
public final function string GetGroupName_S() {
if (commandData.group == none) {
return "";
}
return _.text.IntoString(/*take*/ commandData.group.LowerCopy());
}
/// Loads permissions config with a given name for the caller [`Command`] class.
///
/// Permission configs describe allowed usage of the [`Command`].
/// Basic settings are contained inside [`CommandPermissions`], but commands
/// should derive their own child classes for storing their settings.
///
/// Returns `none` if caller [`Command`] class didn't specify custom permission
/// settings class or provided name is invalid (according to
/// [`BaseText::IsValidName()`]).
/// Otherwise guaranteed to return a config reference.
public final static function CommandPermissions LoadConfig(BaseText configName) {
if (configName == none) return none;
if (default.permissionsConfigClass == none) return none;
// This creates default config if it is missing
default.permissionsConfigClass.static.NewConfig(configName);
return CommandPermissions(default.permissionsConfigClass.static
.GetConfigInstance(configName));
}
/// Loads permissions config with a given name for the caller [`Command`] class.
///
/// Permission configs describe allowed usage of the [`Command`].
/// Basic settings are contained inside [`CommandPermissions`], but commands
/// should derive their own child classes for storing their settings.
///
/// Returns `none` if caller [`Command`] class didn't specify custom permission
/// settings class or provided name is invalid (according to
/// [`BaseText::IsValidName()`]).
/// Otherwise guaranteed to return a config reference.
public final static function CommandPermissions LoadConfig_S(string configName) {
local MutableText wrapper;
local CommandPermissions result;
wrapper = __().text.FromStringM(configName);
result = LoadConfig(wrapper);
__().memory.Free(wrapper);
return result;
}
/// Returns subcommands of caller [`Command`] according to the provided
/// permissions.
///
/// If provided `none` as permissions, returns all available sub commands.
public final function array<Text> GetSubCommands(optional CommandPermissions permissions) {
local int i, j;
local bool addSubCommand;
local array<string> forbiddenCommands;
local array<Text> result;
forbiddenCommands = permissions.forbiddenSubCommands;
if (permissions != none) {
forbiddenCommands = permissions.forbiddenSubCommands;
}
for (i = 0; i < commandData.subCommands.length; i += 1) {
addSubCommand = true;
for (j = 0; j < forbiddenCommands.length; j += 1) {
if (commandData.subCommands[i].name.ToString() ~= forbiddenCommands[j]) {
addSubCommand = false;
break;
}
}
if (addSubCommand) {
result[result.length] = commandData.subCommands[i].name.LowerCopy();
}
}
return result;
}
/// Returns sub commands of caller [`Command`] according to the provided
/// permissions.
///
/// If provided `none` as permissions, returns all available sub commands.
public final function array<string> GetSubCommands_S(optional CommandPermissions permissions) {
return _.text.IntoStrings(GetSubCommands(permissions));
}
/// Checks whether a given sub command (case insensitive) is allowed to be
/// executed with given permissions.
///
/// If `none` is passed as either argument, returns `true`.
///
/// Doesn't check for the existence of sub command, only that permissions do not
/// explicitly forbid it.
/// In case non-existing subcommand is passed as an argument, the result
/// should be considered undefined.
public final function bool IsSubCommandAllowed(
BaseText subCommand,
CommandPermissions permissions
) {
if (subCommand == none) return true;
if (permissions == none) return true;
return IsSubCommandAllowed_S(subCommand.ToString(), permissions);
}
/// Checks whether a given sub command (case insensitive) is allowed to be
/// executed with given permissions.
///
/// If `none` is passed for permissions, always returns `true`.
///
/// Doesn't check for the existence of sub command, only that permissions do not
/// explicitly forbid it.
/// In case non-existing sub command is passed as an argument, the result
/// should be considered undefined.
public final function bool IsSubCommandAllowed_S(
string subCommand,
CommandPermissions permissions
) {
local int i;
local array<string> forbiddenCommands;
if (permissions == none) {
return true;
}
forbiddenCommands = permissions.forbiddenSubCommands;
for (i = 0; i < forbiddenCommands.length; i += 1) {
if (subCommand ~= forbiddenCommands[i]) {
return false;
}
}
return true;
}
/// Returns `Command.Data` struct 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 BorrowData() {
return commandData;
}
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;
}
/// 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_BadSubCommand:
builder
.Append(P("Ill defined sub-command: "))
.Append(callData.errorCause);
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;
}
defaultproperties {
preferredName = ""
permissionsConfigClass = none
}