Commands core

Core Module - Commands - Factorio command making module that makes commands with better parse and more modularity

Usage

--- Full code example, see below for explaination
Commands.new_command('repeat-name', 'Will repeat you name a number of times in chat.')
:add_param('repeat-count', false, 'number-range-int', 1, 5) -- required int in range 1 to 5 inclusive
:add_param('smiley', true, function(input, player, reject) -- optional boolean default false
    if not input then return end
    if input:lower() == 'true' or input:lower() == 'yes' then
        return true
    else
        return false
    end
end)
:set_defaults{ smiley=false }
:set_flag('admin_only', true) -- command is admin only
:add_alias('name', 'rname') -- allow alias: name and rname
:register(function(player, repeat_count, smiley, raw)
    game.print(player.name..' used a command with input: '..raw)

    local msg = ') '..player.name
    if smiley then
        msg = ':'..msg
    end

    for 1 = 1,repeat_count do
        Command.print(1..msg)
    end
end)
--- Example Command:
-- How for the fun part making the commands, the commands can be set up with any number of params and flags that you want,
-- you can add aliases for the commands and set default values for optional params and of course register your command callback
-- in our example we will just have a command that will repeat the users name in chat X amount of times and only allow admins to use it.

-- First we create the new command, nb this will not register the command to the game this is done at the end, we will call
-- the command "repeat-name" and set the help message as follows:
Commands.new_command('repeat-name', 'Will repeat you name a number of times in chat.')

-- Now for our first param we will call "repeat-count" and it will be a required value between 1 and 5 inclusive:
:add_param('repeat-count', false, 'number-range-int', 1, 5)

-- Our second param we need a custom parse for but we have not defined it, this is an option for when it is unlikely for
-- any other command to use the same input type; however in our case it will just be a boolean which should be noted as being
-- included in the general command parse config. As for the param its self it will be called "smiley" and will be optional with
-- a default value of false:
:add_param('smiley', true, function(input, player, reject)
    -- since it is optional the input can be nil, in which case we just return
    if not input then return end
    -- if it is not nil then we check for a truthy value
    if input:lower() == 'true' or input:lower() == 'yes' then
        return true
    else
        -- note that because we did not return nil or reject then false will be passed to command callback, see example parse
        return false
    end
end)

-- Once all params are defined you can now define some default values if you have optional params, the default value will be used only
-- when no value is given as input, if an invalid value is given then the command will still fail and this value will not be used, the
-- default can also be a function which is passed the player using the command and returns a value. Here we set the default for "smiley" to false:
:set_defaults{smiley=false}

-- Another example of defaults if we have: item, amount[opt], player[opt]
:set_defaults{
    amount = 50, -- more than one value can be set at a time
    player = function(player)
        return player -- default is the player using the command
    end
}

-- Now the params are set up we can alter how the command works, we can set auth flags, add aliases to this command or enable "auto concat"
-- which is when you want all extra words to be concatenated onto the end of the last param, useful for reason or messages:
:set_flag('admin_only', true) -- in our case we want "admin_only" to be set to true so only admins can use the command
:add_alias('name', 'rname') -- we also add two aliases here: "name" and "rname" which point to this command
-- :enable_auto_concat() we do not use this in our case but this can also be used to enable the "auto concat" feature

-- And finally we want to register a callback to this command, the callback is what defines what the command does, can be as complex as you
-- want it to be to as simple as our example; the command receives two params plus all that you have defines:
-- 1) the player who used the command
-- 2) in our case repeat_count which will be a number
-- 3) in our case smiley which will be a boolean
-- 4) the raw input; this param is always last as is always present as a catch all
:register(function(player, repeat_count, smiley, raw)
    -- this is to show the value for raw as this is an example command, the log file will also show this
    game.print(player.name..' used a command with input: '..raw)
    local msg = ') '..player.name
    if smiley then
        -- this is where that smiley param is used
        msg = ':'..msg
    end
    for 1 = 1,repeat_count do
        -- this print function will return ANY value to the user in a desync safe manor, this includes if the command was used through rcon
        Command.print(1..msg)
    end
    -- see below for what else can be used here
end)

-- Other values that can be returned from register
Commands.print(any,colour[opt]) -- this will return any value value to the user including if it is ran through rcon console
Commands.error(message[opt]) -- this returns a warning to the user, aka an error that does not prevent execution of the command
return Commands.error(message[opt]) -- this returns an error to the user, and will halt the command execution, ie no success message is returned
Commands.success(message[opt]) -- used to return a success message however don't use this method see below
return Commands.success(message[opt]) -- will return the success message to the user and your given message, halts execution
return <any> -- if any value is returned then it will be returned to the player via a Commands.success call
--- Example Authenticator:
-- The command system is best used when you can control who uses commands;
-- to do this would would need to define an authenticator which is ran every time a command is run;
-- in this example I will show a simple one that requires certain commands to require the user to be a game admin.

-- For our admin only example we will set a flag to true when we want it to be admin only;
-- when we define the command will will use :set_flag('admin_only', true);
-- then inside the authenticator we will test if the flag is present using: if flags.admin_only then

-- When the authenticator is called by the command handler it will be passed 4 arguments:
-- 1) player - the player who used the command
-- 2) command - the name of the command that is being used
-- 3) flags - the flags which have been set for this command, flags are set with :set_flag(name, value)
-- 4) reject - the reject function which is the preferred method to prevent execution of the command

-- No return is required to allow the command to execute but it is best practice to return true;
-- we do this in two cases in our authenticator:
-- 1) when the "admin_only" flag is not set, which we take assume that any one can use it
-- 2) when the "admin_only" flag is set, and the player is admin

-- When want to prevent exicution of the command we must reject it, listed is how that can be done:
-- 1) return false -- this is the most basic rejection and should only be used while testing
-- 2) return reject -- returning the reject function is as a fail safe in case you forget to call it, same as returning false
-- 3) reject() -- this will block execution without to allowing further code to be ran in your authenticator
-- 4) reject('This command is for admins only!') -- Using reject as a function allows a error message to be returned
-- 5) return reject() -- using return on either case above is best practice as you should execute all your code before rejecting

-- Example Code:
Commands.add_authenticator(function(player, command, flags, reject)
    -- Check if the command is admin only
    if flags.admin_only then
        -- Return true if player is admin, or reject and return error message
        return player.admin or reject('This command is for admins only!')
    else
        -- Return true if command was not admin only
        return true
    end
end)
--- Example Parse:
-- Before you make a command it is important to understand the most powerful feature of this command handler;
-- when you define a command you are able to type the params and have then be parsed and validated before your command is executed;
-- This module should is paired with a general command parse but you may want to create your own.

-- For our example we will create a parse to accept only integer numbers in a given range:
-- 1) we will give it the name "number-range-int" this is the "type" that the input is expected to be
-- 2) when we define the type we will also define the min and max of the range so we can use the function more than once
:add_param('repeat_count', false, 'number-range-int', 5, 10) -- "repeat_count" is required "number-range-int" in a range 5 to 10 inclusive

-- The command parse will be passed 3 arguments plus any other which you define, in our case:
-- 1) input - the input that has been given by the user for this param, the role of this function is to transform this value
-- nb: the input is a string but can be nil if the param is marked as optional
-- 2) player - the player who is using the command, this is always present
-- 3) reject - the reject function to throw an error to the user, this is always present
-- 4) range_min - the range min, this is user defined and has the value given when the param is defined
-- 5) range_max - the range max, this is user defined and has the value given when the param is defined

-- When returning from the param parse you have a few options with how to do this:
-- 1) you return the new value for the param (any non nil value) this value is then passed to the command callback
-- 2) not returning will cause a generic invalid error and the command is rejected, not recommenced
-- 3) return reject -- this is just a failsafe in case the function is not called, same as no return
-- 4) return reject() -- will give a shorter error message as you pass a nil custom error
-- 5) return reject('Number entered is not in range: '..range_min..', '..range_max) -- returns a custom error to the user
-- nb: if you do not return reject after you call it then you will still be returning nil so there will be a duplicate error message

-- It should be noted that if you want to expand on an existing parse you can use Commands.parse(type, input, player, reject)
-- this function will either return a new value for the input or nil, if it is nil you should return nil to prevent duplicate
-- error messages to the user:
input = Commands.parse('number-int', input, player, reject)
if not input then return end -- nil check

-- Example Code:
Commands.add_parse('number-range-int',function(input, player, reject, range_min, range_max)
    local rtn = tonumber(input) and math.floor(tonumber(input)) or nil -- converts input to number
    if not rtn or rtn < range_min or rtn > range_max then
        -- the input is either not a number or is outside the range
        return reject('Number entered is not in range: '..range_min..', '..range_max)
    else
        -- returns the input as a number value rather than a string, thus the param is now the correct type
        return rtn
    end
end)

Dependencies

utils.game
expcore.common

Tables

defines Values returned by the signal functions to cause the command system to react
commands Custom command data will be stored here
authorization Custom function are stored here which control who can use what commands
parse_functions Used to store default functions which are common parse function such as player or number in range
_prototype Used to store functions which gets added to new custom commands

Fields

authorization_fail_on_error Set true to have authorize fail if a callback fails to run, more secure

Authenication

add_authenticator(callback) Adds an authorization callback, function used to check if a player if allowed to use a command
remove_authenticator(callback) Removes an authorization callback
authorize(player, command_name) Mostly used internally, calls all authorization callbacks, returns if the player is authorized

Getters

get([player]) Gets all commands that a player is allowed to use, game commands are not included
search(keyword[, player]) Searches command names and help messages to find possible commands, game commands are included

Parse

add_parse(name, callback) Adds a parse function which can be called by name (used in add_param) nb: this is not required as you can use the callback directly this just allows it to be called by name
remove_parse(name) Removes a parse function, see add_parse for adding them
parse(name, input, player, reject) Intended to be used within other parse functions, runs a parse and returns success and new value

Creation

new_command(name, help) Creates a new command object to added details to, note this does not register the command to the game api
Commands._prototype:add_param(name[, optional=false][, parse=pass function through][, ...]) Adds a new param to the command this will be displayed in the help and used to parse the input
Commands._prototype:set_defaults(defaults) Add default values to params, only as an effect if the param is optional, if default value is a function it is called with acting player
Commands._prototype:set_flag(name[, value=true]) Adds a tag to the command which is passed via the flags param to the authenticators, can be used to assign command roles or type
Commands._prototype:add_alias(any) Adds an alias, or multiple, that will also be registered with the same callback, eg /teleport can be used as /tp
Commands._prototype:enable_auto_concat() Enables auto concatenation of any params on the end so quotes are not needed for last param nb: this will disable max param checking as they will be concatenated onto the end of that last param this can be useful for reasons or longs text, can only have one per command
Commands._prototype:register(callback) Adds the callback to the command and registers all aliases, params and help message with the game api nb: this must be the last function ran on the command and must be done for the command to work

Status

error([error_message=''][, play_sound=utility/wire_pickup]) Sends an error message to the player and when returned will stop exicution of the command nb: this is for non fatal errors meaning there is no log of this event, use during register callback
internal_error(success, command_name, error_message) Sends an error to the player and logs the error, used with pcall within command handler please avoid direct use nb: use error(error_message) within your callback to trigger do not trigger directly as code exictuion may still continue
success([value]) Sends a value to the player, followed by a command complete message nb: returning any value from your callback will trigger this function, return this function to prevent duplicate messages
print(value, colour) Sends a value to the player, different to success as this does not signal the end of your command
run_command(command_event) Main event function that is ran for all commands, used internally please avoid direct use

Dependencies

# utils.game
# expcore.common

Tables

# defines

Values returned by the signal functions to cause the command system to react

Fields:
  • error
  • unauthorized
  • success
# commands

Custom command data will be stored here

# authorization

Custom function are stored here which control who can use what commands

# parse_functions

Used to store default functions which are common parse function such as player or number in range

# _prototype

Used to store functions which gets added to new custom commands

Fields

# authorization_fail_on_error

Set true to have authorize fail if a callback fails to run, more secure

Authenication

# add_authenticator(callback)

Adds an authorization callback, function used to check if a player if allowed to use a command

Parameters:
  • callback : (function) the callback you want to register as an authenticator
Returns:
  • (number) the index it was inserted at use to remove the callback, if anon function used
Usage:
-- Test if a command is admin only and if the player is admin
local admin_authenticator =
Commands.add_authenticator(function(player, command, flags, reject)
    if flags.admin_only then
        return player.admin or reject('This command is for admins only!')
    else
        return true
    end
end)
# remove_authenticator(callback)

Removes an authorization callback

Parameters:
  • callback : (function or number) the callback to remove, an index returned by add_authenticator can be passed
Returns:
  • (boolean) if the callback found and removed successfuly
Usage:
-- Removing the admin authenticator, can not be done dueing runtime
Commands.remove_authenticator(admin_authenticator)
# authorize(player, command_name)

Mostly used internally, calls all authorization callbacks, returns if the player is authorized

Parameters:
  • player : (LuaPlayer) the player that is using the command, passed to callbacks
  • command_name : (string) the command that is being used, passed to callbacks
Returns:
  • (boolean) true player is authorized
  • (string) commands const for success
Or
  • (boolean) false player is unauthorized
  • (string or locale_string) the reason given by the authenticator
Usage:
-- Test if a player can use "repeat-name"
local authorized, status = Commands.authorize(game.player, 'repeat-name')

Getters

# get([player])

Gets all commands that a player is allowed to use, game commands are not included

Parameters:
  • player : (LuaPlayer) the player that you want to get commands of, nil will return all commands (optional)
Returns:
  • (table) all commands that that player is allowed to use, or all commands
Usage:
-- Get the command you are allowed to use
local commands = Commands.get(game.player)
-- Get all commands that are registered
local commands = Commands.get()
# search(keyword[, player])

Searches command names and help messages to find possible commands, game commands are included

Parameters:
  • keyword : (string) the word which you are trying to find in your search
  • player : (LuaPlayer) the player to get allowed commands of, if nil all commands are searched (optional)
Returns:
  • (table) all commands that contain the key word, and allowed by player if player given
Usage:
-- Get all commands which "repeat"
local commands = Commands.search('repeat')
-- Get all commands which "repeat" and you are allowed to use
local commands = Commands.search('repeat', game.player)

Parse

# add_parse(name, callback)

Adds a parse function which can be called by name (used in add_param) nb: this is not required as you can use the callback directly this just allows it to be called by name

Parameters:
  • name : (string) the name of the parse, should be the type like player or player_alive, must be unique
  • callback : (function) the callback that is ran to parse the input
Returns:
  • (boolean) was the parse added will be false if the name is already used
Usage:
-- Adding a parse to validate ints in a given range
Commands.add_parse('number-range-int', function(input, player, reject, range_min, range_max)
    local rtn = tonumber(input) and math.floor(tonumber(input)) or nil -- converts input to number
    if not rtn or rtn < range_min or rtn > range_max then
        -- the input is either not a number or is outside the range
        return reject('Number entered is not in range: '..range_min..', '..range_max)
    else
        -- returns the input as a number rather than a string, thus the param is now the correct type
        return rtn
    end
end)
# remove_parse(name)

Removes a parse function, see add_parse for adding them

Parameters:
  • name : (string) the name of the parse to remove
Usage:
-- Removing a parse
Commands.remove_parse('number-range-int')
# parse(name, input, player, reject)

Intended to be used within other parse functions, runs a parse and returns success and new value

Parameters:
  • name : (string) the name of the parse to call, must be registered parse
  • input : (string) string the input to pass to the parse, must be a string but not necessarily the original input
  • player : (LuaPlayer) the player that is using the command
  • reject : (function) the reject function that was passed by the command hander
Returns:
  • (any) the new value for the input, may be nil, if nil then either there was an error or input was nil
Usage:
-- Parsing a int in a given range
local parsed_input = Commands.parse('number-range-int', '7', player, reject, 1, 10) -- valid range 1 to 10

Creation

# new_command(name, help)

Creates a new command object to added details to, note this does not register the command to the game api

Parameters:
  • name : (string) the name of the command to be created
  • help : (string) the help message for the command
Returns:
  • (Commands._prototype) this will be used with other functions to generate the command functions
Usage:
-- Define a new command
local command =
Commands.new_command('repeat-name', 'Will repeat you name a number of times in chat.')
# Commands._prototype:add_param(name[, optional=false][, parse=pass function through][, ...])

Adds a new param to the command this will be displayed in the help and used to parse the input

Parameters:
  • name : (string) the name of the new param that is being added to the command
  • optional : (boolean) is this param required for this command, these must be after all required params (default: false)
  • parse : (string or function) this function will take the input and return a new (or same) value (default: pass function through)
  • ... : extra args you want to pass to the parse function; for example if the parse is general use (optional)
Returns:
  • (Commands._prototype) pass through to allow more functions to be called
Usage:
-- Adding a param which has an parse defined
command:add_param('repeat-count', false, 'number-range-int', 1, 5)
-- Adding a param which has a custom parse, see Commands.add_parse for details
command:add_param('smiley', true, function(input, player, reject)
    if not input then return end
    return input:lower() == 'true' or input:lower() == 'yes' or false
end)
# Commands._prototype:set_defaults(defaults)

Add default values to params, only as an effect if the param is optional, if default value is a function it is called with acting player

Parameters:
  • defaults : (table) table which is keyed by the name of the param and the value is the default value
Returns:
  • (Commands._prototype) pass through to allow more functions to be called
Usage:
-- Adding default values
command:set_defaults{
    smiley = false,
    -- not in example just used to show arguments given
    player_name = function(player)
        return player.name
    end
}
# Commands._prototype:set_flag(name[, value=true])

Adds a tag to the command which is passed via the flags param to the authenticators, can be used to assign command roles or type

Parameters:
  • name : (string) the name of the tag to be added, set to true if no value is given
  • value : (any) the tag that you want can be anything that the authenticators are expecting (default: true)
Returns:
  • (Commands._prototype) pass through to allow more functions to be called
Usage:
-- Setting a custom flag
command:set_flag('admin_only', true)
-- When value is true it does not need to be given
command:set_flag('admin_only')
# Commands._prototype:add_alias(any)

Adds an alias, or multiple, that will also be registered with the same callback, eg /teleport can be used as /tp

Parameters:
  • any : (string) ... amount of aliases that you want this command to be callable with
Returns:
  • (Commands._prototype) pass through to allow more functions to be called
Usage:
-- Added multiple aliases to a command
command:add_alias('name', 'rname')
# Commands._prototype:enable_auto_concat()

Enables auto concatenation of any params on the end so quotes are not needed for last param nb: this will disable max param checking as they will be concatenated onto the end of that last param this can be useful for reasons or longs text, can only have one per command

Returns:
  • (Commands._prototype) pass through to allow more functions to be called
Usage:
-- Enable auto concat for a command
command:enable_auto_concat()
# Commands._prototype:register(callback)

Adds the callback to the command and registers all aliases, params and help message with the game api nb: this must be the last function ran on the command and must be done for the command to work

Parameters:
  • callback : (function) the callback for the command, will receive the player running command, and params added with add_param
Usage:
-- Registering your command to the game api
command:register(function(player, repeat_count, smiley, _)
    local msg = ') '..player.name
    if smiley then msg = ':'..msg end

    for 1 = 1,repeat_count do
        Command.print(1..msg)
    end
end)

Status

# error([error_message=''][, play_sound=utility/wire_pickup])

Sends an error message to the player and when returned will stop exicution of the command nb: this is for non fatal errors meaning there is no log of this event, use during register callback

Parameters:
  • error_message : (string) an optional error message that can be sent to the user (default: '')
  • play_sound : (string) the sound to play for the error (default: utility/wire_pickup)
Returns:
  • (Commands.defines.error) return this to command handler to exit execution
Usage:
-- Send an error message to the player, and stops further code running
return Commands.error('The player you selected is offline')
# internal_error(success, command_name, error_message)

Sends an error to the player and logs the error, used with pcall within command handler please avoid direct use nb: use error(error_message) within your callback to trigger do not trigger directly as code exictuion may still continue

Parameters:
  • success : (boolean) the success value returned from pcall, or just false to trigger error
  • command_name : (string) the name of the command this is used within the log
  • error_message : (string) the error returned by pcall or some other error, this is logged and not returned to player
Returns:
  • (boolean) the opposite of success so true means to cancel execution, used internally
Usage:
-- Used in the command system to log handler errors
local success, err = pcall(command_data.callback, player, unpack(params))
if Commands.internal_error(success, command_data.name, err) then
    return command_log(player, command_data, 'Internal Error: Command Callback Fail', raw_params, command_event.parameter, err)
end
# success([value])

Sends a value to the player, followed by a command complete message nb: returning any value from your callback will trigger this function, return this function to prevent duplicate messages

Parameters:
  • value : (any) the value to return to the player, if nil then only success message returned (optional)
Returns:
  • (Commands.defines.success) return this to the command handler to prevent two success messages
Usage:
-- Print a custom success message
return Commands.success('Your message has been printed')
-- Returning the value has the same result
return 'Your message has been printed'
# print(value, colour)

Sends a value to the player, different to success as this does not signal the end of your command

Parameters:
  • value : (any) the value that you want to return to the player
  • colour : (table) the colour of the message that the player sees
Usage:
-- Output a message to the player
Commands.print('Your command is in progress')
# run_command(command_event)

Main event function that is ran for all commands, used internally please avoid direct use

Parameters:
  • command_event : (table) passed directly from command event from the add_command function
Usage:
Commands.run_command(event)