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openmw-tes3mp/apps/openmw-mp/Script/CommandController.hpp
Koncord 2d0840cb3a [General] Modernize Script API
This commit changes the style of tes3mp serverside scripting mods. Short list of changes:
* Break compatibility with old server mods
* OOP style lua API
* Basic dependency checker, allowing the installation of multiple server mods without changing configs
* Remove support for C++ plugins
* Change outdated LuaBridge to [sol2](https://github.com/ThePhD/sol2);
* Support GCC, Clang and MSVC compilers
* New environment variables: "TES3MP_SERVER_DIR" and "TES3MP_SERVER_USERDIR";
* New entity "Command controller" for registering new chat commands;
* New Event system
* Simplified Timer API
* All Lua mods now run in their own environments
* Add global namespace - Data that can be used for communicating between mods
* Player and Actor inherit base class NetActor
2017-08-28 00:15:56 +08:00

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//
// Created by koncord on 08.08.17.
//
#pragma once
#include "sol.hpp"
#include "Utils.hpp"
#include <string>
#include <deque>
class Player;
class LuaState;
struct Command
{
sol::function func;
std::string helpMessage;
};
class CommandController
{
typedef std::unordered_map<std::string, Command> Container;
typedef Container::iterator Iter;
typedef Container::const_iterator CIter;
public:
static void Init(LuaState &lua);
public:
enum class ExecResult : int
{
NOT_FOUND,
SUCCESS,
FAIL,
NOT_CMD
};
/**
* Register new command. Only unique commands are allowed.
* @param command name of command. Case sensitive. No need in command prefix ('/' or '!').
* @param helpMessage help message. Shows in the '/help' command also appears if exec() fails.
* @param callback Will be called when command is called.
* @return false if the command already registered.
*/
bool registerCommand(const std::string &command, sol::function callback, const std::string &helpMessage);
/**
* Removes a registered command
* @param command name of command.
*/
void unregisterCommand(const std::string &command);
/**
* Check a command is exist.
* @param command name of command
* @return false if the command did not exist.
*/
bool hasCommand(const std::string &command);
std::pair<ExecResult, std::string> exec(std::shared_ptr<Player> player, const std::string &message);
private:
std::deque<std::string> cmdParser(const std::string &message);
Container commands;
};