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__NOTOC__  
__NOTOC__  
{{Note_box|It is strongly advised that you do not use the same name for your handler function as the command name, as this can lead to confusion if multiple handler functions are used.}}
{{Server client function}}
This function will create a console command and attach it to a function, so that whenever a player or administrator uses the command the function is called.
{{Important Note|Do '''NOT''' use the same name for your handler function as the command name, as this can lead to confusion if multiple handler functions are used. Use a name that describes your handler's purpose more specifically.}}
This function will attach a scripting function (handler) to a console command, so that whenever a player or administrator uses the command the function is called.


Multiple command handlers can be attached to a single function, and they will be called in the order that the handlers were attached. Equally, multiple commands can be handled by a single function, and the ''commandName'' parameter used to decide the course of action.
Multiple command handlers can be attached to a single command, and they will be called in the order that the handlers were attached. Equally, multiple commands can be handled by a single function, and the ''commandName'' parameter used to decide the course of action.
 
For users, a command is in the format:
 
''commandName'' ''argument1'' ''argument2''
 
This can be triggered from the player's console or directly from the chat box by prefixing the message with a forward slash (''/''). For server side handlers, the server admin is also able to trigger these directly from the server's console in the same way as they are triggered from a player's console.
{{Note|You can't use "check", "list", "test" and "help" as a command name.}}


==Syntax==  
==Syntax==  
<section name="Server" class="server" show="true">
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
bool addCommandHandler ( string commandName, string handlerFunction )
bool addCommandHandler ( string commandName, function handlerFunction [, bool restricted = false, bool caseSensitive = true ] )
</syntaxhighlight>  
</syntaxhighlight>  


===Required Arguments===  
===Required Arguments===
*'''commandName:''' This is the name of the command you wish to add. This is what must be typed into the console to trigger the function.
*'''commandName:''' This is the name of the command you wish to attach a handler to. This is what must be typed into the console to trigger the function.
*'''handlerFunction:''' This is the name of the function that you want the command to trigger. This function can take two parameters, playerSource and commandName followed by as many parameters you expect after your command. These are all optional.
*'''handlerFunction:''' This is the function that you want the command to trigger, which has to be defined before you add the handler. This function can take two parameters, playerSource and commandName, followed by as many parameters as you expect after your command (see below). These are all optional.
===Optional Arguments===
{{OptionalArg}}
*'''restricted:''' Specify whether or not this command should be restricted by default. Use this on commands that should be inaccessible to everyone as default except special users specified in the ACL (Access Control List). This is to make sure admin commands such as ie. 'punish' won't be available to everyone if a server administrator forgets masking it in ACL. Make sure to add the command to your ACL under the proper group for it to be usefull (i.e <right name="command.killEveryone" access="true"></right>). This argument defaults to false if nothing is specified.
{{New feature|3|1.0|
*'''caseSensitive:''' Specifies if the command handler will ignore the case for this command name.
}}


<syntaxhighlight lang="lua">player playerSource, string commandName, [string args ...] </syntaxhighlight>
</section>


* '''playerSource:''' The player who triggered the command. If not triggered by a player (e.g. by admin), this will be ''false''.
 
<section name="Client" class="client" show="true">
<syntaxhighlight lang="lua">
bool addCommandHandler ( string commandName, function handlerFunction [, bool caseSensitive = true ] )
</syntaxhighlight>
 
===Required Arguments===
*'''commandName:''' This is the name of the command you wish to attach a handler to. This is what must be typed into the console to trigger the function.
*'''handlerFunction:''' This is the function that you want the command to trigger, which has to be defined before you add the handler. This function can take commandName parameter, followed by as many parameters as you expect after your command (see below). These are all optional.
===Optional Arguments===
{{OptionalArg}}
{{New feature|3|1.0|
*'''caseSensitive:''' Specifies if the command handler will ignore the case for this command name.
}}
</section>
 
====Handler function parameters====
These are the parameters for the handler function that is called when the command is used.
<section name="Server" class="server" show="true">
<syntaxhighlight lang="lua">player playerSource, string commandName [, string arg1, string arg2, ... ] </syntaxhighlight>
 
* '''playerSource:''' The player who triggered the command or the [[Element/Console|server console]]. If not triggered by a player (e.g. by admin) or server console, this will be ''false''.
* '''commandName:''' The name of the command triggered. This is useful if multiple commands go through one function.
* '''arg1, arg2, ...:''' Each word after command name in the original command is passed here in a seperate variable. If there is no value for an argument, its variable will contain [[nil]]. You can deal with a variable number of arguments using the vararg expression, as shown in '''Server Example 2''' below.
</section>
 
<section name="Client" class="client" show="true">
<syntaxhighlight lang="lua">string commandName [, string arg1, string arg2, ... ] </syntaxhighlight>
* '''commandName:''' The name of the command triggered. This is useful if multiple commands go through one function.
* '''commandName:''' The name of the command triggered. This is useful if multiple commands go through one function.
* '''args:''' Each word after command name in the original command is passed here in seperate variables. If there is no value for an argument, the variable will contain [[nil]].
* '''arg1, arg2, ...:''' Each word after command name in the original command is passed here in a seperate variable. If there is no value for an argument, its variable will contain [[nil]]. You can deal with a variable number of arguments using the vararg expression, as shown in '''Server Example 2''' below.
</section>


===Returns===
===Returns===
Returns ''true'' if the command handler was added successfully, ''false'' otherwise.
Returns ''true'' if the command handler was added successfully, ''false'' otherwise.


==Example==  
==Examples==
'''Example 1:''' This example defines a command handler for the command ''createmarker''. This will create a red marker at the player who uses it's position.
<section name="Server" class="server" show="true">
'''Example 1:''' This example defines a command handler for the command ''createmarker''. This will create a red marker at the position of the player player who uses it.
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
-- Register the command handler and attach it to the 'consoleCreateMarker' function
addCommandHandler ( "createmarker", "consoleCreateMarker" )
-- Define our function that will handle this command
-- Define our function that will handle this command
function consoleCreateMarker ( playerSource, commandName )
function consoleCreateMarker ( playerSource, commandName )
-- If a player triggered it (rather than the admin) then
-- If a player triggered it (rather than the admin) then
if ( playerSource )
if ( playerSource ) then
-- Get that player's position
-- Get that player's position
x, y, z = getEntityPosition ( playerSource )
local x, y, z = getElementPosition ( playerSource )
-- Create a marker at their position
-- Create a size 2, red checkpoint marker at their position
createMarker ( x, y, z, 0, "checkpoint", 255, 0, 0, 255 )
createMarker ( x, y, z, "checkpoint", 2, 255, 0, 0, 255 )
-- Output it in the chat box
-- Output it in his chat box
outputChatBox ( "You got a red marker", playerSource )
outputChatBox ( "You got a red marker", playerSource )
end
end
end
end
-- Attach the 'consoleCreateMarker' function to the "createmarker" command
addCommandHandler ( "createmarker", consoleCreateMarker )
</syntaxhighlight>
</syntaxhighlight>
</section>


'''Example 2:''' This example implements a ''set_vehicle_color'' function.
<section name="Server" class="server" show="hide">
'''Example 2:''' This example makes use of Lua's vararg expression to implement a ''check_parameters'' command to count the number of parameters passed, merge them all into a single string and output it. This is also shows you how you can use table.concat to merge all the passed arguments. This is particularly useful when you want to read in a sentence of text passed from the user.  
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
-- Register the command handler and attach it to the 'consoleSetVehicleColor' function
-- Define our function that will handle this command (which can accept a variable number of arguments after commandName)
addCommandHandler ( "set_vehicle_color", "consoleSetVehicleColor" )
function consoleCheckParameters ( playerSource, commandName, ... )
-- Define our function that will handle this command
-- If a player, not an admin, triggered it,
function consoleSetVehicleColor ( playerSource, commandName, col1, col2, col3, col4 )
if playerSource then
-- If a player triggered this in-game
local arg = {...}
if ( playerSource ) then
-- Get the number of arguments in the arg table (arg table is the same as: {...})
-- Get the player's vehicle
local parameterCount = #arg
playerVehicle = getPlayerOccupiedVehicle ( playerSource )
-- Output it to the player's chatbox
-- If the player is in a vehicle and we've got at least 1 parameter
outputChatBox ( "Number of parameters: " .. parameterCount, playerSource )
if ( playerVehicle and col1 ) then
-- Join them together in a single comma-separated string
-- Get the vehicle's existing color and use it if fewer than 4 arguments were passed
local stringWithAllParameters = table.concat( arg, ", " )
exCol1, exCol2, exCol3, exCol4 = getVehicleColor ( playerVehicle )
-- Output this parameter list to the player's chatbox
outputChatBox ( "Parameters passed: " .. stringWithAllParameters, playerSource )
end
end
-- Attach the 'consoleCheckParameters' function to the "check_parameters" command
addCommandHandler ( "check_parameters", consoleCheckParameters )
</syntaxhighlight>
</section>
 
<section name="Server" class="server" show="hide">
'''Example 3:''' This example shows using a single function to handle multiple command handlers. This isn't advised for general usage, as it makes code harder to understand, but where multiple command handlers share some logic, it can be a useful way of reducing duplicated code. Generally, it would be preferable to put this shared logic in a separate function instead, as this gives you more control over the flow.
<!-- commands are case sensitive by default, in this example too -->
<syntaxhighlight lang="lua">
-- make the function
function moneyCmd(player, commandName, amount)
    if getElementData(player, "canUseMoneyFunctions") then -- the shared logic
        if commandName == "givemoney" then
            amount  = tonumber(amount)
            if amount then
                givePlayerMoney(player, amount)
            else
                outputChatBox("[usage] /givemoney [amount]", player)
            end
        else if commandName == "takemoney" then
            amount = tonumber(amount)
            if amount then
                takePlayerMoney(player, amount)
            else
                outputChatBox("[usage] /takemoney [amount]", player)
            end
        end
    else
        outputChatBox("You aren't able to use this command", player)
    end
end
addCommandHandler("givemoney", moneyCmd);
addCommandHandler("takemoney", moneyCmd);
</syntaxhighlight>
</section>


if not col2 then col2 = exCol2 end
<section name="Client" class="client" show="false">
if not col3 then col3 = exCol3 end
'''Example 1:''' This example warps the local player to a random nearby location (useful for when a player gets stuck somewhere).
if not col4 then col4 = exCol4 end


-- Set the vehicle's color
<syntaxhighlight lang="lua">function escapeMe ( commandName )
setVehicleColor ( playerVehicle, col1, col2, col3, col4 )
local x, y, z = getElementPosition ( localPlayer ) --Get player's position
else
setElementPosition ( localPlayer, x+(math.random(-10,10)), y+(math.random(-10,10)), z+(math.random(1,15)) ) --Move a player randomly to a nearby location. X is current x + a number between -10, 10 and so on.
-- If we didn't get at least 1 parameter or the player doesn't have a vehicle, display some help text
end   
outputConsole ( "This function will set your current vehicle's colors. A vehicle can have up to 4 colors.", playerSource )
addCommandHandler ( "escape", escapeMe ) --When player types "/escape" in chatbox or "escape" in console
outputConsole ( "Syntax: set_vehicle_color color1 [ color2 color3 color4 ]", playerSource )
outputConsole ( "You must be in a vehicle to use this function.", playerSource )
end
end
end
</syntaxhighlight>
</syntaxhighlight>
</section>


==See Also==
==See Also==
{{Server functions}}
{{Server functions}}
[[ar:addCommandHandler]]
[[en:addCommandHandler]]
[[hu:addCommandHandler]]
[[pt-br:AddCommandHandler]]

Latest revision as of 01:59, 29 January 2024

[[{{{image}}}|link=|]] Important Note: Do NOT use the same name for your handler function as the command name, as this can lead to confusion if multiple handler functions are used. Use a name that describes your handler's purpose more specifically.

This function will attach a scripting function (handler) to a console command, so that whenever a player or administrator uses the command the function is called.

Multiple command handlers can be attached to a single command, and they will be called in the order that the handlers were attached. Equally, multiple commands can be handled by a single function, and the commandName parameter used to decide the course of action.

For users, a command is in the format:

commandName argument1 argument2

This can be triggered from the player's console or directly from the chat box by prefixing the message with a forward slash (/). For server side handlers, the server admin is also able to trigger these directly from the server's console in the same way as they are triggered from a player's console.

[[{{{image}}}|link=|]] Note: You can't use "check", "list", "test" and "help" as a command name.

Syntax

Click to collapse [-]
Server
bool addCommandHandler ( string commandName, function handlerFunction [, bool restricted = false, bool caseSensitive = true ] )

Required Arguments

  • commandName: This is the name of the command you wish to attach a handler to. This is what must be typed into the console to trigger the function.
  • handlerFunction: This is the function that you want the command to trigger, which has to be defined before you add the handler. This function can take two parameters, playerSource and commandName, followed by as many parameters as you expect after your command (see below). These are all optional.

Optional Arguments

NOTE: When using optional arguments, you might need to supply all arguments before the one you wish to use. For more information on optional arguments, see optional arguments.

  • restricted: Specify whether or not this command should be restricted by default. Use this on commands that should be inaccessible to everyone as default except special users specified in the ACL (Access Control List). This is to make sure admin commands such as ie. 'punish' won't be available to everyone if a server administrator forgets masking it in ACL. Make sure to add the command to your ACL under the proper group for it to be usefull (i.e <right name="command.killEveryone" access="true"></right>). This argument defaults to false if nothing is specified.
  • caseSensitive: Specifies if the command handler will ignore the case for this command name.


Click to collapse [-]
Client
bool addCommandHandler ( string commandName, function handlerFunction [, bool caseSensitive = true ] )

Required Arguments

  • commandName: This is the name of the command you wish to attach a handler to. This is what must be typed into the console to trigger the function.
  • handlerFunction: This is the function that you want the command to trigger, which has to be defined before you add the handler. This function can take commandName parameter, followed by as many parameters as you expect after your command (see below). These are all optional.

Optional Arguments

NOTE: When using optional arguments, you might need to supply all arguments before the one you wish to use. For more information on optional arguments, see optional arguments.

  • caseSensitive: Specifies if the command handler will ignore the case for this command name.

Handler function parameters

These are the parameters for the handler function that is called when the command is used.

Click to collapse [-]
Server
player playerSource, string commandName [, string arg1, string arg2, ... ] 
  • playerSource: The player who triggered the command or the server console. If not triggered by a player (e.g. by admin) or server console, this will be false.
  • commandName: The name of the command triggered. This is useful if multiple commands go through one function.
  • arg1, arg2, ...: Each word after command name in the original command is passed here in a seperate variable. If there is no value for an argument, its variable will contain nil. You can deal with a variable number of arguments using the vararg expression, as shown in Server Example 2 below.
Click to collapse [-]
Client
string commandName [, string arg1, string arg2, ... ] 
  • commandName: The name of the command triggered. This is useful if multiple commands go through one function.
  • arg1, arg2, ...: Each word after command name in the original command is passed here in a seperate variable. If there is no value for an argument, its variable will contain nil. You can deal with a variable number of arguments using the vararg expression, as shown in Server Example 2 below.

Returns

Returns true if the command handler was added successfully, false otherwise.

Examples

Click to collapse [-]
Server

Example 1: This example defines a command handler for the command createmarker. This will create a red marker at the position of the player player who uses it.

-- Define our function that will handle this command
function consoleCreateMarker ( playerSource, commandName )
	-- If a player triggered it (rather than the admin) then
	if ( playerSource ) then
		-- Get that player's position
		local x, y, z = getElementPosition ( playerSource )
		-- Create a size 2, red checkpoint marker at their position
		createMarker ( x, y, z, "checkpoint", 2, 255, 0, 0, 255 )
		-- Output it in his chat box
		outputChatBox ( "You got a red marker", playerSource )
	end
end
-- Attach the 'consoleCreateMarker' function to the "createmarker" command
addCommandHandler ( "createmarker", consoleCreateMarker )
Click to expand [+]
Server
Click to expand [+]
Server
Click to expand [+]
Client

See Also