RU/addCommandHandler: Difference between revisions

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__NOTOC__
{{RU/Server client function}}
{{note|Строгая рекомендация, не использовать имя функции заголовка, в качестве имени команды,т.к. это может привести к неразберихе, если множество функций будет использовано с одной командой. Используйте имя описывающее цель вашего заголовка.}}
Эта функция привязывает функцию скриптинга(заголовок) к консольной команде, что-бы при её вводе игроком или администратором, функция вызывалась.
'''Note:''' Вы не можете использовать "list" или "test" в качестве имени команды.


Множество командных заголовков может быть привязано к одной команде, и они будут вызваны в порядке в котором привязаны заголовки. Равно как и множество команд может иметь заголовок одной функции, и параметр ''commandName'' используется для решения хода действий.
Для пользователей, команда будет в следующем формате:
''commandName'' ''argument1'' ''argument2''
Это может быть инициировано, с помощью консоли или чата(через ''/''). Для заголовков серверной стороны, админ сервера имеет возможность инициировать это из консоли сервера, от имени консоли игрока.
==Синтаксис==
<section name="Server" class="server" show="true">
<syntaxhighlight lang="lua">
bool addCommandHandler ( string commandName, function handlerFunction, [bool restricted = false, 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 two parameters, playerSource and commandName, followed by as many parameters 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.
}}
</section>
<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 two parameters, playerSource and commandName, followed by as many parameters 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. If not triggered by a player (e.g. by admin), 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.
* '''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 ''true'' if the command handler was added successfully, ''false'' otherwise.
==Examples==
<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">
-- Define our function that will handle this command
function consoleCreateMarker ( playerSource )
-- 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 )
</syntaxhighlight>
</section>
<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">
-- Define our function that will handle this command (which can accept a variable number of arguments after commandName)
function consoleCheckParameters ( playerSource, commandName, ... )
-- If a player, not an admin, triggered it,
if playerSource then
local arg = {...}
-- Get the number of arguments in the arg table (arg table is the same as: {...})
local parameterCount = #arg
-- Output it to the player's chatbox
outputChatBox ( "Number of parameters: " .. parameterCount, playerSource )
-- Join them together in a single comma-separated string
local stringWithAllParameters = table.concat( arg, ", " )
-- 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, cmd, amount)
    if getElementData(player, "canUseMoneyFunctions") then -- the shared logic
        if cmd == "givemoney" then
            amount  = tonumber(amount)
            if amount then
                givePlayerMoney(player, amount)
            else
                outputChatBox("[usage] /givemoney [amount]", player)
            end
        else if cmd == "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>
<section name="Client" class="client" show="false">
'''Example 1:''' This example warps the local player to a random nearby location (useful for when a player gets stuck somewhere).
<syntaxhighlight lang="lua">function escapeMe ()
local x, y, z = getElementPosition ( localPlayer ) --Get player's position
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.
end   
addCommandHandler ( "escape", escapeMe ) --When player types "/escape" in chatbox or "escape" in console
</syntaxhighlight>
</section>
==See Also==
{{Server functions}}

Latest revision as of 08:44, 7 September 2019

[[{{{image}}}|link=|]] Note: Строгая рекомендация, не использовать имя функции заголовка, в качестве имени команды,т.к. это может привести к неразберихе, если множество функций будет использовано с одной командой. Используйте имя описывающее цель вашего заголовка.

Эта функция привязывает функцию скриптинга(заголовок) к консольной команде, что-бы при её вводе игроком или администратором, функция вызывалась. Note: Вы не можете использовать "list" или "test" в качестве имени команды.

Множество командных заголовков может быть привязано к одной команде, и они будут вызваны в порядке в котором привязаны заголовки. Равно как и множество команд может иметь заголовок одной функции, и параметр commandName используется для решения хода действий.

Для пользователей, команда будет в следующем формате:

commandName argument1 argument2

Это может быть инициировано, с помощью консоли или чата(через /). Для заголовков серверной стороны, админ сервера имеет возможность инициировать это из консоли сервера, от имени консоли игрока.

Синтаксис

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 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 two parameters, playerSource and commandName, followed by as many parameters 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. If not triggered by a player (e.g. by admin), 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 )
	-- 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