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give.lua
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give.lua
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-- Implements give and item commands and console commands
-- Table to store the blacklist
local ItemBlackList = {}
local CommandUsage = "Usage: %s %s"
local ItemCommandUsageTail = "<item> [amount] [data] [dataTag]"
local GiveCommandUsageTail = "<player> " .. ItemCommandUsageTail
local MessagePlayerFailure = "Player not found"
local MessageAmountFailure = "The number you have entered ( %d ) is too big, it must be at most 64"
local MessageItemNameFailure = "There is no such item with name [ %s ]"
local MessageDataTagFailure = "Error processing dataTag: "
local MessageUnknownError = "< Unknown Error >"
local MessageGiveSuccessful = "Given [ %s ] x %d"
local MessageBadAmount = "Amount must be a number"
local MessageBadData = "Data must be a number"
local UnbalancedCurleyBracesFailure = "Missing or unexpected '{' or '}' detected"
local UnbalancedSquareBracketsFailure = "Missing or unexpected '[' or ']' detected"
local StartWithBraceFailure = "DataTag must start with a '{'"
local EndWithBraceFailure = "DataTag must end with a '}'"
local BlackListHeaderComment = "# Contains the list of items that cannot be obtained through the give and item commands.\n"
local BlackListHeaderComment2 = "# Add items to this file to add them to the blacklist\n"
local BlackListHeaderComment3 = "# or remove them from this file to remove them from the blacklist.\n"
local BlackListFileName = "itemblacklist"
local BlackListFileCreationError = "%s: Could not create the file: %s\nError Message: %s"
local MaxNumberOfItems = 64
--- Takes the given NBT DataTag and converts it to a table
--
-- @param DataTag String in the format of a minecraft NBT data tag
--
-- @return Table of the data tag values if successful, and nil with an error message if a problem is encountered
--
local function SplitDataTag( DataTag )
-- Table where the assembled DataTag table is temporarily stored
local Sandbox = {}
-- Table where users strings are stored to protect from processing
local SavedStrings = {}
--- Save user strings to table to preserve them from additional processing
--
-- @param StringToSave The string to be saved
--
-- @return The string "%s#" where # is the position in the table where the string was saved
--
local function PreserveString( StringToSave )
table.insert( SavedStrings, StringToSave )
return "\"%s" .. table.getn( SavedStrings ) .. "\""
end
--- Handle the un-escaped strings that Mojang allows into vanilla minecraft data tags
-- and store them into the SavedStrings table
--
-- @param StringToFix The string to be escaped
--
-- @return The string ":[%s#]" where # is the position in the table where the string was saved
--
local function HandleUnquotedString( StringToFix )
StringToFix = string.gsub( StringToFix, ",", "\",\"" )
return ":[" .. PreserveString( StringToFix ) .. "]"
end
--- Implements basic sanity checking on the DataTag to generate more meaningful error messages
--
-- @return True if checks pass, false with an error message otherwise
--
local function VerifyDataTagFormat()
-- Verify string starts and ends with expected brace
if string.sub( DataTag, 1, 1 ) ~= "{" then
return nil, StartWithBraceFailure
end
if string.sub( DataTag, -1, -1 ) ~= "}" then
return nil, EndWithBraceFailure
end
-- Check for balanced curly braces and square brackets
local FirstLoc, LastLoc = string.find( DataTag, "%b{}" )
if FirstLoc ~= 1 or LastLoc ~= string.len( DataTag ) then
return nil, UnbalancedCurleyBracesFailure
end
local DataTagLen = string.len( DataTag )
FirstLoc, LastLoc = string.find( DataTag, "%b[]" )
if FirstLoc and LastLoc then
local FirstBrace = math.min( string.find( DataTag, "%[" ) or DataTagLen , string.find( DataTag, "%]" ) or DataTagLen )
local LastBrace = math.max( string.find( DataTag, "%[", LastLoc + 1 ) or 0, string.find( DataTag, "%]", LastLoc + 1 ) or 0)
-- Loop over the string and make sure we've found all the square bracket pairs
while LastLoc < LastBrace do
local _, Tmp = string.find( DataTag, "%b[]", LastLoc + 1 )
if not Tmp then
break
end
LastLoc = Tmp
Tmp = math.max( string.find( DataTag, "%[", LastLoc + 1 ) or 0 , string.find( DataTag, "%]", LastLoc + 1 ) or 0 )
if Tmp and Tmp > LastBrace then
LastBrace = Tmp
end
end
if ( FirstLoc > FirstBrace ) or ( LastLoc < LastBrace ) then
return nil, UnbalancedSquareBracketsFailure
end
end
return true
end
-- This preserves the users names, lore, etc before further processing
-- We run prior to correcting escaping unquoted strings to allow for any
-- combination of symbols in strings that are entered by the user with
-- the appropriate leading and trailing quotes in place
DataTag = string.gsub( DataTag, "\"([^\"]+)\"", PreserveString )
-- This handles the unquoted strings in-between certain square brackets that vanilla allows
-- Currently you cannot use the a `]` in those strings,
-- but everything else is handled
DataTag = string.gsub( DataTag, ":%s-%[%s-([^{\"%s][^%]]+[^\"])%]", HandleUnquotedString )
-- Preliminary sanity checks on DataTag
local Success, errMsg = VerifyDataTagFormat()
if not Success then
return nil, errMsg
end
-- Modify the vanilla minecraft dataTag format to a lua table format
DataTag = string.gsub( DataTag, ":", "=" )
DataTag = string.gsub( DataTag, "%[", "{" )
DataTag = string.gsub( DataTag, "%]", "}" )
-- Restore lore, names, etc. into the string
for index, value in ipairs( SavedStrings ) do
DataTag = string.gsub( DataTag, "%%s" .. index, value )
end
-- Load the DataTag string into lua
local DataTagFunc, err = loadstring( "dt = " .. DataTag )
if not DataTagFunc then
return nil, err
end
setfenv(DataTagFunc, Sandbox)
-- TODO: Investigate switching to xpcall() for better error handling
local Success, errMsg = pcall(DataTagFunc)
if not Success then
return nil, errMsg
end
return Sandbox.dt, nil
end
--- Handles `give` and `item` commands, other then usage strings
-- which are taken care of in their registered handlers
--
-- @param SafeCommand If true, then don't give unsafe items, if false then don't filter out items
--
-- @return False if PlayerName or ItemName are missing, or Amount or DataValue are invalid, true otherwise
--
local function GiveItemCommand( Split, Player, SafeCommand )
local PlayerName = Split[2]
local lcPlayerName = string.lower( PlayerName or "" )
local ItemName = Split[3]
local Amount = tonumber( Split[4] ) or 1
local DataValue = tonumber( Split[5] ) or 0
local Name
if not PlayerName or not ItemName or Amount < 1 or DataValue < 0 then
return false
end
-- Make sure that if an amount was given, that it was actually a number
if Split[4] and not tonumber( Split[4] ) then
if Player then
SendMessageFailure( Player, MessageBadAmount )
else
LOG( MessageBadAmount )
end
return true
end
-- Make sure that if a data value was given that it was actually a number
if Split[5] and not tonumber( Split[5] ) then
if Player then
SendMessageFailure( Player, MessageBadData )
else
LOG( MessageBadData )
end
return true
end
-- Get the item from the arguments and check it's valid.
local Item = cItem()
local FoundItem = StringToItem( ItemName .. ( DataValue ~= 0 and ( ":" .. DataValue ) or "" ), Item)
-- StringToItem does not check if item is valid
if not IsValidItem( Item.m_ItemType ) then
FoundItem = false
end
--- Checks to see if the given item is on the blacklist
--
-- @return False if checking is disabled or if the item is not blacklisted, true otherwise
--
local function CheckUnSafeItem()
-- If using unsafegive or unsafeitem, do not check if item is blacklisted
if not SafeCommand then
return false
end
return ItemBlackList[ Item.m_ItemType ]
end
-- Check to see if the item is blacklisted
if CheckUnSafeItem() then
FoundItem = false
end
-- If the Item doesn't exist, return and inform the caller
if not FoundItem then
local Message = string.format( MessageItemNameFailure, ItemName )
if Player then
SendMessageFailure( Player, Message )
else
LOG( Message )
end
return true
end
-- Process the DataTag information, if available
if Split[6] then
-- The DataTag values may be split across a few different indicies if it contains any spaces,
-- so concat the remainder of split together for processing
local DataTagTable, errMsg = SplitDataTag( table.concat( Split, " ", 6 ) )
if not DataTagTable then
local Message = string.format( "%s%s", MessageDataTagFailure, errMsg or MessageUnknownError )
if Player then
SendMessageFailure( Player, Message )
else
LOG( Message )
end
return true
end
if DataTagTable.display then
-- Set a custom name if given
if DataTagTable.display.Name then
Name = DataTagTable.display.Name
Item.m_CustomName = Name
end
-- Set Lore if given
if DataTagTable.display.Lore then
local Lore = ""
for _, value in ipairs(DataTagTable.display.Lore) do
Lore = Lore .. value .. "`" -- Newline is '`' character rather than "\n"
end
Item.m_Lore = Lore
end
end
-- Add enchantments, if given and the item is enchantable
if DataTagTable.ench and cItem:IsEnchantable(Item.m_ItemType, true) then
for _, enchants in ipairs(DataTagTable.ench) do
Item.m_Enchantments:SetLevel(enchants.id,enchants.lvl)
end
end
end
-- Vanilla only allows a player to receive 64 items at a time, respecting that limit here
if Amount > MaxNumberOfItems then
local Message = string.format(MessageAmountFailure, Amount)
if Player then
SendMessageFailure( Player, Message )
else
LOG( Message )
end
return true
end
--- Callback function used to add items to a players inventory
--
-- @param NewPlayer The cPlayer object representing the player to give the item to
--
-- @return True if successful, false if the player cannot be found
--
local function giveItems( NewPlayer )
if string.lower( NewPlayer:GetName() ) ~= lcPlayerName then
return false
end
Item:AddCount(Amount - 1)
NewPlayer:GetInventory():AddItem( Item )
local MessageHead = string.format( MessageGiveSuccessful, ( Name or ItemToString( Item ) ), Amount )
local MessageTail = " to " .. NewPlayer:GetName()
SendMessageSuccess( NewPlayer, MessageHead )
if Player and NewPlayer:GetName() ~= Player:GetName() then
SendMessageSuccess( Player, MessageHead .. MessageTail )
end
LOG( ( Player and Player:GetName() or "Console" ) .. ": " .. MessageHead .. MessageTail )
return true
end
-- Finally give the items to the player.
-- Check to make sure that giving items was successful.
if not cRoot:Get():FindAndDoWithPlayer( PlayerName, giveItems ) then
if Player then
SendMessageFailure( Player, MessagePlayerFailure )
else
LOG( MessagePlayerFailure )
end
end
return true
end
--- Handle the give console command, wrapper for HandleGiveCommand
-- Necessary due to Cuberite now supplying additional parameters
--
function HandleConsoleGive( Split, FullCmd )
return HandleGiveCommand( Split )
end
--- Handle the `give` console and in-game command
-- Usage: give <player> <item> [amount] [data] [dataTag]
--
function HandleGiveCommand( Split, Player )
if not GiveItemCommand( Split, Player, true ) then
local Message = string.format( CommandUsage, Split[1] , GiveCommandUsageTail )
if Player then
SendMessage( Player, Message )
else
LOG( Message )
end
end
return true
end
--- Handle the unsafegive console command, wrapper for HandleUnsafeGiveCommand
-- Necessary due to Cuberite now supplying additional parameters
--
function HandleConsoleUnsafeGive( Split, FullCmd )
return HandleUnsafeGiveCommand( Split )
end
--- Handle the `unsafegive` console and in-game command
-- Usage: unsafegive <player> <item> [amount] [data] [dataTag]
--
function HandleUnsafeGiveCommand( Split, Player )
if not GiveItemCommand( Split, Player, false ) then
local Message = string.format( CommandUsage, Split[1] , GiveCommandUsageTail )
if Player then
SendMessage( Player, Message )
else
LOG( Message )
end
end
return true
end
--- Handle the `item` in-game command
-- Usage: item <item> [amount] [data] [dataTag]
--
function HandleItemCommand( Split, Player )
table.insert( Split, 2, Player:GetName() )
if not GiveItemCommand( Split, Player, true ) then
local Message = string.format( CommandUsage, Split[1] , ItemCommandUsageTail )
SendMessage( Player, Message )
end
return true
end
--- Handle the `unsafeitem` in-game command
-- Usage: unsafeitem <item> [amount] [data] [dataTag]
--
function HandleUnsafeItemCommand( Split, Player )
table.insert( Split, 2, Player:GetName() )
if not GiveItemCommand( Split, Player, false ) then
local Message = string.format( CommandUsage, Split[1] , ItemCommandUsageTail )
SendMessage( Player, Message )
end
return true
end
--- Initialize the Item Blacklist
-- If the blacklist file cannot be found it attempts to create a new one
--
function IntializeItemBlacklist( Plugin )
-- Technical blocks that should NOT be given to players by default
local DefaultBlackList =
{
[E_BLOCK_PISTON_EXTENSION] = true,
[E_BLOCK_PISTON_MOVED_BLOCK] = true,
[E_BLOCK_FLOWER_POT] = true,
[E_BLOCK_BED] = true,
[E_BLOCK_HEAD] = true,
[E_BLOCK_SIGN_POST] = true,
[E_BLOCK_WALLSIGN] = true,
[E_BLOCK_BREWING_STAND] = true,
[E_BLOCK_CAULDRON] = true,
[E_BLOCK_OAK_DOOR] = true,
[E_BLOCK_SPRUCE_DOOR] = true,
[E_BLOCK_BIRCH_DOOR] = true,
[E_BLOCK_JUNGLE_DOOR] = true,
[E_BLOCK_ACACIA_DOOR] = true,
[E_BLOCK_DARK_OAK_DOOR] = true,
[E_BLOCK_IRON_DOOR] = true,
[E_BLOCK_TRIPWIRE] = true,
[E_BLOCK_REDSTONE_WIRE] = true,
[E_BLOCK_REDSTONE_ORE_GLOWING] = true,
[E_BLOCK_REDSTONE_TORCH_OFF] = true,
[E_BLOCK_REDSTONE_REPEATER_ON] = true,
[E_BLOCK_REDSTONE_REPEATER_OFF] = true,
[E_BLOCK_REDSTONE_LAMP_ON] = true,
[E_BLOCK_ACTIVE_COMPARATOR] = true,
[E_BLOCK_INACTIVE_COMPARATOR] = true,
[E_BLOCK_INVERTED_DAYLIGHT_SENSOR] = true,
[E_BLOCK_STATIONARY_WATER] = true,
[E_BLOCK_WATER] = true,
[E_BLOCK_LAVA] = true,
[E_BLOCK_STATIONARY_LAVA] = true,
[E_BLOCK_CROPS] = true,
[E_BLOCK_POTATOES] = true,
[E_BLOCK_CARROTS] = true,
[E_BLOCK_PUMPKIN_STEM] = true,
[E_BLOCK_MELON_STEM] = true,
[E_BLOCK_REEDS] = true,
[E_BLOCK_NETHER_WART] = true,
[E_BLOCK_COCOA_POD] = true,
[E_BLOCK_CAKE] = true,
[E_BLOCK_END_PORTAL] = true,
[E_BLOCK_NETHER_PORTAL] = true,
[E_BLOCK_FIRE] = true,
[E_BLOCK_DOUBLE_RED_SANDSTONE_SLAB] = true,
[E_BLOCK_DOUBLE_WOODEN_SLAB] = true,
[E_BLOCK_DOUBLE_STONE_SLAB] = true,
[E_BLOCK_WALL_BANNER] = true,
[E_BLOCK_STANDING_BANNER] = true,
}
-- First, try to open the Item BlackList file if it exists
local ItemBlackListFile, ErrMsg = io.open( BlackListFileName, "rb" )
if ItemBlackListFile then
-- If it exists, read in the blacklisted items
for value in ItemBlackListFile:lines() do
-- Ignore comments
value = string.gsub( value, "#+%s-.*", "" )
-- Convert the name into an item to get its item type
local TempItem = cItem()
local Success = StringToItem( value, TempItem )
if Success and IsValidItem( TempItem.m_ItemType ) then
ItemBlackList[TempItem.m_ItemType] = true
end
end
ItemBlackListFile:close()
else
-- If we couldn't read the file, then try to create the file with the default blacklist
ItemBlackListFile, ErrMsg = io.open( BlackListFileName, "wb" )
if ItemBlackListFile then
ItemBlackListFile:write( BlackListHeaderComment, BlackListHeaderComment2, BlackListHeaderComment3, "\n\n" )
for index, _ in pairs( DefaultBlackList ) do
ItemBlackListFile:write( ItemTypeToString( index ), "\n" )
end
ItemBlackListFile:flush()
ItemBlackListFile:close()
else
-- If we can't create the file, log it
LOG( string.format( BlackListFileCreationError, Plugin:GetName(), BlackListFileName, ( ErrMsg or MessageUnknownError ) ) )
end
ItemBlackList = DefaultBlackList
end
return true
end