feat: Implement Minecraft-style execute command with relative positioning (#1864)

* Initial plan

* Implement Minecraft-style execute command

Co-authored-by: aronwk-aaron <26027722+aronwk-aaron@users.noreply.github.com>

* Add relative positioning support to execute command using ~ syntax

Co-authored-by: aronwk-aaron <26027722+aronwk-aaron@users.noreply.github.com>

* update the parsing and fix chat response

---------

Co-authored-by: copilot-swe-agent[bot] <198982749+Copilot@users.noreply.github.com>
Co-authored-by: aronwk-aaron <26027722+aronwk-aaron@users.noreply.github.com>
Co-authored-by: Aaron Kimbrell <aronwk.aaron@gmail.com>
This commit is contained in:
Copilot
2025-09-08 22:35:18 -07:00
committed by GitHub
parent 6d3bf2fdc3
commit 154112050f
4 changed files with 188 additions and 16 deletions

View File

@@ -808,6 +808,15 @@ void SlashCommandHandler::Startup() {
};
RegisterCommand(DeleteInvenCommand);
Command ExecuteCommand{
.help = "Execute commands with modified context (Minecraft-style)",
.info = "Execute commands as different entities or from different positions. Usage: /execute <subcommand> ... run <command>. Subcommands: as <entity>, at <entity>, positioned <x> <y> <z>",
.aliases = { "execute", "exec" },
.handle = DEVGMCommands::Execute,
.requiredLevel = eGameMasterLevel::DEVELOPER
};
RegisterCommand(ExecuteCommand);
// Register Greater Than Zero Commands
Command KickCommand{

View File

@@ -559,23 +559,25 @@ namespace DEVGMCommands {
}
}
std::optional<float> ParseRelativeAxis(const float sourcePos, const std::string& toParse) {
if (toParse.empty()) return std::nullopt;
// relative offset from current position
if (toParse[0] == '~') {
if (toParse.size() == 1) return sourcePos;
if (toParse.size() < 3 || !(toParse[1] != '+' || toParse[1] != '-')) return std::nullopt;
const auto offset = GeneralUtils::TryParse<float>(toParse.substr(2));
if (!offset.has_value()) return std::nullopt;
bool isNegative = toParse[1] == '-';
return isNegative ? sourcePos - offset.value() : sourcePos + offset.value();
// Parse coordinates with support for relative positioning (~)
std::optional<float> ParseRelativeAxis(const float currentValue, const std::string& rawCoord) {
if (rawCoord.empty()) return std::nullopt;
std::string coord = rawCoord;
// Remove any '+' characters to simplify parsing, since they don't affect the value
coord.erase(std::remove(coord.begin(), coord.end(), '+'), coord.end());
if (coord[0] == '~') {
if (coord.length() == 1) {
return currentValue;
} else {
auto offsetOpt = GeneralUtils::TryParse<float>(coord.substr(1));
if (!offsetOpt) return std::nullopt;
return currentValue + offsetOpt.value();
}
} else {
auto absoluteOpt = GeneralUtils::TryParse<float>(coord);
if (!absoluteOpt) return std::nullopt;
return absoluteOpt.value();
}
return GeneralUtils::TryParse<float>(toParse);
}
void Teleport(Entity* entity, const SystemAddress& sysAddr, const std::string args) {
@@ -1664,4 +1666,163 @@ namespace DEVGMCommands {
LOG("Despawned entity (%llu)", target->GetObjectID());
ChatPackets::SendSystemMessage(sysAddr, u"Despawned entity: " + GeneralUtils::to_u16string(target->GetObjectID()));
}
void Execute(Entity* entity, const SystemAddress& sysAddr, const std::string args) {
if (args.empty()) {
ChatPackets::SendSystemMessage(sysAddr,
u"Usage: /execute <subcommand> ... run <command>\n"
u"Subcommands:\n"
u" as <playername> - Execute as different player\n"
u" at <playername> - Execute from player's position\n"
u" positioned <x> <y> <z> - Execute from coordinates (absolute or relative with ~)\n"
u"Examples:\n"
u" /execute as Player1 run pos\n"
u" /execute at Player2 positioned 100 200 300 run spawn 1234\n"
u" /execute positioned ~5 ~10 ~ run spawn 1234"
);
return;
}
const auto splitArgs = GeneralUtils::SplitString(args, ' ');
// Prevent execute command recursion by checking if this is already an execute command
for (const auto& arg : splitArgs) {
if (arg == "execute" || arg == "exec") {
ChatPackets::SendSystemMessage(sysAddr, u"Error: Recursive execute commands are not allowed");
return;
}
}
// Context variables for execution
Entity* execEntity = entity; // Entity to execute as
NiPoint3 execPosition = entity->GetPosition(); // Position to execute from
bool positionOverridden = false;
std::string finalCommand;
// Parse subcommands
size_t i = 0;
while (i < splitArgs.size()) {
const std::string& subcommand = splitArgs[i];
if (subcommand == "as") {
if (i + 1 >= splitArgs.size()) {
ChatPackets::SendSystemMessage(sysAddr, u"Error: 'as' requires a player name");
return;
}
const std::string& targetName = splitArgs[i + 1];
auto* targetPlayer = PlayerManager::GetPlayer(targetName);
if (!targetPlayer) {
ChatPackets::SendSystemMessage(sysAddr, u"Error: Player '" + GeneralUtils::ASCIIToUTF16(targetName) + u"' not found");
return;
}
execEntity = targetPlayer;
i += 2;
} else if (subcommand == "at") {
if (i + 1 >= splitArgs.size()) {
ChatPackets::SendSystemMessage(sysAddr, u"Error: 'at' requires a player name");
return;
}
const std::string& targetName = splitArgs[i + 1];
auto* targetPlayer = PlayerManager::GetPlayer(targetName);
if (!targetPlayer) {
ChatPackets::SendSystemMessage(sysAddr, u"Error: Player '" + GeneralUtils::ASCIIToUTF16(targetName) + u"' not found");
return;
}
execPosition = targetPlayer->GetPosition();
positionOverridden = true;
i += 2;
} else if (subcommand == "positioned") {
if (i + 3 >= splitArgs.size()) {
ChatPackets::SendSystemMessage(sysAddr, u"Error: 'positioned' requires x, y, z coordinates");
return;
}
auto xOpt = ParseRelativeAxis(execPosition.x, splitArgs[i + 1]);
auto yOpt = ParseRelativeAxis(execPosition.y, splitArgs[i + 2]);
auto zOpt = ParseRelativeAxis(execPosition.z, splitArgs[i + 3]);
if (!xOpt || !yOpt || !zOpt) {
ChatPackets::SendSystemMessage(sysAddr, u"Error: Invalid coordinates for 'positioned'. Use numeric values or relative coordinates with ~.");
return;
}
execPosition = NiPoint3(xOpt.value(), yOpt.value(), zOpt.value());
positionOverridden = true;
i += 4;
} else if (subcommand == "run") {
// Everything after "run" is the command to execute
if (i + 1 >= splitArgs.size()) {
ChatPackets::SendSystemMessage(sysAddr, u"Error: 'run' requires a command");
return;
}
// Reconstruct the command from remaining args
for (size_t j = i + 1; j < splitArgs.size(); ++j) {
if (!finalCommand.empty()) finalCommand += " ";
finalCommand += splitArgs[j];
}
break;
} else {
ChatPackets::SendSystemMessage(sysAddr, u"Error: Unknown subcommand '" + GeneralUtils::ASCIIToUTF16(subcommand) + u"'");
ChatPackets::SendSystemMessage(sysAddr, u"Valid subcommands: as, at, positioned, run");
return;
}
}
if (finalCommand.empty()) {
ChatPackets::SendSystemMessage(sysAddr, u"Error: No command specified to run. Use 'run <command>' at the end.");
return;
}
// Validate that the command starts with a valid character
if (finalCommand.empty() || finalCommand[0] == '/') {
ChatPackets::SendSystemMessage(sysAddr, u"Error: Command should not start with '/'. Just specify the command name.");
return;
}
// Store original position if we need to restore it
NiPoint3 originalPosition;
bool needToRestore = false;
if (positionOverridden && execEntity == entity) {
// If we're executing as ourselves but from a different position,
// temporarily move the entity
originalPosition = entity->GetPosition();
needToRestore = true;
// Set the position temporarily for the command execution
auto* controllable = entity->GetComponent<ControllablePhysicsComponent>();
if (controllable) {
controllable->SetPosition(execPosition);
}
}
// Provide feedback about what we're executing
std::string execAsName = execEntity->GetCharacter() ? execEntity->GetCharacter()->GetName() : "Unknown";
ChatPackets::SendSystemMessage(sysAddr, u"[Execute] Running as '" + GeneralUtils::ASCIIToUTF16(execAsName) +
u"' from <" + GeneralUtils::to_u16string(execPosition.x) + u", " +
GeneralUtils::to_u16string(execPosition.y) + u", " +
GeneralUtils::to_u16string(execPosition.z) + u">: /" +
GeneralUtils::ASCIIToUTF16(finalCommand));
// Execute the command through the slash command handler
SlashCommandHandler::HandleChatCommand(GeneralUtils::ASCIIToUTF16("/" + finalCommand), execEntity, sysAddr);
// Restore original position if needed
if (needToRestore) {
auto* controllable = entity->GetComponent<ControllablePhysicsComponent>();
if (controllable) {
controllable->SetPosition(originalPosition);
}
}
}
};

View File

@@ -76,6 +76,7 @@ namespace DEVGMCommands {
void Shutdown(Entity* entity, const SystemAddress& sysAddr, const std::string args);
void Barfight(Entity* entity, const SystemAddress& sysAddr, const std::string args);
void Despawn(Entity* entity, const SystemAddress& sysAddr, const std::string args);
void Execute(Entity* entity, const SystemAddress& sysAddr, const std::string args);
}
#endif //!DEVGMCOMMANDS_H

View File

@@ -116,6 +116,7 @@ These commands are primarily for development and testing. The usage of many of t
|setrewardcode|`/setrewardcode <code>`|Sets the rewardcode for the account you are logged into if it's a valid rewardcode, See cdclient table `RewardCodes`|8|
|barfight|`/barfight start`|Starts a barfight (turns everyones pvp on)|8|
|despawn|`/despawn <objectID>`|Despawns the entity objectID IF it was spawned in through a slash command.|8|
|execute|`/execute <subcommand> ... run <command>`|Execute commands with modified context (Minecraft-style). Subcommands: `as <playername>` (execute as different player), `at <playername>` (execute from player's position), `positioned <x> <y> <z>` (execute from coordinates - supports absolute coordinates like `100 200 300` or relative coordinates like `~5 ~10 ~` where `~` means current position). Example: `/execute as Player1 run pos`, `/execute positioned ~5 ~ ~-3 run spawn 1234`|8|
|crash|`/crash`|Crashes the server.|9|
|rollloot|`/rollloot <loot matrix index> <item id> <amount>`|Given a `loot matrix index`, look for `item id` in that matrix `amount` times and print to the chat box statistics of rolling that loot matrix.|9|
|castskill|`/castskill <skill id>`|Casts the skill as the player|9|