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#include "commands/lua.hpp"
#include <sol/table.hpp>
#include <string>
#include "bundle.hpp"
#include "commands/request.hpp"
#include "commands/response.hpp"
#include "schemas/user.hpp"
namespace bot::command::lua {
LuaCommand::LuaCommand(std::shared_ptr<sol::state> luaState,
const std::string &script) {
this->luaState = luaState;
sol::table data = luaState->script(script);
this->name = data["name"];
this->delay = data["delay_sec"];
sol::table subcommands = data["subcommands"];
for (auto &k : subcommands) {
sol::object value = k.second;
if (value.is<std::string>()) {
this->subcommands.push_back(value.as<std::string>());
}
}
std::string rights_text = data["minimal_rights"];
if (rights_text == "suspended") {
this->level = schemas::PermissionLevel::SUSPENDED;
} else if (rights_text == "user") {
this->level = schemas::PermissionLevel::USER;
} else if (rights_text == "vip") {
this->level = schemas::PermissionLevel::VIP;
} else if (rights_text == "moderator") {
this->level = schemas::PermissionLevel::MODERATOR;
} else if (rights_text == "broadcaster") {
this->level = schemas::PermissionLevel::BROADCASTER;
} else {
this->level = schemas::PermissionLevel::USER;
}
this->handle = data["run"];
}
Response LuaCommand::run(const InstanceBundle &bundle,
const Request &request) const {
sol::object response = this->handle(request.as_lua_table(this->luaState));
if (response.is<std::string>()) {
return {response.as<std::string>()};
} else if (response.is<sol::table>()) {
sol::table tbl = response.as<sol::table>();
std::vector<std::string> items;
for (auto &kv : tbl) {
sol::object value = kv.second;
if (value.is<std::string>()) {
items.push_back(value.as<std::string>());
}
}
return items;
}
return {};
}
}
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