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command-terminal

CommandTerminal is a GDScript addon for Godot 4 that manages a developer-created Command Line, with the goal of providing flexible commands, with direct but safe interaction with business logic, through readable command declarations.

Features include:

  • CommandServer to register and execute commands, anywhere and anytime.
  • CommandBuilder to easily create powerful, flexible, and type-safe commands.
  • CommandTerminal to input commands, with included rich autocompletion, and live validation.

Installation

You can install the addon as a git submodule: git submodule add https://github.com/20milliliter/command-terminal.git ./addons/command-terminal

Alternatively, you can install it manually by downloading the zip.

Overview

Suppose your project is a 2D-platformer that has a player.gd script for a CharacterBody2D:

class_name Player extends CharacterBody2D

signal coin_collected()

var WALK_SPEED = 300.0
var ACCELERATION_SPEED = WALK_SPEED * 6.0
var JUMP_VELOCITY = 725.0
var TERMINAL_VELOCITY = 700

var gravity: int = ProjectSettings.get("physics/2d/default_gravity")

Note

Everything done hereafter requires no alterations to the above code.

Creating a command to give the player a coin may be done by emitting the coin_collected() signal when it is ran. The following code creates command "player give coin" to do just that.

func register_commands() -> void:
    CommandServer.register_command(
        CommandBuilder.new()
            .Literal("player").Literal("give").Literal("coin")
            .Callback(player.coin_collected.emit)
        .Build()
    )

The following code creates command "player set walk_speed " to alter WALK_SPEED. Values inputted that are not positive integers are visibly flagged. Validated arguments supply their default value when autocompleteed.

func register_commands() -> void:
    CommandServer.register_command(
        CommandBuilder.new()
            .Literal("player").Literal("set").Literal("walk_speed")
            .Validated("value", _is_valid_float_positive, 300).Tag_gn("float")
            .Callback(player.set, ["WALK_SPEED", "value"])
        .Build()
    )

func _is_valid_float_positive(s : String) -> bool:
    if not value.is_valid_float(): return false
    var value : float = float(value)
    return value > 0

Tip

Validators such as _is_valid_float_positive can be declared in a static holder class and reused everywhere.

Documentation

Documentation is included within the addon under ./docs/. The markdown is best viewed on github.

Exposed classes also feature doc comments for in the editor.