Merge pull request #19 from Saul5662/feat/fun-commands

feat(commands): add a fun command category with 18 public `rs` commands
This commit is contained in:
legop3
2026-07-29 01:55:28 -04:00
committed by GitHub
21 changed files with 2753 additions and 4 deletions
@@ -28,8 +28,10 @@ const {
} = require('../verificationService');
const { publishEvent } = require('../eventBus');
const assignmentService = require('../assignmentService');
const funStatsService = require('../funStatsService');
const { loadConfig } = require('../../helpers/configLoader');
const { createCommandHandlers } = require('../operatorCommandService');
const { createCooldownGate } = require('../operatorCommandService/cooldowns');
const { parseCommandText } = require('../operatorCommandService/config');
const { createWebTransportHandlers } = require('../operatorCommandService/webTransport');
const { commandReplyToText } = require('./commandResultFormatter');
@@ -42,6 +44,14 @@ const {
const config = loadConfig();
const discordConfig = config.discord || {};
/*
Site chat builds a fresh command router for every message so each router can
close over the sending socket. Fun command cooldowns therefore have to live out
here: a gate created inside the router would be thrown away after one message
and would never actually rate limit anything.
*/
const commandCooldowns = createCooldownGate();
function isTextCommand(text) {
return parseCommandText(text, config).matched;
}
@@ -123,6 +133,12 @@ function createChatCommandRequest({ socket, text, sendSystemMessage }) {
actor: {
bot: false,
id: socket.id,
/*
Fun command tallies are keyed by identity rather than connection, so the
canonical user id is passed alongside the socket id. Without it a user's
bonk count would reset on every reconnect and split across browser tabs.
*/
userId: String(socket?.data?.userId || '').trim() || null,
label: nickname,
isAdmin: isAdmin(socket),
isLockdownAdmin: isLockdownAdmin(socket),
@@ -191,6 +207,19 @@ async function runChatTextCommand({ text, socket, sendSystemMessage }) {
grantAudioGainBoost,
revokeAudioGainBoost,
sanitizeMentions,
funStatsService,
commandCooldowns,
// Lets `rs bonk` announce itself so audioForwardService can play the bonk
// sound on the rover the target is driving.
publishEvent,
/*
Fun commands that move hardware need the sending socket so they can prove
the caller holds control. issueCommand is required lazily for the same
reason replayEngineV2 is: commandService registers socket handlers on load,
and chatService should not pull that forward in the boot order.
*/
getActorSocket: () => socket,
issueCommand: (roverId, payload) => require('../commandService').issueCommand(roverId, payload),
sendToChannel: null,
isAdminUser: (id) => String(id) === String(socket.id) && isAdmin(socket),
isLockdownAdminUser: (id) => String(id) === String(socket.id) && isLockdownAdmin(socket),