improve TrainerMod feedback to user, standardise color/colour spelling

This commit is contained in:
Jesse Plamondon-Willard 2017-03-01 19:17:34 -05:00
parent aba50aba45
commit 6de4888a1b
3 changed files with 163 additions and 109 deletions

View File

@ -8,6 +8,7 @@ For players:
* Simplified log filename.
* Simplified error messages when a mod can't be loaded.
* Simple nested mod folders are now recognised by SMAPI (e.g. `ModName-1.0\ModName\manifest.json`).
* Improved TrainerMod command handling & feedback.
* Fixed game's debug output being shown in the console for all users.
* Fixed the game-outdated error not pausing before exit.
* Fixed installer errors for some players when deleting files.

View File

@ -554,7 +554,10 @@ namespace StardewModdingAPI
this.Monitor.Log($"{result.Name}: {result.Documentation}\n(Added by {result.ModName}.)", LogLevel.Info);
}
else
this.Monitor.Log("Commands: " + string.Join(", ", this.CommandManager.GetAll().Select(p => p.Name)), LogLevel.Info);
{
this.Monitor.Log("The following commands are registered: " + string.Join(", ", this.CommandManager.GetAll().Select(p => p.Name)) + ".", LogLevel.Info);
this.Monitor.Log("For more information about a command, type 'help command_name'.", LogLevel.Info);
}
}
/// <summary>Show a 'press any key to exit' message, and exit when they press a key.</summary>

View File

@ -94,7 +94,7 @@ namespace TrainerMod
.Add("player_setlevel", "Sets the player's specified skill to the specified value.\n\nUsage: player_setlevel <skill> <value>\n- skill: the skill to set (one of 'luck', 'mining', 'combat', 'farming', 'fishing', or 'foraging').\n- value: the target level (a number from 1 to 10).", this.HandleCommand)
.Add("player_setspeed", "Sets the player's speed to the specified value?\n\nUsage: player_setspeed <value>\n- value: an integer amount (0 is normal).", this.HandleCommand)
.Add("player_changecolour", "Sets the colour of a player feature.\n\nUsage: player_changecolor <target> <colour>\n- target: what to change (one of 'hair', 'eyes', or 'pants').\n- colour: a colour value in RGB format, like (255,255,255).", this.HandleCommand)
.Add("player_changecolor", "Sets the color of a player feature.\n\nUsage: player_changecolor <target> <color>\n- target: what to change (one of 'hair', 'eyes', or 'pants').\n- color: a color value in RGB format, like (255,255,255).", this.HandleCommand)
.Add("player_changestyle", "Sets the style of a player feature.\n\nUsage: player_changecolor <target> <value>.\n- target: what to change (one of 'hair', 'shirt', 'skin', 'acc', 'shoe', 'swim', or 'gender').\n- value: the integer style ID.", this.HandleCommand)
.Add("player_additem", $"Gives the player an item.\n\nUsage: player_additem <item> [count] [quality]\n- item: the item ID (use the 'list_items' command to see a list).\n- count (optional): how many of the item to give.\n- quality (optional): one of {Object.lowQuality} (normal), {Object.medQuality} (silver), {Object.highQuality} (gold), or {Object.bestQuality} (iridium).", this.HandleCommand)
@ -104,7 +104,7 @@ namespace TrainerMod
.Add("list_items", "Lists and searches items in the game data.\n\nUsage: list_items [search]\n- search (optional): an arbitrary search string to filter by.", this.HandleCommand)
.Add("world_settime", "Sets the time to the specified value.\n\nUsage: world_settime <value>\n- value: the target time in military time (like 0600 for 6am and 1800 for 6pm)", this.HandleCommand)
.Add("world_freezetime", "Freezes or resumes time.\n\nUsage: world_freezetime [value]\n- value: one of 0 (resume), 1 (freeze) or blank (toggle).", this.HandleCommand)
.Add("world_freezetime", "Freezes or resumes time.\n\nUsage: world_freezetime [value]\n- value: one of 0 (resume), 1 (freeze), or blank (toggle).", this.HandleCommand)
.Add("world_setday", "Sets the day to the specified value.\n\nUsage: world_setday <value>.\n- value: the target day (a number from 1 to 28).", this.HandleCommand)
.Add("world_setseason", "Sets the season to the specified value.\n\nUsage: world_setseason <season>\n- value: the target season (one of 'spring', 'summer', 'fall', 'winter').", this.HandleCommand)
.Add("world_downminelevel", "Goes down one mine level?", this.HandleCommand)
@ -115,21 +115,23 @@ namespace TrainerMod
}
/// <summary>Handle a TrainerMod command.</summary>
/// <param name="name">The command name.</param>
/// <param name="command">The command name.</param>
/// <param name="args">The command arguments.</param>
private void HandleCommand(string name, string[] args)
private void HandleCommand(string command, string[] args)
{
switch (name)
switch (command)
{
case "type":
this.Monitor.Log($"[Int32: {int.MinValue} - {int.MaxValue}], [Int64: {long.MinValue} - {long.MaxValue}], [String: \"raw text\"], [Colour: r,g,b (EG: 128, 32, 255)]", LogLevel.Info);
this.Monitor.Log($"[Int32: {int.MinValue} - {int.MaxValue}], [Int64: {long.MinValue} - {long.MaxValue}], [String: \"raw text\"], [Color: r,g,b (EG: 128, 32, 255)]", LogLevel.Info);
break;
case "save":
this.Monitor.Log("Saving the game...", LogLevel.Info);
SaveGame.Save();
break;
case "load":
this.Monitor.Log("Triggering load menu...", LogLevel.Info);
Game1.hasLoadedGame = false;
Game1.activeClickableMenu = new LoadGameMenu();
break;
@ -145,17 +147,19 @@ namespace TrainerMod
{
case "player":
Game1.player.Name = args[1];
this.Monitor.Log($"OK, your player's name is now {Game1.player.Name}.", LogLevel.Info);
break;
case "farm":
Game1.player.farmName = args[1];
this.Monitor.Log($"OK, your farm's name is now {Game1.player.Name}.", LogLevel.Info);
break;
}
}
else
this.LogObjectInvalid();
this.LogArgumentsInvalid(command);
}
else
this.LogObjectValueNotSpecified();
this.Monitor.Log($"Your name is currently '{Game1.player.Name}'. Type 'help player_setname' for usage.", LogLevel.Info);
break;
case "player_setmoney":
@ -163,7 +167,10 @@ namespace TrainerMod
{
string amountStr = args[0];
if (amountStr == "inf")
{
this.InfiniteMoney = true;
this.Monitor.Log("OK, you now have infinite money.", LogLevel.Info);
}
else
{
this.InfiniteMoney = false;
@ -171,14 +178,14 @@ namespace TrainerMod
if (int.TryParse(amountStr, out amount))
{
Game1.player.Money = amount;
this.Monitor.Log($"Set {Game1.player.Name}'s money to {Game1.player.Money}", LogLevel.Info);
this.Monitor.Log($"OK, you now have {Game1.player.Money} gold.", LogLevel.Info);
}
else
this.LogValueNotInt32();
this.LogArgumentNotInt(command);
}
}
else
this.LogValueNotSpecified();
this.Monitor.Log($"You currently have {(this.InfiniteMoney ? "infinite" : Game1.player.Money.ToString())} gold. Specify a value to change it.", LogLevel.Info);
break;
case "player_setstamina":
@ -186,7 +193,10 @@ namespace TrainerMod
{
string amountStr = args[0];
if (amountStr == "inf")
{
this.InfiniteStamina = true;
this.Monitor.Log("OK, you now have infinite stamina.", LogLevel.Info);
}
else
{
this.InfiniteStamina = false;
@ -194,14 +204,14 @@ namespace TrainerMod
if (int.TryParse(amountStr, out amount))
{
Game1.player.Stamina = amount;
this.Monitor.Log($"Set {Game1.player.Name}'s stamina to {Game1.player.Stamina}", LogLevel.Info);
this.Monitor.Log($"OK, you now have {Game1.player.Stamina} stamina.", LogLevel.Info);
}
else
this.LogValueNotInt32();
this.LogArgumentNotInt(command);
}
}
else
this.Monitor.Log($"{Game1.player.Name}'s stamina is {Game1.player.Stamina}", LogLevel.Info);
this.Monitor.Log($"You currently have {(this.InfiniteStamina ? "infinite" : Game1.player.Stamina.ToString())} stamina. Specify a value to change it.", LogLevel.Info);
break;
case "player_setmaxstamina":
@ -211,13 +221,13 @@ namespace TrainerMod
if (int.TryParse(args[0], out amount))
{
Game1.player.MaxStamina = amount;
this.Monitor.Log($"Set {Game1.player.Name}'s max stamina to {Game1.player.MaxStamina}", LogLevel.Info);
this.Monitor.Log($"OK, you now have {Game1.player.MaxStamina} max stamina.", LogLevel.Info);
}
else
this.LogValueNotInt32();
this.LogArgumentNotInt(command);
}
else
this.Monitor.Log($"{Game1.player.Name}'s maxstamina is {Game1.player.MaxStamina}", LogLevel.Info);
this.Monitor.Log($"You currently have {Game1.player.MaxStamina} max stamina. Specify a value to change it.", LogLevel.Info);
break;
case "player_setlevel":
@ -234,32 +244,38 @@ namespace TrainerMod
{
case "luck":
Game1.player.LuckLevel = level;
this.Monitor.Log($"OK, your luck skill is now {Game1.player.LuckLevel}.", LogLevel.Info);
break;
case "mining":
Game1.player.MiningLevel = level;
this.Monitor.Log($"OK, your mining skill is now {Game1.player.MiningLevel}.", LogLevel.Info);
break;
case "combat":
Game1.player.CombatLevel = level;
this.Monitor.Log($"OK, your combat skill is now {Game1.player.CombatLevel}.", LogLevel.Info);
break;
case "farming":
Game1.player.FarmingLevel = level;
this.Monitor.Log($"OK, your farming skill is now {Game1.player.FarmingLevel}.", LogLevel.Info);
break;
case "fishing":
Game1.player.FishingLevel = level;
this.Monitor.Log($"OK, your fishing skill is now {Game1.player.FishingLevel}.", LogLevel.Info);
break;
case "foraging":
Game1.player.ForagingLevel = level;
this.Monitor.Log($"OK, your foraging skill is now {Game1.player.ForagingLevel}.", LogLevel.Info);
break;
}
}
else
this.LogValueNotInt32();
this.LogArgumentNotInt(command);
}
else
this.Monitor.Log("<skill> is invalid", LogLevel.Error);
this.LogUsageError("That isn't a valid skill.", command);
}
else
this.Monitor.Log("<skill> and <value> must be specified", LogLevel.Error);
this.LogArgumentsInvalid(command);
break;
case "player_setspeed":
@ -269,16 +285,16 @@ namespace TrainerMod
if (amountStr.IsInt())
{
Game1.player.addedSpeed = amountStr.ToInt();
this.Monitor.Log($"Set {Game1.player.Name}'s added speed to {Game1.player.addedSpeed}", LogLevel.Info);
this.Monitor.Log($"OK, your added speed is now {Game1.player.addedSpeed}.", LogLevel.Info);
}
else
this.LogValueNotInt32();
this.LogArgumentNotInt(command);
}
else
this.LogValueNotSpecified();
this.Monitor.Log($"You currently have {Game1.player.addedSpeed} added speed. Specify a value to change it.", LogLevel.Info);
break;
case "player_changecolour":
case "player_changecolor":
if (args.Length > 1)
{
string target = args[0];
@ -293,23 +309,26 @@ namespace TrainerMod
{
case "hair":
Game1.player.hairstyleColor = color;
this.Monitor.Log("OK, your hair color is updated.", LogLevel.Info);
break;
case "eyes":
Game1.player.changeEyeColor(color);
this.Monitor.Log("OK, your eye color is updated.", LogLevel.Info);
break;
case "pants":
Game1.player.pantsColor = color;
this.Monitor.Log("OK, your pants color is updated.", LogLevel.Info);
break;
}
}
else
this.Monitor.Log("<colour> is invalid", LogLevel.Error);
this.LogUsageError("The color should be an RBG value like '255,150,0'.", command);
}
else
this.LogObjectInvalid();
this.LogArgumentsInvalid(command);
}
else
this.Monitor.Log("<object> and <colour> must be specified", LogLevel.Error);
this.LogArgumentsInvalid(command);
break;
case "player_changestyle":
@ -326,45 +345,66 @@ namespace TrainerMod
{
case "hair":
Game1.player.changeHairStyle(styleID);
this.Monitor.Log("OK, your hair style is updated.", LogLevel.Info);
break;
case "shirt":
Game1.player.changeShirt(styleID);
this.Monitor.Log("OK, your shirt style is updated.", LogLevel.Info);
break;
case "acc":
Game1.player.changeAccessory(styleID);
this.Monitor.Log("OK, your accessory style is updated.", LogLevel.Info);
break;
case "skin":
Game1.player.changeSkinColor(styleID);
this.Monitor.Log("OK, your skin color is updated.", LogLevel.Info);
break;
case "shoe":
Game1.player.changeShoeColor(styleID);
this.Monitor.Log("OK, your shoe style is updated.", LogLevel.Info);
break;
case "swim":
if (styleID == 0)
switch (styleID)
{
case 0:
Game1.player.changeOutOfSwimSuit();
else if (styleID == 1)
this.Monitor.Log("OK, you're no longer in your swimming suit.", LogLevel.Info);
break;
case 1:
Game1.player.changeIntoSwimsuit();
else
this.Monitor.Log("<value> must be 0 or 1 for this <object>", LogLevel.Error);
this.Monitor.Log("OK, you're now in your swimming suit.", LogLevel.Info);
break;
default:
this.LogUsageError("The swim value should be 0 (no swimming suit) or 1 (swimming suit).", command);
break;
}
break;
case "gender":
if (styleID == 0)
switch (styleID)
{
case 0:
Game1.player.changeGender(true);
else if (styleID == 1)
this.Monitor.Log("OK, you're now male.", LogLevel.Info);
break;
case 1:
Game1.player.changeGender(false);
else
this.Monitor.Log("<value> must be 0 or 1 for this <object>", LogLevel.Error);
this.Monitor.Log("OK, you're now female.", LogLevel.Info);
break;
default:
this.LogUsageError("The gender value should be 0 (male) or 1 (female).", command);
break;
}
break;
}
}
else
this.LogValueInvalid();
this.LogArgumentsInvalid(command);
}
else
this.LogObjectInvalid();
this.LogArgumentsInvalid(command);
}
else
this.LogObjectValueNotSpecified();
this.LogArgumentsInvalid(command);
break;
case "world_freezetime":
@ -378,27 +418,20 @@ namespace TrainerMod
{
this.FreezeTime = value == 1;
this.FrozenTime = this.FreezeTime ? Game1.timeOfDay : 0;
this.Monitor.Log("Time is now " + (this.FreezeTime ? "frozen" : "thawed"), LogLevel.Info);
this.Monitor.Log($"OK, time is now {(this.FreezeTime ? "frozen" : "resumed")}.", LogLevel.Info);
}
else
this.Monitor.Log("<value> should be 0, 1, or empty", LogLevel.Error);
this.LogUsageError("The value should be 0 (not frozen), 1 (frozen), or empty (toggle).", command);
}
else
this.LogValueNotInt32();
}
else
int valu = 1;
if (this.FreezeTime == false)
{
valu = 1;
this.LogArgumentNotInt(command);
}
else
{
valu = 0;
}
this.FreezeTime = valu == 1;
this.FreezeTime = !this.FreezeTime;
this.FrozenTime = this.FreezeTime ? Game1.timeOfDay : 0;
this.Monitor.Log("Time is now " + (this.FreezeTime ? "frozen" : "thawed"), LogLevel.Info);
this.Monitor.Log($"OK, time is now {(this.FreezeTime ? "frozen" : "resumed")}.", LogLevel.Info);
}
break;
case "world_settime":
@ -413,16 +446,16 @@ namespace TrainerMod
{
Game1.timeOfDay = args[0].ToInt();
this.FrozenTime = this.FreezeTime ? Game1.timeOfDay : 0;
this.Monitor.Log($"Time set to: {Game1.timeOfDay}", LogLevel.Info);
this.Monitor.Log($"OK, the time is now {Game1.timeOfDay.ToString().PadLeft(4, '0')}.", LogLevel.Info);
}
else
this.Monitor.Log("<value> should be between 600 and 2600 (06:00 AM - 02:00 AM [NEXT DAY])", LogLevel.Error);
this.LogUsageError("That isn't a valid time.", command);
}
else
this.LogValueNotInt32();
this.LogArgumentNotInt(command);
}
else
this.LogValueNotSpecified();
this.Monitor.Log($"The current time is {Game1.timeOfDay}. Specify a value to change it.", LogLevel.Info);
break;
case "world_setday":
@ -434,15 +467,18 @@ namespace TrainerMod
{
int day = dayStr.ToInt();
if (day <= 28 && day > 0)
{
Game1.dayOfMonth = day;
else
this.Monitor.Log("<value> must be between 1 and 28", LogLevel.Error);
this.Monitor.Log($"OK, the date is now {Game1.currentSeason} {Game1.dayOfMonth}.", LogLevel.Info);
}
else
this.LogValueNotInt32();
this.LogUsageError("That isn't a valid day.", command);
}
else
this.LogValueNotSpecified();
this.LogArgumentNotInt(command);
}
else
this.Monitor.Log($"The current date is {Game1.currentSeason} {Game1.dayOfMonth}. Specify a value to change the day.", LogLevel.Info);
break;
case "world_setseason":
@ -451,12 +487,15 @@ namespace TrainerMod
string season = args[0];
string[] validSeasons = { "winter", "spring", "summer", "fall" };
if (validSeasons.Contains(season))
{
Game1.currentSeason = season;
else
this.LogValueInvalid();
this.Monitor.Log($"OK, the date is now {Game1.currentSeason} {Game1.dayOfMonth}.", LogLevel.Info);
}
else
this.LogValueNotSpecified();
this.LogUsageError("That isn't a valid season name.", command);
}
else
this.Monitor.Log($"The current season is {Game1.currentSeason}. Specify a value to change it.", LogLevel.Info);
break;
case "player_sethealth":
@ -465,18 +504,24 @@ namespace TrainerMod
string amountStr = args[0];
if (amountStr == "inf")
{
this.InfiniteHealth = true;
this.Monitor.Log("OK, you now have infinite health.", LogLevel.Info);
}
else
{
this.InfiniteHealth = false;
if (amountStr.IsInt())
{
Game1.player.health = amountStr.ToInt();
this.Monitor.Log($"OK, you now have {Game1.player.health} health.", LogLevel.Info);
}
else
this.LogValueNotInt32();
this.LogArgumentNotInt(command);
}
}
else
this.Monitor.Log($"Health is: {Game1.player.health}", LogLevel.Info);
this.Monitor.Log($"You currently have {(this.InfiniteHealth ? "infinite" : Game1.player.health.ToString())} health. Specify a value to change it.", LogLevel.Info);
break;
case "player_setmaxhealth":
@ -484,12 +529,15 @@ namespace TrainerMod
{
string amountStr = args[0];
if (amountStr.IsInt())
{
Game1.player.maxHealth = amountStr.ToInt();
else
this.LogValueNotInt32();
this.Monitor.Log($"OK, you now have {Game1.player.maxHealth} max health.", LogLevel.Info);
}
else
this.Monitor.Log($"MaxHealth is: {Game1.player.maxHealth}", LogLevel.Info);
this.LogArgumentNotInt(command);
}
else
this.Monitor.Log($"You currently have {Game1.player.maxHealth} max health. Specify a value to change it.", LogLevel.Info);
break;
case "player_setimmunity":
@ -497,12 +545,15 @@ namespace TrainerMod
{
string amountStr = args[0];
if (amountStr.IsInt())
{
Game1.player.immunity = amountStr.ToInt();
else
this.LogValueNotInt32();
this.Monitor.Log($"OK, you now have {Game1.player.immunity} immunity.", LogLevel.Info);
}
else
this.Monitor.Log($"Immunity is: {Game1.player.immunity}", LogLevel.Info);
this.LogArgumentNotInt(command);
}
else
this.Monitor.Log($"You currently have {Game1.player.immunity} immunity. Specify a value to change it.", LogLevel.Info);
break;
case "player_additem":
@ -520,7 +571,7 @@ namespace TrainerMod
count = args[1].ToInt();
else
{
this.Monitor.Log("[count] is invalid", LogLevel.Error);
this.LogUsageError("The optional count is invalid.", command);
return;
}
@ -530,21 +581,21 @@ namespace TrainerMod
quality = args[2].ToInt();
else
{
this.Monitor.Log("[quality] is invalid", LogLevel.Error);
this.LogUsageError("The optional quality is invalid.", command);
return;
}
}
}
var item = new Object(itemID, count) { quality = quality };
Game1.player.addItemByMenuIfNecessary(item);
this.Monitor.Log($"OK, added {item.Name} to your inventory.", LogLevel.Info);
}
else
this.Monitor.Log("<item> is invalid", LogLevel.Error);
this.LogUsageError("The item ID must be an integer.", command);
}
else
this.LogObjectValueNotSpecified();
this.LogArgumentsInvalid(command);
break;
case "player_addmelee":
@ -554,13 +605,13 @@ namespace TrainerMod
{
MeleeWeapon weapon = new MeleeWeapon(args[0].ToInt());
Game1.player.addItemByMenuIfNecessary(weapon);
this.Monitor.Log($"Gave {weapon.Name} to {Game1.player.Name}", LogLevel.Info);
this.Monitor.Log($"OK, added {weapon.Name} to your inventory.", LogLevel.Info);
}
else
this.Monitor.Log("<item> is invalid", LogLevel.Error);
this.LogUsageError("The weapon ID must be an integer.", command);
}
else
this.LogObjectValueNotSpecified();
this.LogArgumentsInvalid(command);
break;
case "player_addring":
@ -570,13 +621,13 @@ namespace TrainerMod
{
Ring ring = new Ring(args[0].ToInt());
Game1.player.addItemByMenuIfNecessary(ring);
this.Monitor.Log($"Gave {ring.Name} to {Game1.player.Name}", LogLevel.Info);
this.Monitor.Log($"OK, added {ring.Name} to your inventory.", LogLevel.Info);
}
else
this.Monitor.Log("<item> is invalid", LogLevel.Error);
}
else
this.LogObjectValueNotSpecified();
this.LogArgumentsInvalid(command);
break;
case "list_items":
@ -594,30 +645,37 @@ namespace TrainerMod
case "world_downminelevel":
Game1.nextMineLevel();
this.Monitor.Log("OK, warping you to the next mine level.", LogLevel.Info);
break;
case "world_setminelevel":
if (args.Any())
{
if (args[0].IsInt())
Game1.enterMine(true, args[0].ToInt(), "");
else
this.LogValueNotInt32();
{
int level = args[0].ToInt();
Game1.enterMine(true, level, "");
this.Monitor.Log($"OK, warping you to mine level {level}.", LogLevel.Info);
}
else
this.LogValueNotSpecified();
this.LogArgumentNotInt(command);
}
else
this.LogArgumentsInvalid(command);
break;
case "show_game_files":
Process.Start(Constants.ExecutionPath);
this.Monitor.Log($"OK, opening {Constants.ExecutionPath}.", LogLevel.Info);
break;
case "show_data_files":
Process.Start(Constants.DataPath);
this.Monitor.Log($"OK, opening {Constants.DataPath}.", LogLevel.Info);
break;
default:
throw new NotImplementedException($"TrainerMod received unknown command '{name}'.");
throw new NotImplementedException($"TrainerMod received unknown command '{command}'.");
}
}
@ -706,34 +764,26 @@ namespace TrainerMod
/****
** Logging
****/
/// <summary>Log an error indicating a value must be specified.</summary>
public void LogValueNotSpecified()
/// <summary>Log an error indicating incorrect usage.</summary>
/// <param name="error">A sentence explaining the problem.</param>
/// <param name="command">The name of the command.</param>
private void LogUsageError(string error, string command)
{
this.Monitor.Log("<value> must be specified", LogLevel.Error);
}
/// <summary>Log an error indicating a target and value must be specified.</summary>
public void LogObjectValueNotSpecified()
{
this.Monitor.Log("<object> and <value> must be specified", LogLevel.Error);
}
/// <summary>Log an error indicating a value is invalid.</summary>
public void LogValueInvalid()
{
this.Monitor.Log("<value> is invalid", LogLevel.Error);
}
/// <summary>Log an error indicating a target is invalid.</summary>
public void LogObjectInvalid()
{
this.Monitor.Log("<object> is invalid", LogLevel.Error);
this.Monitor.Log($"{error} Type 'help {command}' for usage.", LogLevel.Error);
}
/// <summary>Log an error indicating a value must be an integer.</summary>
public void LogValueNotInt32()
/// <param name="command">The name of the command.</param>
private void LogArgumentNotInt(string command)
{
this.Monitor.Log("<value> must be a whole number (Int32)", LogLevel.Error);
this.LogUsageError("The value must be a whole number.", command);
}
/// <summary>Log an error indicating a value is invalid.</summary>
/// <param name="command">The name of the command.</param>
private void LogArgumentsInvalid(string command)
{
this.LogUsageError("The arguments are invalid.", command);
}
}
}