add world_clear console command

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Jesse Plamondon-Willard 2018-12-22 16:08:52 -05:00
parent 270d436a17
commit 7294cb3cc5
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# Release notes
## Upcoming release
* For players:
* Added `world_clear` console command to remove spawned or placed entities.
* Tweaked installer to reduce antivirus false positives.
## 2.9.3

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using System;
using System.Collections.Generic;
using System.Linq;
using StardewValley;
using StardewValley.Locations;
using StardewValley.Objects;
using StardewValley.TerrainFeatures;
using SObject = StardewValley.Object;
namespace StardewModdingAPI.Mods.ConsoleCommands.Framework.Commands.World
{
/// <summary>A command which clears in-game objects.</summary>
internal class ClearCommand : TrainerCommand
{
/*********
** Properties
*********/
/// <summary>The valid types that can be cleared.</summary>
private readonly string[] ValidTypes = { "debris", "fruit-trees", "grass", "trees", "everything" };
/// <summary>The resource clump IDs to consider debris.</summary>
private readonly int[] DebrisClumps = { ResourceClump.stumpIndex, ResourceClump.hollowLogIndex, ResourceClump.meteoriteIndex, ResourceClump.boulderIndex };
/*********
** Public methods
*********/
/// <summary>Construct an instance.</summary>
public ClearCommand()
: base(
name: "world_clear",
description: "Clears in-game entities in a given location.\n\n"
+ "Usage: world_clear <location> <object type>\n"
+ "- location: the location name for which to clear objects (like Farm), or 'current' for the current location.\n"
+ " - object type: the type of object clear. You can specify 'debris' (stones/twigs/weeds and dead crops), 'grass', and 'trees' / 'fruit-trees'. You can also specify 'everything', which includes things not removed by the other types (like furniture or resource clumps)."
)
{ }
/// <summary>Handle the command.</summary>
/// <param name="monitor">Writes messages to the console and log file.</param>
/// <param name="command">The command name.</param>
/// <param name="args">The command arguments.</param>
public override void Handle(IMonitor monitor, string command, ArgumentParser args)
{
// check context
if (!Context.IsWorldReady)
{
monitor.Log("You need to load a save to use this command.", LogLevel.Error);
return;
}
// parse arguments
if (!args.TryGet(0, "location", out string locationName, required: true))
return;
if (!args.TryGet(1, "object type", out string type, required: true, oneOf: this.ValidTypes))
return;
// get target location
GameLocation location = Game1.locations.FirstOrDefault(p => p.Name != null && p.Name.Equals(locationName, StringComparison.InvariantCultureIgnoreCase));
if (location == null && locationName == "current")
location = Game1.currentLocation;
if (location == null)
{
string[] locationNames = (from loc in Game1.locations where !string.IsNullOrWhiteSpace(loc.Name) orderby loc.Name select loc.Name).ToArray();
monitor.Log($"Could not find a location with that name. Must be one of [{string.Join(", ", locationNames)}].", LogLevel.Error);
return;
}
// apply
switch (type)
{
case "debris":
{
int removed = 0;
foreach (var pair in location.terrainFeatures.Pairs.ToArray())
{
TerrainFeature feature = pair.Value;
if (feature is HoeDirt dirt && dirt.crop?.dead == true)
{
dirt.crop = null;
removed++;
}
}
removed +=
this.RemoveObjects(location, obj => obj.Name.ToLower().Contains("weed") || obj.Name == "Twig" || obj.Name == "Stone")
+ this.RemoveResourceClumps(location, clump => this.DebrisClumps.Contains(clump.parentSheetIndex.Value));
monitor.Log($"Done! Removed {removed} entities from {location.Name}.", LogLevel.Info);
break;
}
case "fruit-trees":
{
int removed = this.RemoveTerrainFeatures(location, feature => feature is FruitTree);
monitor.Log($"Done! Removed {removed} entities from {location.Name}.", LogLevel.Info);
break;
}
case "grass":
{
int removed = this.RemoveTerrainFeatures(location, feature => feature is Grass);
monitor.Log($"Done! Removed {removed} entities from {location.Name}.", LogLevel.Info);
break;
}
case "trees":
{
int removed = this.RemoveTerrainFeatures(location, feature => feature is Tree);
monitor.Log($"Done! Removed {removed} entities from {location.Name}.", LogLevel.Info);
break;
}
case "everything":
{
int removed =
this.RemoveFurniture(location, p => true)
+ this.RemoveObjects(location, p => true)
+ this.RemoveTerrainFeatures(location, p => true)
+ this.RemoveLargeTerrainFeatures(location, p => true)
+ this.RemoveResourceClumps(location, p => true);
monitor.Log($"Done! Removed {removed} entities from {location.Name}.", LogLevel.Info);
break;
}
default:
monitor.Log($"Unknown type '{type}'. Must be one [{string.Join(", ", this.ValidTypes)}].", LogLevel.Error);
break;
}
}
/*********
** Private methods
*********/
/// <summary>Remove objects from a location matching a lambda.</summary>
/// <param name="location">The location to search.</param>
/// <param name="shouldRemove">Whether an entity should be removed.</param>
/// <returns>Returns the number of removed entities.</returns>
private int RemoveObjects(GameLocation location, Func<SObject, bool> shouldRemove)
{
int removed = 0;
foreach (var pair in location.Objects.Pairs.ToArray())
{
if (shouldRemove(pair.Value))
{
location.Objects.Remove(pair.Key);
removed++;
}
}
return removed;
}
/// <summary>Remove terrain features from a location matching a lambda.</summary>
/// <param name="location">The location to search.</param>
/// <param name="shouldRemove">Whether an entity should be removed.</param>
/// <returns>Returns the number of removed entities.</returns>
private int RemoveTerrainFeatures(GameLocation location, Func<TerrainFeature, bool> shouldRemove)
{
int removed = 0;
foreach (var pair in location.terrainFeatures.Pairs.ToArray())
{
if (shouldRemove(pair.Value))
{
location.terrainFeatures.Remove(pair.Key);
removed++;
}
}
return removed;
}
/// <summary>Remove large terrain features from a location matching a lambda.</summary>
/// <param name="location">The location to search.</param>
/// <param name="shouldRemove">Whether an entity should be removed.</param>
/// <returns>Returns the number of removed entities.</returns>
private int RemoveLargeTerrainFeatures(GameLocation location, Func<LargeTerrainFeature, bool> shouldRemove)
{
int removed = 0;
foreach (LargeTerrainFeature feature in location.largeTerrainFeatures.ToArray())
{
if (shouldRemove(feature))
{
location.largeTerrainFeatures.Remove(feature);
removed++;
}
}
return removed;
}
/// <summary>Remove resource clumps from a location matching a lambda.</summary>
/// <param name="location">The location to search.</param>
/// <param name="shouldRemove">Whether an entity should be removed.</param>
/// <returns>Returns the number of removed entities.</returns>
private int RemoveResourceClumps(GameLocation location, Func<ResourceClump, bool> shouldRemove)
{
int removed = 0;
// get resource clumps
IList<ResourceClump> resourceClumps =
(location as Farm)?.resourceClumps
?? (IList<ResourceClump>)(location as Woods)?.stumps
?? new List<ResourceClump>();
// remove matching clumps
foreach (var clump in resourceClumps.ToArray())
{
if (shouldRemove(clump))
{
resourceClumps.Remove(clump);
removed++;
}
}
return removed;
}
/// <summary>Remove furniture from a location matching a lambda.</summary>
/// <param name="location">The location to search.</param>
/// <param name="shouldRemove">Whether an entity should be removed.</param>
/// <returns>Returns the number of removed entities.</returns>
private int RemoveFurniture(GameLocation location, Func<Furniture, bool> shouldRemove)
{
int removed = 0;
if (location is DecoratableLocation decoratableLocation)
{
foreach (Furniture furniture in decoratableLocation.furniture.ToArray())
{
if (shouldRemove(furniture))
{
decoratableLocation.furniture.Remove(furniture);
removed++;
}
}
}
return removed;
}
}
}

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<Compile Include="Framework\Commands\TrainerCommand.cs" />
<Compile Include="Framework\Commands\World\SetMineLevelCommand.cs" />
<Compile Include="Framework\Commands\World\DownMineLevelCommand.cs" />
<Compile Include="Framework\Commands\World\ClearCommand.cs" />
<Compile Include="Framework\Commands\World\SetYearCommand.cs" />
<Compile Include="Framework\Commands\World\SetSeasonCommand.cs" />
<Compile Include="Framework\Commands\World\SetDayCommand.cs" />