add console command to regenerate bundles
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@ -9,7 +9,8 @@
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## Upcoming release
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* For players:
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* Aggressive memory optimization (added in 3.9.2) is now disabled by default. The option reduces errors for a subset of players who use certain mods, but may cause crashes for farmhands in multiplayer. You can edit `smapi-internal/config.json` to enable it if you experience frequent `OutOfMemoryException` errors.
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* Added `regenerate_bundles` console command to reset community center bundles if they're corrupted by a bug _(in Console Commands)_.
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* Disabled aggressive memory optimization (added in 3.9.2) by default. The option reduces errors for a subset of players who use certain mods, but may cause crashes for farmhands in multiplayer. You can edit `smapi-internal/config.json` to enable it if you experience frequent `OutOfMemoryException` errors.
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* For mod authors:
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* Added asset propagation for interior door sprites.
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using System;
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using System.Linq;
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using StardewValley;
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namespace StardewModdingAPI.Mods.ConsoleCommands.Framework.Commands.Other
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{
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/// <summary>A command which regenerates the game's bundles.</summary>
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internal class RegenerateBundlesCommand : ConsoleCommand
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{
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/*********
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** Public methods
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*********/
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/// <summary>Construct an instance.</summary>
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public RegenerateBundlesCommand()
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: base("regenerate_bundles", $"Regenerate the game's community center bundle data. WARNING: this will reset all bundle progress, and may have unintended effects if you've already completed bundles. DO NOT USE THIS unless you're absolutely sure.\n\nUsage: regenerate_bundles confirm [<type>] [ignore_seed]\nRegenerate all bundles for this save. If the <type> is set to '{string.Join("' or '", Enum.GetNames(typeof(Game1.BundleType)))}', change the bundle type for the save. If an 'ignore_seed' option is included, remixed bundles are re-randomized without using the predetermined save seed.\n\nExample: regenerate_bundles remixed confirm") { }
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/// <summary>Handle the command.</summary>
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/// <param name="monitor">Writes messages to the console and log file.</param>
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/// <param name="command">The command name.</param>
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/// <param name="args">The command arguments.</param>
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public override void Handle(IMonitor monitor, string command, ArgumentParser args)
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{
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// get flags
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var bundleType = Game1.bundleType;
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bool confirmed = false;
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bool useSeed = true;
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foreach (string arg in args)
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{
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if (arg.Equals("confirm", StringComparison.OrdinalIgnoreCase))
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confirmed = true;
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else if (arg.Equals("ignore_seed", StringComparison.OrdinalIgnoreCase))
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useSeed = false;
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else if (Enum.TryParse(arg, ignoreCase: true, out Game1.BundleType type))
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bundleType = type;
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else
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{
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monitor.Log($"Invalid option '{arg}'. Type 'help {command}' for usage.", LogLevel.Error);
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return;
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}
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}
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// require confirmation
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if (!confirmed)
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{
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monitor.Log($"WARNING: this may have unintended consequences (type 'help {command}' for details). Are you sure?", LogLevel.Warn);
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string[] newArgs = args.Concat(new[] { "confirm" }).ToArray();
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monitor.Log($"To confirm, enter this command: '{command} {string.Join(" ", newArgs)}'.", LogLevel.Info);
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return;
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}
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// need a loaded save
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if (!Context.IsWorldReady)
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{
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monitor.Log("You need to load a save to use this command.", LogLevel.Error);
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return;
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}
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// regenerate bundles
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Game1.bundleType = bundleType;
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Game1.GenerateBundles(bundleType, use_seed: useSeed);
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monitor.Log("Regenerated bundles and reset bundle progress.", LogLevel.Info);
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monitor.Log("This may have unintended effects if you've already completed any bundles. If you're not sure, exit your game without saving to cancel.", LogLevel.Warn);
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}
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}
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}
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