split TrainerMod commands into separate classes (#302)
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6364e162f2
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using StardewModdingAPI;
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namespace TrainerMod.Framework.Commands
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{
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/// <summary>A TrainerMod command to register.</summary>
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internal interface ITrainerCommand
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{
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/*********
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** Accessors
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*********/
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/// <summary>The command name the user must type.</summary>
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string Name { get; }
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/// <summary>The command description.</summary>
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string Description { get; }
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/// <summary>Whether the command needs to perform logic when the game updates.</summary>
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bool NeedsUpdate { get; }
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/*********
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** Public methods
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*********/
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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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void Handle(IMonitor monitor, string command, string[] args);
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/// <summary>Perform any logic needed on update tick.</summary>
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/// <param name="monitor">Writes messages to the console and log file.</param>
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void Update(IMonitor monitor);
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}
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}
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using StardewModdingAPI;
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using StardewValley;
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namespace TrainerMod.Framework.Commands.Other
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{
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/// <summary>A command which sends a debug command to the game.</summary>
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internal class DebugCommand : TrainerCommand
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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 DebugCommand()
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: base("debug", "Run one of the game's debug commands; for example, 'debug warp FarmHouse 1 1' warps the player to the farmhouse.") { }
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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, string[] args)
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{
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// submit command
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string debugCommand = string.Join(" ", args);
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string oldOutput = Game1.debugOutput;
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Game1.game1.parseDebugInput(debugCommand);
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// show result
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monitor.Log(Game1.debugOutput != oldOutput
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? $"> {Game1.debugOutput}"
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: "Sent debug command to the game, but there was no output.", LogLevel.Info);
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}
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}
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}
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using System.Diagnostics;
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using StardewModdingAPI;
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namespace TrainerMod.Framework.Commands.Other
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{
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/// <summary>A command which shows the data files.</summary>
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internal class ShowDataFilesCommand : TrainerCommand
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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 ShowDataFilesCommand()
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: base("show_data_files", "Opens the folder containing the save and log files.") { }
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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, string[] args)
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{
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Process.Start(Constants.DataPath);
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monitor.Log($"OK, opening {Constants.DataPath}.", LogLevel.Info);
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}
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}
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}
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using System.Diagnostics;
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using StardewModdingAPI;
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namespace TrainerMod.Framework.Commands.Other
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{
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/// <summary>A command which shows the game files.</summary>
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internal class ShowGameFilesCommand : TrainerCommand
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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 ShowGameFilesCommand()
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: base("show_game_files", "Opens the game folder.") { }
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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, string[] args)
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{
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Process.Start(Constants.ExecutionPath);
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monitor.Log($"OK, opening {Constants.ExecutionPath}.", LogLevel.Info);
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}
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}
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}
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using System.Linq;
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using StardewModdingAPI;
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using StardewValley;
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using StardewValley.Objects;
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namespace TrainerMod.Framework.Commands.Player
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{
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/// <summary>A command which adds a floor item to the player inventory.</summary>
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internal class AddFlooringCommand : TrainerCommand
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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 AddFlooringCommand()
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: base("player_addflooring", "Gives the player a flooring item.\n\nUsage: player_addflooring <flooring>\n- flooring: the flooring ID (ranges from 0 to 39).") { }
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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, string[] args)
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{
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// validate
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if (!args.Any())
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{
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this.LogArgumentsInvalid(monitor, command);
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return;
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}
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if (!int.TryParse(args[0], out int floorID))
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{
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this.LogArgumentNotInt(monitor, command);
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return;
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}
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if (floorID < 0 || floorID > 39)
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{
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monitor.Log("There is no such flooring ID (must be between 0 and 39).", LogLevel.Error);
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return;
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}
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// handle
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Wallpaper wallpaper = new Wallpaper(floorID, isFloor: true);
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Game1.player.addItemByMenuIfNecessary(wallpaper);
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monitor.Log($"OK, added flooring {floorID} to your inventory.", LogLevel.Info);
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}
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}
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}
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using System.Linq;
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using StardewModdingAPI;
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using StardewValley;
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namespace TrainerMod.Framework.Commands.Player
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{
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/// <summary>A command which adds an item to the player inventory.</summary>
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internal class AddItemCommand : TrainerCommand
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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 AddItemCommand()
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: base("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).") { }
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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, string[] args)
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{
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// validate
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if (!args.Any())
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{
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this.LogArgumentsInvalid(monitor, command);
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return;
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}
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if (!int.TryParse(args[0], out int itemID))
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{
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this.LogUsageError(monitor, "The item ID must be an integer.", command);
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return;
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}
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// parse arguments
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int count = 1;
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int quality = 0;
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if (args.Length > 1)
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{
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if (!int.TryParse(args[1], out count))
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{
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this.LogUsageError(monitor, "The optional count is invalid.", command);
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return;
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}
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}
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if (args.Length > 2)
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{
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if (!int.TryParse(args[2], out quality))
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{
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this.LogUsageError(monitor, "The optional quality is invalid.", command);
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return;
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}
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}
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// spawn item
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var item = new Object(itemID, count) { quality = quality };
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if (item.Name == "Error Item")
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{
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monitor.Log("There is no such item ID.", LogLevel.Error);
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return;
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}
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// add to inventory
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Game1.player.addItemByMenuIfNecessary(item);
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monitor.Log($"OK, added {item.Name} to your inventory.", LogLevel.Info);
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}
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}
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}
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using System.Linq;
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using StardewModdingAPI;
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using StardewValley;
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using StardewValley.Objects;
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namespace TrainerMod.Framework.Commands.Player
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{
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/// <summary>A command which adds a ring to the player inventory.</summary>
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internal class AddRingCommand : TrainerCommand
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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 AddRingCommand()
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: base("player_addring", "Gives the player a ring.\n\nUsage: player_addring <item>\n- item: the ring ID (use the 'list_items' command to see a list).") { }
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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, string[] args)
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{
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// validate
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if (!args.Any())
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{
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this.LogArgumentsInvalid(monitor, command);
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return;
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}
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if (!int.TryParse(args[0], out int ringID))
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{
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monitor.Log("<item> is invalid", LogLevel.Error);
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return;
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}
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if (ringID < Ring.ringLowerIndexRange || ringID > Ring.ringUpperIndexRange)
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{
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monitor.Log($"There is no such ring ID (must be between {Ring.ringLowerIndexRange} and {Ring.ringUpperIndexRange}).", LogLevel.Error);
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return;
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}
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// handle
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Ring ring = new Ring(ringID);
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Game1.player.addItemByMenuIfNecessary(ring);
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monitor.Log($"OK, added {ring.Name} to your inventory.", LogLevel.Info);
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}
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}
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}
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using System.Linq;
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using StardewModdingAPI;
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using StardewValley;
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using StardewValley.Objects;
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namespace TrainerMod.Framework.Commands.Player
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{
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/// <summary>A command which adds a wallpaper item to the player inventory.</summary>
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internal class AddWallpaperCommand : TrainerCommand
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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 AddWallpaperCommand()
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: base("player_addwallpaper", "Gives the player a wallpaper.\n\nUsage: player_addwallpaper <wallpaper>\n- wallpaper: the wallpaper ID (ranges from 0 to 111).") { }
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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, string[] args)
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{
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// validate
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if (!args.Any())
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{
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this.LogArgumentsInvalid(monitor, command);
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return;
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}
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if (!int.TryParse(args[0], out int wallpaperID))
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{
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this.LogArgumentNotInt(monitor, command);
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return;
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}
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if (wallpaperID < 0 || wallpaperID > 111)
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{
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monitor.Log("There is no such wallpaper ID (must be between 0 and 111).", LogLevel.Error);
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return;
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}
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// handle
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Wallpaper wallpaper = new Wallpaper(wallpaperID);
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Game1.player.addItemByMenuIfNecessary(wallpaper);
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monitor.Log($"OK, added wallpaper {wallpaperID} to your inventory.", LogLevel.Info);
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}
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}
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}
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using System.Collections.Generic;
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using System.Linq;
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using StardewModdingAPI;
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using StardewValley;
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using StardewValley.Tools;
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namespace TrainerMod.Framework.Commands.Player
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{
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/// <summary>A command which adds a weapon to the player inventory.</summary>
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internal class AddWeaponCommand : TrainerCommand
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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 AddWeaponCommand()
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: base("player_addweapon", "Gives the player a weapon.\n\nUsage: player_addweapon <item>\n- item: the weapon ID (use the 'list_items' command to see a list).") { }
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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, string[] args)
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{
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// validate
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if (!args.Any())
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{
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this.LogArgumentsInvalid(monitor, command);
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return;
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}
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if (!int.TryParse(args[0], out int weaponID))
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{
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this.LogUsageError(monitor, "The weapon ID must be an integer.", command);
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return;
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}
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// get raw weapon data
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if (!Game1.content.Load<Dictionary<int, string>>("Data\\weapons").TryGetValue(weaponID, out string data))
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{
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monitor.Log("There is no such weapon ID.", LogLevel.Error);
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return;
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}
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// get raw weapon type
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int type;
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{
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string[] fields = data.Split('/');
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string typeStr = fields.Length > 8 ? fields[8] : null;
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if (!int.TryParse(typeStr, out type))
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{
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monitor.Log("Could not parse the data for the weapon with that ID.", LogLevel.Error);
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return;
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}
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}
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// get weapon
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Tool weapon;
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switch (type)
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{
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case MeleeWeapon.stabbingSword:
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case MeleeWeapon.dagger:
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case MeleeWeapon.club:
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case MeleeWeapon.defenseSword:
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weapon = new MeleeWeapon(weaponID);
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break;
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case 4:
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weapon = new Slingshot(weaponID);
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break;
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default:
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monitor.Log($"The specified weapon has unknown type '{type}' in the game data.", LogLevel.Error);
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return;
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}
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// validate weapon
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if (weapon.Name == null)
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{
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monitor.Log("That weapon doesn't seem to be valid.", LogLevel.Error);
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return;
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}
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// add weapon
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Game1.player.addItemByMenuIfNecessary(weapon);
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monitor.Log($"OK, added {weapon.Name} to your inventory.", LogLevel.Info);
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}
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}
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}
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using StardewModdingAPI;
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using StardewValley;
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using StardewValley.Objects;
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using TrainerMod.Framework.ItemData;
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namespace TrainerMod.Framework.Commands.Player
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{
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/// <summary>A command which list items available to spawn.</summary>
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internal class ListItemsCommand : TrainerCommand
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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 ListItemsCommand()
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: base("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.") { }
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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, string[] args)
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{
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var matches = this.GetItems(args).ToArray();
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// show matches
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string summary = "Searching...\n";
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if (matches.Any())
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monitor.Log(summary + this.GetTableString(matches, new[] { "type", "id", "name" }, val => new[] { val.Type.ToString(), val.ID.ToString(), val.Name }), LogLevel.Info);
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else
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monitor.Log(summary + "No items found", LogLevel.Info);
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}
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/*********
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** Private methods
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*********/
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/// <summary>Get all items which can be searched and added to the player's inventory through the console.</summary>
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/// <param name="searchWords">The search string to find.</param>
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private IEnumerable<ISearchItem> GetItems(string[] searchWords)
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{
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// normalise search term
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searchWords = searchWords?.Where(word => !string.IsNullOrWhiteSpace(word)).ToArray();
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if (searchWords?.Any() == false)
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searchWords = null;
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// find matches
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return (
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from item in this.GetItems()
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let term = $"{item.ID}|{item.Type}|{item.Name}"
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where searchWords == null || searchWords.All(word => term.IndexOf(word, StringComparison.CurrentCultureIgnoreCase) != -1)
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select item
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);
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}
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/// <summary>Get all items which can be searched and added to the player's inventory through the console.</summary>
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private IEnumerable<ISearchItem> GetItems()
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{
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// objects
|
||||
foreach (int id in Game1.objectInformation.Keys)
|
||||
{
|
||||
ISearchItem obj = id >= Ring.ringLowerIndexRange && id <= Ring.ringUpperIndexRange
|
||||
? new SearchableRing(id)
|
||||
: (ISearchItem)new SearchableObject(id);
|
||||
if (obj.IsValid)
|
||||
yield return obj;
|
||||
}
|
||||
|
||||
// weapons
|
||||
foreach (int id in Game1.content.Load<Dictionary<int, string>>("Data\\weapons").Keys)
|
||||
{
|
||||
ISearchItem weapon = new SearchableWeapon(id);
|
||||
if (weapon.IsValid)
|
||||
yield return weapon;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Get an ASCII table for a set of tabular data.</summary>
|
||||
/// <typeparam name="T">The data type.</typeparam>
|
||||
/// <param name="data">The data to display.</param>
|
||||
/// <param name="header">The table header.</param>
|
||||
/// <param name="getRow">Returns a set of fields for a data value.</param>
|
||||
private string GetTableString<T>(IEnumerable<T> data, string[] header, Func<T, string[]> getRow)
|
||||
{
|
||||
// get table data
|
||||
int[] widths = header.Select(p => p.Length).ToArray();
|
||||
string[][] rows = data
|
||||
.Select(item =>
|
||||
{
|
||||
string[] fields = getRow(item);
|
||||
if (fields.Length != widths.Length)
|
||||
throw new InvalidOperationException($"Expected {widths.Length} columns, but found {fields.Length}: {string.Join(", ", fields)}");
|
||||
|
||||
for (int i = 0; i < fields.Length; i++)
|
||||
widths[i] = Math.Max(widths[i], fields[i].Length);
|
||||
|
||||
return fields;
|
||||
})
|
||||
.ToArray();
|
||||
|
||||
// render fields
|
||||
List<string[]> lines = new List<string[]>(rows.Length + 2)
|
||||
{
|
||||
header,
|
||||
header.Select((value, i) => "".PadRight(widths[i], '-')).ToArray()
|
||||
};
|
||||
lines.AddRange(rows);
|
||||
|
||||
return string.Join(
|
||||
Environment.NewLine,
|
||||
lines.Select(line => string.Join(" | ",
|
||||
line.Select((field, i) => field.PadRight(widths[i], ' ')).ToArray())
|
||||
)
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,79 @@
|
|||
using Microsoft.Xna.Framework;
|
||||
using StardewModdingAPI;
|
||||
using StardewValley;
|
||||
|
||||
namespace TrainerMod.Framework.Commands.Player
|
||||
{
|
||||
/// <summary>A command which edits the color of a player feature.</summary>
|
||||
internal class SetColorCommand : TrainerCommand
|
||||
{
|
||||
/*********
|
||||
** Public methods
|
||||
*********/
|
||||
/// <summary>Construct an instance.</summary>
|
||||
public SetColorCommand()
|
||||
: base("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).") { }
|
||||
|
||||
/// <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, string[] args)
|
||||
{
|
||||
// validate
|
||||
if (args.Length <= 2)
|
||||
{
|
||||
this.LogArgumentsInvalid(monitor, command);
|
||||
return;
|
||||
}
|
||||
if (!this.TryParseColor(args[1], out Color color))
|
||||
{
|
||||
this.LogUsageError(monitor, "The color should be an RBG value like '255,150,0'.", command);
|
||||
return;
|
||||
}
|
||||
|
||||
// handle
|
||||
switch (args[0])
|
||||
{
|
||||
case "hair":
|
||||
Game1.player.hairstyleColor = color;
|
||||
monitor.Log("OK, your hair color is updated.", LogLevel.Info);
|
||||
break;
|
||||
|
||||
case "eyes":
|
||||
Game1.player.changeEyeColor(color);
|
||||
monitor.Log("OK, your eye color is updated.", LogLevel.Info);
|
||||
break;
|
||||
|
||||
case "pants":
|
||||
Game1.player.pantsColor = color;
|
||||
monitor.Log("OK, your pants color is updated.", LogLevel.Info);
|
||||
break;
|
||||
|
||||
default:
|
||||
this.LogArgumentsInvalid(monitor, command);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/*********
|
||||
** Private methods
|
||||
*********/
|
||||
/// <summary>Try to parse a color from a string.</summary>
|
||||
/// <param name="input">The input string.</param>
|
||||
/// <param name="color">The color to set.</param>
|
||||
private bool TryParseColor(string input, out Color color)
|
||||
{
|
||||
string[] colorHexes = input.Split(new[] { ',' }, 3);
|
||||
if (int.TryParse(colorHexes[0], out int r) && int.TryParse(colorHexes[1], out int g) && int.TryParse(colorHexes[2], out int b))
|
||||
{
|
||||
color = new Color(r, g, b);
|
||||
return true;
|
||||
}
|
||||
|
||||
color = Color.Transparent;
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,72 @@
|
|||
using System.Linq;
|
||||
using StardewModdingAPI;
|
||||
using StardewValley;
|
||||
|
||||
namespace TrainerMod.Framework.Commands.Player
|
||||
{
|
||||
/// <summary>A command which edits the player's current health.</summary>
|
||||
internal class SetHealthCommand : TrainerCommand
|
||||
{
|
||||
/*********
|
||||
** Properties
|
||||
*********/
|
||||
/// <summary>Whether to keep the player's health at its maximum.</summary>
|
||||
private bool InfiniteHealth;
|
||||
|
||||
|
||||
/*********
|
||||
** Accessors
|
||||
*********/
|
||||
/// <summary>Whether the command needs to perform logic when the game updates.</summary>
|
||||
public override bool NeedsUpdate => this.InfiniteHealth;
|
||||
|
||||
|
||||
/*********
|
||||
** Public methods
|
||||
*********/
|
||||
/// <summary>Construct an instance.</summary>
|
||||
public SetHealthCommand()
|
||||
: base("player_sethealth", "Sets the player's health.\n\nUsage: player_sethealth [value]\n- value: an integer amount, or 'inf' for infinite health.") { }
|
||||
|
||||
/// <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, string[] args)
|
||||
{
|
||||
// validate
|
||||
if (!args.Any())
|
||||
{
|
||||
monitor.Log($"You currently have {(this.InfiniteHealth ? "infinite" : Game1.player.health.ToString())} health. Specify a value to change it.", LogLevel.Info);
|
||||
return;
|
||||
}
|
||||
|
||||
// handle
|
||||
string amountStr = args[0];
|
||||
if (amountStr == "inf")
|
||||
{
|
||||
this.InfiniteHealth = true;
|
||||
monitor.Log("OK, you now have infinite health.", LogLevel.Info);
|
||||
}
|
||||
else
|
||||
{
|
||||
this.InfiniteHealth = false;
|
||||
if (int.TryParse(amountStr, out int amount))
|
||||
{
|
||||
Game1.player.health = amount;
|
||||
monitor.Log($"OK, you now have {Game1.player.health} health.", LogLevel.Info);
|
||||
}
|
||||
else
|
||||
this.LogArgumentNotInt(monitor, command);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Perform any logic needed on update tick.</summary>
|
||||
/// <param name="monitor">Writes messages to the console and log file.</param>
|
||||
public override void Update(IMonitor monitor)
|
||||
{
|
||||
if (this.InfiniteHealth)
|
||||
Game1.player.health = Game1.player.maxHealth;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,40 @@
|
|||
using System.Linq;
|
||||
using StardewModdingAPI;
|
||||
using StardewValley;
|
||||
|
||||
namespace TrainerMod.Framework.Commands.Player
|
||||
{
|
||||
/// <summary>A command which edits the player's current immunity.</summary>
|
||||
internal class SetImmunityCommand : TrainerCommand
|
||||
{
|
||||
/*********
|
||||
** Public methods
|
||||
*********/
|
||||
/// <summary>Construct an instance.</summary>
|
||||
public SetImmunityCommand()
|
||||
: base("player_setimmunity", "Sets the player's immunity.\n\nUsage: player_setimmunity [value]\n- value: an integer amount.") { }
|
||||
|
||||
/// <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, string[] args)
|
||||
{
|
||||
// validate
|
||||
if (!args.Any())
|
||||
{
|
||||
monitor.Log($"You currently have {Game1.player.immunity} immunity. Specify a value to change it.", LogLevel.Info);
|
||||
return;
|
||||
}
|
||||
|
||||
// handle
|
||||
if (int.TryParse(args[0], out int amount))
|
||||
{
|
||||
Game1.player.immunity = amount;
|
||||
monitor.Log($"OK, you now have {Game1.player.immunity} immunity.", LogLevel.Info);
|
||||
}
|
||||
else
|
||||
this.LogArgumentNotInt(monitor, command);
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,73 @@
|
|||
using StardewModdingAPI;
|
||||
using StardewValley;
|
||||
|
||||
namespace TrainerMod.Framework.Commands.Player
|
||||
{
|
||||
/// <summary>A command which edits the player's current level for a skill.</summary>
|
||||
internal class SetLevelCommand : TrainerCommand
|
||||
{
|
||||
/*********
|
||||
** Public methods
|
||||
*********/
|
||||
/// <summary>Construct an instance.</summary>
|
||||
public SetLevelCommand()
|
||||
: base("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).") { }
|
||||
|
||||
/// <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, string[] args)
|
||||
{
|
||||
// validate
|
||||
if (args.Length <= 2)
|
||||
{
|
||||
this.LogArgumentsInvalid(monitor, command);
|
||||
return;
|
||||
}
|
||||
if (!int.TryParse(args[1], out int level))
|
||||
{
|
||||
this.LogArgumentNotInt(monitor, command);
|
||||
return;
|
||||
}
|
||||
|
||||
// handle
|
||||
switch (args[0])
|
||||
{
|
||||
case "luck":
|
||||
Game1.player.LuckLevel = level;
|
||||
monitor.Log($"OK, your luck skill is now {Game1.player.LuckLevel}.", LogLevel.Info);
|
||||
break;
|
||||
|
||||
case "mining":
|
||||
Game1.player.MiningLevel = level;
|
||||
monitor.Log($"OK, your mining skill is now {Game1.player.MiningLevel}.", LogLevel.Info);
|
||||
break;
|
||||
|
||||
case "combat":
|
||||
Game1.player.CombatLevel = level;
|
||||
monitor.Log($"OK, your combat skill is now {Game1.player.CombatLevel}.", LogLevel.Info);
|
||||
break;
|
||||
|
||||
case "farming":
|
||||
Game1.player.FarmingLevel = level;
|
||||
monitor.Log($"OK, your farming skill is now {Game1.player.FarmingLevel}.", LogLevel.Info);
|
||||
break;
|
||||
|
||||
case "fishing":
|
||||
Game1.player.FishingLevel = level;
|
||||
monitor.Log($"OK, your fishing skill is now {Game1.player.FishingLevel}.", LogLevel.Info);
|
||||
break;
|
||||
|
||||
case "foraging":
|
||||
Game1.player.ForagingLevel = level;
|
||||
monitor.Log($"OK, your foraging skill is now {Game1.player.ForagingLevel}.", LogLevel.Info);
|
||||
break;
|
||||
|
||||
default:
|
||||
this.LogUsageError(monitor, "That isn't a valid skill.", command);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,40 @@
|
|||
using System.Linq;
|
||||
using StardewModdingAPI;
|
||||
using StardewValley;
|
||||
|
||||
namespace TrainerMod.Framework.Commands.Player
|
||||
{
|
||||
/// <summary>A command which edits the player's maximum health.</summary>
|
||||
internal class SetMaxHealthCommand : TrainerCommand
|
||||
{
|
||||
/*********
|
||||
** Public methods
|
||||
*********/
|
||||
/// <summary>Construct an instance.</summary>
|
||||
public SetMaxHealthCommand()
|
||||
: base("player_setmaxhealth", "Sets the player's max health.\n\nUsage: player_setmaxhealth [value]\n- value: an integer amount.") { }
|
||||
|
||||
/// <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, string[] args)
|
||||
{
|
||||
// validate
|
||||
if (!args.Any())
|
||||
{
|
||||
monitor.Log($"You currently have {Game1.player.maxHealth} max health. Specify a value to change it.", LogLevel.Info);
|
||||
return;
|
||||
}
|
||||
|
||||
// handle
|
||||
if (int.TryParse(args[0], out int maxHealth))
|
||||
{
|
||||
Game1.player.maxHealth = maxHealth;
|
||||
monitor.Log($"OK, you now have {Game1.player.maxHealth} max health.", LogLevel.Info);
|
||||
}
|
||||
else
|
||||
this.LogArgumentNotInt(monitor, command);
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,40 @@
|
|||
using System.Linq;
|
||||
using StardewModdingAPI;
|
||||
using StardewValley;
|
||||
|
||||
namespace TrainerMod.Framework.Commands.Player
|
||||
{
|
||||
/// <summary>A command which edits the player's maximum stamina.</summary>
|
||||
internal class SetMaxStaminaCommand : TrainerCommand
|
||||
{
|
||||
/*********
|
||||
** Public methods
|
||||
*********/
|
||||
/// <summary>Construct an instance.</summary>
|
||||
public SetMaxStaminaCommand()
|
||||
: base("player_setmaxstamina", "Sets the player's max stamina.\n\nUsage: player_setmaxstamina [value]\n- value: an integer amount.") { }
|
||||
|
||||
/// <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, string[] args)
|
||||
{
|
||||
// validate
|
||||
if (!args.Any())
|
||||
{
|
||||
monitor.Log($"You currently have {Game1.player.MaxStamina} max stamina. Specify a value to change it.", LogLevel.Info);
|
||||
return;
|
||||
}
|
||||
|
||||
// handle
|
||||
if (int.TryParse(args[0], out int amount))
|
||||
{
|
||||
Game1.player.MaxStamina = amount;
|
||||
monitor.Log($"OK, you now have {Game1.player.MaxStamina} max stamina.", LogLevel.Info);
|
||||
}
|
||||
else
|
||||
this.LogArgumentNotInt(monitor, command);
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,72 @@
|
|||
using System.Linq;
|
||||
using StardewModdingAPI;
|
||||
using StardewValley;
|
||||
|
||||
namespace TrainerMod.Framework.Commands.Player
|
||||
{
|
||||
/// <summary>A command which edits the player's current money.</summary>
|
||||
internal class SetMoneyCommand : TrainerCommand
|
||||
{
|
||||
/*********
|
||||
** Properties
|
||||
*********/
|
||||
/// <summary>Whether to keep the player's money at a set value.</summary>
|
||||
private bool InfiniteMoney;
|
||||
|
||||
|
||||
/*********
|
||||
** Accessors
|
||||
*********/
|
||||
/// <summary>Whether the command needs to perform logic when the game updates.</summary>
|
||||
public override bool NeedsUpdate => this.InfiniteMoney;
|
||||
|
||||
|
||||
/*********
|
||||
** Public methods
|
||||
*********/
|
||||
/// <summary>Construct an instance.</summary>
|
||||
public SetMoneyCommand()
|
||||
: base("player_setmoney", "Sets the player's money.\n\nUsage: player_setmoney <value>\n- value: an integer amount, or 'inf' for infinite money.") { }
|
||||
|
||||
/// <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, string[] args)
|
||||
{
|
||||
// validate
|
||||
if (!args.Any())
|
||||
{
|
||||
monitor.Log($"You currently have {(this.InfiniteMoney ? "infinite" : Game1.player.Money.ToString())} gold. Specify a value to change it.", LogLevel.Info);
|
||||
return;
|
||||
}
|
||||
|
||||
// handle
|
||||
string amountStr = args[0];
|
||||
if (amountStr == "inf")
|
||||
{
|
||||
this.InfiniteMoney = true;
|
||||
monitor.Log("OK, you now have infinite money.", LogLevel.Info);
|
||||
}
|
||||
else
|
||||
{
|
||||
this.InfiniteMoney = false;
|
||||
if (int.TryParse(amountStr, out int amount))
|
||||
{
|
||||
Game1.player.Money = amount;
|
||||
monitor.Log($"OK, you now have {Game1.player.Money} gold.", LogLevel.Info);
|
||||
}
|
||||
else
|
||||
this.LogArgumentNotInt(monitor, command);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Perform any logic needed on update tick.</summary>
|
||||
/// <param name="monitor">Writes messages to the console and log file.</param>
|
||||
public override void Update(IMonitor monitor)
|
||||
{
|
||||
if (this.InfiniteMoney)
|
||||
Game1.player.money = 999999;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,47 @@
|
|||
using StardewModdingAPI;
|
||||
using StardewValley;
|
||||
|
||||
namespace TrainerMod.Framework.Commands.Player
|
||||
{
|
||||
/// <summary>A command which edits the player's name.</summary>
|
||||
internal class SetNameCommand : TrainerCommand
|
||||
{
|
||||
/*********
|
||||
** Public methods
|
||||
*********/
|
||||
/// <summary>Construct an instance.</summary>
|
||||
public SetNameCommand()
|
||||
: base("player_setname", "Sets the player's name.\n\nUsage: player_setname <target> <name>\n- target: what to rename (one of 'player' or 'farm').\n- name: the new name to set.") { }
|
||||
|
||||
/// <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, string[] args)
|
||||
{
|
||||
// validate
|
||||
if (args.Length <= 1)
|
||||
{
|
||||
monitor.Log($"Your name is currently '{Game1.player.Name}'. Type 'help player_setname' for usage.", LogLevel.Info);
|
||||
return;
|
||||
}
|
||||
|
||||
// handle
|
||||
string target = args[0];
|
||||
switch (target)
|
||||
{
|
||||
case "player":
|
||||
Game1.player.Name = args[1];
|
||||
monitor.Log($"OK, your player's name is now {Game1.player.Name}.", LogLevel.Info);
|
||||
break;
|
||||
case "farm":
|
||||
Game1.player.farmName = args[1];
|
||||
monitor.Log($"OK, your farm's name is now {Game1.player.Name}.", LogLevel.Info);
|
||||
break;
|
||||
default:
|
||||
this.LogArgumentsInvalid(monitor, command);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,40 @@
|
|||
using System.Linq;
|
||||
using StardewModdingAPI;
|
||||
using StardewValley;
|
||||
|
||||
namespace TrainerMod.Framework.Commands.Player
|
||||
{
|
||||
/// <summary>A command which edits the player's current added speed.</summary>
|
||||
internal class SetSpeedCommand : TrainerCommand
|
||||
{
|
||||
/*********
|
||||
** Public methods
|
||||
*********/
|
||||
/// <summary>Construct an instance.</summary>
|
||||
public SetSpeedCommand()
|
||||
: base("player_setspeed", "Sets the player's added speed to the specified value.\n\nUsage: player_setspeed <value>\n- value: an integer amount (0 is normal).") { }
|
||||
|
||||
/// <summary>Handle the command.</summary>
|
||||
/// <param name="monitor">Writes messages to the console and log file.</param>
|
||||
/// <param name="command">The command name.</param>
|
||||
/// <param name="args">The command arguments.</param>
|
||||
public override void Handle(IMonitor monitor, string command, string[] args)
|
||||
{
|
||||
// validate
|
||||
if (!args.Any())
|
||||
{
|
||||
monitor.Log($"You currently have {Game1.player.addedSpeed} added speed. Specify a value to change it.", LogLevel.Info);
|
||||
return;
|
||||
}
|
||||
if (!int.TryParse(args[0], out int addedSpeed))
|
||||
{
|
||||
this.LogArgumentNotInt(monitor, command);
|
||||
return;
|
||||
}
|
||||
|
||||
// handle
|
||||
Game1.player.addedSpeed = addedSpeed;
|
||||
monitor.Log($"OK, your added speed is now {Game1.player.addedSpeed}.", LogLevel.Info);
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,72 @@
|
|||
using System.Linq;
|
||||
using StardewModdingAPI;
|
||||
using StardewValley;
|
||||
|
||||
namespace TrainerMod.Framework.Commands.Player
|
||||
{
|
||||
/// <summary>A command which edits the player's current stamina.</summary>
|
||||
internal class SetStaminaCommand : TrainerCommand
|
||||
{
|
||||
/*********
|
||||
** Properties
|
||||
*********/
|
||||
/// <summary>Whether to keep the player's stamina at its maximum.</summary>
|
||||
private bool InfiniteStamina;
|
||||
|
||||
|
||||
/*********
|
||||
** Accessors
|
||||
*********/
|
||||
/// <summary>Whether the command needs to perform logic when the game updates.</summary>
|
||||
public override bool NeedsUpdate => this.InfiniteStamina;
|
||||
|
||||
|
||||
/*********
|
||||
** Public methods
|
||||
*********/
|
||||
/// <summary>Construct an instance.</summary>
|
||||
public SetStaminaCommand()
|
||||
: base("player_setstamina", "Sets the player's stamina.\n\nUsage: player_setstamina [value]\n- value: an integer amount, or 'inf' for infinite stamina.") { }
|
||||
|
||||
/// <summary>Handle the command.</summary>
|
||||
/// <param name="monitor">Writes messages to the console and log file.</param>
|
||||
/// <param name="command">The command name.</param>
|
||||
/// <param name="args">The command arguments.</param>
|
||||
public override void Handle(IMonitor monitor, string command, string[] args)
|
||||
{
|
||||
// validate
|
||||
if (!args.Any())
|
||||
{
|
||||
monitor.Log($"You currently have {(this.InfiniteStamina ? "infinite" : Game1.player.Stamina.ToString())} stamina. Specify a value to change it.", LogLevel.Info);
|
||||
return;
|
||||
}
|
||||
|
||||
// handle
|
||||
string amountStr = args[0];
|
||||
if (amountStr == "inf")
|
||||
{
|
||||
this.InfiniteStamina = true;
|
||||
monitor.Log("OK, you now have infinite stamina.", LogLevel.Info);
|
||||
}
|
||||
else
|
||||
{
|
||||
this.InfiniteStamina = false;
|
||||
if (int.TryParse(amountStr, out int amount))
|
||||
{
|
||||
Game1.player.Stamina = amount;
|
||||
monitor.Log($"OK, you now have {Game1.player.Stamina} stamina.", LogLevel.Info);
|
||||
}
|
||||
else
|
||||
this.LogArgumentNotInt(monitor, command);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Perform any logic needed on update tick.</summary>
|
||||
/// <param name="monitor">Writes messages to the console and log file.</param>
|
||||
public override void Update(IMonitor monitor)
|
||||
{
|
||||
if (this.InfiniteStamina)
|
||||
Game1.player.stamina = Game1.player.MaxStamina;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,102 @@
|
|||
using StardewModdingAPI;
|
||||
using StardewValley;
|
||||
|
||||
namespace TrainerMod.Framework.Commands.Player
|
||||
{
|
||||
/// <summary>A command which edits a player style.</summary>
|
||||
internal class SetStyleCommand : TrainerCommand
|
||||
{
|
||||
/*********
|
||||
** Public methods
|
||||
*********/
|
||||
/// <summary>Construct an instance.</summary>
|
||||
public SetStyleCommand()
|
||||
: base("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.") { }
|
||||
|
||||
/// <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, string[] args)
|
||||
{
|
||||
// validate
|
||||
if (args.Length <= 1)
|
||||
{
|
||||
this.LogArgumentsInvalid(monitor, command);
|
||||
return;
|
||||
}
|
||||
if (!int.TryParse(args[1], out int styleID))
|
||||
{
|
||||
this.LogArgumentsInvalid(monitor, command);
|
||||
return;
|
||||
}
|
||||
|
||||
// handle
|
||||
switch (args[0])
|
||||
{
|
||||
case "hair":
|
||||
Game1.player.changeHairStyle(styleID);
|
||||
monitor.Log("OK, your hair style is updated.", LogLevel.Info);
|
||||
break;
|
||||
|
||||
case "shirt":
|
||||
Game1.player.changeShirt(styleID);
|
||||
monitor.Log("OK, your shirt style is updated.", LogLevel.Info);
|
||||
break;
|
||||
|
||||
case "acc":
|
||||
Game1.player.changeAccessory(styleID);
|
||||
monitor.Log("OK, your accessory style is updated.", LogLevel.Info);
|
||||
break;
|
||||
|
||||
case "skin":
|
||||
Game1.player.changeSkinColor(styleID);
|
||||
monitor.Log("OK, your skin color is updated.", LogLevel.Info);
|
||||
break;
|
||||
|
||||
case "shoe":
|
||||
Game1.player.changeShoeColor(styleID);
|
||||
monitor.Log("OK, your shoe style is updated.", LogLevel.Info);
|
||||
break;
|
||||
|
||||
case "swim":
|
||||
switch (styleID)
|
||||
{
|
||||
case 0:
|
||||
Game1.player.changeOutOfSwimSuit();
|
||||
monitor.Log("OK, you're no longer in your swimming suit.", LogLevel.Info);
|
||||
break;
|
||||
case 1:
|
||||
Game1.player.changeIntoSwimsuit();
|
||||
monitor.Log("OK, you're now in your swimming suit.", LogLevel.Info);
|
||||
break;
|
||||
default:
|
||||
this.LogUsageError(monitor, "The swim value should be 0 (no swimming suit) or 1 (swimming suit).", command);
|
||||
break;
|
||||
}
|
||||
break;
|
||||
|
||||
case "gender":
|
||||
switch (styleID)
|
||||
{
|
||||
case 0:
|
||||
Game1.player.changeGender(true);
|
||||
monitor.Log("OK, you're now male.", LogLevel.Info);
|
||||
break;
|
||||
case 1:
|
||||
Game1.player.changeGender(false);
|
||||
monitor.Log("OK, you're now female.", LogLevel.Info);
|
||||
break;
|
||||
default:
|
||||
this.LogUsageError(monitor, "The gender value should be 0 (male) or 1 (female).", command);
|
||||
break;
|
||||
}
|
||||
break;
|
||||
|
||||
default:
|
||||
this.LogArgumentsInvalid(monitor, command);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,28 @@
|
|||
using StardewModdingAPI;
|
||||
using StardewValley;
|
||||
using StardewValley.Menus;
|
||||
|
||||
namespace TrainerMod.Framework.Commands.Saves
|
||||
{
|
||||
/// <summary>A command which shows the load screen.</summary>
|
||||
internal class LoadCommand : TrainerCommand
|
||||
{
|
||||
/*********
|
||||
** Public methods
|
||||
*********/
|
||||
/// <summary>Construct an instance.</summary>
|
||||
public LoadCommand()
|
||||
: base("load", "Shows the load screen.") { }
|
||||
|
||||
/// <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, string[] args)
|
||||
{
|
||||
monitor.Log("Triggering load menu...", LogLevel.Info);
|
||||
Game1.hasLoadedGame = false;
|
||||
Game1.activeClickableMenu = new LoadGameMenu();
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,27 @@
|
|||
using StardewModdingAPI;
|
||||
using StardewValley;
|
||||
|
||||
namespace TrainerMod.Framework.Commands.Saves
|
||||
{
|
||||
/// <summary>A command which saves the game.</summary>
|
||||
internal class SaveCommand : TrainerCommand
|
||||
{
|
||||
/*********
|
||||
** Public methods
|
||||
*********/
|
||||
/// <summary>Construct an instance.</summary>
|
||||
public SaveCommand()
|
||||
: base("save", "Saves the game? Doesn't seem to work.") { }
|
||||
|
||||
|
||||
/// <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, string[] args)
|
||||
{
|
||||
monitor.Log("Saving the game...", LogLevel.Info);
|
||||
SaveGame.Save();
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,72 @@
|
|||
using StardewModdingAPI;
|
||||
|
||||
namespace TrainerMod.Framework.Commands
|
||||
{
|
||||
/// <summary>The base implementation for a trainer command.</summary>
|
||||
internal abstract class TrainerCommand : ITrainerCommand
|
||||
{
|
||||
/*********
|
||||
** Accessors
|
||||
*********/
|
||||
/// <summary>The command name the user must type.</summary>
|
||||
public string Name { get; }
|
||||
|
||||
/// <summary>The command description.</summary>
|
||||
public string Description { get; }
|
||||
|
||||
/// <summary>Whether the command needs to perform logic when the game updates.</summary>
|
||||
public virtual bool NeedsUpdate { get; } = false;
|
||||
|
||||
|
||||
/*********
|
||||
** Public methods
|
||||
*********/
|
||||
/// <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 abstract void Handle(IMonitor monitor, string command, string[] args);
|
||||
|
||||
/// <summary>Perform any logic needed on update tick.</summary>
|
||||
/// <param name="monitor">Writes messages to the console and log file.</param>
|
||||
public virtual void Update(IMonitor monitor) { }
|
||||
|
||||
|
||||
/*********
|
||||
** Protected methods
|
||||
*********/
|
||||
/// <summary>Construct an instance.</summary>
|
||||
/// <param name="name">The command name the user must type.</param>
|
||||
/// <param name="description">The command description.</param>
|
||||
protected TrainerCommand(string name, string description)
|
||||
{
|
||||
this.Name = name;
|
||||
this.Description = description;
|
||||
}
|
||||
|
||||
/// <summary>Log an error indicating incorrect usage.</summary>
|
||||
/// <param name="monitor">Writes messages to the console and log file.</param>
|
||||
/// <param name="error">A sentence explaining the problem.</param>
|
||||
/// <param name="command">The name of the command.</param>
|
||||
protected void LogUsageError(IMonitor monitor, string error, string command)
|
||||
{
|
||||
monitor.Log($"{error} Type 'help {command}' for usage.", LogLevel.Error);
|
||||
}
|
||||
|
||||
/// <summary>Log an error indicating a value must be an integer.</summary>
|
||||
/// <param name="monitor">Writes messages to the console and log file.</param>
|
||||
/// <param name="command">The name of the command.</param>
|
||||
protected void LogArgumentNotInt(IMonitor monitor, string command)
|
||||
{
|
||||
this.LogUsageError(monitor, "The value must be a whole number.", command);
|
||||
}
|
||||
|
||||
/// <summary>Log an error indicating a value is invalid.</summary>
|
||||
/// <param name="monitor">Writes messages to the console and log file.</param>
|
||||
/// <param name="command">The name of the command.</param>
|
||||
protected void LogArgumentsInvalid(IMonitor monitor, string command)
|
||||
{
|
||||
this.LogUsageError(monitor, "The arguments are invalid.", command);
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,28 @@
|
|||
using StardewModdingAPI;
|
||||
using StardewValley;
|
||||
using StardewValley.Locations;
|
||||
|
||||
namespace TrainerMod.Framework.Commands.World
|
||||
{
|
||||
/// <summary>A command which moves the player to the next mine level.</summary>
|
||||
internal class DownMineLevelCommand : TrainerCommand
|
||||
{
|
||||
/*********
|
||||
** Public methods
|
||||
*********/
|
||||
/// <summary>Construct an instance.</summary>
|
||||
public DownMineLevelCommand()
|
||||
: base("world_downminelevel", "Goes down one mine level.") { }
|
||||
|
||||
/// <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, string[] args)
|
||||
{
|
||||
int level = (Game1.currentLocation as MineShaft)?.mineLevel ?? 0;
|
||||
monitor.Log($"OK, warping you to mine level {level + 1}.", LogLevel.Info);
|
||||
Game1.enterMine(false, level + 1, "");
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,72 @@
|
|||
using System.Linq;
|
||||
using StardewModdingAPI;
|
||||
using StardewValley;
|
||||
|
||||
namespace TrainerMod.Framework.Commands.World
|
||||
{
|
||||
/// <summary>A command which freezes the current time.</summary>
|
||||
internal class FreezeTimeCommand : TrainerCommand
|
||||
{
|
||||
/*********
|
||||
** Properties
|
||||
*********/
|
||||
/// <summary>The time of day at which to freeze time.</summary>
|
||||
internal static int FrozenTime;
|
||||
|
||||
/// <summary>Whether to freeze time.</summary>
|
||||
private bool FreezeTime;
|
||||
|
||||
|
||||
/*********
|
||||
** Accessors
|
||||
*********/
|
||||
/// <summary>Whether the command needs to perform logic when the game updates.</summary>
|
||||
public override bool NeedsUpdate => this.FreezeTime;
|
||||
|
||||
|
||||
/*********
|
||||
** Public methods
|
||||
*********/
|
||||
/// <summary>Construct an instance.</summary>
|
||||
public FreezeTimeCommand()
|
||||
: base("world_freezetime", "Freezes or resumes time.\n\nUsage: world_freezetime [value]\n- value: one of 0 (resume), 1 (freeze), or blank (toggle).") { }
|
||||
|
||||
/// <summary>Handle the command.</summary>
|
||||
/// <param name="monitor">Writes messages to the console and log file.</param>
|
||||
/// <param name="command">The command name.</param>
|
||||
/// <param name="args">The command arguments.</param>
|
||||
public override void Handle(IMonitor monitor, string command, string[] args)
|
||||
{
|
||||
if (args.Any())
|
||||
{
|
||||
if (int.TryParse(args[0], out int value))
|
||||
{
|
||||
if (value == 0 || value == 1)
|
||||
{
|
||||
this.FreezeTime = value == 1;
|
||||
FreezeTimeCommand.FrozenTime = Game1.timeOfDay;
|
||||
monitor.Log($"OK, time is now {(this.FreezeTime ? "frozen" : "resumed")}.", LogLevel.Info);
|
||||
}
|
||||
else
|
||||
this.LogUsageError(monitor, "The value should be 0 (not frozen), 1 (frozen), or empty (toggle).", command);
|
||||
}
|
||||
else
|
||||
this.LogArgumentNotInt(monitor, command);
|
||||
}
|
||||
else
|
||||
{
|
||||
this.FreezeTime = !this.FreezeTime;
|
||||
FreezeTimeCommand.FrozenTime = Game1.timeOfDay;
|
||||
monitor.Log($"OK, time is now {(this.FreezeTime ? "frozen" : "resumed")}.", LogLevel.Info);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Perform any logic needed on update tick.</summary>
|
||||
/// <param name="monitor">Writes messages to the console and log file.</param>
|
||||
public override void Update(IMonitor monitor)
|
||||
{
|
||||
if (this.FreezeTime)
|
||||
Game1.timeOfDay = FreezeTimeCommand.FrozenTime;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,45 @@
|
|||
using System.Linq;
|
||||
using StardewModdingAPI;
|
||||
using StardewValley;
|
||||
|
||||
namespace TrainerMod.Framework.Commands.World
|
||||
{
|
||||
/// <summary>A command which sets the current day.</summary>
|
||||
internal class SetDayCommand : TrainerCommand
|
||||
{
|
||||
/*********
|
||||
** Public methods
|
||||
*********/
|
||||
/// <summary>Construct an instance.</summary>
|
||||
public SetDayCommand()
|
||||
: base("world_setday", "Sets the day to the specified value.\n\nUsage: world_setday <value>.\n- value: the target day (a number from 1 to 28).") { }
|
||||
|
||||
/// <summary>Handle the command.</summary>
|
||||
/// <param name="monitor">Writes messages to the console and log file.</param>
|
||||
/// <param name="command">The command name.</param>
|
||||
/// <param name="args">The command arguments.</param>
|
||||
public override void Handle(IMonitor monitor, string command, string[] args)
|
||||
{
|
||||
// validate
|
||||
if (!args.Any())
|
||||
{
|
||||
monitor.Log($"The current date is {Game1.currentSeason} {Game1.dayOfMonth}. Specify a value to change the day.", LogLevel.Info);
|
||||
return;
|
||||
}
|
||||
if (!int.TryParse(args[0], out int day))
|
||||
{
|
||||
this.LogArgumentNotInt(monitor, command);
|
||||
return;
|
||||
}
|
||||
if (day > 28 || day <= 0)
|
||||
{
|
||||
this.LogUsageError(monitor, "That isn't a valid day.", command);
|
||||
return;
|
||||
}
|
||||
|
||||
// handle
|
||||
Game1.dayOfMonth = day;
|
||||
monitor.Log($"OK, the date is now {Game1.currentSeason} {Game1.dayOfMonth}.", LogLevel.Info);
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,42 @@
|
|||
using System;
|
||||
using System.Linq;
|
||||
using StardewModdingAPI;
|
||||
using StardewValley;
|
||||
|
||||
namespace TrainerMod.Framework.Commands.World
|
||||
{
|
||||
/// <summary>A command which moves the player to the given mine level.</summary>
|
||||
internal class SetMineLevelCommand : TrainerCommand
|
||||
{
|
||||
/*********
|
||||
** Public methods
|
||||
*********/
|
||||
/// <summary>Construct an instance.</summary>
|
||||
public SetMineLevelCommand()
|
||||
: base("world_setminelevel", "Sets the mine level?\n\nUsage: world_setminelevel <value>\n- value: The target level (a number starting at 1).") { }
|
||||
|
||||
/// <summary>Handle the command.</summary>
|
||||
/// <param name="monitor">Writes messages to the console and log file.</param>
|
||||
/// <param name="command">The command name.</param>
|
||||
/// <param name="args">The command arguments.</param>
|
||||
public override void Handle(IMonitor monitor, string command, string[] args)
|
||||
{
|
||||
// validate
|
||||
if (!args.Any())
|
||||
{
|
||||
this.LogArgumentsInvalid(monitor, command);
|
||||
return;
|
||||
}
|
||||
if (!int.TryParse(args[0], out int level))
|
||||
{
|
||||
this.LogArgumentNotInt(monitor, command);
|
||||
return;
|
||||
}
|
||||
|
||||
// handle
|
||||
level = Math.Max(1, level);
|
||||
monitor.Log($"OK, warping you to mine level {level}.", LogLevel.Info);
|
||||
Game1.enterMine(true, level, "");
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,47 @@
|
|||
using System.Linq;
|
||||
using StardewModdingAPI;
|
||||
using StardewValley;
|
||||
|
||||
namespace TrainerMod.Framework.Commands.World
|
||||
{
|
||||
/// <summary>A command which sets the current season.</summary>
|
||||
internal class SetSeasonCommand : TrainerCommand
|
||||
{
|
||||
/*********
|
||||
** Properties
|
||||
*********/
|
||||
/// <summary>The valid season names.</summary>
|
||||
private readonly string[] ValidSeasons = { "winter", "spring", "summer", "fall" };
|
||||
|
||||
|
||||
/*********
|
||||
** Public methods
|
||||
*********/
|
||||
/// <summary>Construct an instance.</summary>
|
||||
public SetSeasonCommand()
|
||||
: base("world_setseason", "Sets the season to the specified value.\n\nUsage: world_setseason <season>\n- season: the target season (one of 'spring', 'summer', 'fall', 'winter').") { }
|
||||
|
||||
/// <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, string[] args)
|
||||
{
|
||||
// validate
|
||||
if (!args.Any())
|
||||
{
|
||||
monitor.Log($"The current season is {Game1.currentSeason}. Specify a value to change it.", LogLevel.Info);
|
||||
return;
|
||||
}
|
||||
if (!this.ValidSeasons.Contains(args[0]))
|
||||
{
|
||||
this.LogUsageError(monitor, "That isn't a valid season name.", command);
|
||||
return;
|
||||
}
|
||||
|
||||
// handle
|
||||
Game1.currentSeason = args[0];
|
||||
monitor.Log($"OK, the date is now {Game1.currentSeason} {Game1.dayOfMonth}.", LogLevel.Info);
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,46 @@
|
|||
using System.Linq;
|
||||
using StardewModdingAPI;
|
||||
using StardewValley;
|
||||
|
||||
namespace TrainerMod.Framework.Commands.World
|
||||
{
|
||||
/// <summary>A command which sets the current time.</summary>
|
||||
internal class SetTimeCommand : TrainerCommand
|
||||
{
|
||||
/*********
|
||||
** Public methods
|
||||
*********/
|
||||
/// <summary>Construct an instance.</summary>
|
||||
public SetTimeCommand()
|
||||
: base("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).") { }
|
||||
|
||||
/// <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, string[] args)
|
||||
{
|
||||
// validate
|
||||
if (!args.Any())
|
||||
{
|
||||
monitor.Log($"The current time is {Game1.timeOfDay}. Specify a value to change it.", LogLevel.Info);
|
||||
return;
|
||||
}
|
||||
if (!int.TryParse(args[0], out int time))
|
||||
{
|
||||
this.LogArgumentNotInt(monitor, command);
|
||||
return;
|
||||
}
|
||||
if (time > 2600 || time < 600)
|
||||
{
|
||||
this.LogUsageError(monitor, "That isn't a valid time.", command);
|
||||
return;
|
||||
}
|
||||
|
||||
// handle
|
||||
Game1.timeOfDay = time;
|
||||
FreezeTimeCommand.FrozenTime = Game1.timeOfDay;
|
||||
monitor.Log($"OK, the time is now {Game1.timeOfDay.ToString().PadLeft(4, '0')}.", LogLevel.Info);
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,45 @@
|
|||
using System.Linq;
|
||||
using StardewModdingAPI;
|
||||
using StardewValley;
|
||||
|
||||
namespace TrainerMod.Framework.Commands.World
|
||||
{
|
||||
/// <summary>A command which sets the current year.</summary>
|
||||
internal class SetYearCommand : TrainerCommand
|
||||
{
|
||||
/*********
|
||||
** Public methods
|
||||
*********/
|
||||
/// <summary>Construct an instance.</summary>
|
||||
public SetYearCommand()
|
||||
: base("world_setyear", "Sets the year to the specified value.\n\nUsage: world_setyear <year>\n- year: the target year (a number starting from 1).") { }
|
||||
|
||||
/// <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, string[] args)
|
||||
{
|
||||
// validate
|
||||
if (!args.Any())
|
||||
{
|
||||
monitor.Log($"The current year is {Game1.year}. Specify a value to change the year.", LogLevel.Info);
|
||||
return;
|
||||
}
|
||||
if (!int.TryParse(args[0], out int year))
|
||||
{
|
||||
this.LogArgumentNotInt(monitor, command);
|
||||
return;
|
||||
}
|
||||
if (year < 1)
|
||||
{
|
||||
this.LogUsageError(monitor, "That isn't a valid year.", command);
|
||||
return;
|
||||
}
|
||||
|
||||
// handle
|
||||
Game1.year = year;
|
||||
monitor.Log($"OK, the year is now {Game1.year}.", LogLevel.Info);
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,4 +1,4 @@
|
|||
namespace TrainerMod.ItemData
|
||||
namespace TrainerMod.Framework.ItemData
|
||||
{
|
||||
/// <summary>An item that can be searched and added to the player's inventory through the console.</summary>
|
||||
internal interface ISearchItem
|
|
@ -1,4 +1,4 @@
|
|||
namespace TrainerMod.ItemData
|
||||
namespace TrainerMod.Framework.ItemData
|
||||
{
|
||||
/// <summary>An item type that can be searched and added to the player through the console.</summary>
|
||||
internal enum ItemType
|
|
@ -1,6 +1,6 @@
|
|||
using StardewValley;
|
||||
|
||||
namespace TrainerMod.ItemData
|
||||
namespace TrainerMod.Framework.ItemData
|
||||
{
|
||||
/// <summary>An object that can be searched and added to the player's inventory through the console.</summary>
|
||||
internal class SearchableObject : ISearchItem
|
|
@ -1,6 +1,6 @@
|
|||
using StardewValley.Objects;
|
||||
|
||||
namespace TrainerMod.ItemData
|
||||
namespace TrainerMod.Framework.ItemData
|
||||
{
|
||||
/// <summary>A ring that can be searched and added to the player's inventory through the console.</summary>
|
||||
internal class SearchableRing : ISearchItem
|
|
@ -1,6 +1,6 @@
|
|||
using StardewValley.Tools;
|
||||
|
||||
namespace TrainerMod.ItemData
|
||||
namespace TrainerMod.Framework.ItemData
|
||||
{
|
||||
/// <summary>A weapon that can be searched and added to the player's inventory through the console.</summary>
|
||||
internal class SearchableWeapon : ISearchItem
|
|
@ -1,17 +1,9 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Diagnostics;
|
||||
using System.Linq;
|
||||
using Microsoft.Xna.Framework;
|
||||
using StardewModdingAPI;
|
||||
using StardewModdingAPI.Events;
|
||||
using StardewValley;
|
||||
using StardewValley.Locations;
|
||||
using StardewValley.Menus;
|
||||
using StardewValley.Objects;
|
||||
using StardewValley.Tools;
|
||||
using TrainerMod.ItemData;
|
||||
using Object = StardewValley.Object;
|
||||
using TrainerMod.Framework.Commands;
|
||||
|
||||
namespace TrainerMod
|
||||
{
|
||||
|
@ -21,20 +13,8 @@ namespace TrainerMod
|
|||
/*********
|
||||
** Properties
|
||||
*********/
|
||||
/// <summary>The time of day at which to freeze time.</summary>
|
||||
private int FrozenTime;
|
||||
|
||||
/// <summary>Whether to keep the player's health at its maximum.</summary>
|
||||
private bool InfiniteHealth;
|
||||
|
||||
/// <summary>Whether to keep the player's stamina at its maximum.</summary>
|
||||
private bool InfiniteStamina;
|
||||
|
||||
/// <summary>Whether to keep the player's money at a set value.</summary>
|
||||
private bool InfiniteMoney;
|
||||
|
||||
/// <summary>Whether to freeze time.</summary>
|
||||
private bool FreezeTime;
|
||||
/// <summary>The commands to handle.</summary>
|
||||
private ITrainerCommand[] Commands;
|
||||
|
||||
|
||||
/*********
|
||||
|
@ -44,856 +24,51 @@ namespace TrainerMod
|
|||
/// <param name="helper">Provides simplified APIs for writing mods.</param>
|
||||
public override void Entry(IModHelper helper)
|
||||
{
|
||||
this.RegisterCommands(helper);
|
||||
GameEvents.UpdateTick += this.ReceiveUpdateTick;
|
||||
// register commands
|
||||
this.Commands = this.ScanForCommands().ToArray();
|
||||
foreach (ITrainerCommand command in this.Commands)
|
||||
helper.ConsoleCommands.Add(command.Name, command.Description, (name, args) => this.HandleCommand(command, name, args));
|
||||
|
||||
// hook events
|
||||
GameEvents.UpdateTick += this.GameEvents_UpdateTick;
|
||||
}
|
||||
|
||||
|
||||
/*********
|
||||
** Private methods
|
||||
*********/
|
||||
/****
|
||||
** Implementation
|
||||
****/
|
||||
/// <summary>The method invoked when the game updates its state.</summary>
|
||||
/// <param name="sender">The event sender.</param>
|
||||
/// <param name="e">The event arguments.</param>
|
||||
private void ReceiveUpdateTick(object sender, EventArgs e)
|
||||
private void GameEvents_UpdateTick(object sender, EventArgs e)
|
||||
{
|
||||
if (Game1.player == null)
|
||||
if (!Context.IsWorldReady)
|
||||
return;
|
||||
|
||||
if (this.InfiniteHealth)
|
||||
Game1.player.health = Game1.player.maxHealth;
|
||||
if (this.InfiniteStamina)
|
||||
Game1.player.stamina = Game1.player.MaxStamina;
|
||||
if (this.InfiniteMoney)
|
||||
Game1.player.money = 999999;
|
||||
if (this.FreezeTime)
|
||||
Game1.timeOfDay = this.FrozenTime;
|
||||
}
|
||||
|
||||
/****
|
||||
** Command definitions
|
||||
****/
|
||||
/// <summary>Register all trainer commands.</summary>
|
||||
/// <param name="helper">Provides simplified APIs for writing mods.</param>
|
||||
private void RegisterCommands(IModHelper helper)
|
||||
{
|
||||
helper.ConsoleCommands
|
||||
.Add("save", "Saves the game? Doesn't seem to work.", this.HandleCommand)
|
||||
.Add("load", "Shows the load screen.", this.HandleCommand)
|
||||
.Add("player_setname", "Sets the player's name.\n\nUsage: player_setname <target> <name>\n- target: what to rename (one of 'player' or 'farm').\n- name: the new name to set.", this.HandleCommand)
|
||||
.Add("player_setmoney", "Sets the player's money.\n\nUsage: player_setmoney <value>\n- value: an integer amount, or 'inf' for infinite money.", this.HandleCommand)
|
||||
.Add("player_setstamina", "Sets the player's stamina.\n\nUsage: player_setstamina [value]\n- value: an integer amount, or 'inf' for infinite stamina.", this.HandleCommand)
|
||||
.Add("player_setmaxstamina", "Sets the player's max stamina.\n\nUsage: player_setmaxstamina [value]\n- value: an integer amount.", this.HandleCommand)
|
||||
.Add("player_sethealth", "Sets the player's health.\n\nUsage: player_sethealth [value]\n- value: an integer amount, or 'inf' for infinite health.", this.HandleCommand)
|
||||
.Add("player_setmaxhealth", "Sets the player's max health.\n\nUsage: player_setmaxhealth [value]\n- value: an integer amount.", this.HandleCommand)
|
||||
.Add("player_setimmunity", "Sets the player's immunity.\n\nUsage: player_setimmunity [value]\n- value: an integer amount.", this.HandleCommand)
|
||||
|
||||
.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_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)
|
||||
.Add("player_addweapon", "Gives the player a weapon.\n\nUsage: player_addweapon <item>\n- item: the weapon ID (use the 'list_items' command to see a list).", this.HandleCommand)
|
||||
.Add("player_addring", "Gives the player a ring.\n\nUsage: player_addring <item>\n- item: the ring ID (use the 'list_items' command to see a list).", this.HandleCommand)
|
||||
.Add("player_addwallpaper", "Gives the player a wallpaper.\n\nUsage: player_addwallpaper <wallpaper>\n- wallpaper: the wallpaper ID (ranges from 0 to 111).", this.HandleCommand)
|
||||
.Add("player_addflooring", "Gives the player a flooring.\n\nUsage: player_addflooring <flooring>\n- flooring: the flooring ID (ranges from 0 to 39).", this.HandleCommand)
|
||||
|
||||
.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_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_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_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- season: the target season (one of 'spring', 'summer', 'fall', 'winter').", this.HandleCommand)
|
||||
.Add("world_setyear", "Sets the year to the specified value.\n\nUsage: world_setyear <year>\n- year: the target year (a number starting from 1).", this.HandleCommand)
|
||||
.Add("world_downminelevel", "Goes down one mine level?", this.HandleCommand)
|
||||
.Add("world_setminelevel", "Sets the mine level?\n\nUsage: world_setminelevel <value>\n- value: The target level (a number between 1 and 120).", this.HandleCommand)
|
||||
|
||||
.Add("show_game_files", "Opens the game folder.", this.HandleCommand)
|
||||
.Add("show_data_files", "Opens the folder containing the save and log files.", this.HandleCommand)
|
||||
|
||||
.Add("debug", "Run one of the game's debug commands; for example, 'debug warp FarmHouse 1 1' warps the player to the farmhouse.", this.HandleCommand);
|
||||
foreach (ITrainerCommand command in this.Commands)
|
||||
{
|
||||
if (command.NeedsUpdate)
|
||||
command.Update(this.Monitor);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Handle a TrainerMod command.</summary>
|
||||
/// <param name="command">The command name.</param>
|
||||
/// <param name="command">The command to invoke.</param>
|
||||
/// <param name="commandName">The command name specified by the user.</param>
|
||||
/// <param name="args">The command arguments.</param>
|
||||
private void HandleCommand(string command, string[] args)
|
||||
private void HandleCommand(ITrainerCommand command, string commandName, string[] args)
|
||||
{
|
||||
switch (command)
|
||||
{
|
||||
case "debug":
|
||||
// submit command
|
||||
string debugCommand = string.Join(" ", args);
|
||||
string oldOutput = Game1.debugOutput;
|
||||
Game1.game1.parseDebugInput(debugCommand);
|
||||
|
||||
// show result
|
||||
this.Monitor.Log(Game1.debugOutput != oldOutput
|
||||
? $"> {Game1.debugOutput}"
|
||||
: "Sent debug command to the game, but there was no output.", LogLevel.Info);
|
||||
break;
|
||||
|
||||
case "save":
|
||||
this.Monitor.Log("Saving the game...", LogLevel.Info);
|
||||
SaveGame.Save();
|
||||
break;
|
||||
|
||||
case "load":
|
||||
this.Monitor.Log("Triggering load menu...", LogLevel.Info);
|
||||
Game1.hasLoadedGame = false;
|
||||
Game1.activeClickableMenu = new LoadGameMenu();
|
||||
break;
|
||||
|
||||
case "player_setname":
|
||||
if (args.Length > 1)
|
||||
{
|
||||
string target = args[0];
|
||||
string[] validTargets = { "player", "farm" };
|
||||
if (validTargets.Contains(target))
|
||||
{
|
||||
switch (target)
|
||||
{
|
||||
case "player":
|
||||
Game1.player.Name = args[1];
|
||||
this.Monitor.Log($"OK, your player's name is now {Game1.player.Name}.", LogLevel.Info);
|
||||
break;
|
||||
case "farm":
|
||||
Game1.player.farmName = args[1];
|
||||
this.Monitor.Log($"OK, your farm's name is now {Game1.player.Name}.", LogLevel.Info);
|
||||
break;
|
||||
}
|
||||
}
|
||||
else
|
||||
this.LogArgumentsInvalid(command);
|
||||
}
|
||||
else
|
||||
this.Monitor.Log($"Your name is currently '{Game1.player.Name}'. Type 'help player_setname' for usage.", LogLevel.Info);
|
||||
break;
|
||||
|
||||
case "player_setmoney":
|
||||
if (args.Any())
|
||||
{
|
||||
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;
|
||||
int amount;
|
||||
if (int.TryParse(amountStr, out amount))
|
||||
{
|
||||
Game1.player.Money = amount;
|
||||
this.Monitor.Log($"OK, you now have {Game1.player.Money} gold.", LogLevel.Info);
|
||||
}
|
||||
else
|
||||
this.LogArgumentNotInt(command);
|
||||
}
|
||||
}
|
||||
else
|
||||
this.Monitor.Log($"You currently have {(this.InfiniteMoney ? "infinite" : Game1.player.Money.ToString())} gold. Specify a value to change it.", LogLevel.Info);
|
||||
break;
|
||||
|
||||
case "player_setstamina":
|
||||
if (args.Any())
|
||||
{
|
||||
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;
|
||||
int amount;
|
||||
if (int.TryParse(amountStr, out amount))
|
||||
{
|
||||
Game1.player.Stamina = amount;
|
||||
this.Monitor.Log($"OK, you now have {Game1.player.Stamina} stamina.", LogLevel.Info);
|
||||
}
|
||||
else
|
||||
this.LogArgumentNotInt(command);
|
||||
}
|
||||
}
|
||||
else
|
||||
this.Monitor.Log($"You currently have {(this.InfiniteStamina ? "infinite" : Game1.player.Stamina.ToString())} stamina. Specify a value to change it.", LogLevel.Info);
|
||||
break;
|
||||
|
||||
case "player_setmaxstamina":
|
||||
if (args.Any())
|
||||
{
|
||||
int amount;
|
||||
if (int.TryParse(args[0], out amount))
|
||||
{
|
||||
Game1.player.MaxStamina = amount;
|
||||
this.Monitor.Log($"OK, you now have {Game1.player.MaxStamina} max stamina.", LogLevel.Info);
|
||||
}
|
||||
else
|
||||
this.LogArgumentNotInt(command);
|
||||
}
|
||||
else
|
||||
this.Monitor.Log($"You currently have {Game1.player.MaxStamina} max stamina. Specify a value to change it.", LogLevel.Info);
|
||||
break;
|
||||
|
||||
case "player_setlevel":
|
||||
if (args.Length > 1)
|
||||
{
|
||||
string skill = args[0];
|
||||
string[] skills = { "luck", "mining", "combat", "farming", "fishing", "foraging" };
|
||||
if (skills.Contains(skill))
|
||||
{
|
||||
int level;
|
||||
if (int.TryParse(args[1], out level))
|
||||
{
|
||||
switch (skill)
|
||||
{
|
||||
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.LogArgumentNotInt(command);
|
||||
}
|
||||
else
|
||||
this.LogUsageError("That isn't a valid skill.", command);
|
||||
}
|
||||
else
|
||||
this.LogArgumentsInvalid(command);
|
||||
break;
|
||||
|
||||
case "player_setspeed":
|
||||
if (args.Any())
|
||||
{
|
||||
int addedSpeed;
|
||||
if (int.TryParse(args[0], out addedSpeed))
|
||||
{
|
||||
Game1.player.addedSpeed = addedSpeed;
|
||||
this.Monitor.Log($"OK, your added speed is now {Game1.player.addedSpeed}.", LogLevel.Info);
|
||||
}
|
||||
else
|
||||
this.LogArgumentNotInt(command);
|
||||
}
|
||||
else
|
||||
this.Monitor.Log($"You currently have {Game1.player.addedSpeed} added speed. Specify a value to change it.", LogLevel.Info);
|
||||
break;
|
||||
|
||||
case "player_changecolor":
|
||||
if (args.Length > 1)
|
||||
{
|
||||
string target = args[0];
|
||||
string[] validTargets = { "hair", "eyes", "pants" };
|
||||
if (validTargets.Contains(target))
|
||||
{
|
||||
string[] colorHexes = args[1].Split(new[] { ',' }, 3);
|
||||
int r, g, b;
|
||||
if (int.TryParse(colorHexes[0], out r) && int.TryParse(colorHexes[1], out g) && int.TryParse(colorHexes[2], out b))
|
||||
{
|
||||
Color color = new Color(r, g, b);
|
||||
switch (target)
|
||||
{
|
||||
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.LogUsageError("The color should be an RBG value like '255,150,0'.", command);
|
||||
}
|
||||
else
|
||||
this.LogArgumentsInvalid(command);
|
||||
}
|
||||
else
|
||||
this.LogArgumentsInvalid(command);
|
||||
break;
|
||||
|
||||
case "player_changestyle":
|
||||
if (args.Length > 1)
|
||||
{
|
||||
string target = args[0];
|
||||
string[] validTargets = { "hair", "shirt", "skin", "acc", "shoe", "swim", "gender" };
|
||||
if (validTargets.Contains(target))
|
||||
{
|
||||
int styleID;
|
||||
if (int.TryParse(args[1], out styleID))
|
||||
{
|
||||
switch (target)
|
||||
{
|
||||
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":
|
||||
switch (styleID)
|
||||
{
|
||||
case 0:
|
||||
Game1.player.changeOutOfSwimSuit();
|
||||
this.Monitor.Log("OK, you're no longer in your swimming suit.", LogLevel.Info);
|
||||
break;
|
||||
case 1:
|
||||
Game1.player.changeIntoSwimsuit();
|
||||
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":
|
||||
switch (styleID)
|
||||
{
|
||||
case 0:
|
||||
Game1.player.changeGender(true);
|
||||
this.Monitor.Log("OK, you're now male.", LogLevel.Info);
|
||||
break;
|
||||
case 1:
|
||||
Game1.player.changeGender(false);
|
||||
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.LogArgumentsInvalid(command);
|
||||
}
|
||||
else
|
||||
this.LogArgumentsInvalid(command);
|
||||
}
|
||||
else
|
||||
this.LogArgumentsInvalid(command);
|
||||
break;
|
||||
|
||||
case "world_freezetime":
|
||||
if (args.Any())
|
||||
{
|
||||
int value;
|
||||
if (int.TryParse(args[0], out value))
|
||||
{
|
||||
if (value == 0 || value == 1)
|
||||
{
|
||||
this.FreezeTime = value == 1;
|
||||
this.FrozenTime = this.FreezeTime ? Game1.timeOfDay : 0;
|
||||
this.Monitor.Log($"OK, time is now {(this.FreezeTime ? "frozen" : "resumed")}.", LogLevel.Info);
|
||||
}
|
||||
else
|
||||
this.LogUsageError("The value should be 0 (not frozen), 1 (frozen), or empty (toggle).", command);
|
||||
}
|
||||
else
|
||||
this.LogArgumentNotInt(command);
|
||||
}
|
||||
else
|
||||
{
|
||||
this.FreezeTime = !this.FreezeTime;
|
||||
this.FrozenTime = this.FreezeTime ? Game1.timeOfDay : 0;
|
||||
this.Monitor.Log($"OK, time is now {(this.FreezeTime ? "frozen" : "resumed")}.", LogLevel.Info);
|
||||
}
|
||||
break;
|
||||
|
||||
case "world_settime":
|
||||
if (args.Any())
|
||||
{
|
||||
int time;
|
||||
if (int.TryParse(args[0], out time))
|
||||
{
|
||||
if (time <= 2600 && time >= 600)
|
||||
{
|
||||
Game1.timeOfDay = time;
|
||||
this.FrozenTime = this.FreezeTime ? Game1.timeOfDay : 0;
|
||||
this.Monitor.Log($"OK, the time is now {Game1.timeOfDay.ToString().PadLeft(4, '0')}.", LogLevel.Info);
|
||||
}
|
||||
else
|
||||
this.LogUsageError("That isn't a valid time.", command);
|
||||
}
|
||||
else
|
||||
this.LogArgumentNotInt(command);
|
||||
}
|
||||
else
|
||||
this.Monitor.Log($"The current time is {Game1.timeOfDay}. Specify a value to change it.", LogLevel.Info);
|
||||
break;
|
||||
|
||||
case "world_setday":
|
||||
if (args.Any())
|
||||
{
|
||||
int day;
|
||||
if (int.TryParse(args[0], out day))
|
||||
{
|
||||
if (day <= 28 && day > 0)
|
||||
{
|
||||
Game1.dayOfMonth = day;
|
||||
this.Monitor.Log($"OK, the date is now {Game1.currentSeason} {Game1.dayOfMonth}.", LogLevel.Info);
|
||||
}
|
||||
else
|
||||
this.LogUsageError("That isn't a valid day.", command);
|
||||
}
|
||||
else
|
||||
this.LogArgumentNotInt(command);
|
||||
}
|
||||
else
|
||||
this.Monitor.Log($"The current date is {Game1.currentSeason} {Game1.dayOfMonth}. Specify a value to change the day.", LogLevel.Info);
|
||||
break;
|
||||
|
||||
case "world_setseason":
|
||||
if (args.Any())
|
||||
{
|
||||
string season = args[0];
|
||||
string[] validSeasons = { "winter", "spring", "summer", "fall" };
|
||||
if (validSeasons.Contains(season))
|
||||
{
|
||||
Game1.currentSeason = season;
|
||||
this.Monitor.Log($"OK, the date is now {Game1.currentSeason} {Game1.dayOfMonth}.", LogLevel.Info);
|
||||
}
|
||||
else
|
||||
this.LogUsageError("That isn't a valid season name.", command);
|
||||
}
|
||||
else
|
||||
this.Monitor.Log($"The current season is {Game1.currentSeason}. Specify a value to change it.", LogLevel.Info);
|
||||
break;
|
||||
|
||||
case "world_setyear":
|
||||
if (args.Any())
|
||||
{
|
||||
int year;
|
||||
if (int.TryParse(args[0], out year))
|
||||
{
|
||||
if (year >= 1)
|
||||
{
|
||||
Game1.year = year;
|
||||
this.Monitor.Log($"OK, the year is now {Game1.year}.", LogLevel.Info);
|
||||
}
|
||||
else
|
||||
this.LogUsageError("That isn't a valid year.", command);
|
||||
}
|
||||
else
|
||||
this.LogArgumentNotInt(command);
|
||||
}
|
||||
else
|
||||
this.Monitor.Log($"The current year is {Game1.year}. Specify a value to change the year.", LogLevel.Info);
|
||||
break;
|
||||
|
||||
case "player_sethealth":
|
||||
if (args.Any())
|
||||
{
|
||||
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;
|
||||
int amount;
|
||||
if (int.TryParse(amountStr, out amount))
|
||||
{
|
||||
Game1.player.health = amount;
|
||||
this.Monitor.Log($"OK, you now have {Game1.player.health} health.", LogLevel.Info);
|
||||
}
|
||||
else
|
||||
this.LogArgumentNotInt(command);
|
||||
}
|
||||
}
|
||||
else
|
||||
this.Monitor.Log($"You currently have {(this.InfiniteHealth ? "infinite" : Game1.player.health.ToString())} health. Specify a value to change it.", LogLevel.Info);
|
||||
break;
|
||||
|
||||
case "player_setmaxhealth":
|
||||
if (args.Any())
|
||||
{
|
||||
int maxHealth;
|
||||
if (int.TryParse(args[0], out maxHealth))
|
||||
{
|
||||
Game1.player.maxHealth = maxHealth;
|
||||
this.Monitor.Log($"OK, you now have {Game1.player.maxHealth} max health.", LogLevel.Info);
|
||||
}
|
||||
else
|
||||
this.LogArgumentNotInt(command);
|
||||
}
|
||||
else
|
||||
this.Monitor.Log($"You currently have {Game1.player.maxHealth} max health. Specify a value to change it.", LogLevel.Info);
|
||||
break;
|
||||
|
||||
case "player_setimmunity":
|
||||
if (args.Any())
|
||||
{
|
||||
int amount;
|
||||
if (int.TryParse(args[0], out amount))
|
||||
{
|
||||
Game1.player.immunity = amount;
|
||||
this.Monitor.Log($"OK, you now have {Game1.player.immunity} immunity.", LogLevel.Info);
|
||||
}
|
||||
else
|
||||
this.LogArgumentNotInt(command);
|
||||
}
|
||||
else
|
||||
this.Monitor.Log($"You currently have {Game1.player.immunity} immunity. Specify a value to change it.", LogLevel.Info);
|
||||
break;
|
||||
|
||||
case "player_additem":
|
||||
if (args.Any())
|
||||
{
|
||||
int itemID;
|
||||
if (int.TryParse(args[0], out itemID))
|
||||
{
|
||||
int count = 1;
|
||||
int quality = 0;
|
||||
if (args.Length > 1)
|
||||
{
|
||||
if (!int.TryParse(args[1], out count))
|
||||
{
|
||||
this.LogUsageError("The optional count is invalid.", command);
|
||||
return;
|
||||
}
|
||||
|
||||
if (args.Length > 2 && !int.TryParse(args[2], out quality))
|
||||
{
|
||||
this.LogUsageError("The optional quality is invalid.", command);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
var item = new Object(itemID, count) { quality = quality };
|
||||
if (item.Name == "Error Item")
|
||||
this.Monitor.Log("There is no such item ID.", LogLevel.Error);
|
||||
else
|
||||
{
|
||||
Game1.player.addItemByMenuIfNecessary(item);
|
||||
this.Monitor.Log($"OK, added {item.Name} to your inventory.", LogLevel.Info);
|
||||
}
|
||||
}
|
||||
else
|
||||
this.LogUsageError("The item ID must be an integer.", command);
|
||||
}
|
||||
else
|
||||
this.LogArgumentsInvalid(command);
|
||||
break;
|
||||
|
||||
case "player_addweapon":
|
||||
if (args.Any())
|
||||
{
|
||||
int weaponID;
|
||||
if (int.TryParse(args[0], out weaponID))
|
||||
{
|
||||
// get raw weapon data
|
||||
string data;
|
||||
if (!Game1.content.Load<Dictionary<int, string>>("Data\\weapons").TryGetValue(weaponID, out data))
|
||||
{
|
||||
this.Monitor.Log("There is no such weapon ID.", LogLevel.Error);
|
||||
return;
|
||||
}
|
||||
|
||||
// get raw weapon type
|
||||
int type;
|
||||
{
|
||||
string[] fields = data.Split('/');
|
||||
string typeStr = fields.Length > 8 ? fields[8] : null;
|
||||
if (!int.TryParse(typeStr, out type))
|
||||
{
|
||||
this.Monitor.Log("Could not parse the data for the weapon with that ID.", LogLevel.Error);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
// get weapon
|
||||
Tool weapon;
|
||||
switch (type)
|
||||
{
|
||||
case MeleeWeapon.stabbingSword:
|
||||
case MeleeWeapon.dagger:
|
||||
case MeleeWeapon.club:
|
||||
case MeleeWeapon.defenseSword:
|
||||
weapon = new MeleeWeapon(weaponID);
|
||||
break;
|
||||
|
||||
case 4:
|
||||
weapon = new Slingshot(weaponID);
|
||||
break;
|
||||
|
||||
default:
|
||||
this.Monitor.Log($"The specified weapon has unknown type '{type}' in the game data.", LogLevel.Error);
|
||||
return;
|
||||
}
|
||||
|
||||
// validate
|
||||
if (weapon.Name == null)
|
||||
{
|
||||
this.Monitor.Log("That weapon doesn't seem to be valid.", LogLevel.Error);
|
||||
return;
|
||||
}
|
||||
|
||||
// add weapon
|
||||
Game1.player.addItemByMenuIfNecessary(weapon);
|
||||
this.Monitor.Log($"OK, added {weapon.Name} to your inventory.", LogLevel.Info);
|
||||
}
|
||||
else
|
||||
this.LogUsageError("The weapon ID must be an integer.", command);
|
||||
}
|
||||
else
|
||||
this.LogArgumentsInvalid(command);
|
||||
break;
|
||||
|
||||
case "player_addring":
|
||||
if (args.Any())
|
||||
{
|
||||
int ringID;
|
||||
if (int.TryParse(args[0], out ringID))
|
||||
{
|
||||
if (ringID < Ring.ringLowerIndexRange || ringID > Ring.ringUpperIndexRange)
|
||||
this.Monitor.Log($"There is no such ring ID (must be between {Ring.ringLowerIndexRange} and {Ring.ringUpperIndexRange}).", LogLevel.Error);
|
||||
else
|
||||
{
|
||||
Ring ring = new Ring(ringID);
|
||||
Game1.player.addItemByMenuIfNecessary(ring);
|
||||
this.Monitor.Log($"OK, added {ring.Name} to your inventory.", LogLevel.Info);
|
||||
}
|
||||
}
|
||||
else
|
||||
this.Monitor.Log("<item> is invalid", LogLevel.Error);
|
||||
}
|
||||
else
|
||||
this.LogArgumentsInvalid(command);
|
||||
break;
|
||||
|
||||
case "player_addwallpaper":
|
||||
case "player_addflooring":
|
||||
if (args.Any())
|
||||
{
|
||||
string type = command.Substring(10);
|
||||
int wallpaperID;
|
||||
if (int.TryParse(args[0], out wallpaperID))
|
||||
{
|
||||
int upperID = type == "wallpaper" ? 111 : 39;
|
||||
if (wallpaperID < 0 || wallpaperID > upperID)
|
||||
this.Monitor.Log($"There is no such {type} ID (must be between 0 and {upperID}).", LogLevel.Error);
|
||||
else
|
||||
{
|
||||
Wallpaper wallpaper = new Wallpaper(wallpaperID, type == "flooring" );
|
||||
Game1.player.addItemByMenuIfNecessary(wallpaper);
|
||||
this.Monitor.Log($"OK, added {type} {wallpaperID} to your inventory.", LogLevel.Info);
|
||||
}
|
||||
}
|
||||
else
|
||||
this.Monitor.Log($"<{type}> is invalid", LogLevel.Error);
|
||||
}
|
||||
else
|
||||
this.LogArgumentsInvalid(command);
|
||||
break;
|
||||
|
||||
case "list_items":
|
||||
{
|
||||
var matches = this.GetItems(args).ToArray();
|
||||
|
||||
// show matches
|
||||
string summary = "Searching...\n";
|
||||
if (matches.Any())
|
||||
this.Monitor.Log(summary + this.GetTableString(matches, new[] { "type", "id", "name" }, val => new[] { val.Type.ToString(), val.ID.ToString(), val.Name }), LogLevel.Info);
|
||||
else
|
||||
this.Monitor.Log(summary + "No items found", LogLevel.Info);
|
||||
}
|
||||
break;
|
||||
|
||||
case "world_downminelevel":
|
||||
{
|
||||
int level = (Game1.currentLocation as MineShaft)?.mineLevel ?? 0;
|
||||
this.Monitor.Log($"OK, warping you to mine level {level + 1}.", LogLevel.Info);
|
||||
Game1.enterMine(false, level + 1, "");
|
||||
break;
|
||||
}
|
||||
|
||||
case "world_setminelevel":
|
||||
if (args.Any())
|
||||
{
|
||||
int level;
|
||||
if (int.TryParse(args[0], out level))
|
||||
{
|
||||
level = Math.Max(1, level);
|
||||
this.Monitor.Log($"OK, warping you to mine level {level}.", LogLevel.Info);
|
||||
Game1.enterMine(true, level, "");
|
||||
}
|
||||
else
|
||||
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 '{command}'.");
|
||||
}
|
||||
command.Handle(this.Monitor, commandName, args);
|
||||
}
|
||||
|
||||
/****
|
||||
** Helpers
|
||||
****/
|
||||
/// <summary>Get all items which can be searched and added to the player's inventory through the console.</summary>
|
||||
/// <param name="searchWords">The search string to find.</param>
|
||||
private IEnumerable<ISearchItem> GetItems(string[] searchWords)
|
||||
/// <summary>Find all commands in the assembly.</summary>
|
||||
private IEnumerable<ITrainerCommand> ScanForCommands()
|
||||
{
|
||||
// normalise search term
|
||||
searchWords = searchWords?.Where(word => !string.IsNullOrWhiteSpace(word)).ToArray();
|
||||
if (searchWords?.Any() == false)
|
||||
searchWords = null;
|
||||
|
||||
// find matches
|
||||
return (
|
||||
from item in this.GetItems()
|
||||
let term = $"{item.ID}|{item.Type}|{item.Name}"
|
||||
where searchWords == null || searchWords.All(word => term.IndexOf(word, StringComparison.CurrentCultureIgnoreCase) != -1)
|
||||
select item
|
||||
from type in this.GetType().Assembly.GetTypes()
|
||||
where !type.IsAbstract && typeof(ITrainerCommand).IsAssignableFrom(type)
|
||||
select (ITrainerCommand)Activator.CreateInstance(type)
|
||||
);
|
||||
}
|
||||
|
||||
/// <summary>Get all items which can be searched and added to the player's inventory through the console.</summary>
|
||||
private IEnumerable<ISearchItem> GetItems()
|
||||
{
|
||||
// objects
|
||||
foreach (int id in Game1.objectInformation.Keys)
|
||||
{
|
||||
ISearchItem obj = id >= Ring.ringLowerIndexRange && id <= Ring.ringUpperIndexRange
|
||||
? new SearchableRing(id)
|
||||
: (ISearchItem)new SearchableObject(id);
|
||||
if (obj.IsValid)
|
||||
yield return obj;
|
||||
}
|
||||
|
||||
// weapons
|
||||
foreach (int id in Game1.content.Load<Dictionary<int, string>>("Data\\weapons").Keys)
|
||||
{
|
||||
ISearchItem weapon = new SearchableWeapon(id);
|
||||
if (weapon.IsValid)
|
||||
yield return weapon;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Get an ASCII table for a set of tabular data.</summary>
|
||||
/// <typeparam name="T">The data type.</typeparam>
|
||||
/// <param name="data">The data to display.</param>
|
||||
/// <param name="header">The table header.</param>
|
||||
/// <param name="getRow">Returns a set of fields for a data value.</param>
|
||||
private string GetTableString<T>(IEnumerable<T> data, string[] header, Func<T, string[]> getRow)
|
||||
{
|
||||
// get table data
|
||||
int[] widths = header.Select(p => p.Length).ToArray();
|
||||
string[][] rows = data
|
||||
.Select(item =>
|
||||
{
|
||||
string[] fields = getRow(item);
|
||||
if (fields.Length != widths.Length)
|
||||
throw new InvalidOperationException($"Expected {widths.Length} columns, but found {fields.Length}: {string.Join(", ", fields)}");
|
||||
|
||||
for (int i = 0; i < fields.Length; i++)
|
||||
widths[i] = Math.Max(widths[i], fields[i].Length);
|
||||
|
||||
return fields;
|
||||
})
|
||||
.ToArray();
|
||||
|
||||
// render fields
|
||||
List<string[]> lines = new List<string[]>(rows.Length + 2)
|
||||
{
|
||||
header,
|
||||
header.Select((value, i) => "".PadRight(widths[i], '-')).ToArray()
|
||||
};
|
||||
lines.AddRange(rows);
|
||||
|
||||
return string.Join(
|
||||
Environment.NewLine,
|
||||
lines.Select(line => string.Join(" | ",
|
||||
line.Select((field, i) => field.PadRight(widths[i], ' ')).ToArray())
|
||||
)
|
||||
);
|
||||
}
|
||||
|
||||
/****
|
||||
** Logging
|
||||
****/
|
||||
/// <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($"{error} Type 'help {command}' for usage.", LogLevel.Error);
|
||||
}
|
||||
|
||||
/// <summary>Log an error indicating a value must be an integer.</summary>
|
||||
/// <param name="command">The name of the command.</param>
|
||||
private void LogArgumentNotInt(string command)
|
||||
{
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -51,11 +51,42 @@
|
|||
<Compile Include="..\GlobalAssemblyInfo.cs">
|
||||
<Link>Properties\GlobalAssemblyInfo.cs</Link>
|
||||
</Compile>
|
||||
<Compile Include="ItemData\ISearchItem.cs" />
|
||||
<Compile Include="ItemData\ItemType.cs" />
|
||||
<Compile Include="ItemData\SearchableObject.cs" />
|
||||
<Compile Include="ItemData\SearchableRing.cs" />
|
||||
<Compile Include="ItemData\SearchableWeapon.cs" />
|
||||
<Compile Include="Framework\Commands\Other\ShowDataFilesCommand.cs" />
|
||||
<Compile Include="Framework\Commands\Other\ShowGameFilesCommand.cs" />
|
||||
<Compile Include="Framework\Commands\Other\DebugCommand.cs" />
|
||||
<Compile Include="Framework\Commands\Player\ListItemsCommand.cs" />
|
||||
<Compile Include="Framework\Commands\Player\AddWallpaperCommand.cs" />
|
||||
<Compile Include="Framework\Commands\Player\AddFlooringCommand.cs" />
|
||||
<Compile Include="Framework\Commands\Player\AddRingCommand.cs" />
|
||||
<Compile Include="Framework\Commands\Player\AddWeaponCommand.cs" />
|
||||
<Compile Include="Framework\Commands\Player\AddItemCommand.cs" />
|
||||
<Compile Include="Framework\Commands\Player\SetStyleCommand.cs" />
|
||||
<Compile Include="Framework\Commands\Player\SetColorCommand.cs" />
|
||||
<Compile Include="Framework\Commands\Player\SetSpeedCommand.cs" />
|
||||
<Compile Include="Framework\Commands\Player\SetLevelCommand.cs" />
|
||||
<Compile Include="Framework\Commands\Player\SetMaxHealthCommand.cs" />
|
||||
<Compile Include="Framework\Commands\Player\SetMaxStaminaCommand.cs" />
|
||||
<Compile Include="Framework\Commands\Player\SetHealthCommand.cs" />
|
||||
<Compile Include="Framework\Commands\Player\SetImmunityCommand.cs" />
|
||||
<Compile Include="Framework\Commands\Player\SetStaminaCommand.cs" />
|
||||
<Compile Include="Framework\Commands\Player\SetNameCommand.cs" />
|
||||
<Compile Include="Framework\Commands\Player\SetMoneyCommand.cs" />
|
||||
<Compile Include="Framework\Commands\Saves\LoadCommand.cs" />
|
||||
<Compile Include="Framework\Commands\Saves\SaveCommand.cs" />
|
||||
<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\SetYearCommand.cs" />
|
||||
<Compile Include="Framework\Commands\World\SetSeasonCommand.cs" />
|
||||
<Compile Include="Framework\Commands\World\SetDayCommand.cs" />
|
||||
<Compile Include="Framework\Commands\World\SetTimeCommand.cs" />
|
||||
<Compile Include="Framework\Commands\World\FreezeTimeCommand.cs" />
|
||||
<Compile Include="Framework\ItemData\ISearchItem.cs" />
|
||||
<Compile Include="Framework\ItemData\ItemType.cs" />
|
||||
<Compile Include="Framework\ItemData\SearchableObject.cs" />
|
||||
<Compile Include="Framework\ItemData\SearchableRing.cs" />
|
||||
<Compile Include="Framework\ItemData\SearchableWeapon.cs" />
|
||||
<Compile Include="Framework\Commands\ITrainerCommand.cs" />
|
||||
<Compile Include="TrainerMod.cs" />
|
||||
<Compile Include="Properties\AssemblyInfo.cs" />
|
||||
</ItemGroup>
|
||||
|
|
Loading…
Reference in New Issue