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author | Jesse Plamondon-Willard <Pathoschild@users.noreply.github.com> | 2021-10-30 21:23:28 -0400 |
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committer | Jesse Plamondon-Willard <Pathoschild@users.noreply.github.com> | 2021-11-28 00:01:52 -0500 |
commit | f87e65caf5a71b3ab129c7a0cfd14d49f68dd9c1 (patch) | |
tree | c94021d07db465c6aaf2b825ad68f01e2e1401c5 /src/SMAPI.Mods.ConsoleCommands/Framework/Commands | |
parent | fe675540b5c3a48764e70c596132a3ed65a790fb (diff) | |
download | SMAPI-f87e65caf5a71b3ab129c7a0cfd14d49f68dd9c1.tar.gz SMAPI-f87e65caf5a71b3ab129c7a0cfd14d49f68dd9c1.tar.bz2 SMAPI-f87e65caf5a71b3ab129c7a0cfd14d49f68dd9c1.zip |
update 'set_farm_type' console command for custom farm types
Diffstat (limited to 'src/SMAPI.Mods.ConsoleCommands/Framework/Commands')
-rw-r--r-- | src/SMAPI.Mods.ConsoleCommands/Framework/Commands/Player/SetFarmTypeCommand.cs | 180 |
1 files changed, 155 insertions, 25 deletions
diff --git a/src/SMAPI.Mods.ConsoleCommands/Framework/Commands/Player/SetFarmTypeCommand.cs b/src/SMAPI.Mods.ConsoleCommands/Framework/Commands/Player/SetFarmTypeCommand.cs index 0bebd2b7..6b3b27cd 100644 --- a/src/SMAPI.Mods.ConsoleCommands/Framework/Commands/Player/SetFarmTypeCommand.cs +++ b/src/SMAPI.Mods.ConsoleCommands/Framework/Commands/Player/SetFarmTypeCommand.cs @@ -1,6 +1,11 @@ +using System; +using System.Collections; using System.Collections.Generic; using System.Linq; +using System.Reflection; +using System.Text; using StardewValley; +using StardewValley.GameData; namespace StardewModdingAPI.Mods.ConsoleCommands.Framework.Commands.Player { @@ -8,20 +13,11 @@ namespace StardewModdingAPI.Mods.ConsoleCommands.Framework.Commands.Player internal class SetFarmTypeCommand : ConsoleCommand { /********* - ** Fields - *********/ - /// <summary>The vanilla farm type IDs.</summary> - private static readonly ISet<int> VanillaFarmTypes = new HashSet<int>( - Enumerable.Range(0, Farm.layout_max + 1) - ); - - - /********* ** Public methods *********/ /// <summary>Construct an instance.</summary> public SetFarmTypeCommand() - : base("set_farm_type", $"Sets the current player's farm type.\n\nUsage: set_farm_type <farm type>\n- farm type: one of {string.Join(", ", SetFarmTypeCommand.VanillaFarmTypes.Select(id => $"{id} ({SetFarmTypeCommand.GetFarmLabel(id)})"))}.") { } + : base("set_farm_type", "Sets the current player's farm type.\n\nUsage: set_farm_type <farm type>\n- farm type: the farm type to set. Enter `set_farm_type list` for a list of available farm types.") { } /// <summary>Handle the command.</summary> /// <param name="monitor">Writes messages to the console and log file.</param> @@ -29,47 +25,141 @@ namespace StardewModdingAPI.Mods.ConsoleCommands.Framework.Commands.Player /// <param name="args">The command arguments.</param> public override void Handle(IMonitor monitor, string command, ArgumentParser args) { - // validation checks + // validate if (!Context.IsWorldReady) { monitor.Log("You must load a save to use this command.", LogLevel.Error); return; } - // parse argument - if (!args.TryGetInt(0, "farm type", out int farmType, min: 0, max: Farm.layout_max)) + // parse arguments + if (!args.TryGet(0, "farm type", out string farmType)) return; + bool isVanillaId = int.TryParse(farmType, out int vanillaId) && vanillaId is (>= 0 and < Farm.layout_max); - // handle - if (Game1.whichFarm == farmType) + // handle argument + if (farmType == "list") + this.HandleList(monitor); + else if (isVanillaId) + this.HandleVanillaFarmType(vanillaId, monitor); + else + this.HandleCustomFarmType(farmType, monitor); + } + + + /********* + ** Private methods + *********/ + /**** + ** Handlers + ****/ + /// <summary>Print a list of available farm types.</summary> + /// <param name="monitor">Writes messages to the console and log file.</param> + private void HandleList(IMonitor monitor) + { + StringBuilder result = new(); + + // list vanilla types + result.AppendLine("The farm type can be one of these vanilla types:"); + foreach (var type in this.GetVanillaFarmTypes()) + result.AppendLine($" - {type.Key} ({type.Value})"); + result.AppendLine(); + + // list custom types { - monitor.Log($"Your current farm is already set to {farmType} ({SetFarmTypeCommand.GetFarmLabel(farmType)}).", LogLevel.Info); + var customTypes = this.GetCustomFarmTypes(); + if (customTypes.Any()) + { + result.AppendLine("Or one of these custom farm types:"); + foreach (var type in customTypes.Values.OrderBy(p => p.ID)) + result.AppendLine($" - {type.ID} ({this.GetCustomName(type)})"); + } + else + result.AppendLine("Or a custom farm type (though none is loaded currently)."); + } + + // print + monitor.Log(result.ToString(), LogLevel.Info); + } + + /// <summary>Set a vanilla farm type.</summary> + /// <param name="type">The farm type.</param> + /// <param name="monitor">Writes messages to the console and log file.</param> + private void HandleVanillaFarmType(int type, IMonitor monitor) + { + if (Game1.whichFarm == type) + { + monitor.Log($"Your current farm is already set to {type} ({this.GetVanillaName(type)}).", LogLevel.Info); return; } - this.SetFarmType(farmType); - monitor.Log($"Your current farm has been converted to {farmType} ({SetFarmTypeCommand.GetFarmLabel(farmType)}).", LogLevel.Warn); - monitor.Log("Saving and reloading is recommended to make sure everything is updated for the change.", LogLevel.Warn); + this.SetFarmType(type, null); + this.PrintSuccess(monitor, $"{type} ({this.GetVanillaName(type)}"); } + /// <summary>Set a custom farm type.</summary> + /// <param name="id">The farm type ID.</param> + /// <param name="monitor">Writes messages to the console and log file.</param> + private void HandleCustomFarmType(string id, IMonitor monitor) + { + if (Game1.whichModFarm?.ID == id) + { + monitor.Log($"Your current farm is already set to {id} ({this.GetCustomName(Game1.whichModFarm)}).", LogLevel.Info); + return; + } - /********* - ** Private methods - *********/ - /// <summary>Change the farm type to the given value.</summary> + if (!this.GetCustomFarmTypes().TryGetValue(id, out ModFarmType customFarmType)) + { + monitor.Log($"Invalid farm type '{id}'. Enter `help set_farm_type` for more info.", LogLevel.Error); + return; + } + + this.SetFarmType(Farm.mod_layout, customFarmType); + this.PrintSuccess(monitor, $"{id} ({this.GetCustomName(customFarmType)})"); + } + + /// <summary>Change the farm type.</summary> /// <param name="type">The farm type ID.</param> - private void SetFarmType(int type) + /// <param name="customFarmData">The custom farm type data, if applicable.</param> + private void SetFarmType(int type, ModFarmType customFarmData) { + // set flags Game1.whichFarm = type; + Game1.whichModFarm = customFarmData; + // update farm map Farm farm = Game1.getFarm(); farm.mapPath.Value = $@"Maps\{Farm.getMapNameFromTypeInt(Game1.whichFarm)}"; farm.reloadMap(); + + // clear spouse area cache to avoid errors + FieldInfo cacheField = farm.GetType().GetField("_baseSpouseAreaTiles", BindingFlags.Instance | BindingFlags.NonPublic | BindingFlags.Public); + if (cacheField == null) + throw new InvalidOperationException("Failed to access '_baseSpouseAreaTiles' field to clear spouse area cache."); + if (cacheField.GetValue(farm) is not IDictionary cache) + throw new InvalidOperationException($"The farm's '_baseSpouseAreaTiles' field didn't match the expected {nameof(IDictionary)} type."); + cache.Clear(); } + private void PrintSuccess(IMonitor monitor, string label) + { + StringBuilder result = new(); + result.AppendLine($"Your current farm has been converted to {label}. Saving and reloading is recommended to make sure everything is updated for the change."); + result.AppendLine(); + result.AppendLine("This doesn't move items that are out of bounds on the new map. If you need to clean up, you can..."); + result.AppendLine(" - temporarily switch back to the previous farm type;"); + result.AppendLine(" - or use a mod like Noclip Mode: https://www.nexusmods.com/stardewvalley/mods/3900 ;"); + result.AppendLine(" - or use the world_clear console command (enter `help world_clear` for details)."); + + monitor.Log(result.ToString(), LogLevel.Warn); + } + + /**** + ** Vanilla farm types + ****/ /// <summary>Get the display name for a vanilla farm type.</summary> /// <param name="type">The farm type.</param> - private static string GetFarmLabel(int type) + private string GetVanillaName(int type) { string translationKey = type switch { @@ -87,5 +177,45 @@ namespace StardewModdingAPI.Mods.ConsoleCommands.Framework.Commands.Player ? Game1.content.LoadString(@$"Strings\UI:{translationKey}").Split('_')[0] : type.ToString(); } + + /// <summary>Get the available vanilla farm types by ID.</summary> + private IDictionary<int, string> GetVanillaFarmTypes() + { + IDictionary<int, string> farmTypes = new Dictionary<int, string>(); + + foreach (int id in Enumerable.Range(0, Farm.layout_max)) + farmTypes[id] = this.GetVanillaName(id); + + return farmTypes; + } + + /**** + ** Custom farm types + ****/ + /// <summary>Get the display name for a custom farm type.</summary> + /// <param name="farmType">The custom farm type.</param> + private string GetCustomName(ModFarmType farmType) + { + if (string.IsNullOrWhiteSpace(farmType?.TooltipStringPath)) + return farmType?.ID; + + return Game1.content.LoadString(farmType.TooltipStringPath)?.Split('_')[0] ?? farmType.ID; + } + + /// <summary>Get the available custom farm types by ID.</summary> + private IDictionary<string, ModFarmType> GetCustomFarmTypes() + { + IDictionary<string, ModFarmType> farmTypes = new Dictionary<string, ModFarmType>(StringComparer.OrdinalIgnoreCase); + + foreach (ModFarmType farmType in Game1.content.Load<List<ModFarmType>>("Data\\AdditionalFarms")) + { + if (string.IsNullOrWhiteSpace(farmType.ID)) + continue; + + farmTypes[farmType.ID] = farmType; + } + + return farmTypes; + } } } |