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authorJesse Plamondon-Willard <Pathoschild@users.noreply.github.com>2021-03-21 16:38:23 -0400
committerJesse Plamondon-Willard <Pathoschild@users.noreply.github.com>2021-03-21 16:38:23 -0400
commit75f3600ab1eae06463ae8f386c5ab71f3815142f (patch)
tree5bff95c0446b9e70a06c1525fa7387b21ff148cc /src/SMAPI.Mods.ConsoleCommands/Framework
parentfc5fc54ab1c375e20b3e4f947bb11f08b4983bd1 (diff)
parent74215e844ae2af0075e5df3ab6a5f58efff4f981 (diff)
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Merge branch 'develop' into stable
Diffstat (limited to 'src/SMAPI.Mods.ConsoleCommands/Framework')
-rw-r--r--src/SMAPI.Mods.ConsoleCommands/Framework/Commands/Other/RegenerateBundles.cs95
1 files changed, 95 insertions, 0 deletions
diff --git a/src/SMAPI.Mods.ConsoleCommands/Framework/Commands/Other/RegenerateBundles.cs b/src/SMAPI.Mods.ConsoleCommands/Framework/Commands/Other/RegenerateBundles.cs
new file mode 100644
index 00000000..9beedb96
--- /dev/null
+++ b/src/SMAPI.Mods.ConsoleCommands/Framework/Commands/Other/RegenerateBundles.cs
@@ -0,0 +1,95 @@
+using System;
+using System.Collections.Generic;
+using System.Linq;
+using System.Reflection;
+using Netcode;
+using StardewValley;
+using StardewValley.Network;
+
+namespace StardewModdingAPI.Mods.ConsoleCommands.Framework.Commands.Other
+{
+ /// <summary>A command which regenerates the game's bundles.</summary>
+ internal class RegenerateBundlesCommand : ConsoleCommand
+ {
+ /*********
+ ** Public methods
+ *********/
+ /// <summary>Construct an instance.</summary>
+ public RegenerateBundlesCommand()
+ : base("regenerate_bundles", $"Regenerate the game's community center bundle data. WARNING: this will reset all bundle progress, and may have unintended effects if you've already completed bundles. DO NOT USE THIS unless you're absolutely sure.\n\nUsage: regenerate_bundles confirm [<type>] [ignore_seed]\nRegenerate all bundles for this save. If the <type> is set to '{string.Join("' or '", Enum.GetNames(typeof(Game1.BundleType)))}', change the bundle type for the save. If an 'ignore_seed' option is included, remixed bundles are re-randomized without using the predetermined save seed.\n\nExample: regenerate_bundles remixed confirm") { }
+
+ /// <summary>Handle the command.</summary>
+ /// <param name="monitor">Writes messages to the console and log file.</param>
+ /// <param name="command">The command name.</param>
+ /// <param name="args">The command arguments.</param>
+ public override void Handle(IMonitor monitor, string command, ArgumentParser args)
+ {
+ // get flags
+ var bundleType = Game1.bundleType;
+ bool confirmed = false;
+ bool useSeed = true;
+ foreach (string arg in args)
+ {
+ if (arg.Equals("confirm", StringComparison.OrdinalIgnoreCase))
+ confirmed = true;
+ else if (arg.Equals("ignore_seed", StringComparison.OrdinalIgnoreCase))
+ useSeed = false;
+ else if (Enum.TryParse(arg, ignoreCase: true, out Game1.BundleType type))
+ bundleType = type;
+ else
+ {
+ monitor.Log($"Invalid option '{arg}'. Type 'help {command}' for usage.", LogLevel.Error);
+ return;
+ }
+ }
+
+ // require confirmation
+ if (!confirmed)
+ {
+ monitor.Log($"WARNING: this may have unintended consequences (type 'help {command}' for details). Are you sure?", LogLevel.Warn);
+
+ string[] newArgs = args.Concat(new[] { "confirm" }).ToArray();
+ monitor.Log($"To confirm, enter this command: '{command} {string.Join(" ", newArgs)}'.", LogLevel.Info);
+ return;
+ }
+
+ // need a loaded save
+ if (!Context.IsWorldReady)
+ {
+ monitor.Log("You need to load a save to use this command.", LogLevel.Error);
+ return;
+ }
+
+ // get private fields
+ IWorldState state = Game1.netWorldState.Value;
+ var bundleData = state.GetType().GetField("_bundleData", BindingFlags.NonPublic | BindingFlags.Public | BindingFlags.Instance)?.GetValue(state) as IDictionary<string, string>
+ ?? throw new InvalidOperationException("Can't access '_bundleData' field on world state.");
+ var netBundleData = state.GetType().GetField("netBundleData", BindingFlags.NonPublic | BindingFlags.Public | BindingFlags.Instance)?.GetValue(state) as NetStringDictionary<string, NetString>
+ ?? throw new InvalidOperationException("Can't access 'netBundleData' field on world state.");
+
+ // clear bundle data
+ state.BundleData.Clear();
+ state.Bundles.Clear();
+ state.BundleRewards.Clear();
+ bundleData.Clear();
+ netBundleData.Clear();
+
+ // regenerate bundles
+ var locale = LocalizedContentManager.CurrentLanguageCode;
+ try
+ {
+ LocalizedContentManager.CurrentLanguageCode = LocalizedContentManager.LanguageCode.en; // the base bundle data needs to be unlocalized (the game will add localized names later)
+
+ Game1.bundleType = bundleType;
+ Game1.GenerateBundles(bundleType, use_seed: useSeed);
+ }
+ finally
+ {
+ LocalizedContentManager.CurrentLanguageCode = locale;
+ }
+
+ monitor.Log("Regenerated bundles and reset bundle progress.", LogLevel.Info);
+ monitor.Log("This may have unintended effects if you've already completed any bundles. If you're not sure, exit your game without saving to cancel.", LogLevel.Warn);
+ }
+ }
+}