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authorJesse Plamondon-Willard <github@jplamondonw.com>2017-04-05 14:55:46 -0400
committerJesse Plamondon-Willard <github@jplamondonw.com>2017-04-05 14:55:46 -0400
commitdbb9bd84306830456032778fc11fb9a34dd140c7 (patch)
tree0219cab065bfffbbbb9b048b6a30044f510be2c5 /src/TrainerMod/TrainerMod.cs
parent9c9833c9086b758589dafee10243e3bf47e12d73 (diff)
parent4675da0600edf6781cd740549ad0a175b606fc1e (diff)
downloadSMAPI-dbb9bd84306830456032778fc11fb9a34dd140c7.tar.gz
SMAPI-dbb9bd84306830456032778fc11fb9a34dd140c7.tar.bz2
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Merge branch 'develop-1.9' into stable
Diffstat (limited to 'src/TrainerMod/TrainerMod.cs')
-rw-r--r--src/TrainerMod/TrainerMod.cs1145
1 files changed, 553 insertions, 592 deletions
diff --git a/src/TrainerMod/TrainerMod.cs b/src/TrainerMod/TrainerMod.cs
index c76bb78c..7187a358 100644
--- a/src/TrainerMod/TrainerMod.cs
+++ b/src/TrainerMod/TrainerMod.cs
@@ -6,10 +6,10 @@ 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.Framework;
using TrainerMod.ItemData;
using Object = StardewValley.Object;
@@ -44,7 +44,7 @@ namespace TrainerMod
/// <param name="helper">Provides simplified APIs for writing mods.</param>
public override void Entry(IModHelper helper)
{
- this.RegisterCommands();
+ this.RegisterCommands(helper);
GameEvents.UpdateTick += this.ReceiveUpdateTick;
}
@@ -73,646 +73,615 @@ namespace TrainerMod
Game1.timeOfDay = this.FrozenTime;
}
- /// <summary>Register all trainer commands.</summary>
- private void RegisterCommands()
- {
- Command.RegisterCommand("types", "Lists all value types | types").CommandFired += this.HandleTypes;
-
- Command.RegisterCommand("save", "Saves the game? Doesn't seem to work. | save").CommandFired += this.HandleSave;
- Command.RegisterCommand("load", "Shows the load screen | load").CommandFired += this.HandleLoad;
-
- Command.RegisterCommand("exit", "Closes the game | exit").CommandFired += this.HandleExit;
- Command.RegisterCommand("stop", "Closes the game | stop").CommandFired += this.HandleExit;
-
- Command.RegisterCommand("player_setname", "Sets the player's name | player_setname <object> <value>", new[] { "(player, pet, farm)<object> (String)<value> The target name" }).CommandFired += this.HandlePlayerSetName;
- Command.RegisterCommand("player_setmoney", "Sets the player's money | player_setmoney <value>|inf", new[] { "(Int32)<value> The target money" }).CommandFired += this.HandlePlayerSetMoney;
- Command.RegisterCommand("player_setstamina", "Sets the player's stamina | player_setstamina <value>|inf", new[] { "(Int32)<value> The target stamina" }).CommandFired += this.HandlePlayerSetStamina;
- Command.RegisterCommand("player_setmaxstamina", "Sets the player's max stamina | player_setmaxstamina <value>", new[] { "(Int32)<value> The target max stamina" }).CommandFired += this.HandlePlayerSetMaxStamina;
- Command.RegisterCommand("player_sethealth", "Sets the player's health | player_sethealth <value>|inf", new[] { "(Int32)<value> The target health" }).CommandFired += this.HandlePlayerSetHealth;
- Command.RegisterCommand("player_setmaxhealth", "Sets the player's max health | player_setmaxhealth <value>", new[] { "(Int32)<value> The target max health" }).CommandFired += this.HandlePlayerSetMaxHealth;
- Command.RegisterCommand("player_setimmunity", "Sets the player's immunity | player_setimmunity <value>", new[] { "(Int32)<value> The target immunity" }).CommandFired += this.HandlePlayerSetImmunity;
-
- Command.RegisterCommand("player_setlevel", "Sets the player's specified skill to the specified value | player_setlevel <skill> <value>", new[] { "(luck, mining, combat, farming, fishing, foraging)<skill> (1-10)<value> The target level" }).CommandFired += this.HandlePlayerSetLevel;
- Command.RegisterCommand("player_setspeed", "Sets the player's speed to the specified value?", new[] { "(Int32)<value> The target speed [0 is normal]" }).CommandFired += this.HandlePlayerSetSpeed;
- Command.RegisterCommand("player_changecolour", "Sets the player's colour of the specified object | player_changecolor <object> <colour>", new[] { "(hair, eyes, pants)<object> (r,g,b)<colour>" }).CommandFired += this.HandlePlayerChangeColor;
- Command.RegisterCommand("player_changestyle", "Sets the player's style of the specified object | player_changecolor <object> <value>", new[] { "(hair, shirt, skin, acc, shoe, swim, gender)<object> (Int32)<value>" }).CommandFired += this.HandlePlayerChangeStyle;
-
- Command.RegisterCommand("player_additem", "Gives the player an item | player_additem <item> [count] [quality]", new[] { "(Int32)<id> (Int32)[count] (Int32)[quality]" }).CommandFired += this.HandlePlayerAddItem;
- Command.RegisterCommand("player_addmelee", "Gives the player a melee item | player_addmelee <item>", new[] { "?<item>" }).CommandFired += this.HandlePlayerAddMelee;
- Command.RegisterCommand("player_addring", "Gives the player a ring | player_addring <item>", new[] { "?<item>" }).CommandFired += this.HandlePlayerAddRing;
-
- Command.RegisterCommand("list_items", "Lists items in the game data | list_items [search]", new[] { "(String)<search>" }).CommandFired += this.HandleListItems;
-
- Command.RegisterCommand("world_settime", "Sets the time to the specified value | world_settime <value>", new[] { "(Int32)<value> The target time [06:00 AM is 600]" }).CommandFired += this.HandleWorldSetTime;
- Command.RegisterCommand("world_freezetime", "Freezes or thaws time | world_freezetime <value>", new[] { "(0 - 1)<value> Whether or not to freeze time. 0 is thawed, 1 is frozen" }).CommandFired += this.HandleWorldFreezeTime;
- Command.RegisterCommand("world_setday", "Sets the day to the specified value | world_setday <value>", new[] { "(Int32)<value> The target day [1-28]" }).CommandFired += this.world_setDay;
- Command.RegisterCommand("world_setseason", "Sets the season to the specified value | world_setseason <value>", new[] { "(winter, spring, summer, fall)<value> The target season" }).CommandFired += this.HandleWorldSetSeason;
- Command.RegisterCommand("world_downminelevel", "Goes down one mine level? | world_downminelevel", new[] { "" }).CommandFired += this.HandleWorldDownMineLevel;
- Command.RegisterCommand("world_setminelevel", "Sets mine level? | world_setminelevel", new[] { "(Int32)<value> The target level" }).CommandFired += this.HandleWorldSetMineLevel;
-
- Command.RegisterCommand("show_game_files", "Opens the game folder. | show_game_files").CommandFired += this.HandleShowGameFiles;
- Command.RegisterCommand("show_data_files", "Opens the folder containing the save and log files. | show_data_files").CommandFired += this.HandleShowDataFiles;
- }
-
/****
- ** Command handlers
+ ** Command definitions
****/
- /// <summary>The event raised when the 'types' command is triggered.</summary>
- /// <param name="sender">The event sender.</param>
- /// <param name="e">The event arguments.</param>
- private void HandleTypes(object sender, EventArgsCommand e)
- {
- this.Monitor.Log($"[Int32: {int.MinValue} - {int.MaxValue}], [Int64: {long.MinValue} - {long.MaxValue}], [String: \"raw text\"], [Colour: r,g,b (EG: 128, 32, 255)]", LogLevel.Info);
- }
-
- /// <summary>The event raised when the 'save' command is triggered.</summary>
- /// <param name="sender">The event sender.</param>
- /// <param name="e">The event arguments.</param>
- private void HandleSave(object sender, EventArgsCommand e)
- {
- SaveGame.Save();
- }
-
- /// <summary>The event raised when the 'load' command is triggered.</summary>
- /// <param name="sender">The event sender.</param>
- /// <param name="e">The event arguments.</param>
- private void HandleLoad(object sender, EventArgsCommand e)
- {
- Game1.hasLoadedGame = false;
- Game1.activeClickableMenu = new LoadGameMenu();
- }
-
- /// <summary>The event raised when the 'exit' command is triggered.</summary>
- /// <param name="sender">The event sender.</param>
- /// <param name="e">The event arguments.</param>
- private void HandleExit(object sender, EventArgsCommand e)
- {
- Program.gamePtr.Exit();
- Environment.Exit(0);
- }
-
- /// <summary>The event raised when the 'player_setName' command is triggered.</summary>
- /// <param name="sender">The event sender.</param>
- /// <param name="e">The event arguments.</param>
- private void HandlePlayerSetName(object sender, EventArgsCommand e)
- {
- if (e.Command.CalledArgs.Length > 1)
+ /// <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_addmelee", "Gives the player a melee weapon.\n\nUsage: player_addmelee <item>\n- item: the melee 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("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_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_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_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- value: the target season (one of 'spring', 'summer', 'fall', 'winter').", 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);
+ }
+
+ /// <summary>Handle a TrainerMod command.</summary>
+ /// <param name="command">The command name.</param>
+ /// <param name="args">The command arguments.</param>
+ private void HandleCommand(string command, string[] args)
+ {
+ switch (command)
{
- string target = e.Command.CalledArgs[0];
- string[] validTargets = { "player", "pet", "farm" };
- if (validTargets.Contains(target))
- {
- switch (target)
+ 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)
{
- case "player":
- Game1.player.Name = e.Command.CalledArgs[1];
- break;
- case "pet":
- this.Monitor.Log("Pets cannot currently be renamed.", LogLevel.Info);
- break;
- case "farm":
- Game1.player.farmName = e.Command.CalledArgs[1];
- break;
+ 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($"OK, your farm's name is now {Game1.player.Name}.", LogLevel.Info);
+ break;
+ }
+ }
+ else
+ this.LogArgumentsInvalid(command);
}
- }
- else
- this.LogObjectInvalid();
- }
- else
- this.LogObjectValueNotSpecified();
- }
+ else
+ this.Monitor.Log($"Your name is currently '{Game1.player.Name}'. Type 'help player_setname' for usage.", LogLevel.Info);
+ break;
- /// <summary>The event raised when the 'player_setMoney' command is triggered.</summary>
- /// <param name="sender">The event sender.</param>
- /// <param name="e">The event arguments.</param>
- private void HandlePlayerSetMoney(object sender, EventArgsCommand e)
- {
- if (e.Command.CalledArgs.Length > 0)
- {
- string amountStr = e.Command.CalledArgs[0];
- if (amountStr == "inf")
- this.InfiniteMoney = true;
- else
- {
- this.InfiniteMoney = false;
- int amount;
- if (int.TryParse(amountStr, out amount))
+ case "player_setmoney":
+ if (args.Any())
{
- Game1.player.Money = amount;
- this.Monitor.Log($"Set {Game1.player.Name}'s money to {Game1.player.Money}", LogLevel.Info);
+ string amountStr = args[0];
+ if (amountStr == "inf")
+ {
+ this.InfiniteMoney = true;
+ this.Monitor.Log("OK, you now have infinite money.", LogLevel.Info);
+ }
+ else
+ {
+ this.InfiniteMoney = false;
+ int amount;
+ if (int.TryParse(amountStr, out amount))
+ {
+ Game1.player.Money = amount;
+ this.Monitor.Log($"OK, you now have {Game1.player.Money} gold.", LogLevel.Info);
+ }
+ else
+ this.LogArgumentNotInt(command);
+ }
}
else
- this.LogValueNotInt32();
- }
- }
- else
- this.LogValueNotSpecified();
- }
+ this.Monitor.Log($"You currently have {(this.InfiniteMoney ? "infinite" : Game1.player.Money.ToString())} gold. Specify a value to change it.", LogLevel.Info);
+ break;
- /// <summary>The event raised when the 'player_setStamina' command is triggered.</summary>
- /// <param name="sender">The event sender.</param>
- /// <param name="e">The event arguments.</param>
- private void HandlePlayerSetStamina(object sender, EventArgsCommand e)
- {
- if (e.Command.CalledArgs.Length > 0)
- {
- string amountStr = e.Command.CalledArgs[0];
- if (amountStr == "inf")
- this.InfiniteStamina = true;
- else
- {
- this.InfiniteStamina = false;
- int amount;
- if (int.TryParse(amountStr, out amount))
+ case "player_setstamina":
+ if (args.Any())
{
- Game1.player.Stamina = amount;
- this.Monitor.Log($"Set {Game1.player.Name}'s stamina to {Game1.player.Stamina}", LogLevel.Info);
+ 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($"OK, you now have {Game1.player.Stamina} stamina.", LogLevel.Info);
+ }
+ else
+ this.LogArgumentNotInt(command);
+ }
}
else
- this.LogValueNotInt32();
- }
- }
- else
- this.LogValueNotSpecified();
- }
+ this.Monitor.Log($"You currently have {(this.InfiniteStamina ? "infinite" : Game1.player.Stamina.ToString())} stamina. Specify a value to change it.", LogLevel.Info);
+ break;
- /// <summary>The event raised when the 'player_setMaxStamina' command is triggered.</summary>
- /// <param name="sender">The event sender.</param>
- /// <param name="e">The event arguments.</param>
- private void HandlePlayerSetMaxStamina(object sender, EventArgsCommand e)
- {
- if (e.Command.CalledArgs.Length > 0)
- {
- int amount;
- if (int.TryParse(e.Command.CalledArgs[0], out amount))
- {
- Game1.player.MaxStamina = amount;
- this.Monitor.Log($"Set {Game1.player.Name}'s max stamina to {Game1.player.MaxStamina}", LogLevel.Info);
- }
- else
- this.LogValueNotInt32();
- }
- else
- this.LogValueNotSpecified();
- }
+ case "player_setmaxstamina":
+ if (args.Any())
+ {
+ int amount;
+ if (int.TryParse(args[0], out amount))
+ {
+ Game1.player.MaxStamina = amount;
+ this.Monitor.Log($"OK, you now have {Game1.player.MaxStamina} max stamina.", LogLevel.Info);
+ }
+ else
+ this.LogArgumentNotInt(command);
+ }
+ else
+ this.Monitor.Log($"You currently have {Game1.player.MaxStamina} max stamina. Specify a value to change it.", LogLevel.Info);
+ break;
- /// <summary>The event raised when the 'player_setLevel' command is triggered.</summary>
- /// <param name="sender">The event sender.</param>
- /// <param name="e">The event arguments.</param>
- private void HandlePlayerSetLevel(object sender, EventArgsCommand e)
- {
- if (e.Command.CalledArgs.Length > 1)
- {
- string skill = e.Command.CalledArgs[0];
- string[] skills = { "luck", "mining", "combat", "farming", "fishing", "foraging" };
- if (skills.Contains(skill))
- {
- int level;
- if (int.TryParse(e.Command.CalledArgs[1], out level))
+ case "player_setlevel":
+ if (args.Length > 1)
{
- switch (skill)
+ string skill = args[0];
+ string[] skills = { "luck", "mining", "combat", "farming", "fishing", "foraging" };
+ if (skills.Contains(skill))
{
- case "luck":
- Game1.player.LuckLevel = level;
- break;
- case "mining":
- Game1.player.MiningLevel = level;
- break;
- case "combat":
- Game1.player.CombatLevel = level;
- break;
- case "farming":
- Game1.player.FarmingLevel = level;
- break;
- case "fishing":
- Game1.player.FishingLevel = level;
- break;
- case "foraging":
- Game1.player.ForagingLevel = level;
- break;
+ int level;
+ if (int.TryParse(args[1], out level))
+ {
+ switch (skill)
+ {
+ case "luck":
+ Game1.player.LuckLevel = level;
+ this.Monitor.Log($"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($"OK, your foraging skill is now {Game1.player.ForagingLevel}.", LogLevel.Info);
+ break;
+ }
+ }
+ else
+ this.LogArgumentNotInt(command);
}
+ else
+ this.LogUsageError("That isn't a valid skill.", command);
}
else
- this.LogValueNotInt32();
- }
- else
- this.Monitor.Log("<skill> is invalid", LogLevel.Error);
- }
- else
- this.Monitor.Log("<skill> and <value> must be specified", LogLevel.Error);
- }
+ this.LogArgumentsInvalid(command);
+ break;
- /// <summary>The event raised when the 'player_setSpeed' command is triggered.</summary>
- /// <param name="sender">The event sender.</param>
- /// <param name="e">The event arguments.</param>
- private void HandlePlayerSetSpeed(object sender, EventArgsCommand e)
- {
- if (e.Command.CalledArgs.Length > 0)
- {
- string amountStr = e.Command.CalledArgs[0];
- if (amountStr.IsInt())
- {
- Game1.player.addedSpeed = amountStr.ToInt();
- this.Monitor.Log($"Set {Game1.player.Name}'s added speed to {Game1.player.addedSpeed}", LogLevel.Info);
- }
- else
- this.LogValueNotInt32();
- }
- else
- this.LogValueNotSpecified();
- }
+ 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;
- /// <summary>The event raised when the 'player_changeColour' command is triggered.</summary>
- /// <param name="sender">The event sender.</param>
- /// <param name="e">The event arguments.</param>
- private void HandlePlayerChangeColor(object sender, EventArgsCommand e)
- {
- if (e.Command.CalledArgs.Length > 1)
- {
- string target = e.Command.CalledArgs[0];
- string[] validTargets = { "hair", "eyes", "pants" };
- if (validTargets.Contains(target))
- {
- string[] colorHexes = e.Command.CalledArgs[1].Split(new[] { ',' }, 3);
- if (colorHexes[0].IsInt() && colorHexes[1].IsInt() && colorHexes[2].IsInt())
+ case "player_changecolor":
+ if (args.Length > 1)
{
- var color = new Color(colorHexes[0].ToInt(), colorHexes[1].ToInt(), colorHexes[2].ToInt());
- switch (target)
+ string target = args[0];
+ string[] validTargets = { "hair", "eyes", "pants" };
+ if (validTargets.Contains(target))
{
- case "hair":
- Game1.player.hairstyleColor = color;
- break;
- case "eyes":
- Game1.player.changeEyeColor(color);
- break;
- case "pants":
- Game1.player.pantsColor = color;
- break;
+ 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.Monitor.Log("<colour> is invalid", LogLevel.Error);
- }
- else
- this.LogObjectInvalid();
- }
- else
- this.Monitor.Log("<object> and <colour> must be specified", LogLevel.Error);
- }
+ this.LogArgumentsInvalid(command);
+ break;
- /// <summary>The event raised when the 'player_changeStyle' command is triggered.</summary>
- /// <param name="sender">The event sender.</param>
- /// <param name="e">The event arguments.</param>
- private void HandlePlayerChangeStyle(object sender, EventArgsCommand e)
- {
- if (e.Command.CalledArgs.Length > 1)
- {
- string target = e.Command.CalledArgs[0];
- string[] validTargets = { "hair", "shirt", "skin", "acc", "shoe", "swim", "gender" };
- if (validTargets.Contains(target))
- {
- if (e.Command.CalledArgs[1].IsInt())
+ case "player_changestyle":
+ if (args.Length > 1)
{
- var styleID = e.Command.CalledArgs[1].ToInt();
- switch (target)
+ string target = args[0];
+ string[] validTargets = { "hair", "shirt", "skin", "acc", "shoe", "swim", "gender" };
+ if (validTargets.Contains(target))
{
- case "hair":
- Game1.player.changeHairStyle(styleID);
- break;
- case "shirt":
- Game1.player.changeShirt(styleID);
- break;
- case "acc":
- Game1.player.changeAccessory(styleID);
- break;
- case "skin":
- Game1.player.changeSkinColor(styleID);
- break;
- case "shoe":
- Game1.player.changeShoeColor(styleID);
- break;
- case "swim":
- if (styleID == 0)
- Game1.player.changeOutOfSwimSuit();
- else if (styleID == 1)
- Game1.player.changeIntoSwimsuit();
- else
- this.Monitor.Log("<value> must be 0 or 1 for this <object>", LogLevel.Error);
- break;
- case "gender":
- if (styleID == 0)
- Game1.player.changeGender(true);
- else if (styleID == 1)
- Game1.player.changeGender(false);
- else
- this.Monitor.Log("<value> must be 0 or 1 for this <object>", LogLevel.Error);
- break;
+ 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.LogValueInvalid();
- }
- else
- this.LogObjectInvalid();
- }
- else
- this.LogObjectValueNotSpecified();
- }
+ this.LogArgumentsInvalid(command);
+ break;
- /// <summary>The event raised when the 'world_freezeTime' command is triggered.</summary>
- /// <param name="sender">The event sender.</param>
- /// <param name="e">The event arguments.</param>
- private void HandleWorldFreezeTime(object sender, EventArgsCommand e)
- {
- if (e.Command.CalledArgs.Length > 0)
- {
- string valueStr = e.Command.CalledArgs[0];
- if (valueStr.IsInt())
- {
- int value = valueStr.ToInt();
- if (value == 0 || value == 1)
+ 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($"OK, time is now {(this.FreezeTime ? "frozen" : "resumed")}.", LogLevel.Info);
+ }
+ else
+ this.LogUsageError("The value should be 0 (not frozen), 1 (frozen), or empty (toggle).", command);
+ }
+ else
+ this.LogArgumentNotInt(command);
+ }
+ else
{
- this.FreezeTime = value == 1;
+ this.FreezeTime = !this.FreezeTime;
this.FrozenTime = this.FreezeTime ? Game1.timeOfDay : 0;
- this.Monitor.Log("Time is now " + (this.FreezeTime ? "frozen" : "thawed"), LogLevel.Info);
+ this.Monitor.Log($"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($"OK, the time is now {Game1.timeOfDay.ToString().PadLeft(4, '0')}.", LogLevel.Info);
+ }
+ else
+ this.LogUsageError("That isn't a valid time.", command);
+ }
+ else
+ this.LogArgumentNotInt(command);
}
else
- this.Monitor.Log("<value> should be 0 or 1", LogLevel.Error);
- }
- else
- this.LogValueNotInt32();
- }
- else
- this.LogValueNotSpecified();
- }
+ this.Monitor.Log($"The current time is {Game1.timeOfDay}. Specify a value to change it.", LogLevel.Info);
+ break;
- /// <summary>The event raised when the 'world_setTime' command is triggered.</summary>
- /// <param name="sender">The event sender.</param>
- /// <param name="e">The event arguments.</param>
- private void HandleWorldSetTime(object sender, EventArgsCommand e)
- {
- if (e.Command.CalledArgs.Length > 0)
- {
- string timeStr = e.Command.CalledArgs[0];
- if (timeStr.IsInt())
- {
- int time = timeStr.ToInt();
+ 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;
- if (time <= 2600 && time >= 600)
+ case "world_setseason":
+ if (args.Any())
{
- Game1.timeOfDay = e.Command.CalledArgs[0].ToInt();
- this.FrozenTime = this.FreezeTime ? Game1.timeOfDay : 0;
- this.Monitor.Log($"Time set to: {Game1.timeOfDay}", LogLevel.Info);
+ string season = args[0];
+ string[] validSeasons = { "winter", "spring", "summer", "fall" };
+ if (validSeasons.Contains(season))
+ {
+ Game1.currentSeason = season;
+ this.Monitor.Log($"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("<value> should be between 600 and 2600 (06:00 AM - 02:00 AM [NEXT DAY])", LogLevel.Error);
- }
- else
- this.LogValueNotInt32();
- }
- else
- this.LogValueNotSpecified();
- }
+ this.Monitor.Log($"The current season is {Game1.currentSeason}. Specify a value to change it.", LogLevel.Info);
+ break;
- /// <summary>The event raised when the 'world_setDay' command is triggered.</summary>
- /// <param name="sender">The event sender.</param>
- /// <param name="e">The event arguments.</param>
- private void world_setDay(object sender, EventArgsCommand e)
- {
- if (e.Command.CalledArgs.Length > 0)
- {
- string dayStr = e.Command.CalledArgs[0];
+ case "player_sethealth":
+ if (args.Any())
+ {
+ string amountStr = args[0];
- if (dayStr.IsInt())
- {
- int day = dayStr.ToInt();
- if (day <= 28 && day > 0)
- Game1.dayOfMonth = day;
+ if (amountStr == "inf")
+ {
+ this.InfiniteHealth = true;
+ this.Monitor.Log("OK, you now have infinite health.", LogLevel.Info);
+ }
+ else
+ {
+ this.InfiniteHealth = false;
+ int amount;
+ if (int.TryParse(amountStr, out amount))
+ {
+ Game1.player.health = amount;
+ this.Monitor.Log($"OK, you now have {Game1.player.health} health.", LogLevel.Info);
+ }
+ else
+ this.LogArgumentNotInt(command);
+ }
+ }
else
- this.Monitor.Log("<value> must be between 1 and 28", LogLevel.Error);
- }
- else
- this.LogValueNotInt32();
- }
- else
- this.LogValueNotSpecified();
- }
+ this.Monitor.Log($"You currently have {(this.InfiniteHealth ? "infinite" : Game1.player.health.ToString())} health. Specify a value to change it.", LogLevel.Info);
+ break;
- /// <summary>The event raised when the 'world_setSeason' command is triggered.</summary>
- /// <param name="sender">The event sender.</param>
- /// <param name="e">The event arguments.</param>
- private void HandleWorldSetSeason(object sender, EventArgsCommand e)
- {
- if (e.Command.CalledArgs.Length > 0)
- {
- string season = e.Command.CalledArgs[0];
- string[] validSeasons = { "winter", "spring", "summer", "fall" };
- if (validSeasons.Contains(season))
- Game1.currentSeason = season;
- else
- this.LogValueInvalid();
- }
- else
- this.LogValueNotSpecified();
- }
-
- /// <summary>The event raised when the 'player_setHealth' command is triggered.</summary>
- /// <param name="sender">The event sender.</param>
- /// <param name="e">The event arguments.</param>
- private void HandlePlayerSetHealth(object sender, EventArgsCommand e)
- {
- if (e.Command.CalledArgs.Length > 0)
- {
- string amountStr = e.Command.CalledArgs[0];
+ case "player_setmaxhealth":
+ if (args.Any())
+ {
+ int maxHealth;
+ if (int.TryParse(args[0], out maxHealth))
+ {
+ Game1.player.maxHealth = maxHealth;
+ this.Monitor.Log($"OK, you now have {Game1.player.maxHealth} max health.", LogLevel.Info);
+ }
+ else
+ this.LogArgumentNotInt(command);
+ }
+ else
+ this.Monitor.Log($"You currently have {Game1.player.maxHealth} max health. Specify a value to change it.", LogLevel.Info);
+ break;
- if (amountStr == "inf")
- this.InfiniteHealth = true;
- else
- {
- this.InfiniteHealth = false;
- if (amountStr.IsInt())
- Game1.player.health = amountStr.ToInt();
+ case "player_setimmunity":
+ if (args.Any())
+ {
+ int amount;
+ if (int.TryParse(args[0], out amount))
+ {
+ Game1.player.immunity = amount;
+ this.Monitor.Log($"OK, you now have {Game1.player.immunity} immunity.", LogLevel.Info);
+ }
+ else
+ this.LogArgumentNotInt(command);
+ }
else
- this.LogValueNotInt32();
- }
- }
- else
- this.LogValueNotSpecified();
- }
+ this.Monitor.Log($"You currently have {Game1.player.immunity} immunity. Specify a value to change it.", LogLevel.Info);
+ break;
- /// <summary>The event raised when the 'player_setMaxHealth' command is triggered.</summary>
- /// <param name="sender">The event sender.</param>
- /// <param name="e">The event arguments.</param>
- private void HandlePlayerSetMaxHealth(object sender, EventArgsCommand e)
- {
- if (e.Command.CalledArgs.Length > 0)
- {
- string amountStr = e.Command.CalledArgs[0];
- if (amountStr.IsInt())
- Game1.player.maxHealth = amountStr.ToInt();
- else
- this.LogValueNotInt32();
- }
- else
- this.LogValueNotSpecified();
- }
+ case "player_additem":
+ if (args.Any())
+ {
+ int itemID;
+ if (int.TryParse(args[0], out itemID))
+ {
+ int count = 1;
+ int quality = 0;
+ if (args.Length > 1)
+ {
+ if (!int.TryParse(args[1], out count))
+ {
+ this.LogUsageError("The optional count is invalid.", command);
+ return;
+ }
+
+ if (args.Length > 2 && !int.TryParse(args[2], out quality))
+ {
+ this.LogUsageError("The optional quality is invalid.", command);
+ return;
+ }
+ }
- /// <summary>The event raised when the 'player_setImmunity' command is triggered.</summary>
- /// <param name="sender">The event sender.</param>
- /// <param name="e">The event arguments.</param>
- private void HandlePlayerSetImmunity(object sender, EventArgsCommand e)
- {
- if (e.Command.CalledArgs.Length > 0)
- {
- string amountStr = e.Command.CalledArgs[0];
- if (amountStr.IsInt())
- Game1.player.immunity = amountStr.ToInt();
- else
- this.LogValueNotInt32();
- }
- else
- this.LogValueNotSpecified();
- }
+ var item = new Object(itemID, count) { quality = quality };
+ if (item.Name == "Error Item")
+ this.Monitor.Log("There is no such item ID.", LogLevel.Error);
+ else
+ {
+ Game1.player.addItemByMenuIfNecessary(item);
+ this.Monitor.Log($"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;
- /// <summary>The event raised when the 'player_addItem' command is triggered.</summary>
- /// <param name="sender">The event sender.</param>
- /// <param name="e">The event arguments.</param>
- private void HandlePlayerAddItem(object sender, EventArgsCommand e)
- {
- if (e.Command.CalledArgs.Length > 0)
- {
- string itemIdStr = e.Command.CalledArgs[0];
- if (itemIdStr.IsInt())
- {
- int itemID = itemIdStr.ToInt();
- int count = 1;
- int quality = 0;
- if (e.Command.CalledArgs.Length > 1)
+ case "player_addmelee":
+ if (args.Any())
{
- if (e.Command.CalledArgs[1].IsInt())
- count = e.Command.CalledArgs[1].ToInt();
- else
+ int weaponID;
+ if (int.TryParse(args[0], out weaponID))
{
- this.Monitor.Log("[count] is invalid", LogLevel.Error);
- return;
+ MeleeWeapon weapon = new MeleeWeapon(weaponID);
+ if (weapon.Name == null)
+ this.Monitor.Log("There is no such weapon ID.", LogLevel.Error);
+ else
+ {
+ Game1.player.addItemByMenuIfNecessary(weapon);
+ this.Monitor.Log($"OK, added {weapon.Name} to your inventory.", LogLevel.Info);
+ }
}
+ else
+ this.LogUsageError("The weapon ID must be an integer.", command);
+ }
+ else
+ this.LogArgumentsInvalid(command);
+ break;
- if (e.Command.CalledArgs.Length > 2)
+ case "player_addring":
+ if (args.Any())
+ {
+ int ringID;
+ if (int.TryParse(args[0], out ringID))
{
- if (e.Command.CalledArgs[2].IsInt())
- quality = e.Command.CalledArgs[2].ToInt();
+ if (ringID < Ring.ringLowerIndexRange || ringID > Ring.ringUpperIndexRange)
+ this.Monitor.Log($"There is no such ring ID (must be between {Ring.ringLowerIndexRange} and {Ring.ringUpperIndexRange}).", LogLevel.Error);
else
{
- this.Monitor.Log("[quality] is invalid", LogLevel.Error);
- return;
+ Ring ring = new Ring(ringID);
+ Game1.player.addItemByMenuIfNecessary(ring);
+ this.Monitor.Log($"OK, added {ring.Name} to your inventory.", LogLevel.Info);
}
}
+ else
+ this.Monitor.Log("<item> is invalid", LogLevel.Error);
}
+ else
+ this.LogArgumentsInvalid(command);
+ break;
- var item = new Object(itemID, count) { quality = quality };
+ case "list_items":
+ {
+ var matches = this.GetItems(args).ToArray();
- Game1.player.addItemByMenuIfNecessary(item);
- }
- else
- this.Monitor.Log("<item> is invalid", LogLevel.Error);
- }
- else
- this.LogObjectValueNotSpecified();
- }
+ // show matches
+ string summary = "Searching...\n";
+ if (matches.Any())
+ this.Monitor.Log(summary + this.GetTableString(matches, new[] { "type", "id", "name" }, val => new[] { val.Type.ToString(), val.ID.ToString(), val.Name }), LogLevel.Info);
+ else
+ this.Monitor.Log(summary + "No items found", LogLevel.Info);
+ }
+ break;
- /// <summary>The event raised when the 'player_addMelee' command is triggered.</summary>
- /// <param name="sender">The event sender.</param>
- /// <param name="e">The event arguments.</param>
- private void HandlePlayerAddMelee(object sender, EventArgsCommand e)
- {
- if (e.Command.CalledArgs.Length > 0)
- {
- if (e.Command.CalledArgs[0].IsInt())
- {
- MeleeWeapon weapon = new MeleeWeapon(e.Command.CalledArgs[0].ToInt());
- Game1.player.addItemByMenuIfNecessary(weapon);
- this.Monitor.Log($"Gave {weapon.Name} to {Game1.player.Name}", LogLevel.Info);
- }
- else
- this.Monitor.Log("<item> is invalid", LogLevel.Error);
- }
- else
- this.LogObjectValueNotSpecified();
- }
+ case "world_downminelevel":
+ {
+ int level = (Game1.currentLocation as MineShaft)?.mineLevel ?? 0;
+ this.Monitor.Log($"OK, warping you to mine level {level + 1}.", LogLevel.Info);
+ Game1.enterMine(false, level + 1, "");
+ break;
+ }
- /// <summary>The event raised when the 'player_addRing' command is triggered.</summary>
- /// <param name="sender">The event sender.</param>
- /// <param name="e">The event arguments.</param>
- private void HandlePlayerAddRing(object sender, EventArgsCommand e)
- {
- if (e.Command.CalledArgs.Length > 0)
- {
- if (e.Command.CalledArgs[0].IsInt())
- {
- Ring ring = new Ring(e.Command.CalledArgs[0].ToInt());
- Game1.player.addItemByMenuIfNecessary(ring);
- this.Monitor.Log($"Gave {ring.Name} to {Game1.player.Name}", LogLevel.Info);
- }
- else
- this.Monitor.Log("<item> is invalid", LogLevel.Error);
- }
- else
- this.LogObjectValueNotSpecified();
- }
+ case "world_setminelevel":
+ if (args.Any())
+ {
+ int level;
+ if (int.TryParse(args[0], out level))
+ {
+ level = Math.Max(1, level);
+ this.Monitor.Log($"OK, warping you to mine level {level}.", LogLevel.Info);
+ Game1.enterMine(true, level, "");
+ }
+ else
+ this.LogArgumentNotInt(command);
+ }
+ else
+ this.LogArgumentsInvalid(command);
+ break;
- /// <summary>The event raised when the 'list_items' command is triggered.</summary>
- /// <param name="sender">The event sender.</param>
- /// <param name="e">The event arguments.</param>
- private void HandleListItems(object sender, EventArgsCommand e)
- {
- var matches = this.GetItems(e.Command.CalledArgs).ToArray();
-
- // show matches
- string summary = "Searching...\n";
- if (matches.Any())
- this.Monitor.Log(summary + this.GetTableString(matches, new[] { "type", "id", "name" }, val => new[] { val.Type.ToString(), val.ID.ToString(), val.Name }), LogLevel.Info);
- else
- this.Monitor.Log(summary + "No items found", LogLevel.Info);
- }
+ case "show_game_files":
+ Process.Start(Constants.ExecutionPath);
+ this.Monitor.Log($"OK, opening {Constants.ExecutionPath}.", LogLevel.Info);
+ break;
- /// <summary>The event raised when the 'world_downMineLevel' command is triggered.</summary>
- /// <param name="sender">The event sender.</param>
- /// <param name="e">The event arguments.</param>
- private void HandleWorldDownMineLevel(object sender, EventArgsCommand e)
- {
- Game1.nextMineLevel();
- }
+ case "show_data_files":
+ Process.Start(Constants.DataPath);
+ this.Monitor.Log($"OK, opening {Constants.DataPath}.", LogLevel.Info);
+ break;
- /// <summary>The event raised when the 'world_setMineLevel' command is triggered.</summary>
- /// <param name="sender">The event sender.</param>
- /// <param name="e">The event arguments.</param>
- private void HandleWorldSetMineLevel(object sender, EventArgsCommand e)
- {
- if (e.Command.CalledArgs.Length > 0)
- {
- if (e.Command.CalledArgs[0].IsInt())
- Game1.enterMine(true, e.Command.CalledArgs[0].ToInt(), "");
- else
- this.LogValueNotInt32();
+ default:
+ throw new NotImplementedException($"TrainerMod received unknown command '{command}'.");
}
- else
- this.LogValueNotSpecified();
- }
-
- /// <summary>The event raised when the 'show_game_files' command is triggered.</summary>
- /// <param name="sender">The event sender.</param>
- /// <param name="e">The event arguments.</param>
- private void HandleShowGameFiles(object sender, EventArgsCommand e)
- {
- Process.Start(Constants.ExecutionPath);
- }
-
- /// <summary>The event raised when the 'show_data_files' command is triggered.</summary>
- /// <param name="sender">The event sender.</param>
- /// <param name="e">The event arguments.</param>
- private void HandleShowDataFiles(object sender, EventArgsCommand e)
- {
- Process.Start(Constants.DataPath);
}
/****
@@ -800,34 +769,26 @@ namespace TrainerMod
/****
** Logging
****/
- /// <summary>Log an error indicating a value must be specified.</summary>
- public void LogValueNotSpecified()
+ /// <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("<value> must be specified", LogLevel.Error);
+ this.Monitor.Log($"{error} Type 'help {command}' for usage.", LogLevel.Error);
}
- /// <summary>Log an error indicating a target and value must be specified.</summary>
- public void LogObjectValueNotSpecified()
+ /// <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.Monitor.Log("<object> and <value> must be specified", LogLevel.Error);
+ this.LogUsageError("The value must be a whole number.", command);
}
/// <summary>Log an error indicating a value is invalid.</summary>
- public void LogValueInvalid()
- {
- this.Monitor.Log("<value> is invalid", LogLevel.Error);
- }
-
- /// <summary>Log an error indicating a target is invalid.</summary>
- public void LogObjectInvalid()
- {
- this.Monitor.Log("<object> is invalid", LogLevel.Error);
- }
-
- /// <summary>Log an error indicating a value must be an integer.</summary>
- public void LogValueNotInt32()
+ /// <param name="command">The name of the command.</param>
+ private void LogArgumentsInvalid(string command)
{
- this.Monitor.Log("<value> must be a whole number (Int32)", LogLevel.Error);
+ this.LogUsageError("The arguments are invalid.", command);
}
}
}