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author | Jesse Plamondon-Willard <github@jplamondonw.com> | 2017-07-02 01:32:07 -0400 |
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committer | Jesse Plamondon-Willard <github@jplamondonw.com> | 2017-07-02 01:32:07 -0400 |
commit | f9482906ae7ce4dfd41bb4236e094be5d4fa7689 (patch) | |
tree | d1f881d2e44d39090c55f9290113a957bc031cad /src | |
parent | 6364e162f22973201b9da69f76db512005a5501e (diff) | |
download | SMAPI-f9482906ae7ce4dfd41bb4236e094be5d4fa7689.tar.gz SMAPI-f9482906ae7ce4dfd41bb4236e094be5d4fa7689.tar.bz2 SMAPI-f9482906ae7ce4dfd41bb4236e094be5d4fa7689.zip |
split TrainerMod commands into separate classes (#302)
Diffstat (limited to 'src')
38 files changed, 1732 insertions, 861 deletions
diff --git a/src/TrainerMod/Framework/Commands/ITrainerCommand.cs b/src/TrainerMod/Framework/Commands/ITrainerCommand.cs new file mode 100644 index 00000000..55f36ceb --- /dev/null +++ b/src/TrainerMod/Framework/Commands/ITrainerCommand.cs @@ -0,0 +1,34 @@ +using StardewModdingAPI; + +namespace TrainerMod.Framework.Commands +{ + /// <summary>A TrainerMod command to register.</summary> + internal interface ITrainerCommand + { + /********* + ** Accessors + *********/ + /// <summary>The command name the user must type.</summary> + string Name { get; } + + /// <summary>The command description.</summary> + string Description { get; } + + /// <summary>Whether the command needs to perform logic when the game updates.</summary> + bool NeedsUpdate { get; } + + + /********* + ** 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> + 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> + void Update(IMonitor monitor); + } +} diff --git a/src/TrainerMod/Framework/Commands/Other/DebugCommand.cs b/src/TrainerMod/Framework/Commands/Other/DebugCommand.cs new file mode 100644 index 00000000..ad38d1ba --- /dev/null +++ b/src/TrainerMod/Framework/Commands/Other/DebugCommand.cs @@ -0,0 +1,33 @@ +using StardewModdingAPI; +using StardewValley; + +namespace TrainerMod.Framework.Commands.Other +{ + /// <summary>A command which sends a debug command to the game.</summary> + internal class DebugCommand : TrainerCommand + { + /********* + ** Public methods + *********/ + /// <summary>Construct an instance.</summary> + public DebugCommand() + : base("debug", "Run one of the game's debug commands; for example, 'debug warp FarmHouse 1 1' warps the player to the farmhouse.") { } + + /// <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) + { + // submit command + string debugCommand = string.Join(" ", args); + string oldOutput = Game1.debugOutput; + Game1.game1.parseDebugInput(debugCommand); + + // show result + monitor.Log(Game1.debugOutput != oldOutput + ? $"> {Game1.debugOutput}" + : "Sent debug command to the game, but there was no output.", LogLevel.Info); + } + } +} diff --git a/src/TrainerMod/Framework/Commands/Other/ShowDataFilesCommand.cs b/src/TrainerMod/Framework/Commands/Other/ShowDataFilesCommand.cs new file mode 100644 index 00000000..b2985bb1 --- /dev/null +++ b/src/TrainerMod/Framework/Commands/Other/ShowDataFilesCommand.cs @@ -0,0 +1,26 @@ +using System.Diagnostics; +using StardewModdingAPI; + +namespace TrainerMod.Framework.Commands.Other +{ + /// <summary>A command which shows the data files.</summary> + internal class ShowDataFilesCommand : TrainerCommand + { + /********* + ** Public methods + *********/ + /// <summary>Construct an instance.</summary> + public ShowDataFilesCommand() + : base("show_data_files", "Opens the folder containing the save and log files.") { } + + /// <summary>Handle the command.</summary> + /// <param name="monitor">Writes messages to the console and log file.</param> + /// <param name="command">The command name.</param> + /// <param name="args">The command arguments.</param> + public override void Handle(IMonitor monitor, string command, string[] args) + { + Process.Start(Constants.DataPath); + monitor.Log($"OK, opening {Constants.DataPath}.", LogLevel.Info); + } + } +} diff --git a/src/TrainerMod/Framework/Commands/Other/ShowGameFilesCommand.cs b/src/TrainerMod/Framework/Commands/Other/ShowGameFilesCommand.cs new file mode 100644 index 00000000..5695ce9a --- /dev/null +++ b/src/TrainerMod/Framework/Commands/Other/ShowGameFilesCommand.cs @@ -0,0 +1,26 @@ +using System.Diagnostics; +using StardewModdingAPI; + +namespace TrainerMod.Framework.Commands.Other +{ + /// <summary>A command which shows the game files.</summary> + internal class ShowGameFilesCommand : TrainerCommand + { + /********* + ** Public methods + *********/ + /// <summary>Construct an instance.</summary> + public ShowGameFilesCommand() + : base("show_game_files", "Opens the game folder.") { } + + /// <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) + { + Process.Start(Constants.ExecutionPath); + monitor.Log($"OK, opening {Constants.ExecutionPath}.", LogLevel.Info); + } + } +} diff --git a/src/TrainerMod/Framework/Commands/Player/AddFlooringCommand.cs b/src/TrainerMod/Framework/Commands/Player/AddFlooringCommand.cs new file mode 100644 index 00000000..57bd39e3 --- /dev/null +++ b/src/TrainerMod/Framework/Commands/Player/AddFlooringCommand.cs @@ -0,0 +1,47 @@ +using System.Linq; +using StardewModdingAPI; +using StardewValley; +using StardewValley.Objects; + +namespace TrainerMod.Framework.Commands.Player +{ + /// <summary>A command which adds a floor item to the player inventory.</summary> + internal class AddFlooringCommand : TrainerCommand + { + /********* + ** Public methods + *********/ + /// <summary>Construct an instance.</summary> + public AddFlooringCommand() + : base("player_addflooring", "Gives the player a flooring item.\n\nUsage: player_addflooring <flooring>\n- flooring: the flooring ID (ranges from 0 to 39).") { } + + /// <summary>Handle the command.</summary> + /// <param name="monitor">Writes messages to the console and log file.</param> + /// <param name="command">The command name.</param> + /// <param name="args">The command arguments.</param> + public override void Handle(IMonitor monitor, string command, string[] args) + { + // validate + if (!args.Any()) + { + this.LogArgumentsInvalid(monitor, command); + return; + } + if (!int.TryParse(args[0], out int floorID)) + { + this.LogArgumentNotInt(monitor, command); + return; + } + if (floorID < 0 || floorID > 39) + { + monitor.Log("There is no such flooring ID (must be between 0 and 39).", LogLevel.Error); + return; + } + + // handle + Wallpaper wallpaper = new Wallpaper(floorID, isFloor: true); + Game1.player.addItemByMenuIfNecessary(wallpaper); + monitor.Log($"OK, added flooring {floorID} to your inventory.", LogLevel.Info); + } + } +} diff --git a/src/TrainerMod/Framework/Commands/Player/AddItemCommand.cs b/src/TrainerMod/Framework/Commands/Player/AddItemCommand.cs new file mode 100644 index 00000000..6d3cf968 --- /dev/null +++ b/src/TrainerMod/Framework/Commands/Player/AddItemCommand.cs @@ -0,0 +1,68 @@ +using System.Linq; +using StardewModdingAPI; +using StardewValley; + +namespace TrainerMod.Framework.Commands.Player +{ + /// <summary>A command which adds an item to the player inventory.</summary> + internal class AddItemCommand : TrainerCommand + { + /********* + ** Public methods + *********/ + /// <summary>Construct an instance.</summary> + public AddItemCommand() + : base("player_additem", $"Gives the player an item.\n\nUsage: player_additem <item> [count] [quality]\n- item: the item ID (use the 'list_items' command to see a list).\n- count (optional): how many of the item to give.\n- quality (optional): one of {Object.lowQuality} (normal), {Object.medQuality} (silver), {Object.highQuality} (gold), or {Object.bestQuality} (iridium).") { } + + /// <summary>Handle the command.</summary> + /// <param name="monitor">Writes messages to the console and log file.</param> + /// <param name="command">The command name.</param> + /// <param name="args">The command arguments.</param> + public override void Handle(IMonitor monitor, string command, string[] args) + { + // validate + if (!args.Any()) + { + this.LogArgumentsInvalid(monitor, command); + return; + } + if (!int.TryParse(args[0], out int itemID)) + { + this.LogUsageError(monitor, "The item ID must be an integer.", command); + return; + } + + // parse arguments + int count = 1; + int quality = 0; + if (args.Length > 1) + { + if (!int.TryParse(args[1], out count)) + { + this.LogUsageError(monitor, "The optional count is invalid.", command); + return; + } + } + if (args.Length > 2) + { + if (!int.TryParse(args[2], out quality)) + { + this.LogUsageError(monitor, "The optional quality is invalid.", command); + return; + } + } + + // spawn item + var item = new Object(itemID, count) { quality = quality }; + if (item.Name == "Error Item") + { + monitor.Log("There is no such item ID.", LogLevel.Error); + return; + } + + // add to inventory + Game1.player.addItemByMenuIfNecessary(item); + monitor.Log($"OK, added {item.Name} to your inventory.", LogLevel.Info); + } + } +} diff --git a/src/TrainerMod/Framework/Commands/Player/AddRingCommand.cs b/src/TrainerMod/Framework/Commands/Player/AddRingCommand.cs new file mode 100644 index 00000000..d62d8b5b --- /dev/null +++ b/src/TrainerMod/Framework/Commands/Player/AddRingCommand.cs @@ -0,0 +1,47 @@ +using System.Linq; +using StardewModdingAPI; +using StardewValley; +using StardewValley.Objects; + +namespace TrainerMod.Framework.Commands.Player +{ + /// <summary>A command which adds a ring to the player inventory.</summary> + internal class AddRingCommand : TrainerCommand + { + /********* + ** Public methods + *********/ + /// <summary>Construct an instance.</summary> + public AddRingCommand() + : 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).") { } + + /// <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 ringID)) + { + monitor.Log("<item> is invalid", LogLevel.Error); + return; + } + if (ringID < Ring.ringLowerIndexRange || ringID > Ring.ringUpperIndexRange) + { + monitor.Log($"There is no such ring ID (must be between {Ring.ringLowerIndexRange} and {Ring.ringUpperIndexRange}).", LogLevel.Error); + return; + } + + // handle + Ring ring = new Ring(ringID); + Game1.player.addItemByMenuIfNecessary(ring); + monitor.Log($"OK, added {ring.Name} to your inventory.", LogLevel.Info); + } + } +} diff --git a/src/TrainerMod/Framework/Commands/Player/AddWallpaperCommand.cs b/src/TrainerMod/Framework/Commands/Player/AddWallpaperCommand.cs new file mode 100644 index 00000000..e02b05a4 --- /dev/null +++ b/src/TrainerMod/Framework/Commands/Player/AddWallpaperCommand.cs @@ -0,0 +1,47 @@ +using System.Linq; +using StardewModdingAPI; +using StardewValley; +using StardewValley.Objects; + +namespace TrainerMod.Framework.Commands.Player +{ + /// <summary>A command which adds a wallpaper item to the player inventory.</summary> + internal class AddWallpaperCommand : TrainerCommand + { + /********* + ** Public methods + *********/ + /// <summary>Construct an instance.</summary> + public AddWallpaperCommand() + : base("player_addwallpaper", "Gives the player a wallpaper.\n\nUsage: player_addwallpaper <wallpaper>\n- wallpaper: the wallpaper ID (ranges from 0 to 111).") { } + + /// <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 wallpaperID)) + { + this.LogArgumentNotInt(monitor, command); + return; + } + if (wallpaperID < 0 || wallpaperID > 111) + { + monitor.Log("There is no such wallpaper ID (must be between 0 and 111).", LogLevel.Error); + return; + } + + // handle + Wallpaper wallpaper = new Wallpaper(wallpaperID); + Game1.player.addItemByMenuIfNecessary(wallpaper); + monitor.Log($"OK, added wallpaper {wallpaperID} to your inventory.", LogLevel.Info); + } + } +} diff --git a/src/TrainerMod/Framework/Commands/Player/AddWeaponCommand.cs b/src/TrainerMod/Framework/Commands/Player/AddWeaponCommand.cs new file mode 100644 index 00000000..ee94093f --- /dev/null +++ b/src/TrainerMod/Framework/Commands/Player/AddWeaponCommand.cs @@ -0,0 +1,88 @@ +using System.Collections.Generic; +using System.Linq; +using StardewModdingAPI; +using StardewValley; +using StardewValley.Tools; + +namespace TrainerMod.Framework.Commands.Player +{ + /// <summary>A command which adds a weapon to the player inventory.</summary> + internal class AddWeaponCommand : TrainerCommand + { + /********* + ** Public methods + *********/ + /// <summary>Construct an instance.</summary> + public AddWeaponCommand() + : 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).") { } + + /// <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 weaponID)) + { + this.LogUsageError(monitor, "The weapon ID must be an integer.", command); + return; + } + + // get raw weapon data + if (!Game1.content.Load<Dictionary<int, string>>("Data\\weapons").TryGetValue(weaponID, out string data)) + { + 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)) + { + 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: + monitor.Log($"The specified weapon has unknown type '{type}' in the game data.", LogLevel.Error); + return; + } + + // validate weapon + if (weapon.Name == null) + { + monitor.Log("That weapon doesn't seem to be valid.", LogLevel.Error); + return; + } + + // add weapon + Game1.player.addItemByMenuIfNecessary(weapon); + monitor.Log($"OK, added {weapon.Name} to your inventory.", LogLevel.Info); + } + } +} diff --git a/src/TrainerMod/Framework/Commands/Player/ListItemsCommand.cs b/src/TrainerMod/Framework/Commands/Player/ListItemsCommand.cs new file mode 100644 index 00000000..a1b9aceb --- /dev/null +++ b/src/TrainerMod/Framework/Commands/Player/ListItemsCommand.cs @@ -0,0 +1,120 @@ +using System; +using System.Collections.Generic; +using System.Linq; +using StardewModdingAPI; +using StardewValley; +using StardewValley.Objects; +using TrainerMod.Framework.ItemData; + +namespace TrainerMod.Framework.Commands.Player +{ + /// <summary>A command which list items available to spawn.</summary> + internal class ListItemsCommand : TrainerCommand + { + /********* + ** Public methods + *********/ + /// <summary>Construct an instance.</summary> + public ListItemsCommand() + : 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.") { } + + /// <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) + { + var matches = this.GetItems(args).ToArray(); + + // show matches + string summary = "Searching...\n"; + if (matches.Any()) + monitor.Log(summary + this.GetTableString(matches, new[] { "type", "id", "name" }, val => new[] { val.Type.ToString(), val.ID.ToString(), val.Name }), LogLevel.Info); + else + monitor.Log(summary + "No items found", LogLevel.Info); + } + + + /********* + ** Private methods + *********/ + /// <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) + { + // 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 = $"{item.ID}|{item.Type}|{item.Name}" + where searchWords == null || searchWords.All(word => term.IndexOf(word, StringComparison.CurrentCultureIgnoreCase) != -1) + select item + ); + } + + /// <summary>Get all items which can be searched and added to the player's inventory through the console.</summary> + private IEnumerable<ISearchItem> GetItems() + { + // objects + foreach (int id in Game1.objectInformation.Keys) + { + ISearchItem obj = id >= Ring.ringLowerIndexRange && id <= Ring.ringUpperIndexRange + ? new SearchableRing(id) + : (ISearchItem)new SearchableObject(id); + if (obj.IsValid) + yield return obj; + } + + // weapons + foreach (int id in Game1.content.Load<Dictionary<int, string>>("Data\\weapons").Keys) + { + ISearchItem weapon = new SearchableWeapon(id); + if (weapon.IsValid) + yield return weapon; + } + } + + /// <summary>Get an ASCII table for a set of tabular data.</summary> + /// <typeparam name="T">The data type.</typeparam> + /// <param name="data">The data to display.</param> + /// <param name="header">The table header.</param> + /// <param name="getRow">Returns a set of fields for a data value.</param> + private string GetTableString<T>(IEnumerable<T> data, string[] header, Func<T, string[]> getRow) + { + // get table data + int[] widths = header.Select(p => p.Length).ToArray(); + string[][] rows = data + .Select(item => + { + string[] fields = getRow(item); + if (fields.Length != widths.Length) + throw new InvalidOperationException($"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()) + ) + ); + } + } +} diff --git a/src/TrainerMod/Framework/Commands/Player/SetColorCommand.cs b/src/TrainerMod/Framework/Commands/Player/SetColorCommand.cs new file mode 100644 index 00000000..00907fba --- /dev/null +++ b/src/TrainerMod/Framework/Commands/Player/SetColorCommand.cs @@ -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; + } + } +} diff --git a/src/TrainerMod/Framework/Commands/Player/SetHealthCommand.cs b/src/TrainerMod/Framework/Commands/Player/SetHealthCommand.cs new file mode 100644 index 00000000..d3f06459 --- /dev/null +++ b/src/TrainerMod/Framework/Commands/Player/SetHealthCommand.cs @@ -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; + } + } +} diff --git a/src/TrainerMod/Framework/Commands/Player/SetImmunityCommand.cs b/src/TrainerMod/Framework/Commands/Player/SetImmunityCommand.cs new file mode 100644 index 00000000..ff74f981 --- /dev/null +++ b/src/TrainerMod/Framework/Commands/Player/SetImmunityCommand.cs @@ -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); + } + } +} diff --git a/src/TrainerMod/Framework/Commands/Player/SetLevelCommand.cs b/src/TrainerMod/Framework/Commands/Player/SetLevelCommand.cs new file mode 100644 index 00000000..4982a0b8 --- /dev/null +++ b/src/TrainerMod/Framework/Commands/Player/SetLevelCommand.cs @@ -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; + } + } + } +} diff --git a/src/TrainerMod/Framework/Commands/Player/SetMaxHealthCommand.cs b/src/TrainerMod/Framework/Commands/Player/SetMaxHealthCommand.cs new file mode 100644 index 00000000..73ba252a --- /dev/null +++ b/src/TrainerMod/Framework/Commands/Player/SetMaxHealthCommand.cs @@ -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); + } + } +} diff --git a/src/TrainerMod/Framework/Commands/Player/SetMaxStaminaCommand.cs b/src/TrainerMod/Framework/Commands/Player/SetMaxStaminaCommand.cs new file mode 100644 index 00000000..c21f6592 --- /dev/null +++ b/src/TrainerMod/Framework/Commands/Player/SetMaxStaminaCommand.cs @@ -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); + } + } +} diff --git a/src/TrainerMod/Framework/Commands/Player/SetMoneyCommand.cs b/src/TrainerMod/Framework/Commands/Player/SetMoneyCommand.cs new file mode 100644 index 00000000..ad74499d --- /dev/null +++ b/src/TrainerMod/Framework/Commands/Player/SetMoneyCommand.cs @@ -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; + } + } +} diff --git a/src/TrainerMod/Framework/Commands/Player/SetNameCommand.cs b/src/TrainerMod/Framework/Commands/Player/SetNameCommand.cs new file mode 100644 index 00000000..8284d882 --- /dev/null +++ b/src/TrainerMod/Framework/Commands/Player/SetNameCommand.cs @@ -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($"OK, your farm's name is now {Game1.player.Name}.", LogLevel.Info); + break; + default: + this.LogArgumentsInvalid(monitor, command); + break; + } + } + } +} diff --git a/src/TrainerMod/Framework/Commands/Player/SetSpeedCommand.cs b/src/TrainerMod/Framework/Commands/Player/SetSpeedCommand.cs new file mode 100644 index 00000000..a8c05d0c --- /dev/null +++ b/src/TrainerMod/Framework/Commands/Player/SetSpeedCommand.cs @@ -0,0 +1,40 @@ +using System.Linq; +using StardewModdingAPI; +using StardewValley; + +namespace TrainerMod.Framework.Commands.Player +{ + /// <summary>A command which edits the player's current added speed.</summary> + internal class SetSpeedCommand : TrainerCommand + { + /********* + ** Public methods + *********/ + /// <summary>Construct an instance.</summary> + public SetSpeedCommand() + : base("player_setspeed", "Sets the player's added speed to the specified value.\n\nUsage: player_setspeed <value>\n- value: an integer amount (0 is normal).") { } + + /// <summary>Handle the command.</summary> + /// <param name="monitor">Writes messages to the console and log file.</param> + /// <param name="command">The command name.</param> + /// <param name="args">The command arguments.</param> + public override void Handle(IMonitor monitor, string command, string[] args) + { + // validate + if (!args.Any()) + { + monitor.Log($"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($"OK, your added speed is now {Game1.player.addedSpeed}.", LogLevel.Info); + } + } +} diff --git a/src/TrainerMod/Framework/Commands/Player/SetStaminaCommand.cs b/src/TrainerMod/Framework/Commands/Player/SetStaminaCommand.cs new file mode 100644 index 00000000..55a55eab --- /dev/null +++ b/src/TrainerMod/Framework/Commands/Player/SetStaminaCommand.cs @@ -0,0 +1,72 @@ +using System.Linq; +using StardewModdingAPI; +using StardewValley; + +namespace TrainerMod.Framework.Commands.Player +{ + /// <summary>A command which edits the player's current stamina.</summary> + internal class SetStaminaCommand : TrainerCommand + { + /********* + ** Properties + *********/ + /// <summary>Whether to keep the player's stamina at its maximum.</summary> + private bool InfiniteStamina; + + + /********* + ** Accessors + *********/ + /// <summary>Whether the command needs to perform logic when the game updates.</summary> + public override bool NeedsUpdate => this.InfiniteStamina; + + + /********* + ** Public methods + *********/ + /// <summary>Construct an instance.</summary> + public SetStaminaCommand() + : base("player_setstamina", "Sets the player's stamina.\n\nUsage: player_setstamina [value]\n- value: an integer amount, or 'inf' for infinite stamina.") { } + + /// <summary>Handle the command.</summary> + /// <param name="monitor">Writes messages to the console and log file.</param> + /// <param name="command">The command name.</param> + /// <param name="args">The command arguments.</param> + public override void Handle(IMonitor monitor, string command, string[] args) + { + // validate + if (!args.Any()) + { + monitor.Log($"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; + } + } +} diff --git a/src/TrainerMod/Framework/Commands/Player/SetStyleCommand.cs b/src/TrainerMod/Framework/Commands/Player/SetStyleCommand.cs new file mode 100644 index 00000000..9ef5f88b --- /dev/null +++ b/src/TrainerMod/Framework/Commands/Player/SetStyleCommand.cs @@ -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; + } + } + } +} diff --git a/src/TrainerMod/Framework/Commands/Saves/LoadCommand.cs b/src/TrainerMod/Framework/Commands/Saves/LoadCommand.cs new file mode 100644 index 00000000..1a70b54c --- /dev/null +++ b/src/TrainerMod/Framework/Commands/Saves/LoadCommand.cs @@ -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(); + } + } +} diff --git a/src/TrainerMod/Framework/Commands/Saves/SaveCommand.cs b/src/TrainerMod/Framework/Commands/Saves/SaveCommand.cs new file mode 100644 index 00000000..8ce9738d --- /dev/null +++ b/src/TrainerMod/Framework/Commands/Saves/SaveCommand.cs @@ -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(); + } + } +} diff --git a/src/TrainerMod/Framework/Commands/TrainerCommand.cs b/src/TrainerMod/Framework/Commands/TrainerCommand.cs new file mode 100644 index 00000000..1b18b44b --- /dev/null +++ b/src/TrainerMod/Framework/Commands/TrainerCommand.cs @@ -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); + } + } +} diff --git a/src/TrainerMod/Framework/Commands/World/DownMineLevelCommand.cs b/src/TrainerMod/Framework/Commands/World/DownMineLevelCommand.cs new file mode 100644 index 00000000..2700a0dc --- /dev/null +++ b/src/TrainerMod/Framework/Commands/World/DownMineLevelCommand.cs @@ -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($"OK, warping you to mine level {level + 1}.", LogLevel.Info); + Game1.enterMine(false, level + 1, ""); + } + } +} diff --git a/src/TrainerMod/Framework/Commands/World/FreezeTimeCommand.cs b/src/TrainerMod/Framework/Commands/World/FreezeTimeCommand.cs new file mode 100644 index 00000000..89cd68cb --- /dev/null +++ b/src/TrainerMod/Framework/Commands/World/FreezeTimeCommand.cs @@ -0,0 +1,72 @@ +using System.Linq; +using StardewModdingAPI; +using StardewValley; + +namespace TrainerMod.Framework.Commands.World +{ + /// <summary>A command which freezes the current time.</summary> + internal class FreezeTimeCommand : TrainerCommand + { + /********* + ** Properties + *********/ + /// <summary>The time of day at which to freeze time.</summary> + internal static int FrozenTime; + + /// <summary>Whether to freeze time.</summary> + private bool FreezeTime; + + + /********* + ** Accessors + *********/ + /// <summary>Whether the command needs to perform logic when the game updates.</summary> + public override bool NeedsUpdate => this.FreezeTime; + + + /********* + ** Public methods + *********/ + /// <summary>Construct an instance.</summary> + public FreezeTimeCommand() + : base("world_freezetime", "Freezes or resumes time.\n\nUsage: world_freezetime [value]\n- value: one of 0 (resume), 1 (freeze), or blank (toggle).") { } + + /// <summary>Handle the command.</summary> + /// <param name="monitor">Writes messages to the console and log file.</param> + /// <param name="command">The command name.</param> + /// <param name="args">The command arguments.</param> + public override void Handle(IMonitor monitor, string command, string[] args) + { + if (args.Any()) + { + if (int.TryParse(args[0], out int value)) + { + if (value == 0 || value == 1) + { + this.FreezeTime = value == 1; + FreezeTimeCommand.FrozenTime = Game1.timeOfDay; + monitor.Log($"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($"OK, time is now {(this.FreezeTime ? "frozen" : "resumed")}.", LogLevel.Info); + } + } + + /// <summary>Perform any logic needed on update tick.</summary> + /// <param name="monitor">Writes messages to the console and log file.</param> + public override void Update(IMonitor monitor) + { + if (this.FreezeTime) + Game1.timeOfDay = FreezeTimeCommand.FrozenTime; + } + } +} diff --git a/src/TrainerMod/Framework/Commands/World/SetDayCommand.cs b/src/TrainerMod/Framework/Commands/World/SetDayCommand.cs new file mode 100644 index 00000000..e47b76a7 --- /dev/null +++ b/src/TrainerMod/Framework/Commands/World/SetDayCommand.cs @@ -0,0 +1,45 @@ +using System.Linq; +using StardewModdingAPI; +using StardewValley; + +namespace TrainerMod.Framework.Commands.World +{ + /// <summary>A command which sets the current day.</summary> + internal class SetDayCommand : TrainerCommand + { + /********* + ** Public methods + *********/ + /// <summary>Construct an instance.</summary> + public SetDayCommand() + : base("world_setday", "Sets the day to the specified value.\n\nUsage: world_setday <value>.\n- value: the target day (a number from 1 to 28).") { } + + /// <summary>Handle the command.</summary> + /// <param name="monitor">Writes messages to the console and log file.</param> + /// <param name="command">The command name.</param> + /// <param name="args">The command arguments.</param> + public override void Handle(IMonitor monitor, string command, string[] args) + { + // validate + if (!args.Any()) + { + monitor.Log($"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($"OK, the date is now {Game1.currentSeason} {Game1.dayOfMonth}.", LogLevel.Info); + } + } +} diff --git a/src/TrainerMod/Framework/Commands/World/SetMineLevelCommand.cs b/src/TrainerMod/Framework/Commands/World/SetMineLevelCommand.cs new file mode 100644 index 00000000..bfcc566f --- /dev/null +++ b/src/TrainerMod/Framework/Commands/World/SetMineLevelCommand.cs @@ -0,0 +1,42 @@ +using System; +using System.Linq; +using StardewModdingAPI; +using StardewValley; + +namespace TrainerMod.Framework.Commands.World +{ + /// <summary>A command which moves the player to the given mine level.</summary> + internal class SetMineLevelCommand : TrainerCommand + { + /********* + ** Public methods + *********/ + /// <summary>Construct an instance.</summary> + public SetMineLevelCommand() + : base("world_setminelevel", "Sets the mine level?\n\nUsage: world_setminelevel <value>\n- value: The target level (a number starting at 1).") { } + + /// <summary>Handle the command.</summary> + /// <param name="monitor">Writes messages to the console and log file.</param> + /// <param name="command">The command name.</param> + /// <param name="args">The command arguments.</param> + public override void Handle(IMonitor monitor, string command, string[] args) + { + // validate + if (!args.Any()) + { + this.LogArgumentsInvalid(monitor, command); + return; + } + if (!int.TryParse(args[0], out int level)) + { + this.LogArgumentNotInt(monitor, command); + return; + } + + // handle + level = Math.Max(1, level); + monitor.Log($"OK, warping you to mine level {level}.", LogLevel.Info); + Game1.enterMine(true, level, ""); + } + } +} diff --git a/src/TrainerMod/Framework/Commands/World/SetSeasonCommand.cs b/src/TrainerMod/Framework/Commands/World/SetSeasonCommand.cs new file mode 100644 index 00000000..d60f8601 --- /dev/null +++ b/src/TrainerMod/Framework/Commands/World/SetSeasonCommand.cs @@ -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); + } + } +} diff --git a/src/TrainerMod/Framework/Commands/World/SetTimeCommand.cs b/src/TrainerMod/Framework/Commands/World/SetTimeCommand.cs new file mode 100644 index 00000000..4ecff485 --- /dev/null +++ b/src/TrainerMod/Framework/Commands/World/SetTimeCommand.cs @@ -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); + } + } +} diff --git a/src/TrainerMod/Framework/Commands/World/SetYearCommand.cs b/src/TrainerMod/Framework/Commands/World/SetYearCommand.cs new file mode 100644 index 00000000..6b2b0d93 --- /dev/null +++ b/src/TrainerMod/Framework/Commands/World/SetYearCommand.cs @@ -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); + } + } +} diff --git a/src/TrainerMod/ItemData/ISearchItem.cs b/src/TrainerMod/Framework/ItemData/ISearchItem.cs index b2f7c2b8..db30da77 100644 --- a/src/TrainerMod/ItemData/ISearchItem.cs +++ b/src/TrainerMod/Framework/ItemData/ISearchItem.cs @@ -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 diff --git a/src/TrainerMod/ItemData/ItemType.cs b/src/TrainerMod/Framework/ItemData/ItemType.cs index 2e049aa1..f93160a2 100644 --- a/src/TrainerMod/ItemData/ItemType.cs +++ b/src/TrainerMod/Framework/ItemData/ItemType.cs @@ -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 diff --git a/src/TrainerMod/ItemData/SearchableObject.cs b/src/TrainerMod/Framework/ItemData/SearchableObject.cs index 30362f54..7e44a315 100644 --- a/src/TrainerMod/ItemData/SearchableObject.cs +++ b/src/TrainerMod/Framework/ItemData/SearchableObject.cs @@ -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 diff --git a/src/TrainerMod/ItemData/SearchableRing.cs b/src/TrainerMod/Framework/ItemData/SearchableRing.cs index 7751e6aa..20b6aef2 100644 --- a/src/TrainerMod/ItemData/SearchableRing.cs +++ b/src/TrainerMod/Framework/ItemData/SearchableRing.cs @@ -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 diff --git a/src/TrainerMod/ItemData/SearchableWeapon.cs b/src/TrainerMod/Framework/ItemData/SearchableWeapon.cs index cc9ef459..70d659ee 100644 --- a/src/TrainerMod/ItemData/SearchableWeapon.cs +++ b/src/TrainerMod/Framework/ItemData/SearchableWeapon.cs @@ -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 diff --git a/src/TrainerMod/TrainerMod.cs b/src/TrainerMod/TrainerMod.cs index 0cafd51f..047bbbfe 100644 --- a/src/TrainerMod/TrainerMod.cs +++ b/src/TrainerMod/TrainerMod.cs @@ -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 = $"{item.ID}|{item.Type}|{item.Name}" - where searchWords == null || searchWords.All(word => term.IndexOf(word, StringComparison.CurrentCultureIgnoreCase) != -1) - select item - ); - } - - /// <summary>Get all items which can be searched and added to the player's inventory through the console.</summary> - private IEnumerable<ISearchItem> GetItems() - { - // objects - foreach (int id in Game1.objectInformation.Keys) - { - ISearchItem obj = id >= Ring.ringLowerIndexRange && id <= Ring.ringUpperIndexRange - ? new SearchableRing(id) - : (ISearchItem)new SearchableObject(id); - if (obj.IsValid) - yield return obj; - } - - // weapons - foreach (int id in Game1.content.Load<Dictionary<int, string>>("Data\\weapons").Keys) - { - ISearchItem weapon = new SearchableWeapon(id); - if (weapon.IsValid) - yield return weapon; - } - } - - /// <summary>Get an ASCII table for a set of tabular data.</summary> - /// <typeparam name="T">The data type.</typeparam> - /// <param name="data">The data to display.</param> - /// <param name="header">The table header.</param> - /// <param name="getRow">Returns a set of fields for a data value.</param> - private string GetTableString<T>(IEnumerable<T> data, string[] header, Func<T, string[]> getRow) - { - // get table data - int[] widths = header.Select(p => p.Length).ToArray(); - string[][] rows = data - .Select(item => - { - string[] fields = getRow(item); - if (fields.Length != widths.Length) - throw new InvalidOperationException($"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()) - ) + from type in this.GetType().Assembly.GetTypes() + where !type.IsAbstract && typeof(ITrainerCommand).IsAssignableFrom(type) + select (ITrainerCommand)Activator.CreateInstance(type) ); } - - /**** - ** 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); - } } } diff --git a/src/TrainerMod/TrainerMod.csproj b/src/TrainerMod/TrainerMod.csproj index 46d8bef9..1702c577 100644 --- a/src/TrainerMod/TrainerMod.csproj +++ b/src/TrainerMod/TrainerMod.csproj @@ -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> |