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-rw-r--r-- | docs/release-notes.md | 4 | ||||
-rw-r--r-- | src/SMAPI.Mods.ConsoleCommands/Framework/Commands/World/HurryAllCommand.cs | 54 |
2 files changed, 58 insertions, 0 deletions
diff --git a/docs/release-notes.md b/docs/release-notes.md index db0c3a2a..31a114a2 100644 --- a/docs/release-notes.md +++ b/docs/release-notes.md @@ -1,6 +1,10 @@ ← [README](README.md) # Release notes +## Upcoming release +* For console commands: + * Added `hurry_all` command which immediately warps all NPCs to their scheduled positions. + ## 3.12.5 Released 26 August 2021 for Stardew Valley 1.5.4 or later. diff --git a/src/SMAPI.Mods.ConsoleCommands/Framework/Commands/World/HurryAllCommand.cs b/src/SMAPI.Mods.ConsoleCommands/Framework/Commands/World/HurryAllCommand.cs new file mode 100644 index 00000000..2deac5f8 --- /dev/null +++ b/src/SMAPI.Mods.ConsoleCommands/Framework/Commands/World/HurryAllCommand.cs @@ -0,0 +1,54 @@ +using System; +using StardewValley; + +namespace StardewModdingAPI.Mods.ConsoleCommands.Framework.Commands.World +{ + /// <summary>A command which immediately warps all NPCs to their scheduled positions. To hurry a single NPC, see <c>debug hurry npc-name</c> instead.</summary> + internal class HurryAllCommand : ConsoleCommand + { + /********* + ** Public methods + *********/ + /// <summary>Construct an instance.</summary> + public HurryAllCommand() + : base( + name: "hurry_all", + description: "Immediately warps all NPCs to their scheduled positions. (To hurry a single NPC, use `debug hurry npc-name` instead.)\n\n" + + "Usage: hurry_all" + ) + { } + + /// <summary>Handle the command.</summary> + /// <param name="monitor">Writes messages to the console and log file.</param> + /// <param name="command">The command name.</param> + /// <param name="args">The command arguments.</param> + public override void Handle(IMonitor monitor, string command, ArgumentParser args) + { + // check context + if (!Context.IsWorldReady) + { + monitor.Log("You need to load a save to use this command.", LogLevel.Error); + return; + } + + // hurry all NPCs + foreach (NPC npc in Utility.getAllCharacters()) + { + if (!npc.isVillager()) + continue; + + monitor.Log($"Hurrying {npc.Name}..."); + try + { + npc.warpToPathControllerDestination(); + } + catch (Exception ex) + { + monitor.Log($"Failed hurrying {npc.Name}. Technical details:\n{ex}", LogLevel.Error); + } + } + + monitor.Log("Done!", LogLevel.Info); + } + } +} |