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-rw-r--r--src/TrainerMod/Framework/Commands/ITrainerCommand.cs34
-rw-r--r--src/TrainerMod/Framework/Commands/Other/DebugCommand.cs33
-rw-r--r--src/TrainerMod/Framework/Commands/Other/ShowDataFilesCommand.cs26
-rw-r--r--src/TrainerMod/Framework/Commands/Other/ShowGameFilesCommand.cs26
-rw-r--r--src/TrainerMod/Framework/Commands/Player/AddFlooringCommand.cs47
-rw-r--r--src/TrainerMod/Framework/Commands/Player/AddItemCommand.cs68
-rw-r--r--src/TrainerMod/Framework/Commands/Player/AddRingCommand.cs47
-rw-r--r--src/TrainerMod/Framework/Commands/Player/AddWallpaperCommand.cs47
-rw-r--r--src/TrainerMod/Framework/Commands/Player/AddWeaponCommand.cs88
-rw-r--r--src/TrainerMod/Framework/Commands/Player/ListItemsCommand.cs120
-rw-r--r--src/TrainerMod/Framework/Commands/Player/SetColorCommand.cs79
-rw-r--r--src/TrainerMod/Framework/Commands/Player/SetHealthCommand.cs72
-rw-r--r--src/TrainerMod/Framework/Commands/Player/SetImmunityCommand.cs40
-rw-r--r--src/TrainerMod/Framework/Commands/Player/SetLevelCommand.cs73
-rw-r--r--src/TrainerMod/Framework/Commands/Player/SetMaxHealthCommand.cs40
-rw-r--r--src/TrainerMod/Framework/Commands/Player/SetMaxStaminaCommand.cs40
-rw-r--r--src/TrainerMod/Framework/Commands/Player/SetMoneyCommand.cs72
-rw-r--r--src/TrainerMod/Framework/Commands/Player/SetNameCommand.cs47
-rw-r--r--src/TrainerMod/Framework/Commands/Player/SetSpeedCommand.cs40
-rw-r--r--src/TrainerMod/Framework/Commands/Player/SetStaminaCommand.cs72
-rw-r--r--src/TrainerMod/Framework/Commands/Player/SetStyleCommand.cs102
-rw-r--r--src/TrainerMod/Framework/Commands/Saves/LoadCommand.cs28
-rw-r--r--src/TrainerMod/Framework/Commands/Saves/SaveCommand.cs27
-rw-r--r--src/TrainerMod/Framework/Commands/TrainerCommand.cs72
-rw-r--r--src/TrainerMod/Framework/Commands/World/DownMineLevelCommand.cs28
-rw-r--r--src/TrainerMod/Framework/Commands/World/FreezeTimeCommand.cs72
-rw-r--r--src/TrainerMod/Framework/Commands/World/SetDayCommand.cs45
-rw-r--r--src/TrainerMod/Framework/Commands/World/SetMineLevelCommand.cs42
-rw-r--r--src/TrainerMod/Framework/Commands/World/SetSeasonCommand.cs47
-rw-r--r--src/TrainerMod/Framework/Commands/World/SetTimeCommand.cs46
-rw-r--r--src/TrainerMod/Framework/Commands/World/SetYearCommand.cs45
-rw-r--r--src/TrainerMod/Framework/ItemData/ISearchItem.cs (renamed from src/TrainerMod/ItemData/ISearchItem.cs)2
-rw-r--r--src/TrainerMod/Framework/ItemData/ItemType.cs (renamed from src/TrainerMod/ItemData/ItemType.cs)2
-rw-r--r--src/TrainerMod/Framework/ItemData/SearchableObject.cs (renamed from src/TrainerMod/ItemData/SearchableObject.cs)2
-rw-r--r--src/TrainerMod/Framework/ItemData/SearchableRing.cs (renamed from src/TrainerMod/ItemData/SearchableRing.cs)2
-rw-r--r--src/TrainerMod/Framework/ItemData/SearchableWeapon.cs (renamed from src/TrainerMod/ItemData/SearchableWeapon.cs)2
-rw-r--r--src/TrainerMod/TrainerMod.cs877
-rw-r--r--src/TrainerMod/TrainerMod.csproj41
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>