diff options
Diffstat (limited to 'src/SMAPI.Mods.ConsoleCommands/Framework/Commands/Player/SetLevelCommand.cs')
-rw-r--r-- | src/SMAPI.Mods.ConsoleCommands/Framework/Commands/Player/SetLevelCommand.cs | 91 |
1 files changed, 91 insertions, 0 deletions
diff --git a/src/SMAPI.Mods.ConsoleCommands/Framework/Commands/Player/SetLevelCommand.cs b/src/SMAPI.Mods.ConsoleCommands/Framework/Commands/Player/SetLevelCommand.cs new file mode 100644 index 00000000..68891267 --- /dev/null +++ b/src/SMAPI.Mods.ConsoleCommands/Framework/Commands/Player/SetLevelCommand.cs @@ -0,0 +1,91 @@ +using System.Collections.Generic; +using StardewValley; +using SFarmer = StardewValley.Farmer; + +namespace StardewModdingAPI.Mods.ConsoleCommands.Framework.Commands.Player +{ + /// <summary>A command which edits the player's current level for a skill.</summary> + internal class SetLevelCommand : TrainerCommand + { + /********* + ** Properties + *********/ + /// <summary>The experience points needed to reach each level.</summary> + /// <remarks>Derived from <see cref="SFarmer.checkForLevelGain"/>.</remarks> + private readonly IDictionary<int, int> LevelExp = new Dictionary<int, int> + { + [0] = 0, + [1] = 100, + [2] = 380, + [3] = 770, + [4] = 1300, + [5] = 2150, + [6] = 3300, + [7] = 4800, + [8] = 6900, + [9] = 10000, + [10] = 15000 + }; + + + /********* + ** 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, ArgumentParser args) + { + // validate + if (!args.TryGet(0, "skill", out string skill, oneOf: new[] { "luck", "mining", "combat", "farming", "fishing", "foraging" })) + return; + if (!args.TryGetInt(1, "level", out int level, min: 0, max: 10)) + return; + + // handle + switch (skill) + { + case "luck": + Game1.player.LuckLevel = level; + Game1.player.experiencePoints[SFarmer.luckSkill] = this.LevelExp[level]; + monitor.Log($"OK, your luck skill is now {Game1.player.LuckLevel}.", LogLevel.Info); + break; + + case "mining": + Game1.player.MiningLevel = level; + Game1.player.experiencePoints[SFarmer.miningSkill] = this.LevelExp[level]; + monitor.Log($"OK, your mining skill is now {Game1.player.MiningLevel}.", LogLevel.Info); + break; + + case "combat": + Game1.player.CombatLevel = level; + Game1.player.experiencePoints[SFarmer.combatSkill] = this.LevelExp[level]; + monitor.Log($"OK, your combat skill is now {Game1.player.CombatLevel}.", LogLevel.Info); + break; + + case "farming": + Game1.player.FarmingLevel = level; + Game1.player.experiencePoints[SFarmer.farmingSkill] = this.LevelExp[level]; + monitor.Log($"OK, your farming skill is now {Game1.player.FarmingLevel}.", LogLevel.Info); + break; + + case "fishing": + Game1.player.FishingLevel = level; + Game1.player.experiencePoints[SFarmer.fishingSkill] = this.LevelExp[level]; + monitor.Log($"OK, your fishing skill is now {Game1.player.FishingLevel}.", LogLevel.Info); + break; + + case "foraging": + Game1.player.ForagingLevel = level; + Game1.player.experiencePoints[SFarmer.foragingSkill] = this.LevelExp[level]; + monitor.Log($"OK, your foraging skill is now {Game1.player.ForagingLevel}.", LogLevel.Info); + break; + } + } + } +} |