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-rw-r--r--src/SMAPI.Mods.ConsoleCommands/Framework/Commands/Player/SetLevelCommand.cs91
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
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+++ b/src/SMAPI.Mods.ConsoleCommands/Framework/Commands/Player/SetLevelCommand.cs
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+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;
+ }
+ }
+ }
+}