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-rw-r--r--src/SMAPI.Mods.ConsoleCommands/Framework/Commands/Player/AddCommand.cs80
-rw-r--r--src/SMAPI.Mods.ConsoleCommands/Framework/Commands/Player/ListItemTypesCommand.cs52
-rw-r--r--src/SMAPI.Mods.ConsoleCommands/Framework/Commands/Player/ListItemsCommand.cs75
-rw-r--r--src/SMAPI.Mods.ConsoleCommands/Framework/Commands/Player/SetColorCommand.cs75
-rw-r--r--src/SMAPI.Mods.ConsoleCommands/Framework/Commands/Player/SetHealthCommand.cs71
-rw-r--r--src/SMAPI.Mods.ConsoleCommands/Framework/Commands/Player/SetImmunityCommand.cs37
-rw-r--r--src/SMAPI.Mods.ConsoleCommands/Framework/Commands/Player/SetLevelCommand.cs91
-rw-r--r--src/SMAPI.Mods.ConsoleCommands/Framework/Commands/Player/SetMaxHealthCommand.cs37
-rw-r--r--src/SMAPI.Mods.ConsoleCommands/Framework/Commands/Player/SetMaxStaminaCommand.cs37
-rw-r--r--src/SMAPI.Mods.ConsoleCommands/Framework/Commands/Player/SetMoneyCommand.cs71
-rw-r--r--src/SMAPI.Mods.ConsoleCommands/Framework/Commands/Player/SetNameCommand.cs51
-rw-r--r--src/SMAPI.Mods.ConsoleCommands/Framework/Commands/Player/SetSpeedCommand.cs30
-rw-r--r--src/SMAPI.Mods.ConsoleCommands/Framework/Commands/Player/SetStaminaCommand.cs71
-rw-r--r--src/SMAPI.Mods.ConsoleCommands/Framework/Commands/Player/SetStyleCommand.cs91
14 files changed, 869 insertions, 0 deletions
diff --git a/src/SMAPI.Mods.ConsoleCommands/Framework/Commands/Player/AddCommand.cs b/src/SMAPI.Mods.ConsoleCommands/Framework/Commands/Player/AddCommand.cs
new file mode 100644
index 00000000..81167747
--- /dev/null
+++ b/src/SMAPI.Mods.ConsoleCommands/Framework/Commands/Player/AddCommand.cs
@@ -0,0 +1,80 @@
+using System;
+using System.Linq;
+using StardewModdingAPI.Mods.ConsoleCommands.Framework.ItemData;
+using StardewValley;
+using Object = StardewValley.Object;
+
+namespace StardewModdingAPI.Mods.ConsoleCommands.Framework.Commands.Player
+{
+ /// <summary>A command which adds an item to the player inventory.</summary>
+ internal class AddCommand : TrainerCommand
+ {
+ /*********
+ ** Properties
+ *********/
+ /// <summary>Provides methods for searching and constructing items.</summary>
+ private readonly ItemRepository Items = new ItemRepository();
+
+
+ /*********
+ ** Public methods
+ *********/
+ /// <summary>Construct an instance.</summary>
+ public AddCommand()
+ : base("player_add", AddCommand.GetDescription())
+ { }
+
+ /// <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)
+ {
+ // read arguments
+ if (!args.TryGet(0, "item type", out string rawType, oneOf: Enum.GetNames(typeof(ItemType))))
+ return;
+ if (!args.TryGetInt(1, "item ID", out int id, min: 0))
+ return;
+ if (!args.TryGetInt(2, "count", out int count, min: 1, required: false))
+ count = 1;
+ if (!args.TryGetInt(3, "quality", out int quality, min: Object.lowQuality, max: Object.bestQuality, required: false))
+ quality = Object.lowQuality;
+ ItemType type = (ItemType)Enum.Parse(typeof(ItemType), rawType, ignoreCase: true);
+
+ // find matching item
+ SearchableItem match = this.Items.GetAll().FirstOrDefault(p => p.Type == type && p.ID == id);
+ if (match == null)
+ {
+ monitor.Log($"There's no {type} item with ID {id}.", LogLevel.Error);
+ return;
+ }
+
+ // apply count & quality
+ match.Item.Stack = count;
+ if (match.Item is Object obj)
+ obj.quality = quality;
+
+ // add to inventory
+ Game1.player.addItemByMenuIfNecessary(match.Item);
+ monitor.Log($"OK, added {match.Name} ({match.Type} #{match.ID}) to your inventory.", LogLevel.Info);
+ }
+
+ /*********
+ ** Private methods
+ *********/
+ private static string GetDescription()
+ {
+ string[] typeValues = Enum.GetNames(typeof(ItemType));
+ return "Gives the player an item.\n"
+ + "\n"
+ + "Usage: player_add <type> <item> [count] [quality]\n"
+ + $"- type: the item type (one of {string.Join(", ", typeValues)}).\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).\n"
+ + "\n"
+ + "This example adds the galaxy sword to your inventory:\n"
+ + " player_add weapon 4";
+ }
+ }
+}
diff --git a/src/SMAPI.Mods.ConsoleCommands/Framework/Commands/Player/ListItemTypesCommand.cs b/src/SMAPI.Mods.ConsoleCommands/Framework/Commands/Player/ListItemTypesCommand.cs
new file mode 100644
index 00000000..34f1760c
--- /dev/null
+++ b/src/SMAPI.Mods.ConsoleCommands/Framework/Commands/Player/ListItemTypesCommand.cs
@@ -0,0 +1,52 @@
+using System.Linq;
+using StardewModdingAPI.Mods.ConsoleCommands.Framework.ItemData;
+
+namespace StardewModdingAPI.Mods.ConsoleCommands.Framework.Commands.Player
+{
+ /// <summary>A command which list item types.</summary>
+ internal class ListItemTypesCommand : TrainerCommand
+ {
+ /*********
+ ** Properties
+ *********/
+ /// <summary>Provides methods for searching and constructing items.</summary>
+ private readonly ItemRepository Items = new ItemRepository();
+
+
+ /*********
+ ** Public methods
+ *********/
+ /// <summary>Construct an instance.</summary>
+ public ListItemTypesCommand()
+ : base("list_item_types", "Lists item types you can filter in other commands.\n\nUsage: list_item_types") { }
+
+ /// <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 (!Context.IsWorldReady)
+ {
+ monitor.Log("You need to load a save to use this command.", LogLevel.Error);
+ return;
+ }
+
+ // handle
+ ItemType[] matches =
+ (
+ from item in this.Items.GetAll()
+ orderby item.Type.ToString()
+ select item.Type
+ )
+ .Distinct()
+ .ToArray();
+ string summary = "Searching...\n";
+ if (matches.Any())
+ monitor.Log(summary + this.GetTableString(matches, new[] { "type" }, val => new[] { val.ToString() }), LogLevel.Info);
+ else
+ monitor.Log(summary + "No item types found.", LogLevel.Info);
+ }
+ }
+}
diff --git a/src/SMAPI.Mods.ConsoleCommands/Framework/Commands/Player/ListItemsCommand.cs b/src/SMAPI.Mods.ConsoleCommands/Framework/Commands/Player/ListItemsCommand.cs
new file mode 100644
index 00000000..942a50b8
--- /dev/null
+++ b/src/SMAPI.Mods.ConsoleCommands/Framework/Commands/Player/ListItemsCommand.cs
@@ -0,0 +1,75 @@
+using System;
+using System.Collections.Generic;
+using System.Linq;
+using StardewModdingAPI.Mods.ConsoleCommands.Framework.ItemData;
+
+namespace StardewModdingAPI.Mods.ConsoleCommands.Framework.Commands.Player
+{
+ /// <summary>A command which list items available to spawn.</summary>
+ internal class ListItemsCommand : TrainerCommand
+ {
+ /*********
+ ** Properties
+ *********/
+ /// <summary>Provides methods for searching and constructing items.</summary>
+ private readonly ItemRepository Items = new ItemRepository();
+
+
+ /*********
+ ** 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, ArgumentParser args)
+ {
+ // validate
+ if (!Context.IsWorldReady)
+ {
+ monitor.Log("You need to load a save to use this command.", LogLevel.Error);
+ return;
+ }
+
+ // handle
+ SearchableItem[] matches =
+ (
+ from item in this.GetItems(args.ToArray())
+ orderby item.Type.ToString(), item.Name
+ select item
+ )
+ .ToArray();
+ string summary = "Searching...\n";
+ if (matches.Any())
+ monitor.Log(summary + this.GetTableString(matches, new[] { "type", "name", "id" }, val => new[] { val.Type.ToString(), val.Name, val.ID.ToString() }), 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<SearchableItem> 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.Items.GetAll()
+ let term = $"{item.ID}|{item.Type}|{item.Name}|{item.DisplayName}"
+ where searchWords == null || searchWords.All(word => term.IndexOf(word, StringComparison.CurrentCultureIgnoreCase) != -1)
+ select item
+ );
+ }
+ }
+}
diff --git a/src/SMAPI.Mods.ConsoleCommands/Framework/Commands/Player/SetColorCommand.cs b/src/SMAPI.Mods.ConsoleCommands/Framework/Commands/Player/SetColorCommand.cs
new file mode 100644
index 00000000..5d098593
--- /dev/null
+++ b/src/SMAPI.Mods.ConsoleCommands/Framework/Commands/Player/SetColorCommand.cs
@@ -0,0 +1,75 @@
+using Microsoft.Xna.Framework;
+using StardewValley;
+
+namespace StardewModdingAPI.Mods.ConsoleCommands.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, ArgumentParser args)
+ {
+ // parse arguments
+ if (!args.TryGet(0, "target", out string target, oneOf: new[] { "hair", "eyes", "pants" }))
+ return;
+ if (!args.TryGet(1, "color", out string rawColor))
+ return;
+
+ // parse color
+ if (!this.TryParseColor(rawColor, out Color color))
+ {
+ this.LogUsageError(monitor, "Argument 1 (color) must be an RBG value like '255,150,0'.");
+ return;
+ }
+
+ // handle
+ switch (target)
+ {
+ 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;
+ }
+ }
+
+
+ /*********
+ ** 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/SMAPI.Mods.ConsoleCommands/Framework/Commands/Player/SetHealthCommand.cs b/src/SMAPI.Mods.ConsoleCommands/Framework/Commands/Player/SetHealthCommand.cs
new file mode 100644
index 00000000..2e8f6630
--- /dev/null
+++ b/src/SMAPI.Mods.ConsoleCommands/Framework/Commands/Player/SetHealthCommand.cs
@@ -0,0 +1,71 @@
+using System.Linq;
+using StardewValley;
+
+namespace StardewModdingAPI.Mods.ConsoleCommands.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, ArgumentParser args)
+ {
+ // no-argument mode
+ 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($"OK, you now have {Game1.player.health} health.", LogLevel.Info);
+ }
+ else
+ this.LogArgumentNotInt(monitor);
+ }
+ }
+
+ /// <summary>Perform any logic needed on update tick.</summary>
+ /// <param name="monitor">Writes messages to the console and log file.</param>
+ public override void Update(IMonitor monitor)
+ {
+ if (this.InfiniteHealth)
+ Game1.player.health = Game1.player.maxHealth;
+ }
+ }
+}
diff --git a/src/SMAPI.Mods.ConsoleCommands/Framework/Commands/Player/SetImmunityCommand.cs b/src/SMAPI.Mods.ConsoleCommands/Framework/Commands/Player/SetImmunityCommand.cs
new file mode 100644
index 00000000..9c66c4fe
--- /dev/null
+++ b/src/SMAPI.Mods.ConsoleCommands/Framework/Commands/Player/SetImmunityCommand.cs
@@ -0,0 +1,37 @@
+using System.Linq;
+using StardewValley;
+
+namespace StardewModdingAPI.Mods.ConsoleCommands.Framework.Commands.Player
+{
+ /// <summary>A command which edits the player's current immunity.</summary>
+ internal class SetImmunityCommand : TrainerCommand
+ {
+ /*********
+ ** Public methods
+ *********/
+ /// <summary>Construct an instance.</summary>
+ public SetImmunityCommand()
+ : base("player_setimmunity", "Sets the player's immunity.\n\nUsage: player_setimmunity [value]\n- value: an integer amount.") { }
+
+ /// <summary>Handle the command.</summary>
+ /// <param name="monitor">Writes messages to the console and log file.</param>
+ /// <param name="command">The command name.</param>
+ /// <param name="args">The command arguments.</param>
+ public override void Handle(IMonitor monitor, string command, ArgumentParser args)
+ {
+ // validate
+ if (!args.Any())
+ {
+ monitor.Log($"You currently have {Game1.player.immunity} immunity. Specify a value to change it.", LogLevel.Info);
+ return;
+ }
+
+ // handle
+ if (args.TryGetInt(0, "amount", out int amount, min: 0))
+ {
+ Game1.player.immunity = amount;
+ monitor.Log($"OK, you now have {Game1.player.immunity} immunity.", LogLevel.Info);
+ }
+ }
+ }
+}
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($"OK, your foraging skill is now {Game1.player.ForagingLevel}.", LogLevel.Info);
+ break;
+ }
+ }
+ }
+}
diff --git a/src/SMAPI.Mods.ConsoleCommands/Framework/Commands/Player/SetMaxHealthCommand.cs b/src/SMAPI.Mods.ConsoleCommands/Framework/Commands/Player/SetMaxHealthCommand.cs
new file mode 100644
index 00000000..f4ae0694
--- /dev/null
+++ b/src/SMAPI.Mods.ConsoleCommands/Framework/Commands/Player/SetMaxHealthCommand.cs
@@ -0,0 +1,37 @@
+using System.Linq;
+using StardewValley;
+
+namespace StardewModdingAPI.Mods.ConsoleCommands.Framework.Commands.Player
+{
+ /// <summary>A command which edits the player's maximum health.</summary>
+ internal class SetMaxHealthCommand : TrainerCommand
+ {
+ /*********
+ ** Public methods
+ *********/
+ /// <summary>Construct an instance.</summary>
+ public SetMaxHealthCommand()
+ : base("player_setmaxhealth", "Sets the player's max health.\n\nUsage: player_setmaxhealth [value]\n- value: an integer amount.") { }
+
+ /// <summary>Handle the command.</summary>
+ /// <param name="monitor">Writes messages to the console and log file.</param>
+ /// <param name="command">The command name.</param>
+ /// <param name="args">The command arguments.</param>
+ public override void Handle(IMonitor monitor, string command, ArgumentParser args)
+ {
+ // validate
+ if (!args.Any())
+ {
+ monitor.Log($"You currently have {Game1.player.maxHealth} max health. Specify a value to change it.", LogLevel.Info);
+ return;
+ }
+
+ // handle
+ if (args.TryGetInt(0, "amount", out int amount, min: 1))
+ {
+ Game1.player.maxHealth = amount;
+ monitor.Log($"OK, you now have {Game1.player.maxHealth} max health.", LogLevel.Info);
+ }
+ }
+ }
+}
diff --git a/src/SMAPI.Mods.ConsoleCommands/Framework/Commands/Player/SetMaxStaminaCommand.cs b/src/SMAPI.Mods.ConsoleCommands/Framework/Commands/Player/SetMaxStaminaCommand.cs
new file mode 100644
index 00000000..5bce5ea3
--- /dev/null
+++ b/src/SMAPI.Mods.ConsoleCommands/Framework/Commands/Player/SetMaxStaminaCommand.cs
@@ -0,0 +1,37 @@
+using System.Linq;
+using StardewValley;
+
+namespace StardewModdingAPI.Mods.ConsoleCommands.Framework.Commands.Player
+{
+ /// <summary>A command which edits the player's maximum stamina.</summary>
+ internal class SetMaxStaminaCommand : TrainerCommand
+ {
+ /*********
+ ** Public methods
+ *********/
+ /// <summary>Construct an instance.</summary>
+ public SetMaxStaminaCommand()
+ : base("player_setmaxstamina", "Sets the player's max stamina.\n\nUsage: player_setmaxstamina [value]\n- value: an integer amount.") { }
+
+ /// <summary>Handle the command.</summary>
+ /// <param name="monitor">Writes messages to the console and log file.</param>
+ /// <param name="command">The command name.</param>
+ /// <param name="args">The command arguments.</param>
+ public override void Handle(IMonitor monitor, string command, ArgumentParser args)
+ {
+ // validate
+ if (!args.Any())
+ {
+ monitor.Log($"You currently have {Game1.player.MaxStamina} max stamina. Specify a value to change it.", LogLevel.Info);
+ return;
+ }
+
+ // handle
+ if (args.TryGetInt(0, "amount", out int amount, min: 1))
+ {
+ Game1.player.MaxStamina = amount;
+ monitor.Log($"OK, you now have {Game1.player.MaxStamina} max stamina.", LogLevel.Info);
+ }
+ }
+ }
+}
diff --git a/src/SMAPI.Mods.ConsoleCommands/Framework/Commands/Player/SetMoneyCommand.cs b/src/SMAPI.Mods.ConsoleCommands/Framework/Commands/Player/SetMoneyCommand.cs
new file mode 100644
index 00000000..3fc504b1
--- /dev/null
+++ b/src/SMAPI.Mods.ConsoleCommands/Framework/Commands/Player/SetMoneyCommand.cs
@@ -0,0 +1,71 @@
+using System.Linq;
+using StardewValley;
+
+namespace StardewModdingAPI.Mods.ConsoleCommands.Framework.Commands.Player
+{
+ /// <summary>A command which edits the player's current money.</summary>
+ internal class SetMoneyCommand : TrainerCommand
+ {
+ /*********
+ ** Properties
+ *********/
+ /// <summary>Whether to keep the player's money at a set value.</summary>
+ private bool InfiniteMoney;
+
+
+ /*********
+ ** Accessors
+ *********/
+ /// <summary>Whether the command needs to perform logic when the game updates.</summary>
+ public override bool NeedsUpdate => this.InfiniteMoney;
+
+
+ /*********
+ ** Public methods
+ *********/
+ /// <summary>Construct an instance.</summary>
+ public SetMoneyCommand()
+ : base("player_setmoney", "Sets the player's money.\n\nUsage: player_setmoney <value>\n- value: an integer amount, or 'inf' for infinite money.") { }
+
+ /// <summary>Handle the command.</summary>
+ /// <param name="monitor">Writes messages to the console and log file.</param>
+ /// <param name="command">The command name.</param>
+ /// <param name="args">The command arguments.</param>
+ public override void Handle(IMonitor monitor, string command, ArgumentParser args)
+ {
+ // validate
+ if (!args.Any())
+ {
+ monitor.Log($"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($"OK, you now have {Game1.player.Money} gold.", LogLevel.Info);
+ }
+ else
+ this.LogArgumentNotInt(monitor);
+ }
+ }
+
+ /// <summary>Perform any logic needed on update tick.</summary>
+ /// <param name="monitor">Writes messages to the console and log file.</param>
+ public override void Update(IMonitor monitor)
+ {
+ if (this.InfiniteMoney)
+ Game1.player.money = 999999;
+ }
+ }
+}
diff --git a/src/SMAPI.Mods.ConsoleCommands/Framework/Commands/Player/SetNameCommand.cs b/src/SMAPI.Mods.ConsoleCommands/Framework/Commands/Player/SetNameCommand.cs
new file mode 100644
index 00000000..5b1225e8
--- /dev/null
+++ b/src/SMAPI.Mods.ConsoleCommands/Framework/Commands/Player/SetNameCommand.cs
@@ -0,0 +1,51 @@
+using StardewValley;
+
+namespace StardewModdingAPI.Mods.ConsoleCommands.Framework.Commands.Player
+{
+ /// <summary>A command which edits the player's name.</summary>
+ internal class SetNameCommand : TrainerCommand
+ {
+ /*********
+ ** Public methods
+ *********/
+ /// <summary>Construct an instance.</summary>
+ public SetNameCommand()
+ : base("player_setname", "Sets the player's name.\n\nUsage: player_setname <target> <name>\n- target: what to rename (one of 'player' or 'farm').\n- name: the new name to set.") { }
+
+ /// <summary>Handle the command.</summary>
+ /// <param name="monitor">Writes messages to the console and log file.</param>
+ /// <param name="command">The command name.</param>
+ /// <param name="args">The command arguments.</param>
+ public override void Handle(IMonitor monitor, string command, ArgumentParser args)
+ {
+ // parse arguments
+ if (!args.TryGet(0, "target", out string target, oneOf: new[] { "player", "farm" }))
+ return;
+ args.TryGet(1, "name", out string name, required: false);
+
+ // handle
+ switch (target)
+ {
+ case "player":
+ if (!string.IsNullOrWhiteSpace(name))
+ {
+ Game1.player.Name = args[1];
+ monitor.Log($"OK, your name is now {Game1.player.Name}.", LogLevel.Info);
+ }
+ else
+ monitor.Log($"Your name is currently '{Game1.player.Name}'. Type 'help player_setname' for usage.", LogLevel.Info);
+ break;
+
+ case "farm":
+ if (!string.IsNullOrWhiteSpace(name))
+ {
+ Game1.player.farmName = args[1];
+ monitor.Log($"OK, your farm's name is now {Game1.player.farmName}.", LogLevel.Info);
+ }
+ else
+ monitor.Log($"Your farm's name is currently '{Game1.player.farmName}'. Type 'help player_setname' for usage.", LogLevel.Info);
+ break;
+ }
+ }
+ }
+}
diff --git a/src/SMAPI.Mods.ConsoleCommands/Framework/Commands/Player/SetSpeedCommand.cs b/src/SMAPI.Mods.ConsoleCommands/Framework/Commands/Player/SetSpeedCommand.cs
new file mode 100644
index 00000000..e9693540
--- /dev/null
+++ b/src/SMAPI.Mods.ConsoleCommands/Framework/Commands/Player/SetSpeedCommand.cs
@@ -0,0 +1,30 @@
+using StardewValley;
+
+namespace StardewModdingAPI.Mods.ConsoleCommands.Framework.Commands.Player
+{
+ /// <summary>A command which edits the player's current added speed.</summary>
+ internal class SetSpeedCommand : TrainerCommand
+ {
+ /*********
+ ** Public methods
+ *********/
+ /// <summary>Construct an instance.</summary>
+ public SetSpeedCommand()
+ : base("player_setspeed", "Sets the player's added speed to the specified value.\n\nUsage: player_setspeed <value>\n- value: an integer amount (0 is normal).") { }
+
+ /// <summary>Handle the command.</summary>
+ /// <param name="monitor">Writes messages to the console and log file.</param>
+ /// <param name="command">The command name.</param>
+ /// <param name="args">The command arguments.</param>
+ public override void Handle(IMonitor monitor, string command, ArgumentParser args)
+ {
+ // parse arguments
+ if (!args.TryGetInt(0, "added speed", out int amount, min: 0))
+ return;
+
+ // handle
+ Game1.player.addedSpeed = amount;
+ monitor.Log($"OK, your added speed is now {Game1.player.addedSpeed}.", LogLevel.Info);
+ }
+ }
+}
diff --git a/src/SMAPI.Mods.ConsoleCommands/Framework/Commands/Player/SetStaminaCommand.cs b/src/SMAPI.Mods.ConsoleCommands/Framework/Commands/Player/SetStaminaCommand.cs
new file mode 100644
index 00000000..866c3d22
--- /dev/null
+++ b/src/SMAPI.Mods.ConsoleCommands/Framework/Commands/Player/SetStaminaCommand.cs
@@ -0,0 +1,71 @@
+using System.Linq;
+using StardewValley;
+
+namespace StardewModdingAPI.Mods.ConsoleCommands.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, ArgumentParser 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);
+ }
+ }
+
+ /// <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/SMAPI.Mods.ConsoleCommands/Framework/Commands/Player/SetStyleCommand.cs b/src/SMAPI.Mods.ConsoleCommands/Framework/Commands/Player/SetStyleCommand.cs
new file mode 100644
index 00000000..b59be2e5
--- /dev/null
+++ b/src/SMAPI.Mods.ConsoleCommands/Framework/Commands/Player/SetStyleCommand.cs
@@ -0,0 +1,91 @@
+using StardewValley;
+
+namespace StardewModdingAPI.Mods.ConsoleCommands.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, ArgumentParser args)
+ {
+ // parse arguments
+ if (!args.TryGet(0, "target", out string target, oneOf: new[] { "hair", "shirt", "acc", "skin", "shoe", "swim", "gender" }))
+ return;
+ if (!args.TryGetInt(1, "style ID", out int styleID))
+ return;
+
+ // handle
+ switch (target)
+ {
+ 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).");
+ 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).");
+ break;
+ }
+ break;
+ }
+ }
+ }
+}