diff options
Diffstat (limited to 'src/SMAPI.Mods.ConsoleCommands/Framework/Commands/Player')
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; + } + } + } +} |