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-rw-r--r--src/SMAPI.Mods.ConsoleCommands/Framework/Commands/Player/SetHealthCommand.cs36
-rw-r--r--src/SMAPI.Mods.ConsoleCommands/Framework/Commands/Player/SetMoneyCommand.cs36
-rw-r--r--src/SMAPI.Mods.ConsoleCommands/Framework/Commands/Player/SetStaminaCommand.cs36
3 files changed, 18 insertions, 90 deletions
diff --git a/src/SMAPI.Mods.ConsoleCommands/Framework/Commands/Player/SetHealthCommand.cs b/src/SMAPI.Mods.ConsoleCommands/Framework/Commands/Player/SetHealthCommand.cs
index 59bda5dd..41a5b2af 100644
--- a/src/SMAPI.Mods.ConsoleCommands/Framework/Commands/Player/SetHealthCommand.cs
+++ b/src/SMAPI.Mods.ConsoleCommands/Framework/Commands/Player/SetHealthCommand.cs
@@ -7,18 +7,11 @@ namespace StardewModdingAPI.Mods.ConsoleCommands.Framework.Commands.Player
internal class SetHealthCommand : TrainerCommand
{
/*********
- ** Fields
- *********/
- /// <summary>Whether to keep the player's health at its maximum.</summary>
- private bool 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.", mayNeedUpdate: true) { }
+ : base("player_sethealth", "Sets the player's health.\n\nUsage: player_sethealth [value]\n- value: an integer amount.") { }
/// <summary>Handle the command.</summary>
/// <param name="monitor">Writes messages to the console and log file.</param>
@@ -29,36 +22,19 @@ namespace StardewModdingAPI.Mods.ConsoleCommands.Framework.Commands.Player
// no-argument mode
if (!args.Any())
{
- monitor.Log($"You currently have {(this.InfiniteHealth ? "infinite" : Game1.player.health.ToString())} health. Specify a value to change it.", LogLevel.Info);
+ monitor.Log($"You currently have {Game1.player.health} health. Specify a value to change it.", LogLevel.Info);
return;
}
// handle
string amountStr = args[0];
- if (amountStr == "inf")
+ if (int.TryParse(amountStr, out int amount))
{
- this.InfiniteHealth = true;
- monitor.Log("OK, you now have infinite health.", LogLevel.Info);
+ Game1.player.health = amount;
+ monitor.Log($"OK, you now have {Game1.player.health} health.", LogLevel.Info);
}
else
- {
- this.InfiniteHealth = false;
- if (int.TryParse(amountStr, out int amount))
- {
- Game1.player.health = amount;
- monitor.Log($"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 OnUpdated(IMonitor monitor)
- {
- if (this.InfiniteHealth && Context.IsWorldReady)
- Game1.player.health = Game1.player.maxHealth;
+ this.LogArgumentNotInt(monitor);
}
}
}
diff --git a/src/SMAPI.Mods.ConsoleCommands/Framework/Commands/Player/SetMoneyCommand.cs b/src/SMAPI.Mods.ConsoleCommands/Framework/Commands/Player/SetMoneyCommand.cs
index 6e3d68b6..e015f01a 100644
--- a/src/SMAPI.Mods.ConsoleCommands/Framework/Commands/Player/SetMoneyCommand.cs
+++ b/src/SMAPI.Mods.ConsoleCommands/Framework/Commands/Player/SetMoneyCommand.cs
@@ -7,18 +7,11 @@ namespace StardewModdingAPI.Mods.ConsoleCommands.Framework.Commands.Player
internal class SetMoneyCommand : TrainerCommand
{
/*********
- ** Fields
- *********/
- /// <summary>Whether to keep the player's money at a set value.</summary>
- private bool 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.", mayNeedUpdate: true) { }
+ : base("player_setmoney", "Sets the player's money.\n\nUsage: player_setmoney <value>\n- value: an integer amount.") { }
/// <summary>Handle the command.</summary>
/// <param name="monitor">Writes messages to the console and log file.</param>
@@ -29,36 +22,19 @@ namespace StardewModdingAPI.Mods.ConsoleCommands.Framework.Commands.Player
// validate
if (!args.Any())
{
- monitor.Log($"You currently have {(this.InfiniteMoney ? "infinite" : Game1.player.Money.ToString())} gold. Specify a value to change it.", LogLevel.Info);
+ monitor.Log($"You currently have {Game1.player.Money} gold. Specify a value to change it.", LogLevel.Info);
return;
}
// handle
string amountStr = args[0];
- if (amountStr == "inf")
+ if (int.TryParse(amountStr, out int amount))
{
- this.InfiniteMoney = true;
- monitor.Log("OK, you now have infinite money.", LogLevel.Info);
+ Game1.player.Money = amount;
+ monitor.Log($"OK, you now have {Game1.player.Money} gold.", LogLevel.Info);
}
else
- {
- this.InfiniteMoney = false;
- if (int.TryParse(amountStr, out int amount))
- {
- Game1.player.Money = amount;
- monitor.Log($"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 OnUpdated(IMonitor monitor)
- {
- if (this.InfiniteMoney && Context.IsWorldReady)
- Game1.player.Money = 999999;
+ this.LogArgumentNotInt(monitor);
}
}
}
diff --git a/src/SMAPI.Mods.ConsoleCommands/Framework/Commands/Player/SetStaminaCommand.cs b/src/SMAPI.Mods.ConsoleCommands/Framework/Commands/Player/SetStaminaCommand.cs
index 60a1dcb1..a8adafce 100644
--- a/src/SMAPI.Mods.ConsoleCommands/Framework/Commands/Player/SetStaminaCommand.cs
+++ b/src/SMAPI.Mods.ConsoleCommands/Framework/Commands/Player/SetStaminaCommand.cs
@@ -7,18 +7,11 @@ namespace StardewModdingAPI.Mods.ConsoleCommands.Framework.Commands.Player
internal class SetStaminaCommand : TrainerCommand
{
/*********
- ** Fields
- *********/
- /// <summary>Whether to keep the player's stamina at its maximum.</summary>
- private bool 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.", mayNeedUpdate: true) { }
+ : base("player_setstamina", "Sets the player's stamina.\n\nUsage: player_setstamina [value]\n- value: an integer amount.") { }
/// <summary>Handle the command.</summary>
/// <param name="monitor">Writes messages to the console and log file.</param>
@@ -29,36 +22,19 @@ namespace StardewModdingAPI.Mods.ConsoleCommands.Framework.Commands.Player
// validate
if (!args.Any())
{
- monitor.Log($"You currently have {(this.InfiniteStamina ? "infinite" : Game1.player.Stamina.ToString())} stamina. Specify a value to change it.", LogLevel.Info);
+ monitor.Log($"You currently have {Game1.player.Stamina} stamina. Specify a value to change it.", LogLevel.Info);
return;
}
// handle
string amountStr = args[0];
- if (amountStr == "inf")
+ if (int.TryParse(amountStr, out int amount))
{
- this.InfiniteStamina = true;
- monitor.Log("OK, you now have infinite stamina.", LogLevel.Info);
+ Game1.player.Stamina = amount;
+ monitor.Log($"OK, you now have {Game1.player.Stamina} stamina.", LogLevel.Info);
}
else
- {
- this.InfiniteStamina = false;
- if (int.TryParse(amountStr, out int amount))
- {
- Game1.player.Stamina = amount;
- monitor.Log($"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 OnUpdated(IMonitor monitor)
- {
- if (this.InfiniteStamina && Context.IsWorldReady)
- Game1.player.stamina = Game1.player.MaxStamina;
+ this.LogArgumentNotInt(monitor);
}
}
}