summaryrefslogtreecommitdiff
path: root/src/SMAPI.Mods.ConsoleCommands
diff options
context:
space:
mode:
Diffstat (limited to 'src/SMAPI.Mods.ConsoleCommands')
-rw-r--r--src/SMAPI.Mods.ConsoleCommands/Framework/Commands/Other/RegenerateBundles.cs95
-rw-r--r--src/SMAPI.Mods.ConsoleCommands/SMAPI.Mods.ConsoleCommands.csproj16
-rw-r--r--src/SMAPI.Mods.ConsoleCommands/manifest.json4
3 files changed, 106 insertions, 9 deletions
diff --git a/src/SMAPI.Mods.ConsoleCommands/Framework/Commands/Other/RegenerateBundles.cs b/src/SMAPI.Mods.ConsoleCommands/Framework/Commands/Other/RegenerateBundles.cs
new file mode 100644
index 00000000..9beedb96
--- /dev/null
+++ b/src/SMAPI.Mods.ConsoleCommands/Framework/Commands/Other/RegenerateBundles.cs
@@ -0,0 +1,95 @@
+using System;
+using System.Collections.Generic;
+using System.Linq;
+using System.Reflection;
+using Netcode;
+using StardewValley;
+using StardewValley.Network;
+
+namespace StardewModdingAPI.Mods.ConsoleCommands.Framework.Commands.Other
+{
+ /// <summary>A command which regenerates the game's bundles.</summary>
+ internal class RegenerateBundlesCommand : ConsoleCommand
+ {
+ /*********
+ ** Public methods
+ *********/
+ /// <summary>Construct an instance.</summary>
+ public RegenerateBundlesCommand()
+ : base("regenerate_bundles", $"Regenerate the game's community center bundle data. WARNING: this will reset all bundle progress, and may have unintended effects if you've already completed bundles. DO NOT USE THIS unless you're absolutely sure.\n\nUsage: regenerate_bundles confirm [<type>] [ignore_seed]\nRegenerate all bundles for this save. If the <type> is set to '{string.Join("' or '", Enum.GetNames(typeof(Game1.BundleType)))}', change the bundle type for the save. If an 'ignore_seed' option is included, remixed bundles are re-randomized without using the predetermined save seed.\n\nExample: regenerate_bundles remixed confirm") { }
+
+ /// <summary>Handle the command.</summary>
+ /// <param name="monitor">Writes messages to the console and log file.</param>
+ /// <param name="command">The command name.</param>
+ /// <param name="args">The command arguments.</param>
+ public override void Handle(IMonitor monitor, string command, ArgumentParser args)
+ {
+ // get flags
+ var bundleType = Game1.bundleType;
+ bool confirmed = false;
+ bool useSeed = true;
+ foreach (string arg in args)
+ {
+ if (arg.Equals("confirm", StringComparison.OrdinalIgnoreCase))
+ confirmed = true;
+ else if (arg.Equals("ignore_seed", StringComparison.OrdinalIgnoreCase))
+ useSeed = false;
+ else if (Enum.TryParse(arg, ignoreCase: true, out Game1.BundleType type))
+ bundleType = type;
+ else
+ {
+ monitor.Log($"Invalid option '{arg}'. Type 'help {command}' for usage.", LogLevel.Error);
+ return;
+ }
+ }
+
+ // require confirmation
+ if (!confirmed)
+ {
+ monitor.Log($"WARNING: this may have unintended consequences (type 'help {command}' for details). Are you sure?", LogLevel.Warn);
+
+ string[] newArgs = args.Concat(new[] { "confirm" }).ToArray();
+ monitor.Log($"To confirm, enter this command: '{command} {string.Join(" ", newArgs)}'.", LogLevel.Info);
+ return;
+ }
+
+ // need a loaded save
+ if (!Context.IsWorldReady)
+ {
+ monitor.Log("You need to load a save to use this command.", LogLevel.Error);
+ return;
+ }
+
+ // get private fields
+ IWorldState state = Game1.netWorldState.Value;
+ var bundleData = state.GetType().GetField("_bundleData", BindingFlags.NonPublic | BindingFlags.Public | BindingFlags.Instance)?.GetValue(state) as IDictionary<string, string>
+ ?? throw new InvalidOperationException("Can't access '_bundleData' field on world state.");
+ var netBundleData = state.GetType().GetField("netBundleData", BindingFlags.NonPublic | BindingFlags.Public | BindingFlags.Instance)?.GetValue(state) as NetStringDictionary<string, NetString>
+ ?? throw new InvalidOperationException("Can't access 'netBundleData' field on world state.");
+
+ // clear bundle data
+ state.BundleData.Clear();
+ state.Bundles.Clear();
+ state.BundleRewards.Clear();
+ bundleData.Clear();
+ netBundleData.Clear();
+
+ // regenerate bundles
+ var locale = LocalizedContentManager.CurrentLanguageCode;
+ try
+ {
+ LocalizedContentManager.CurrentLanguageCode = LocalizedContentManager.LanguageCode.en; // the base bundle data needs to be unlocalized (the game will add localized names later)
+
+ Game1.bundleType = bundleType;
+ Game1.GenerateBundles(bundleType, use_seed: useSeed);
+ }
+ finally
+ {
+ LocalizedContentManager.CurrentLanguageCode = locale;
+ }
+
+ monitor.Log("Regenerated bundles and reset bundle progress.", LogLevel.Info);
+ monitor.Log("This may have unintended effects if you've already completed any bundles. If you're not sure, exit your game without saving to cancel.", LogLevel.Warn);
+ }
+ }
+}
diff --git a/src/SMAPI.Mods.ConsoleCommands/SMAPI.Mods.ConsoleCommands.csproj b/src/SMAPI.Mods.ConsoleCommands/SMAPI.Mods.ConsoleCommands.csproj
index 1e3208de..a187c1ff 100644
--- a/src/SMAPI.Mods.ConsoleCommands/SMAPI.Mods.ConsoleCommands.csproj
+++ b/src/SMAPI.Mods.ConsoleCommands/SMAPI.Mods.ConsoleCommands.csproj
@@ -4,9 +4,10 @@
<RootNamespace>StardewModdingAPI.Mods.ConsoleCommands</RootNamespace>
<TargetFramework>net45</TargetFramework>
<AppendTargetFrameworkToOutputPath>false</AppendTargetFrameworkToOutputPath>
- <PlatformTarget>x86</PlatformTarget>
</PropertyGroup>
+ <Import Project="..\..\build\common.targets" />
+
<ItemGroup>
<ProjectReference Include="..\SMAPI\SMAPI.csproj" Private="False" />
</ItemGroup>
@@ -16,19 +17,21 @@
<Reference Include="StardewValley.GameData" HintPath="$(GamePath)\StardewValley.GameData.dll" Private="False" />
</ItemGroup>
+ <!-- Windows only -->
+ <ItemGroup Condition="'$(OS)' == 'Windows_NT'">
+ <Reference Include="Netcode" HintPath="$(GamePath)\Netcode.dll" Private="False" />
+ </ItemGroup>
+
+ <!-- Game framework -->
<Choose>
- <!-- Windows -->
- <When Condition="$(OS) == 'Windows_NT'">
+ <When Condition="$(DefineConstants.Contains(SMAPI_FOR_XNA))">
<ItemGroup>
- <Reference Include="Netcode" HintPath="$(GamePath)\Netcode.dll" Private="False" />
<Reference Include="Microsoft.Xna.Framework, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553, processorArchitecture=x86" Private="False" />
<Reference Include="Microsoft.Xna.Framework.Game, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553, processorArchitecture=x86" Private="False" />
<Reference Include="Microsoft.Xna.Framework.Graphics, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553, processorArchitecture=x86" Private="False" />
<Reference Include="Microsoft.Xna.Framework.Xact, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553, processorArchitecture=x86" Private="False" />
</ItemGroup>
</When>
-
- <!-- Linux/Mac -->
<Otherwise>
<ItemGroup>
<Reference Include="MonoGame.Framework" HintPath="$(GamePath)\MonoGame.Framework.dll" Private="False" />
@@ -41,5 +44,4 @@
</ItemGroup>
<Import Project="..\SMAPI.Internal\SMAPI.Internal.projitems" Label="Shared" />
- <Import Project="..\..\build\common.targets" />
</Project>
diff --git a/src/SMAPI.Mods.ConsoleCommands/manifest.json b/src/SMAPI.Mods.ConsoleCommands/manifest.json
index 2811a11c..65c66d33 100644
--- a/src/SMAPI.Mods.ConsoleCommands/manifest.json
+++ b/src/SMAPI.Mods.ConsoleCommands/manifest.json
@@ -1,9 +1,9 @@
{
"Name": "Console Commands",
"Author": "SMAPI",
- "Version": "3.9.4",
+ "Version": "3.9.5",
"Description": "Adds SMAPI console commands that let you manipulate the game.",
"UniqueID": "SMAPI.ConsoleCommands",
"EntryDll": "ConsoleCommands.dll",
- "MinimumApiVersion": "3.9.4"
+ "MinimumApiVersion": "3.9.5"
}