summaryrefslogtreecommitdiff
path: root/src/TrainerMod/Framework/Commands/Player/AddWeaponCommand.cs
diff options
context:
space:
mode:
Diffstat (limited to 'src/TrainerMod/Framework/Commands/Player/AddWeaponCommand.cs')
-rw-r--r--src/TrainerMod/Framework/Commands/Player/AddWeaponCommand.cs88
1 files changed, 88 insertions, 0 deletions
diff --git a/src/TrainerMod/Framework/Commands/Player/AddWeaponCommand.cs b/src/TrainerMod/Framework/Commands/Player/AddWeaponCommand.cs
new file mode 100644
index 00000000..ee94093f
--- /dev/null
+++ b/src/TrainerMod/Framework/Commands/Player/AddWeaponCommand.cs
@@ -0,0 +1,88 @@
+using System.Collections.Generic;
+using System.Linq;
+using StardewModdingAPI;
+using StardewValley;
+using StardewValley.Tools;
+
+namespace TrainerMod.Framework.Commands.Player
+{
+ /// <summary>A command which adds a weapon to the player inventory.</summary>
+ internal class AddWeaponCommand : TrainerCommand
+ {
+ /*********
+ ** Public methods
+ *********/
+ /// <summary>Construct an instance.</summary>
+ public AddWeaponCommand()
+ : base("player_addweapon", "Gives the player a weapon.\n\nUsage: player_addweapon <item>\n- item: the weapon ID (use the 'list_items' command to see a list).") { }
+
+ /// <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, string[] args)
+ {
+ // validate
+ if (!args.Any())
+ {
+ this.LogArgumentsInvalid(monitor, command);
+ return;
+ }
+ if (!int.TryParse(args[0], out int weaponID))
+ {
+ this.LogUsageError(monitor, "The weapon ID must be an integer.", command);
+ return;
+ }
+
+ // get raw weapon data
+ if (!Game1.content.Load<Dictionary<int, string>>("Data\\weapons").TryGetValue(weaponID, out string data))
+ {
+ monitor.Log("There is no such weapon ID.", LogLevel.Error);
+ return;
+ }
+
+ // get raw weapon type
+ int type;
+ {
+ string[] fields = data.Split('/');
+ string typeStr = fields.Length > 8 ? fields[8] : null;
+ if (!int.TryParse(typeStr, out type))
+ {
+ monitor.Log("Could not parse the data for the weapon with that ID.", LogLevel.Error);
+ return;
+ }
+ }
+
+ // get weapon
+ Tool weapon;
+ switch (type)
+ {
+ case MeleeWeapon.stabbingSword:
+ case MeleeWeapon.dagger:
+ case MeleeWeapon.club:
+ case MeleeWeapon.defenseSword:
+ weapon = new MeleeWeapon(weaponID);
+ break;
+
+ case 4:
+ weapon = new Slingshot(weaponID);
+ break;
+
+ default:
+ monitor.Log($"The specified weapon has unknown type '{type}' in the game data.", LogLevel.Error);
+ return;
+ }
+
+ // validate weapon
+ if (weapon.Name == null)
+ {
+ monitor.Log("That weapon doesn't seem to be valid.", LogLevel.Error);
+ return;
+ }
+
+ // add weapon
+ Game1.player.addItemByMenuIfNecessary(weapon);
+ monitor.Log($"OK, added {weapon.Name} to your inventory.", LogLevel.Info);
+ }
+ }
+}