diff options
Diffstat (limited to 'src/TrainerMod/Framework/Commands/Player')
14 files changed, 0 insertions, 883 deletions
diff --git a/src/TrainerMod/Framework/Commands/Player/AddCommand.cs b/src/TrainerMod/Framework/Commands/Player/AddCommand.cs deleted file mode 100644 index 47840202..00000000 --- a/src/TrainerMod/Framework/Commands/Player/AddCommand.cs +++ /dev/null @@ -1,81 +0,0 @@ -using System; -using System.Linq; -using StardewModdingAPI; -using StardewValley; -using TrainerMod.Framework.ItemData; -using Object = StardewValley.Object; - -namespace TrainerMod.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/TrainerMod/Framework/Commands/Player/ListItemTypesCommand.cs b/src/TrainerMod/Framework/Commands/Player/ListItemTypesCommand.cs deleted file mode 100644 index 5f14edbb..00000000 --- a/src/TrainerMod/Framework/Commands/Player/ListItemTypesCommand.cs +++ /dev/null @@ -1,53 +0,0 @@ -using System.Linq; -using StardewModdingAPI; -using TrainerMod.Framework.ItemData; - -namespace TrainerMod.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/TrainerMod/Framework/Commands/Player/ListItemsCommand.cs b/src/TrainerMod/Framework/Commands/Player/ListItemsCommand.cs deleted file mode 100644 index 7f4f454c..00000000 --- a/src/TrainerMod/Framework/Commands/Player/ListItemsCommand.cs +++ /dev/null @@ -1,76 +0,0 @@ -using System; -using System.Collections.Generic; -using System.Linq; -using StardewModdingAPI; -using TrainerMod.Framework.ItemData; - -namespace TrainerMod.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/TrainerMod/Framework/Commands/Player/SetColorCommand.cs b/src/TrainerMod/Framework/Commands/Player/SetColorCommand.cs deleted file mode 100644 index 28ace0df..00000000 --- a/src/TrainerMod/Framework/Commands/Player/SetColorCommand.cs +++ /dev/null @@ -1,76 +0,0 @@ -using Microsoft.Xna.Framework; -using StardewModdingAPI; -using StardewValley; - -namespace TrainerMod.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/TrainerMod/Framework/Commands/Player/SetHealthCommand.cs b/src/TrainerMod/Framework/Commands/Player/SetHealthCommand.cs deleted file mode 100644 index f64e9035..00000000 --- a/src/TrainerMod/Framework/Commands/Player/SetHealthCommand.cs +++ /dev/null @@ -1,72 +0,0 @@ -using System.Linq; -using StardewModdingAPI; -using StardewValley; - -namespace TrainerMod.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($"OK, you now have {Game1.player.health} health.", LogLevel.Info); - } - else - this.LogArgumentNotInt(monitor); - } - } - - /// <summary>Perform any logic needed on update tick.</summary> - /// <param name="monitor">Writes messages to the console and log file.</param> - public override void Update(IMonitor monitor) - { - if (this.InfiniteHealth) - Game1.player.health = Game1.player.maxHealth; - } - } -} diff --git a/src/TrainerMod/Framework/Commands/Player/SetImmunityCommand.cs b/src/TrainerMod/Framework/Commands/Player/SetImmunityCommand.cs deleted file mode 100644 index 59b28a3c..00000000 --- a/src/TrainerMod/Framework/Commands/Player/SetImmunityCommand.cs +++ /dev/null @@ -1,38 +0,0 @@ -using System.Linq; -using StardewModdingAPI; -using StardewValley; - -namespace TrainerMod.Framework.Commands.Player -{ - /// <summary>A command which edits the player's current immunity.</summary> - internal class SetImmunityCommand : TrainerCommand - { - /********* - ** Public methods - *********/ - /// <summary>Construct an instance.</summary> - public SetImmunityCommand() - : base("player_setimmunity", "Sets the player's immunity.\n\nUsage: player_setimmunity [value]\n- value: an integer amount.") { } - - /// <summary>Handle the command.</summary> - /// <param name="monitor">Writes messages to the console and log file.</param> - /// <param name="command">The command name.</param> - /// <param name="args">The command arguments.</param> - public override void Handle(IMonitor monitor, string command, ArgumentParser args) - { - // validate - if (!args.Any()) - { - monitor.Log($"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/TrainerMod/Framework/Commands/Player/SetLevelCommand.cs b/src/TrainerMod/Framework/Commands/Player/SetLevelCommand.cs deleted file mode 100644 index 54d5e47b..00000000 --- a/src/TrainerMod/Framework/Commands/Player/SetLevelCommand.cs +++ /dev/null @@ -1,92 +0,0 @@ -using System.Collections.Generic; -using StardewModdingAPI; -using StardewValley; -using SFarmer = StardewValley.Farmer; - -namespace TrainerMod.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($"OK, your foraging skill is now {Game1.player.ForagingLevel}.", LogLevel.Info); - break; - } - } - } -} diff --git a/src/TrainerMod/Framework/Commands/Player/SetMaxHealthCommand.cs b/src/TrainerMod/Framework/Commands/Player/SetMaxHealthCommand.cs deleted file mode 100644 index 4b9d87dc..00000000 --- a/src/TrainerMod/Framework/Commands/Player/SetMaxHealthCommand.cs +++ /dev/null @@ -1,38 +0,0 @@ -using System.Linq; -using StardewModdingAPI; -using StardewValley; - -namespace TrainerMod.Framework.Commands.Player -{ - /// <summary>A command which edits the player's maximum health.</summary> - internal class SetMaxHealthCommand : TrainerCommand - { - /********* - ** Public methods - *********/ - /// <summary>Construct an instance.</summary> - public SetMaxHealthCommand() - : base("player_setmaxhealth", "Sets the player's max health.\n\nUsage: player_setmaxhealth [value]\n- value: an integer amount.") { } - - /// <summary>Handle the command.</summary> - /// <param name="monitor">Writes messages to the console and log file.</param> - /// <param name="command">The command name.</param> - /// <param name="args">The command arguments.</param> - public override void Handle(IMonitor monitor, string command, ArgumentParser args) - { - // validate - if (!args.Any()) - { - monitor.Log($"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($"OK, you now have {Game1.player.maxHealth} max health.", LogLevel.Info); - } - } - } -} diff --git a/src/TrainerMod/Framework/Commands/Player/SetMaxStaminaCommand.cs b/src/TrainerMod/Framework/Commands/Player/SetMaxStaminaCommand.cs deleted file mode 100644 index 3997bb1b..00000000 --- a/src/TrainerMod/Framework/Commands/Player/SetMaxStaminaCommand.cs +++ /dev/null @@ -1,38 +0,0 @@ -using System.Linq; -using StardewModdingAPI; -using StardewValley; - -namespace TrainerMod.Framework.Commands.Player -{ - /// <summary>A command which edits the player's maximum stamina.</summary> - internal class SetMaxStaminaCommand : TrainerCommand - { - /********* - ** Public methods - *********/ - /// <summary>Construct an instance.</summary> - public SetMaxStaminaCommand() - : base("player_setmaxstamina", "Sets the player's max stamina.\n\nUsage: player_setmaxstamina [value]\n- value: an integer amount.") { } - - /// <summary>Handle the command.</summary> - /// <param name="monitor">Writes messages to the console and log file.</param> - /// <param name="command">The command name.</param> - /// <param name="args">The command arguments.</param> - public override void Handle(IMonitor monitor, string command, ArgumentParser args) - { - // validate - if (!args.Any()) - { - monitor.Log($"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($"OK, you now have {Game1.player.MaxStamina} max stamina.", LogLevel.Info); - } - } - } -} diff --git a/src/TrainerMod/Framework/Commands/Player/SetMoneyCommand.cs b/src/TrainerMod/Framework/Commands/Player/SetMoneyCommand.cs deleted file mode 100644 index 55e069a4..00000000 --- a/src/TrainerMod/Framework/Commands/Player/SetMoneyCommand.cs +++ /dev/null @@ -1,72 +0,0 @@ -using System.Linq; -using StardewModdingAPI; -using StardewValley; - -namespace TrainerMod.Framework.Commands.Player -{ - /// <summary>A command which edits the player's current money.</summary> - internal class SetMoneyCommand : TrainerCommand - { - /********* - ** Properties - *********/ - /// <summary>Whether to keep the player's money at a set value.</summary> - private bool InfiniteMoney; - - - /********* - ** Accessors - *********/ - /// <summary>Whether the command needs to perform logic when the game updates.</summary> - public override bool NeedsUpdate => this.InfiniteMoney; - - - /********* - ** Public methods - *********/ - /// <summary>Construct an instance.</summary> - public SetMoneyCommand() - : base("player_setmoney", "Sets the player's money.\n\nUsage: player_setmoney <value>\n- value: an integer amount, or 'inf' for infinite money.") { } - - /// <summary>Handle the command.</summary> - /// <param name="monitor">Writes messages to the console and log file.</param> - /// <param name="command">The command name.</param> - /// <param name="args">The command arguments.</param> - public override void Handle(IMonitor monitor, string command, ArgumentParser args) - { - // validate - if (!args.Any()) - { - monitor.Log($"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($"OK, you now have {Game1.player.Money} gold.", LogLevel.Info); - } - else - this.LogArgumentNotInt(monitor); - } - } - - /// <summary>Perform any logic needed on update tick.</summary> - /// <param name="monitor">Writes messages to the console and log file.</param> - public override void Update(IMonitor monitor) - { - if (this.InfiniteMoney) - Game1.player.money = 999999; - } - } -} diff --git a/src/TrainerMod/Framework/Commands/Player/SetNameCommand.cs b/src/TrainerMod/Framework/Commands/Player/SetNameCommand.cs deleted file mode 100644 index 3fd4475c..00000000 --- a/src/TrainerMod/Framework/Commands/Player/SetNameCommand.cs +++ /dev/null @@ -1,52 +0,0 @@ -using StardewModdingAPI; -using StardewValley; - -namespace TrainerMod.Framework.Commands.Player -{ - /// <summary>A command which edits the player's name.</summary> - internal class SetNameCommand : TrainerCommand - { - /********* - ** Public methods - *********/ - /// <summary>Construct an instance.</summary> - public SetNameCommand() - : base("player_setname", "Sets the player's name.\n\nUsage: player_setname <target> <name>\n- target: what to rename (one of 'player' or 'farm').\n- name: the new name to set.") { } - - /// <summary>Handle the command.</summary> - /// <param name="monitor">Writes messages to the console and log file.</param> - /// <param name="command">The command name.</param> - /// <param name="args">The command arguments.</param> - public override void Handle(IMonitor monitor, string command, ArgumentParser args) - { - // parse arguments - if (!args.TryGet(0, "target", out string target, oneOf: new[] { "player", "farm" })) - return; - args.TryGet(1, "name", out string name, required: false); - - // handle - switch (target) - { - case "player": - if (!string.IsNullOrWhiteSpace(name)) - { - Game1.player.Name = args[1]; - monitor.Log($"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($"Your farm's name is currently '{Game1.player.farmName}'. Type 'help player_setname' for usage.", LogLevel.Info); - break; - } - } - } -} diff --git a/src/TrainerMod/Framework/Commands/Player/SetSpeedCommand.cs b/src/TrainerMod/Framework/Commands/Player/SetSpeedCommand.cs deleted file mode 100644 index 40b87b62..00000000 --- a/src/TrainerMod/Framework/Commands/Player/SetSpeedCommand.cs +++ /dev/null @@ -1,31 +0,0 @@ -using StardewModdingAPI; -using StardewValley; - -namespace TrainerMod.Framework.Commands.Player -{ - /// <summary>A command which edits the player's current added speed.</summary> - internal class SetSpeedCommand : TrainerCommand - { - /********* - ** Public methods - *********/ - /// <summary>Construct an instance.</summary> - public SetSpeedCommand() - : base("player_setspeed", "Sets the player's added speed to the specified value.\n\nUsage: player_setspeed <value>\n- value: an integer amount (0 is normal).") { } - - /// <summary>Handle the command.</summary> - /// <param name="monitor">Writes messages to the console and log file.</param> - /// <param name="command">The command name.</param> - /// <param name="args">The command arguments.</param> - public override void Handle(IMonitor monitor, string command, ArgumentParser args) - { - // parse arguments - if (!args.TryGetInt(0, "added speed", out int amount, min: 0)) - return; - - // handle - Game1.player.addedSpeed = amount; - monitor.Log($"OK, your added speed is now {Game1.player.addedSpeed}.", LogLevel.Info); - } - } -} diff --git a/src/TrainerMod/Framework/Commands/Player/SetStaminaCommand.cs b/src/TrainerMod/Framework/Commands/Player/SetStaminaCommand.cs deleted file mode 100644 index d44d1370..00000000 --- a/src/TrainerMod/Framework/Commands/Player/SetStaminaCommand.cs +++ /dev/null @@ -1,72 +0,0 @@ -using System.Linq; -using StardewModdingAPI; -using StardewValley; - -namespace TrainerMod.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/TrainerMod/Framework/Commands/Player/SetStyleCommand.cs b/src/TrainerMod/Framework/Commands/Player/SetStyleCommand.cs deleted file mode 100644 index 96e34af2..00000000 --- a/src/TrainerMod/Framework/Commands/Player/SetStyleCommand.cs +++ /dev/null @@ -1,92 +0,0 @@ -using StardewModdingAPI; -using StardewValley; - -namespace TrainerMod.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; - } - } - } -} |