diff options
Diffstat (limited to 'src/TrainerMod/Framework/Commands/Player')
17 files changed, 1094 insertions, 0 deletions
diff --git a/src/TrainerMod/Framework/Commands/Player/AddFlooringCommand.cs b/src/TrainerMod/Framework/Commands/Player/AddFlooringCommand.cs new file mode 100644 index 00000000..57bd39e3 --- /dev/null +++ b/src/TrainerMod/Framework/Commands/Player/AddFlooringCommand.cs @@ -0,0 +1,47 @@ +using System.Linq; +using StardewModdingAPI; +using StardewValley; +using StardewValley.Objects; + +namespace TrainerMod.Framework.Commands.Player +{ + /// <summary>A command which adds a floor item to the player inventory.</summary> + internal class AddFlooringCommand : TrainerCommand + { + /********* + ** Public methods + *********/ + /// <summary>Construct an instance.</summary> + public AddFlooringCommand() + : base("player_addflooring", "Gives the player a flooring item.\n\nUsage: player_addflooring <flooring>\n- flooring: the flooring ID (ranges from 0 to 39).") { } + + /// <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 floorID)) + { + this.LogArgumentNotInt(monitor, command); + return; + } + if (floorID < 0 || floorID > 39) + { + monitor.Log("There is no such flooring ID (must be between 0 and 39).", LogLevel.Error); + return; + } + + // handle + Wallpaper wallpaper = new Wallpaper(floorID, isFloor: true); + Game1.player.addItemByMenuIfNecessary(wallpaper); + monitor.Log($"OK, added flooring {floorID} to your inventory.", LogLevel.Info); + } + } +} diff --git a/src/TrainerMod/Framework/Commands/Player/AddItemCommand.cs b/src/TrainerMod/Framework/Commands/Player/AddItemCommand.cs new file mode 100644 index 00000000..6d3cf968 --- /dev/null +++ b/src/TrainerMod/Framework/Commands/Player/AddItemCommand.cs @@ -0,0 +1,68 @@ +using System.Linq; +using StardewModdingAPI; +using StardewValley; + +namespace TrainerMod.Framework.Commands.Player +{ + /// <summary>A command which adds an item to the player inventory.</summary> + internal class AddItemCommand : TrainerCommand + { + /********* + ** Public methods + *********/ + /// <summary>Construct an instance.</summary> + public AddItemCommand() + : base("player_additem", $"Gives the player an item.\n\nUsage: player_additem <item> [count] [quality]\n- item: the item ID (use the 'list_items' command to see a list).\n- count (optional): how many of the item to give.\n- quality (optional): one of {Object.lowQuality} (normal), {Object.medQuality} (silver), {Object.highQuality} (gold), or {Object.bestQuality} (iridium).") { } + + /// <summary>Handle the command.</summary> + /// <param name="monitor">Writes messages to the console and log file.</param> + /// <param name="command">The command name.</param> + /// <param name="args">The command arguments.</param> + public override void Handle(IMonitor monitor, string command, string[] args) + { + // validate + if (!args.Any()) + { + this.LogArgumentsInvalid(monitor, command); + return; + } + if (!int.TryParse(args[0], out int itemID)) + { + this.LogUsageError(monitor, "The item ID must be an integer.", command); + return; + } + + // parse arguments + int count = 1; + int quality = 0; + if (args.Length > 1) + { + if (!int.TryParse(args[1], out count)) + { + this.LogUsageError(monitor, "The optional count is invalid.", command); + return; + } + } + if (args.Length > 2) + { + if (!int.TryParse(args[2], out quality)) + { + this.LogUsageError(monitor, "The optional quality is invalid.", command); + return; + } + } + + // spawn item + var item = new Object(itemID, count) { quality = quality }; + if (item.Name == "Error Item") + { + monitor.Log("There is no such item ID.", LogLevel.Error); + return; + } + + // add to inventory + Game1.player.addItemByMenuIfNecessary(item); + monitor.Log($"OK, added {item.Name} to your inventory.", LogLevel.Info); + } + } +} diff --git a/src/TrainerMod/Framework/Commands/Player/AddRingCommand.cs b/src/TrainerMod/Framework/Commands/Player/AddRingCommand.cs new file mode 100644 index 00000000..d62d8b5b --- /dev/null +++ b/src/TrainerMod/Framework/Commands/Player/AddRingCommand.cs @@ -0,0 +1,47 @@ +using System.Linq; +using StardewModdingAPI; +using StardewValley; +using StardewValley.Objects; + +namespace TrainerMod.Framework.Commands.Player +{ + /// <summary>A command which adds a ring to the player inventory.</summary> + internal class AddRingCommand : TrainerCommand + { + /********* + ** Public methods + *********/ + /// <summary>Construct an instance.</summary> + public AddRingCommand() + : base("player_addring", "Gives the player a ring.\n\nUsage: player_addring <item>\n- item: the ring 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 ringID)) + { + monitor.Log("<item> is invalid", LogLevel.Error); + return; + } + if (ringID < Ring.ringLowerIndexRange || ringID > Ring.ringUpperIndexRange) + { + monitor.Log($"There is no such ring ID (must be between {Ring.ringLowerIndexRange} and {Ring.ringUpperIndexRange}).", LogLevel.Error); + return; + } + + // handle + Ring ring = new Ring(ringID); + Game1.player.addItemByMenuIfNecessary(ring); + monitor.Log($"OK, added {ring.Name} to your inventory.", LogLevel.Info); + } + } +} diff --git a/src/TrainerMod/Framework/Commands/Player/AddWallpaperCommand.cs b/src/TrainerMod/Framework/Commands/Player/AddWallpaperCommand.cs new file mode 100644 index 00000000..e02b05a4 --- /dev/null +++ b/src/TrainerMod/Framework/Commands/Player/AddWallpaperCommand.cs @@ -0,0 +1,47 @@ +using System.Linq; +using StardewModdingAPI; +using StardewValley; +using StardewValley.Objects; + +namespace TrainerMod.Framework.Commands.Player +{ + /// <summary>A command which adds a wallpaper item to the player inventory.</summary> + internal class AddWallpaperCommand : TrainerCommand + { + /********* + ** Public methods + *********/ + /// <summary>Construct an instance.</summary> + public AddWallpaperCommand() + : base("player_addwallpaper", "Gives the player a wallpaper.\n\nUsage: player_addwallpaper <wallpaper>\n- wallpaper: the wallpaper ID (ranges from 0 to 111).") { } + + /// <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 wallpaperID)) + { + this.LogArgumentNotInt(monitor, command); + return; + } + if (wallpaperID < 0 || wallpaperID > 111) + { + monitor.Log("There is no such wallpaper ID (must be between 0 and 111).", LogLevel.Error); + return; + } + + // handle + Wallpaper wallpaper = new Wallpaper(wallpaperID); + Game1.player.addItemByMenuIfNecessary(wallpaper); + monitor.Log($"OK, added wallpaper {wallpaperID} to your inventory.", LogLevel.Info); + } + } +} 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); + } + } +} diff --git a/src/TrainerMod/Framework/Commands/Player/ListItemsCommand.cs b/src/TrainerMod/Framework/Commands/Player/ListItemsCommand.cs new file mode 100644 index 00000000..a1b9aceb --- /dev/null +++ b/src/TrainerMod/Framework/Commands/Player/ListItemsCommand.cs @@ -0,0 +1,120 @@ +using System; +using System.Collections.Generic; +using System.Linq; +using StardewModdingAPI; +using StardewValley; +using StardewValley.Objects; +using TrainerMod.Framework.ItemData; + +namespace TrainerMod.Framework.Commands.Player +{ + /// <summary>A command which list items available to spawn.</summary> + internal class ListItemsCommand : TrainerCommand + { + /********* + ** 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, string[] args) + { + var matches = this.GetItems(args).ToArray(); + + // show matches + string summary = "Searching...\n"; + if (matches.Any()) + monitor.Log(summary + this.GetTableString(matches, new[] { "type", "id", "name" }, val => new[] { val.Type.ToString(), val.ID.ToString(), val.Name }), 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<ISearchItem> 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.GetItems() + let term = $"{item.ID}|{item.Type}|{item.Name}" + where searchWords == null || searchWords.All(word => term.IndexOf(word, StringComparison.CurrentCultureIgnoreCase) != -1) + select item + ); + } + + /// <summary>Get all items which can be searched and added to the player's inventory through the console.</summary> + private IEnumerable<ISearchItem> GetItems() + { + // objects + foreach (int id in Game1.objectInformation.Keys) + { + ISearchItem obj = id >= Ring.ringLowerIndexRange && id <= Ring.ringUpperIndexRange + ? new SearchableRing(id) + : (ISearchItem)new SearchableObject(id); + if (obj.IsValid) + yield return obj; + } + + // weapons + foreach (int id in Game1.content.Load<Dictionary<int, string>>("Data\\weapons").Keys) + { + ISearchItem weapon = new SearchableWeapon(id); + if (weapon.IsValid) + yield return weapon; + } + } + + /// <summary>Get an ASCII table for a set of tabular data.</summary> + /// <typeparam name="T">The data type.</typeparam> + /// <param name="data">The data to display.</param> + /// <param name="header">The table header.</param> + /// <param name="getRow">Returns a set of fields for a data value.</param> + private string GetTableString<T>(IEnumerable<T> data, string[] header, Func<T, string[]> getRow) + { + // get table data + int[] widths = header.Select(p => p.Length).ToArray(); + string[][] rows = data + .Select(item => + { + string[] fields = getRow(item); + if (fields.Length != widths.Length) + throw new InvalidOperationException($"Expected {widths.Length} columns, but found {fields.Length}: {string.Join(", ", fields)}"); + + for (int i = 0; i < fields.Length; i++) + widths[i] = Math.Max(widths[i], fields[i].Length); + + return fields; + }) + .ToArray(); + + // render fields + List<string[]> lines = new List<string[]>(rows.Length + 2) + { + header, + header.Select((value, i) => "".PadRight(widths[i], '-')).ToArray() + }; + lines.AddRange(rows); + + return string.Join( + Environment.NewLine, + lines.Select(line => string.Join(" | ", + line.Select((field, i) => field.PadRight(widths[i], ' ')).ToArray()) + ) + ); + } + } +} diff --git a/src/TrainerMod/Framework/Commands/Player/SetColorCommand.cs b/src/TrainerMod/Framework/Commands/Player/SetColorCommand.cs new file mode 100644 index 00000000..00907fba --- /dev/null +++ b/src/TrainerMod/Framework/Commands/Player/SetColorCommand.cs @@ -0,0 +1,79 @@ +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, string[] args) + { + // validate + if (args.Length <= 2) + { + this.LogArgumentsInvalid(monitor, command); + return; + } + if (!this.TryParseColor(args[1], out Color color)) + { + this.LogUsageError(monitor, "The color should be an RBG value like '255,150,0'.", command); + return; + } + + // handle + switch (args[0]) + { + 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; + + default: + this.LogArgumentsInvalid(monitor, command); + 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 new file mode 100644 index 00000000..d3f06459 --- /dev/null +++ b/src/TrainerMod/Framework/Commands/Player/SetHealthCommand.cs @@ -0,0 +1,72 @@ +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, string[] args) + { + // validate + 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, command); + } + } + + /// <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 new file mode 100644 index 00000000..ff74f981 --- /dev/null +++ b/src/TrainerMod/Framework/Commands/Player/SetImmunityCommand.cs @@ -0,0 +1,40 @@ +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, string[] args) + { + // validate + if (!args.Any()) + { + monitor.Log($"You currently have {Game1.player.immunity} immunity. Specify a value to change it.", LogLevel.Info); + return; + } + + // handle + if (int.TryParse(args[0], out int amount)) + { + Game1.player.immunity = amount; + monitor.Log($"OK, you now have {Game1.player.immunity} immunity.", LogLevel.Info); + } + else + this.LogArgumentNotInt(monitor, command); + } + } +} diff --git a/src/TrainerMod/Framework/Commands/Player/SetLevelCommand.cs b/src/TrainerMod/Framework/Commands/Player/SetLevelCommand.cs new file mode 100644 index 00000000..4982a0b8 --- /dev/null +++ b/src/TrainerMod/Framework/Commands/Player/SetLevelCommand.cs @@ -0,0 +1,73 @@ +using StardewModdingAPI; +using StardewValley; + +namespace TrainerMod.Framework.Commands.Player +{ + /// <summary>A command which edits the player's current level for a skill.</summary> + internal class SetLevelCommand : TrainerCommand + { + /********* + ** 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, string[] args) + { + // validate + if (args.Length <= 2) + { + this.LogArgumentsInvalid(monitor, command); + return; + } + if (!int.TryParse(args[1], out int level)) + { + this.LogArgumentNotInt(monitor, command); + return; + } + + // handle + switch (args[0]) + { + case "luck": + Game1.player.LuckLevel = level; + monitor.Log($"OK, your luck skill is now {Game1.player.LuckLevel}.", LogLevel.Info); + break; + + case "mining": + Game1.player.MiningLevel = level; + monitor.Log($"OK, your mining skill is now {Game1.player.MiningLevel}.", LogLevel.Info); + break; + + case "combat": + Game1.player.CombatLevel = level; + monitor.Log($"OK, your combat skill is now {Game1.player.CombatLevel}.", LogLevel.Info); + break; + + case "farming": + Game1.player.FarmingLevel = level; + monitor.Log($"OK, your farming skill is now {Game1.player.FarmingLevel}.", LogLevel.Info); + break; + + case "fishing": + Game1.player.FishingLevel = level; + monitor.Log($"OK, your fishing skill is now {Game1.player.FishingLevel}.", LogLevel.Info); + break; + + case "foraging": + Game1.player.ForagingLevel = level; + monitor.Log($"OK, your foraging skill is now {Game1.player.ForagingLevel}.", LogLevel.Info); + break; + + default: + this.LogUsageError(monitor, "That isn't a valid skill.", command); + break; + } + } + } +} diff --git a/src/TrainerMod/Framework/Commands/Player/SetMaxHealthCommand.cs b/src/TrainerMod/Framework/Commands/Player/SetMaxHealthCommand.cs new file mode 100644 index 00000000..73ba252a --- /dev/null +++ b/src/TrainerMod/Framework/Commands/Player/SetMaxHealthCommand.cs @@ -0,0 +1,40 @@ +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, string[] args) + { + // validate + if (!args.Any()) + { + monitor.Log($"You currently have {Game1.player.maxHealth} max health. Specify a value to change it.", LogLevel.Info); + return; + } + + // handle + if (int.TryParse(args[0], out int maxHealth)) + { + Game1.player.maxHealth = maxHealth; + monitor.Log($"OK, you now have {Game1.player.maxHealth} max health.", LogLevel.Info); + } + else + this.LogArgumentNotInt(monitor, command); + } + } +} diff --git a/src/TrainerMod/Framework/Commands/Player/SetMaxStaminaCommand.cs b/src/TrainerMod/Framework/Commands/Player/SetMaxStaminaCommand.cs new file mode 100644 index 00000000..c21f6592 --- /dev/null +++ b/src/TrainerMod/Framework/Commands/Player/SetMaxStaminaCommand.cs @@ -0,0 +1,40 @@ +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, string[] args) + { + // validate + if (!args.Any()) + { + monitor.Log($"You currently have {Game1.player.MaxStamina} max stamina. Specify a value to change it.", LogLevel.Info); + return; + } + + // handle + if (int.TryParse(args[0], out int amount)) + { + Game1.player.MaxStamina = amount; + monitor.Log($"OK, you now have {Game1.player.MaxStamina} max stamina.", LogLevel.Info); + } + else + this.LogArgumentNotInt(monitor, command); + } + } +} diff --git a/src/TrainerMod/Framework/Commands/Player/SetMoneyCommand.cs b/src/TrainerMod/Framework/Commands/Player/SetMoneyCommand.cs new file mode 100644 index 00000000..ad74499d --- /dev/null +++ b/src/TrainerMod/Framework/Commands/Player/SetMoneyCommand.cs @@ -0,0 +1,72 @@ +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, string[] 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, command); + } + } + + /// <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 new file mode 100644 index 00000000..8284d882 --- /dev/null +++ b/src/TrainerMod/Framework/Commands/Player/SetNameCommand.cs @@ -0,0 +1,47 @@ +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, string[] args) + { + // validate + if (args.Length <= 1) + { + monitor.Log($"Your name is currently '{Game1.player.Name}'. Type 'help player_setname' for usage.", LogLevel.Info); + return; + } + + // handle + string target = args[0]; + switch (target) + { + case "player": + Game1.player.Name = args[1]; + monitor.Log($"OK, your player's name is now {Game1.player.Name}.", LogLevel.Info); + break; + case "farm": + Game1.player.farmName = args[1]; + monitor.Log($"OK, your farm's name is now {Game1.player.Name}.", LogLevel.Info); + break; + default: + this.LogArgumentsInvalid(monitor, command); + break; + } + } + } +} diff --git a/src/TrainerMod/Framework/Commands/Player/SetSpeedCommand.cs b/src/TrainerMod/Framework/Commands/Player/SetSpeedCommand.cs new file mode 100644 index 00000000..a8c05d0c --- /dev/null +++ b/src/TrainerMod/Framework/Commands/Player/SetSpeedCommand.cs @@ -0,0 +1,40 @@ +using System.Linq; +using StardewModdingAPI; +using StardewValley; + +namespace TrainerMod.Framework.Commands.Player +{ + /// <summary>A command which edits the player's current added speed.</summary> + internal class SetSpeedCommand : TrainerCommand + { + /********* + ** Public methods + *********/ + /// <summary>Construct an instance.</summary> + public SetSpeedCommand() + : base("player_setspeed", "Sets the player's added speed to the specified value.\n\nUsage: player_setspeed <value>\n- value: an integer amount (0 is normal).") { } + + /// <summary>Handle the command.</summary> + /// <param name="monitor">Writes messages to the console and log file.</param> + /// <param name="command">The command name.</param> + /// <param name="args">The command arguments.</param> + public override void Handle(IMonitor monitor, string command, string[] args) + { + // validate + if (!args.Any()) + { + monitor.Log($"You currently have {Game1.player.addedSpeed} added speed. Specify a value to change it.", LogLevel.Info); + return; + } + if (!int.TryParse(args[0], out int addedSpeed)) + { + this.LogArgumentNotInt(monitor, command); + return; + } + + // handle + Game1.player.addedSpeed = addedSpeed; + monitor.Log($"OK, your added speed is now {Game1.player.addedSpeed}.", LogLevel.Info); + } + } +} diff --git a/src/TrainerMod/Framework/Commands/Player/SetStaminaCommand.cs b/src/TrainerMod/Framework/Commands/Player/SetStaminaCommand.cs new file mode 100644 index 00000000..55a55eab --- /dev/null +++ b/src/TrainerMod/Framework/Commands/Player/SetStaminaCommand.cs @@ -0,0 +1,72 @@ +using System.Linq; +using StardewModdingAPI; +using StardewValley; + +namespace TrainerMod.Framework.Commands.Player +{ + /// <summary>A command which edits the player's current stamina.</summary> + internal class SetStaminaCommand : TrainerCommand + { + /********* + ** Properties + *********/ + /// <summary>Whether to keep the player's stamina at its maximum.</summary> + private bool InfiniteStamina; + + + /********* + ** Accessors + *********/ + /// <summary>Whether the command needs to perform logic when the game updates.</summary> + public override bool NeedsUpdate => this.InfiniteStamina; + + + /********* + ** Public methods + *********/ + /// <summary>Construct an instance.</summary> + public SetStaminaCommand() + : base("player_setstamina", "Sets the player's stamina.\n\nUsage: player_setstamina [value]\n- value: an integer amount, or 'inf' for infinite stamina.") { } + + /// <summary>Handle the command.</summary> + /// <param name="monitor">Writes messages to the console and log file.</param> + /// <param name="command">The command name.</param> + /// <param name="args">The command arguments.</param> + public override void Handle(IMonitor monitor, string command, string[] args) + { + // validate + if (!args.Any()) + { + monitor.Log($"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, command); + } + } + + /// <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 new file mode 100644 index 00000000..9ef5f88b --- /dev/null +++ b/src/TrainerMod/Framework/Commands/Player/SetStyleCommand.cs @@ -0,0 +1,102 @@ +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, string[] args) + { + // validate + if (args.Length <= 1) + { + this.LogArgumentsInvalid(monitor, command); + return; + } + if (!int.TryParse(args[1], out int styleID)) + { + this.LogArgumentsInvalid(monitor, command); + return; + } + + // handle + switch (args[0]) + { + 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).", command); + 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).", command); + break; + } + break; + + default: + this.LogArgumentsInvalid(monitor, command); + break; + } + } + } +} |