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 { /// A command which regenerates the game's bundles. internal class RegenerateBundlesCommand : ConsoleCommand { /********* ** Public methods *********/ /// Construct an instance. public RegenerateBundlesCommand() : base("regenerate_bundles", $"Regenerate the game's community center bundle data. WARNING: this will reset all bundle progress, and may have unintended effects if you've already completed bundles. DO NOT USE THIS unless you're absolutely sure.\n\nUsage: regenerate_bundles confirm [] [ignore_seed]\nRegenerate all bundles for this save. If the is set to '{string.Join("' or '", Enum.GetNames(typeof(Game1.BundleType)))}', change the bundle type for the save. If an 'ignore_seed' option is included, remixed bundles are re-randomized without using the predetermined save seed.\n\nExample: regenerate_bundles remixed confirm") { } /// Handle the command. /// Writes messages to the console and log file. /// The command name. /// The command arguments. public override void Handle(IMonitor monitor, string command, ArgumentParser args) { // get flags var bundleType = Game1.bundleType; bool confirmed = false; bool useSeed = true; foreach (string arg in args) { if (arg.Equals("confirm", StringComparison.OrdinalIgnoreCase)) confirmed = true; else if (arg.Equals("ignore_seed", StringComparison.OrdinalIgnoreCase)) useSeed = false; else if (Enum.TryParse(arg, ignoreCase: true, out Game1.BundleType type)) bundleType = type; else { monitor.Log($"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 ?? 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 ?? 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); } } }