using System; using System.Linq; using StardewModdingAPI.Mods.ConsoleCommands.Framework.ItemData; using StardewValley; using Object = StardewValley.Object; namespace StardewModdingAPI.Mods.ConsoleCommands.Framework.Commands.Player { /// A command which adds an item to the player inventory. internal class AddCommand : TrainerCommand { /********* ** Properties *********/ /// Provides methods for searching and constructing items. private readonly ItemRepository Items = new ItemRepository(); /********* ** Public methods *********/ /// Construct an instance. public AddCommand() : base("player_add", AddCommand.GetDescription()) { } /// 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) { // 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($"There's no {type} item with ID {id}.", LogLevel.Error); return; } // apply count match.Item.Stack = count; // apply quality if (match.Item is Object obj) #if STARDEW_VALLEY_1_3 obj.Quality = quality; #else obj.quality = quality; #endif else if (match.Item is Tool tool) tool.UpgradeLevel = quality; // add to inventory Game1.player.addItemByMenuIfNecessary(match.Item); monitor.Log($"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 [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"; } } }