#nullable disable 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 : ConsoleCommand { /********* ** Fields *********/ /// Provides methods for searching and constructing items. private readonly ItemRepository Items = new(); /// The type names recognized by this command. private readonly string[] ValidTypes = Enum.GetNames(typeof(ItemType)).Concat(new[] { "Name" }).ToArray(); /********* ** 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) { // validate if (!Context.IsWorldReady) { monitor.Log("You need to load a save to use this command.", LogLevel.Error); return; } // read arguments if (!args.TryGet(0, "item type", out string type, oneOf: this.ValidTypes)) 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; // find matching item SearchableItem match = Enum.TryParse(type, true, out ItemType itemType) ? this.FindItemByID(monitor, args, itemType) : this.FindItemByName(monitor, args); if (match == null) return; // apply count match.Item.Stack = count; // apply quality if (match.Item is Object obj) obj.Quality = quality; else if (match.Item is Tool tool) tool.UpgradeLevel = quality; // add to inventory Game1.player.addItemByMenuIfNecessary(match.Item); monitor.Log($"OK, added {match.Name} ({match.Type} #{match.ID}) to your inventory.", LogLevel.Info); } /********* ** Private methods *********/ /// Get a matching item by its ID. /// Writes messages to the console and log file. /// The command arguments. /// The item type. private SearchableItem FindItemByID(IMonitor monitor, ArgumentParser args, ItemType type) { // read arguments if (!args.TryGetInt(1, "item ID", out int id, min: 0)) return null; // find matching item SearchableItem item = this.Items.GetAll().FirstOrDefault(p => p.Type == type && p.ID == id); if (item == null) monitor.Log($"There's no {type} item with ID {id}.", LogLevel.Error); return item; } /// Get a matching item by its name. /// Writes messages to the console and log file. /// The command arguments. private SearchableItem FindItemByName(IMonitor monitor, ArgumentParser args) { // read arguments if (!args.TryGet(1, "item name", out string name)) return null; // find matching items SearchableItem[] matches = this.Items.GetAll().Where(p => p.NameContains(name)).ToArray(); if (!matches.Any()) { monitor.Log($"There's no item with name '{name}'. You can use the 'list_items [name]' command to search for items.", LogLevel.Error); return null; } // handle single exact match SearchableItem[] exactMatches = matches.Where(p => p.NameEquivalentTo(name)).ToArray(); if (exactMatches.Length == 1) return exactMatches[0]; // handle ambiguous results string options = this.GetTableString( data: matches, header: new[] { "type", "name", "command" }, getRow: item => new[] { item.Type.ToString(), item.DisplayName, $"player_add {item.Type} {item.ID}" } ); monitor.Log($"There's no item with name '{name}'. Do you mean one of these?\n\n{options}", LogLevel.Info); return null; } /// Get the command description. 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" + "Usage: player_add name \"\" [count] [quality]\n" + "- name: the item name to search (use the 'list_items' command to see a list). This will add the item immediately if it's an exact match, else show a table of matching items.\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" + "These examples both add the galaxy sword to your inventory:\n" + " player_add weapon 4\n" + " player_add name \"Galaxy Sword\""; } } }