using System.Collections.Generic; using StardewValley; using SFarmer = StardewValley.Farmer; namespace StardewModdingAPI.Mods.ConsoleCommands.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; } } } }