using StardewValley; namespace StardewModdingAPI.Mods.ConsoleCommands.Framework.Commands.Player { /// A command which edits the player's name. internal class SetNameCommand : TrainerCommand { /********* ** Public methods *********/ /// Construct an instance. public SetNameCommand() : base("player_setname", "Sets the player's name.\n\nUsage: player_setname \n- target: what to rename (one of 'player' or 'farm').\n- name: the new name to set.") { } /// 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) { // parse arguments if (!args.TryGet(0, "target", out string target, oneOf: new[] { "player", "farm" })) return; args.TryGet(1, "name", out string name, required: false); // handle switch (target) { case "player": if (!string.IsNullOrWhiteSpace(name)) { Game1.player.Name = args[1]; monitor.Log($"OK, your name is now {Game1.player.Name}.", LogLevel.Info); } else monitor.Log($"Your name is currently '{Game1.player.Name}'. Type 'help player_setname' for usage.", LogLevel.Info); break; case "farm": if (!string.IsNullOrWhiteSpace(name)) { Game1.player.farmName.Value = args[1]; monitor.Log($"OK, your farm's name is now {Game1.player.farmName}.", LogLevel.Info); } else monitor.Log($"Your farm's name is currently '{Game1.player.farmName}'. Type 'help player_setname' for usage.", LogLevel.Info); break; } } } }