using System; using System.Collections.Generic; using System.Linq; using StardewValley; using StardewValley.Locations; using StardewValley.Objects; using StardewValley.TerrainFeatures; using SObject = StardewValley.Object; namespace StardewModdingAPI.Mods.ConsoleCommands.Framework.Commands.World { /// A command which clears in-game objects. internal class ClearCommand : TrainerCommand { /********* ** Fields *********/ /// The valid types that can be cleared. private readonly string[] ValidTypes = { "crops", "debris", "fruit-trees", "grass", "trees", "everything" }; /// The resource clump IDs to consider debris. private readonly int[] DebrisClumps = { ResourceClump.stumpIndex, ResourceClump.hollowLogIndex, ResourceClump.meteoriteIndex, ResourceClump.boulderIndex }; /********* ** Public methods *********/ /// Construct an instance. public ClearCommand() : base( name: "world_clear", description: "Clears in-game entities in a given location.\n\n" + "Usage: world_clear \n" + "- location: the location name for which to clear objects (like Farm), or 'current' for the current location.\n" + " - object type: the type of object clear. You can specify 'crops', 'debris' (stones/twigs/weeds and dead crops), 'grass', and 'trees' / 'fruit-trees'. You can also specify 'everything', which includes things not removed by the other types (like furniture or resource clumps)." ) { } /// 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) { // check context if (!Context.IsWorldReady) { monitor.Log("You need to load a save to use this command.", LogLevel.Error); return; } // parse arguments if (!args.TryGet(0, "location", out string locationName, required: true)) return; if (!args.TryGet(1, "object type", out string type, required: true, oneOf: this.ValidTypes)) return; // get target location GameLocation location = Game1.locations.FirstOrDefault(p => p.Name != null && p.Name.Equals(locationName, StringComparison.OrdinalIgnoreCase)); if (location == null && locationName == "current") location = Game1.currentLocation; if (location == null) { string[] locationNames = (from loc in Game1.locations where !string.IsNullOrWhiteSpace(loc.Name) orderby loc.Name select loc.Name).ToArray(); monitor.Log($"Could not find a location with that name. Must be one of [{string.Join(", ", locationNames)}].", LogLevel.Error); return; } // apply switch (type) { case "crops": { int removed = this.RemoveTerrainFeatures(location, p => p is HoeDirt) + this.RemoveResourceClumps(location, p => p is GiantCrop); monitor.Log($"Done! Removed {removed} entities from {location.Name}.", LogLevel.Info); break; } case "debris": { int removed = 0; foreach (var pair in location.terrainFeatures.Pairs.ToArray()) { TerrainFeature feature = pair.Value; if (feature is HoeDirt dirt && dirt.crop?.dead == true) { dirt.crop = null; removed++; } } removed += this.RemoveObjects(location, obj => !(obj is Chest) && ( obj.Name == "Weeds" || obj.Name == "Stone" || (obj.ParentSheetIndex == 294 || obj.ParentSheetIndex == 295) ) ) + this.RemoveResourceClumps(location, clump => this.DebrisClumps.Contains(clump.parentSheetIndex.Value)); monitor.Log($"Done! Removed {removed} entities from {location.Name}.", LogLevel.Info); break; } case "fruit-trees": { int removed = this.RemoveTerrainFeatures(location, feature => feature is FruitTree); monitor.Log($"Done! Removed {removed} entities from {location.Name}.", LogLevel.Info); break; } case "grass": { int removed = this.RemoveTerrainFeatures(location, feature => feature is Grass); monitor.Log($"Done! Removed {removed} entities from {location.Name}.", LogLevel.Info); break; } case "trees": { int removed = this.RemoveTerrainFeatures(location, feature => feature is Tree); monitor.Log($"Done! Removed {removed} entities from {location.Name}.", LogLevel.Info); break; } case "everything": { int removed = this.RemoveFurniture(location, p => true) + this.RemoveObjects(location, p => true) + this.RemoveTerrainFeatures(location, p => true) + this.RemoveLargeTerrainFeatures(location, p => true) + this.RemoveResourceClumps(location, p => true); monitor.Log($"Done! Removed {removed} entities from {location.Name}.", LogLevel.Info); break; } default: monitor.Log($"Unknown type '{type}'. Must be one [{string.Join(", ", this.ValidTypes)}].", LogLevel.Error); break; } } /********* ** Private methods *********/ /// Remove objects from a location matching a lambda. /// The location to search. /// Whether an entity should be removed. /// Returns the number of removed entities. private int RemoveObjects(GameLocation location, Func shouldRemove) { int removed = 0; foreach (var pair in location.Objects.Pairs.ToArray()) { if (shouldRemove(pair.Value)) { location.Objects.Remove(pair.Key); removed++; } } return removed; } /// Remove terrain features from a location matching a lambda. /// The location to search. /// Whether an entity should be removed. /// Returns the number of removed entities. private int RemoveTerrainFeatures(GameLocation location, Func shouldRemove) { int removed = 0; foreach (var pair in location.terrainFeatures.Pairs.ToArray()) { if (shouldRemove(pair.Value)) { location.terrainFeatures.Remove(pair.Key); removed++; } } return removed; } /// Remove large terrain features from a location matching a lambda. /// The location to search. /// Whether an entity should be removed. /// Returns the number of removed entities. private int RemoveLargeTerrainFeatures(GameLocation location, Func shouldRemove) { int removed = 0; foreach (LargeTerrainFeature feature in location.largeTerrainFeatures.ToArray()) { if (shouldRemove(feature)) { location.largeTerrainFeatures.Remove(feature); removed++; } } return removed; } /// Remove resource clumps from a location matching a lambda. /// The location to search. /// Whether an entity should be removed. /// Returns the number of removed entities. private int RemoveResourceClumps(GameLocation location, Func shouldRemove) { int removed = 0; // get resource clumps IList resourceClumps = (location as Farm)?.resourceClumps ?? (IList)(location as Woods)?.stumps ?? new List(); // remove matching clumps foreach (var clump in resourceClumps.ToArray()) { if (shouldRemove(clump)) { resourceClumps.Remove(clump); removed++; } } return removed; } /// Remove furniture from a location matching a lambda. /// The location to search. /// Whether an entity should be removed. /// Returns the number of removed entities. private int RemoveFurniture(GameLocation location, Func shouldRemove) { int removed = 0; if (location is DecoratableLocation decoratableLocation) { foreach (Furniture furniture in decoratableLocation.furniture.ToArray()) { if (shouldRemove(furniture)) { decoratableLocation.furniture.Remove(furniture); removed++; } } } return removed; } } }