using System; using System.Linq; using StardewValley; namespace StardewModdingAPI.Mods.ConsoleCommands.Framework.Commands.World { /// A command which sets the current time. internal class SetTimeCommand : TrainerCommand { /********* ** Public methods *********/ /// Construct an instance. public SetTimeCommand() : base("world_settime", "Sets the time to the specified value.\n\nUsage: world_settime \n- value: the target time in military time (like 0600 for 6am and 1800 for 6pm).") { } /// 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) { // no-argument mode if (!args.Any()) { monitor.Log($"The current time is {Game1.timeOfDay}. Specify a value to change it.", LogLevel.Info); return; } // parse arguments if (!args.TryGetInt(0, "time", out int time, min: 600, max: 2600)) return; // handle this.SafelySetTime(time); FreezeTimeCommand.FrozenTime = Game1.timeOfDay; monitor.Log($"OK, the time is now {Game1.timeOfDay.ToString().PadLeft(4, '0')}.", LogLevel.Info); } /********* ** Private methods *********/ /// Safely transition to the given time, allowing NPCs to update their schedule. /// The time of day. private void SafelySetTime(int time) { // define conversion between game time and TimeSpan TimeSpan ToTimeSpan(int value) => new TimeSpan(0, value / 100, value % 100, 0); int FromTimeSpan(TimeSpan span) => (span.Hours * 100) + span.Minutes; // transition to new time int intervals = (int)((ToTimeSpan(time) - ToTimeSpan(Game1.timeOfDay)).TotalMinutes / 10); if (intervals > 0) { for (int i = 0; i < intervals; i++) Game1.performTenMinuteClockUpdate(); } else if (intervals < 0) { for (int i = 0; i > intervals; i--) { Game1.timeOfDay = FromTimeSpan(ToTimeSpan(Game1.timeOfDay).Subtract(TimeSpan.FromMinutes(20))); // offset 20 mins so game updates to next interval Game1.performTenMinuteClockUpdate(); } } } } }