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();
}
}
}
}
}