using System.Linq; namespace StardewModdingAPI.Framework.Commands { /// The 'help' SMAPI console command. internal class HelpCommand : IInternalCommand { /********* ** Fields *********/ /// Manages console commands. private readonly CommandManager CommandManager; /********* ** Accessors *********/ /// The command name, which the user must type to trigger it. public string Name { get; } = "help"; /// The human-readable documentation shown when the player runs the built-in 'help' command. public string Description { get; } = "Lists command documentation.\n\nUsage: help\nLists all available commands.\n\nUsage: help \n- cmd: The name of a command whose documentation to display."; /********* ** Public methods *********/ /// Construct an instance. /// Manages console commands. public HelpCommand(CommandManager commandManager) { this.CommandManager = commandManager; } /// Handle the console command when it's entered by the user. /// The command arguments. /// Writes messages to the console. public void HandleCommand(string[] args, IMonitor monitor) { if (args.Any()) { Command result = this.CommandManager.Get(args[0]); if (result == null) monitor.Log("There's no command with that name.", LogLevel.Error); else monitor.Log($"{result.Name}: {result.Documentation}{(result.Mod != null ? $"\n(Added by {result.Mod.DisplayName}.)" : "")}", LogLevel.Info); } else { string message = "The following commands are registered:\n"; IGrouping[] groups = (from command in this.CommandManager.GetAll() orderby command.Mod?.DisplayName, command.Name group command.Name by command.Mod?.DisplayName).ToArray(); foreach (var group in groups) { string modName = group.Key ?? "SMAPI"; string[] commandNames = group.ToArray(); message += $"{modName}:\n {string.Join("\n ", commandNames)}\n\n"; } message += "For more information about a command, type 'help command_name'."; monitor.Log(message, LogLevel.Info); } } } }