using System.Collections.Generic;
using StardewModdingAPI;
using StardewValley;
using StardewValley.Tools;
namespace TrainerMod.Framework.Commands.Player
{
/// A command which adds a weapon to the player inventory.
internal class AddWeaponCommand : TrainerCommand
{
/*********
** Public methods
*********/
/// Construct an instance.
public AddWeaponCommand()
: base("player_addweapon", "Gives the player a weapon.\n\nUsage: player_addweapon - \n- item: the weapon ID (use the 'list_items' command to see a list).") { }
/// 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.TryGetInt(0, "weapon ID", out int weaponID, min: 0))
return;
// get raw weapon data
if (!Game1.content.Load>("Data\\weapons").TryGetValue(weaponID, out string data))
{
monitor.Log("There is no such weapon ID.", LogLevel.Error);
return;
}
// get raw weapon type
int type;
{
string[] fields = data.Split('/');
string typeStr = fields.Length > 8 ? fields[8] : null;
if (!int.TryParse(typeStr, out type))
{
monitor.Log("Could not parse the data for the weapon with that ID.", LogLevel.Error);
return;
}
}
// get weapon
Tool weapon;
switch (type)
{
case MeleeWeapon.stabbingSword:
case MeleeWeapon.dagger:
case MeleeWeapon.club:
case MeleeWeapon.defenseSword:
weapon = new MeleeWeapon(weaponID);
break;
case 4:
weapon = new Slingshot(weaponID);
break;
default:
monitor.Log($"The specified weapon has unknown type '{type}' in the game data.", LogLevel.Error);
return;
}
// validate weapon
if (weapon.Name == null)
{
monitor.Log("That weapon doesn't seem to be valid.", LogLevel.Error);
return;
}
// add weapon
Game1.player.addItemByMenuIfNecessary(weapon);
monitor.Log($"OK, added {weapon.Name} to your inventory.", LogLevel.Info);
}
}
}