using System;
using System.Collections.Generic;
using System.Linq;
using StardewModdingAPI;
using StardewValley;
using StardewValley.Objects;
using TrainerMod.Framework.ItemData;
namespace TrainerMod.Framework.Commands.Player
{
/// A command which list items available to spawn.
internal class ListItemsCommand : TrainerCommand
{
/*********
** Public methods
*********/
/// Construct an instance.
public ListItemsCommand()
: base("list_items", "Lists and searches items in the game data.\n\nUsage: list_items [search]\n- search (optional): an arbitrary search string to filter by.") { }
/// 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)
{
var matches = this.GetItems(args.ToArray()).ToArray();
// show matches
string summary = "Searching...\n";
if (matches.Any())
monitor.Log(summary + this.GetTableString(matches, new[] { "type", "id", "name" }, val => new[] { val.Type.ToString(), val.ID.ToString(), val.Name }), LogLevel.Info);
else
monitor.Log(summary + "No items found", LogLevel.Info);
}
/*********
** Private methods
*********/
/// Get all items which can be searched and added to the player's inventory through the console.
/// The search string to find.
private IEnumerable GetItems(string[] searchWords)
{
// normalise search term
searchWords = searchWords?.Where(word => !string.IsNullOrWhiteSpace(word)).ToArray();
if (searchWords?.Any() == false)
searchWords = null;
// find matches
return (
from item in this.GetItems()
let term = $"{item.ID}|{item.Type}|{item.Name}"
where searchWords == null || searchWords.All(word => term.IndexOf(word, StringComparison.CurrentCultureIgnoreCase) != -1)
select item
);
}
/// Get all items which can be searched and added to the player's inventory through the console.
private IEnumerable GetItems()
{
// objects
foreach (int id in Game1.objectInformation.Keys)
{
ISearchItem obj = id >= Ring.ringLowerIndexRange && id <= Ring.ringUpperIndexRange
? new SearchableRing(id)
: (ISearchItem)new SearchableObject(id);
if (obj.IsValid)
yield return obj;
}
// weapons
foreach (int id in Game1.content.Load>("Data\\weapons").Keys)
{
ISearchItem weapon = new SearchableWeapon(id);
if (weapon.IsValid)
yield return weapon;
}
}
}
}