using System.Linq; using StardewModdingAPI; using StardewValley; namespace TrainerMod.Framework.Commands.Player { /// A command which edits the player's current health. internal class SetHealthCommand : TrainerCommand { /********* ** Properties *********/ /// Whether to keep the player's health at its maximum. private bool InfiniteHealth; /********* ** Accessors *********/ /// Whether the command needs to perform logic when the game updates. public override bool NeedsUpdate => this.InfiniteHealth; /********* ** Public methods *********/ /// Construct an instance. public SetHealthCommand() : base("player_sethealth", "Sets the player's health.\n\nUsage: player_sethealth [value]\n- value: an integer amount, or 'inf' for infinite health.") { } /// 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($"You currently have {(this.InfiniteHealth ? "infinite" : Game1.player.health.ToString())} health. Specify a value to change it.", LogLevel.Info); return; } // handle string amountStr = args[0]; if (amountStr == "inf") { this.InfiniteHealth = true; monitor.Log("OK, you now have infinite health.", LogLevel.Info); } else { this.InfiniteHealth = false; if (int.TryParse(amountStr, out int amount)) { Game1.player.health = amount; monitor.Log($"OK, you now have {Game1.player.health} health.", LogLevel.Info); } else this.LogArgumentNotInt(monitor); } } /// Perform any logic needed on update tick. /// Writes messages to the console and log file. public override void Update(IMonitor monitor) { if (this.InfiniteHealth) Game1.player.health = Game1.player.maxHealth; } } }