using StardewModdingAPI; using StardewValley; namespace TrainerMod.Framework.Commands.Player { /// A command which edits the player's current level for a skill. internal class SetLevelCommand : TrainerCommand { /********* ** Public methods *********/ /// Construct an instance. public SetLevelCommand() : base("player_setlevel", "Sets the player's specified skill to the specified value.\n\nUsage: player_setlevel \n- skill: the skill to set (one of 'luck', 'mining', 'combat', 'farming', 'fishing', or 'foraging').\n- value: the target level (a number from 1 to 10).") { } /// 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) { // validate if (!args.TryGet(0, "skill", out string skill, oneOf: new[] { "luck", "mining", "combat", "farming", "fishing", "foraging" })) return; if (!args.TryGetInt(1, "level", out int level, min: 0, max: 10)) return; // handle switch (skill) { case "luck": Game1.player.LuckLevel = level; monitor.Log($"OK, your luck skill is now {Game1.player.LuckLevel}.", LogLevel.Info); break; case "mining": Game1.player.MiningLevel = level; monitor.Log($"OK, your mining skill is now {Game1.player.MiningLevel}.", LogLevel.Info); break; case "combat": Game1.player.CombatLevel = level; monitor.Log($"OK, your combat skill is now {Game1.player.CombatLevel}.", LogLevel.Info); break; case "farming": Game1.player.FarmingLevel = level; monitor.Log($"OK, your farming skill is now {Game1.player.FarmingLevel}.", LogLevel.Info); break; case "fishing": Game1.player.FishingLevel = level; monitor.Log($"OK, your fishing skill is now {Game1.player.FishingLevel}.", LogLevel.Info); break; case "foraging": Game1.player.ForagingLevel = level; monitor.Log($"OK, your foraging skill is now {Game1.player.ForagingLevel}.", LogLevel.Info); break; } } } }