using System.Linq;
using StardewModdingAPI;
using StardewValley;
namespace TrainerMod.Framework.Commands.Player
{
/// A command which edits the player's current money.
internal class SetMoneyCommand : TrainerCommand
{
/*********
** Properties
*********/
/// Whether to keep the player's money at a set value.
private bool InfiniteMoney;
/*********
** Accessors
*********/
/// Whether the command needs to perform logic when the game updates.
public override bool NeedsUpdate => this.InfiniteMoney;
/*********
** Public methods
*********/
/// Construct an instance.
public SetMoneyCommand()
: base("player_setmoney", "Sets the player's money.\n\nUsage: player_setmoney \n- value: an integer amount, or 'inf' for infinite money.") { }
/// 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, string[] args)
{
// validate
if (!args.Any())
{
monitor.Log($"You currently have {(this.InfiniteMoney ? "infinite" : Game1.player.Money.ToString())} gold. Specify a value to change it.", LogLevel.Info);
return;
}
// handle
string amountStr = args[0];
if (amountStr == "inf")
{
this.InfiniteMoney = true;
monitor.Log("OK, you now have infinite money.", LogLevel.Info);
}
else
{
this.InfiniteMoney = false;
if (int.TryParse(amountStr, out int amount))
{
Game1.player.Money = amount;
monitor.Log($"OK, you now have {Game1.player.Money} gold.", LogLevel.Info);
}
else
this.LogArgumentNotInt(monitor, command);
}
}
/// Perform any logic needed on update tick.
/// Writes messages to the console and log file.
public override void Update(IMonitor monitor)
{
if (this.InfiniteMoney)
Game1.player.money = 999999;
}
}
}