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; } } }