using System.Linq;
using StardewModdingAPI;
using StardewValley;
namespace TrainerMod.Framework.Commands.Player
{
/// A command which edits the player's current stamina.
internal class SetStaminaCommand : TrainerCommand
{
/*********
** Properties
*********/
/// Whether to keep the player's stamina at its maximum.
private bool InfiniteStamina;
/*********
** Accessors
*********/
/// Whether the command needs to perform logic when the game updates.
public override bool NeedsUpdate => this.InfiniteStamina;
/*********
** Public methods
*********/
/// Construct an instance.
public SetStaminaCommand()
: base("player_setstamina", "Sets the player's stamina.\n\nUsage: player_setstamina [value]\n- value: an integer amount, or 'inf' for infinite stamina.") { }
/// 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.Any())
{
monitor.Log($"You currently have {(this.InfiniteStamina ? "infinite" : Game1.player.Stamina.ToString())} stamina. Specify a value to change it.", LogLevel.Info);
return;
}
// handle
string amountStr = args[0];
if (amountStr == "inf")
{
this.InfiniteStamina = true;
monitor.Log("OK, you now have infinite stamina.", LogLevel.Info);
}
else
{
this.InfiniteStamina = false;
if (int.TryParse(amountStr, out int amount))
{
Game1.player.Stamina = amount;
monitor.Log($"OK, you now have {Game1.player.Stamina} stamina.", 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.InfiniteStamina)
Game1.player.stamina = Game1.player.MaxStamina;
}
}
}