using System.Linq;
using StardewModdingAPI;
using StardewValley;
namespace TrainerMod.Framework.Commands.World
{
/// A command which freezes the current time.
internal class FreezeTimeCommand : TrainerCommand
{
/*********
** Properties
*********/
/// The time of day at which to freeze time.
internal static int FrozenTime;
/// Whether to freeze time.
private bool FreezeTime;
/*********
** Accessors
*********/
/// Whether the command needs to perform logic when the game updates.
public override bool NeedsUpdate => this.FreezeTime;
/*********
** Public methods
*********/
/// Construct an instance.
public FreezeTimeCommand()
: base("world_freezetime", "Freezes or resumes time.\n\nUsage: world_freezetime [value]\n- value: one of 0 (resume), 1 (freeze), or blank (toggle).") { }
/// 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)
{
if (args.Any())
{
// parse arguments
if (!args.TryGetInt(0, "value", out int value, min: 0, max: 1))
return;
// handle
this.FreezeTime = value == 1;
FreezeTimeCommand.FrozenTime = Game1.timeOfDay;
monitor.Log($"OK, time is now {(this.FreezeTime ? "frozen" : "resumed")}.", LogLevel.Info);
}
else
{
this.FreezeTime = !this.FreezeTime;
FreezeTimeCommand.FrozenTime = Game1.timeOfDay;
monitor.Log($"OK, time is now {(this.FreezeTime ? "frozen" : "resumed")}.", LogLevel.Info);
}
}
/// Perform any logic needed on update tick.
/// Writes messages to the console and log file.
public override void Update(IMonitor monitor)
{
if (this.FreezeTime)
Game1.timeOfDay = FreezeTimeCommand.FrozenTime;
}
}
}