using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using Microsoft.Xna.Framework;
using StardewModdingAPI;
using StardewModdingAPI.Events;
using StardewValley;
using StardewValley.Menus;
using StardewValley.Objects;
using StardewValley.Tools;
using TrainerMod.Framework;
using TrainerMod.ItemData;
using Object = StardewValley.Object;
namespace TrainerMod
{
/// The main entry point for the mod.
public class TrainerMod : Mod
{
/*********
** Properties
*********/
/// The time of day at which to freeze time.
private int FrozenTime;
/// Whether to keep the player's health at its maximum.
private bool InfiniteHealth;
/// Whether to keep the player's stamina at its maximum.
private bool InfiniteStamina;
/// Whether to keep the player's money at a set value.
private bool InfiniteMoney;
/// Whether to freeze time.
private bool FreezeTime;
/*********
** Public methods
*********/
/// The mod entry point, called after the mod is first loaded.
/// Provides simplified APIs for writing mods.
public override void Entry(IModHelper helper)
{
this.RegisterCommands(helper);
GameEvents.UpdateTick += this.ReceiveUpdateTick;
}
/*********
** Private methods
*********/
/****
** Implementation
****/
/// The method invoked when the game updates its state.
/// The event sender.
/// The event arguments.
private void ReceiveUpdateTick(object sender, EventArgs e)
{
if (Game1.player == null)
return;
if (this.InfiniteHealth)
Game1.player.health = Game1.player.maxHealth;
if (this.InfiniteStamina)
Game1.player.stamina = Game1.player.MaxStamina;
if (this.InfiniteMoney)
Game1.player.money = 999999;
if (this.FreezeTime)
Game1.timeOfDay = this.FrozenTime;
}
/****
** Command definitions
****/
/// Register all trainer commands.
/// Provides simplified APIs for writing mods.
private void RegisterCommands(IModHelper helper)
{
helper.ConsoleCommands
.Add("types", "Lists all value types.", this.HandleCommand)
.Add("save", "Saves the game? Doesn't seem to work.", this.HandleCommand)
.Add("load", "Shows the load screen.", this.HandleCommand)
.Add("player_setname", "Sets the player's name.\n\nUsage: player_setname \n- target: what to rename (one of 'player' or 'farm').\n- name: the new name to set.", this.HandleCommand)
.Add("player_setmoney", "Sets the player's money.\n\nUsage: player_setmoney \n- value: an integer amount, or 'inf' for infinite money.", this.HandleCommand)
.Add("player_setstamina", "Sets the player's stamina.\n\nUsage: player_setstamina \n- value: an integer amount, or 'inf' for infinite stamina.", this.HandleCommand)
.Add("player_setmaxstamina", "Sets the player's max stamina.\n\nUsage: player_setmaxstamina \n- value: an integer amount.", this.HandleCommand)
.Add("player_sethealth", "Sets the player's health.\n\nUsage: player_sethealth \n- value: an integer amount, or 'inf' for infinite health.", this.HandleCommand)
.Add("player_setmaxhealth", "Sets the player's max health.\n\nUsage: player_setmaxhealth \n- value: an integer amount.", this.HandleCommand)
.Add("player_setimmunity", "Sets the player's immunity.\n\nUsage: player_setimmunity \n- value: an integer amount.", this.HandleCommand)
.Add("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).", this.HandleCommand)
.Add("player_setspeed", "Sets the player's speed to the specified value?\n\nUsage: player_setspeed \n- value: an integer amount (0 is normal).", this.HandleCommand)
.Add("player_changecolour", "Sets the colour of a player feature.\n\nUsage: player_changecolor \n- target: what to change (one of 'hair', 'eyes', or 'pants').\n- colour: a colour value in RGB format, like (255,255,255).", this.HandleCommand)
.Add("player_changestyle", "Sets the style of a player feature.\n\nUsage: player_changecolor .\n- target: what to change (one of 'hair', 'shirt', 'skin', 'acc', 'shoe', 'swim', or 'gender').\n- value: the integer style ID.", this.HandleCommand)
.Add("player_additem", $"Gives the player an item.\n\nUsage: player_additem [count] [quality]\n- item: the item ID (use the 'list_items' command to see a list).\n- count (optional): how many of the item to give.\n- quality (optional): one of {Object.lowQuality} (normal), {Object.medQuality} (silver), {Object.highQuality} (gold), or {Object.bestQuality} (iridium).", this.HandleCommand)
.Add("player_addmelee", "Gives the player a melee weapon.\n\nUsage: player_addmelee \n- item: the melee weapon ID (use the 'list_items' command to see a list).", this.HandleCommand)
.Add("player_addring", "Gives the player a ring.\n\nUsage: player_addring \n- item: the ring ID (use the 'list_items' command to see a list).", this.HandleCommand)
.Add("list_items", "Lists and searches items in the game data.\n\nUsage: list_items [search]\n- search (optional): an arbitrary search string to filter by.", this.HandleCommand)
.Add("world_settime", "Sets the time to the specified value.\n\nUsage: world_settime \n- value: the target time in military time (like 0600 for 6am and 1800 for 6pm)", this.HandleCommand)
.Add("world_freezetime", "Freezes or resumes time.\n\nUsage: world_freezetime [value]\n- value: one of 0 (resume), 1 (freeze) or blank (toggle).", this.HandleCommand)
.Add("world_setday", "Sets the day to the specified value.\n\nUsage: world_setday .\n- value: the target day (a number from 1 to 28).", this.HandleCommand)
.Add("world_setseason", "Sets the season to the specified value.\n\nUsage: world_setseason \n- value: the target season (one of 'spring', 'summer', 'fall', 'winter').", this.HandleCommand)
.Add("world_downminelevel", "Goes down one mine level?", this.HandleCommand)
.Add("world_setminelevel", "Sets the mine level?\n\nUsage: world_setminelevel \n- value: The target level (a number between 1 and 120).", this.HandleCommand)
.Add("show_game_files", "Opens the game folder.", this.HandleCommand)
.Add("show_data_files", "Opens the folder containing the save and log files.", this.HandleCommand);
}
/// Handle a TrainerMod command.
/// The command name.
/// The command arguments.
private void HandleCommand(string name, string[] args)
{
switch (name)
{
case "type":
this.Monitor.Log($"[Int32: {int.MinValue} - {int.MaxValue}], [Int64: {long.MinValue} - {long.MaxValue}], [String: \"raw text\"], [Colour: r,g,b (EG: 128, 32, 255)]", LogLevel.Info);
break;
case "save":
SaveGame.Save();
break;
case "load":
Game1.hasLoadedGame = false;
Game1.activeClickableMenu = new LoadGameMenu();
break;
case "player_setname":
if (args.Length > 1)
{
string target = args[0];
string[] validTargets = { "player", "farm" };
if (validTargets.Contains(target))
{
switch (target)
{
case "player":
Game1.player.Name = args[1];
break;
case "farm":
Game1.player.farmName = args[1];
break;
}
}
else
this.LogObjectInvalid();
}
else
this.LogObjectValueNotSpecified();
break;
case "player_setmoney":
if (args.Any())
{
string amountStr = args[0];
if (amountStr == "inf")
this.InfiniteMoney = true;
else
{
this.InfiniteMoney = false;
int amount;
if (int.TryParse(amountStr, out amount))
{
Game1.player.Money = amount;
this.Monitor.Log($"Set {Game1.player.Name}'s money to {Game1.player.Money}", LogLevel.Info);
}
else
this.LogValueNotInt32();
}
}
else
this.LogValueNotSpecified();
break;
case "player_setstamina":
if (args.Any())
{
string amountStr = args[0];
if (amountStr == "inf")
this.InfiniteStamina = true;
else
{
this.InfiniteStamina = false;
int amount;
if (int.TryParse(amountStr, out amount))
{
Game1.player.Stamina = amount;
this.Monitor.Log($"Set {Game1.player.Name}'s stamina to {Game1.player.Stamina}", LogLevel.Info);
}
else
this.LogValueNotInt32();
}
}
else
this.Monitor.Log($"{Game1.player.Name}'s stamina is {Game1.player.Stamina}", LogLevel.Info);
break;
case "player_setmaxstamina":
if (args.Any())
{
int amount;
if (int.TryParse(args[0], out amount))
{
Game1.player.MaxStamina = amount;
this.Monitor.Log($"Set {Game1.player.Name}'s max stamina to {Game1.player.MaxStamina}", LogLevel.Info);
}
else
this.LogValueNotInt32();
}
else
this.Monitor.Log($"{Game1.player.Name}'s maxstamina is {Game1.player.MaxStamina}", LogLevel.Info);
break;
case "player_setlevel":
if (args.Length > 1)
{
string skill = args[0];
string[] skills = { "luck", "mining", "combat", "farming", "fishing", "foraging" };
if (skills.Contains(skill))
{
int level;
if (int.TryParse(args[1], out level))
{
switch (skill)
{
case "luck":
Game1.player.LuckLevel = level;
break;
case "mining":
Game1.player.MiningLevel = level;
break;
case "combat":
Game1.player.CombatLevel = level;
break;
case "farming":
Game1.player.FarmingLevel = level;
break;
case "fishing":
Game1.player.FishingLevel = level;
break;
case "foraging":
Game1.player.ForagingLevel = level;
break;
}
}
else
this.LogValueNotInt32();
}
else
this.Monitor.Log(" is invalid", LogLevel.Error);
}
else
this.Monitor.Log(" and must be specified", LogLevel.Error);
break;
case "player_setspeed":
if (args.Any())
{
string amountStr = args[0];
if (amountStr.IsInt())
{
Game1.player.addedSpeed = amountStr.ToInt();
this.Monitor.Log($"Set {Game1.player.Name}'s added speed to {Game1.player.addedSpeed}", LogLevel.Info);
}
else
this.LogValueNotInt32();
}
else
this.LogValueNotSpecified();
break;
case "player_changecolour":
if (args.Length > 1)
{
string target = args[0];
string[] validTargets = { "hair", "eyes", "pants" };
if (validTargets.Contains(target))
{
string[] colorHexes = args[1].Split(new[] { ',' }, 3);
if (colorHexes[0].IsInt() && colorHexes[1].IsInt() && colorHexes[2].IsInt())
{
var color = new Color(colorHexes[0].ToInt(), colorHexes[1].ToInt(), colorHexes[2].ToInt());
switch (target)
{
case "hair":
Game1.player.hairstyleColor = color;
break;
case "eyes":
Game1.player.changeEyeColor(color);
break;
case "pants":
Game1.player.pantsColor = color;
break;
}
}
else
this.Monitor.Log(" is invalid", LogLevel.Error);
}
else
this.LogObjectInvalid();
}
else
this.Monitor.Log("