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.Locations; using StardewValley.Menus; using StardewValley.Objects; using StardewValley.Tools; 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("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 [value]\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 [value]\n- value: an integer amount.", this.HandleCommand) .Add("player_sethealth", "Sets the player's health.\n\nUsage: player_sethealth [value]\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 [value]\n- value: an integer amount.", this.HandleCommand) .Add("player_setimmunity", "Sets the player's immunity.\n\nUsage: player_setimmunity [value]\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_changecolor", "Sets the color of a player feature.\n\nUsage: player_changecolor \n- target: what to change (one of 'hair', 'eyes', or 'pants').\n- color: a color 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_addweapon", "Gives the player a weapon.\n\nUsage: player_addweapon \n- item: the 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("player_addwallpaper", "Gives the player a wallpaper.\n\nUsage: player_addwallpaper \n- wallpaper: the wallpaper ID (ranges from 0 to 111).", this.HandleCommand) .Add("player_addflooring", "Gives the player a flooring.\n\nUsage: player_addflooring \n- flooring: the flooring ID (ranges from 0 to 39).", 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_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_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_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- season: the target season (one of 'spring', 'summer', 'fall', 'winter').", this.HandleCommand) .Add("world_setyear", "Sets the year to the specified value.\n\nUsage: world_setyear \n- year: the target year (a number starting from 1).", 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) .Add("debug", "Run one of the game's debug commands; for example, 'debug warp FarmHouse 1 1' warps the player to the farmhouse.", this.HandleCommand); } /// Handle a TrainerMod command. /// The command name. /// The command arguments. private void HandleCommand(string command, string[] args) { switch (command) { case "debug": // submit command string debugCommand = string.Join(" ", args); string oldOutput = Game1.debugOutput; Game1.game1.parseDebugInput(debugCommand); // show result this.Monitor.Log(Game1.debugOutput != oldOutput ? $"> {Game1.debugOutput}" : "Sent debug command to the game, but there was no output.", LogLevel.Info); break; case "save": this.Monitor.Log("Saving the game...", LogLevel.Info); SaveGame.Save(); break; case "load": this.Monitor.Log("Triggering load menu...", LogLevel.Info); Game1.hasLoadedGame = false; Game1.activeClickableMenu = new LoadGameMenu(); break; case "player_setname": if (args.Length > 1) { string target = args[0]; string[] validTargets = { "player", "farm" }; if (validTargets.Contains(target)) { switch (target) { case "player": Game1.player.Name = args[1]; this.Monitor.Log($"OK, your player's name is now {Game1.player.Name}.", LogLevel.Info); break; case "farm": Game1.player.farmName = args[1]; this.Monitor.Log($"OK, your farm's name is now {Game1.player.Name}.", LogLevel.Info); break; } } else this.LogArgumentsInvalid(command); } else this.Monitor.Log($"Your name is currently '{Game1.player.Name}'. Type 'help player_setname' for usage.", LogLevel.Info); break; case "player_setmoney": if (args.Any()) { string amountStr = args[0]; if (amountStr == "inf") { this.InfiniteMoney = true; this.Monitor.Log("OK, you now have infinite money.", LogLevel.Info); } else { this.InfiniteMoney = false; int amount; if (int.TryParse(amountStr, out amount)) { Game1.player.Money = amount; this.Monitor.Log($"OK, you now have {Game1.player.Money} gold.", LogLevel.Info); } else this.LogArgumentNotInt(command); } } else this.Monitor.Log($"You currently have {(this.InfiniteMoney ? "infinite" : Game1.player.Money.ToString())} gold. Specify a value to change it.", LogLevel.Info); break; case "player_setstamina": if (args.Any()) { string amountStr = args[0]; if (amountStr == "inf") { this.InfiniteStamina = true; this.Monitor.Log("OK, you now have infinite stamina.", LogLevel.Info); } else { this.InfiniteStamina = false; int amount; if (int.TryParse(amountStr, out amount)) { Game1.player.Stamina = amount; this.Monitor.Log($"OK, you now have {Game1.player.Stamina} stamina.", LogLevel.Info); } else this.LogArgumentNotInt(command); } } else this.Monitor.Log($"You currently have {(this.InfiniteStamina ? "infinite" : Game1.player.Stamina.ToString())} stamina. Specify a value to change it.", 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($"OK, you now have {Game1.player.MaxStamina} max stamina.", LogLevel.Info); } else this.LogArgumentNotInt(command); } else this.Monitor.Log($"You currently have {Game1.player.MaxStamina} max stamina. Specify a value to change it.", 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; this.Monitor.Log($"OK, your luck skill is now {Game1.player.LuckLevel}.", LogLevel.Info); break; case "mining": Game1.player.MiningLevel = level; this.Monitor.Log($"OK, your mining skill is now {Game1.player.MiningLevel}.", LogLevel.Info); break; case "combat": Game1.player.CombatLevel = level; this.Monitor.Log($"OK, your combat skill is now {Game1.player.CombatLevel}.", LogLevel.Info); break; case "farming": Game1.player.FarmingLevel = level; this.Monitor.Log($"OK, your farming skill is now {Game1.player.FarmingLevel}.", LogLevel.Info); break; case "fishing": Game1.player.FishingLevel = level; this.Monitor.Log($"OK, your fishing skill is now {Game1.player.FishingLevel}.", LogLevel.Info); break; case "foraging": Game1.player.ForagingLevel = level; this.Monitor.Log($"OK, your foraging skill is now {Game1.player.ForagingLevel}.", LogLevel.Info); break; } } else this.LogArgumentNotInt(command); } else this.LogUsageError("That isn't a valid skill.", command); } else this.LogArgumentsInvalid(command); break; case "player_setspeed": if (args.Any()) { int addedSpeed; if (int.TryParse(args[0], out addedSpeed)) { Game1.player.addedSpeed = addedSpeed; this.Monitor.Log($"OK, your added speed is now {Game1.player.addedSpeed}.", LogLevel.Info); } else this.LogArgumentNotInt(command); } else this.Monitor.Log($"You currently have {Game1.player.addedSpeed} added speed. Specify a value to change it.", LogLevel.Info); break; case "player_changecolor": if (args.Length > 1) { string target = args[0]; string[] validTargets = { "hair", "eyes", "pants" }; if (validTargets.Contains(target)) { string[] colorHexes = args[1].Split(new[] { ',' }, 3); int r, g, b; if (int.TryParse(colorHexes[0], out r) && int.TryParse(colorHexes[1], out g) && int.TryParse(colorHexes[2], out b)) { Color color = new Color(r, g, b); switch (target) { case "hair": Game1.player.hairstyleColor = color; this.Monitor.Log("OK, your hair color is updated.", LogLevel.Info); break; case "eyes": Game1.player.changeEyeColor(color); this.Monitor.Log("OK, your eye color is updated.", LogLevel.Info); break; case "pants": Game1.player.pantsColor = color; this.Monitor.Log("OK, your pants color is updated.", LogLevel.Info); break; } } else this.LogUsageError("The color should be an RBG value like '255,150,0'.", command); } else this.LogArgumentsInvalid(command); } else this.LogArgumentsInvalid(command); break; case "player_changestyle": if (args.Length > 1) { string target = args[0]; string[] validTargets = { "hair", "shirt", "skin", "acc", "shoe", "swim", "gender" }; if (validTargets.Contains(target)) { int styleID; if (int.TryParse(args[1], out styleID)) { switch (target) { case "hair": Game1.player.changeHairStyle(styleID); this.Monitor.Log("OK, your hair style is updated.", LogLevel.Info); break; case "shirt": Game1.player.changeShirt(styleID); this.Monitor.Log("OK, your shirt style is updated.", LogLevel.Info); break; case "acc": Game1.player.changeAccessory(styleID); this.Monitor.Log("OK, your accessory style is updated.", LogLevel.Info); break; case "skin": Game1.player.changeSkinColor(styleID); this.Monitor.Log("OK, your skin color is updated.", LogLevel.Info); break; case "shoe": Game1.player.changeShoeColor(styleID); this.Monitor.Log("OK, your shoe style is updated.", LogLevel.Info); break; case "swim": switch (styleID) { case 0: Game1.player.changeOutOfSwimSuit(); this.Monitor.Log("OK, you're no longer in your swimming suit.", LogLevel.Info); break; case 1: Game1.player.changeIntoSwimsuit(); this.Monitor.Log("OK, you're now in your swimming suit.", LogLevel.Info); break; default: this.LogUsageError("The swim value should be 0 (no swimming suit) or 1 (swimming suit).", command); break; } break; case "gender": switch (styleID) { case 0: Game1.player.changeGender(true); this.Monitor.Log("OK, you're now male.", LogLevel.Info); break; case 1: Game1.player.changeGender(false); this.Monitor.Log("OK, you're now female.", LogLevel.Info); break; default: this.LogUsageError("The gender value should be 0 (male) or 1 (female).", command); break; } break; } } else this.LogArgumentsInvalid(command); } else this.LogArgumentsInvalid(command); } else this.LogArgumentsInvalid(command); break; case "world_freezetime": if (args.Any()) { int value; if (int.TryParse(args[0], out value)) { if (value == 0 || value == 1) { this.FreezeTime = value == 1; this.FrozenTime = this.FreezeTime ? Game1.timeOfDay : 0; this.Monitor.Log($"OK, time is now {(this.FreezeTime ? "frozen" : "resumed")}.", LogLevel.Info); } else this.LogUsageError("The value should be 0 (not frozen), 1 (frozen), or empty (toggle).", command); } else this.LogArgumentNotInt(command); } else { this.FreezeTime = !this.FreezeTime; this.FrozenTime = this.FreezeTime ? Game1.timeOfDay : 0; this.Monitor.Log($"OK, time is now {(this.FreezeTime ? "frozen" : "resumed")}.", LogLevel.Info); } break; case "world_settime": if (args.Any()) { int time; if (int.TryParse(args[0], out time)) { if (time <= 2600 && time >= 600) { Game1.timeOfDay = time; this.FrozenTime = this.FreezeTime ? Game1.timeOfDay : 0; this.Monitor.Log($"OK, the time is now {Game1.timeOfDay.ToString().PadLeft(4, '0')}.", LogLevel.Info); } else this.LogUsageError("That isn't a valid time.", command); } else this.LogArgumentNotInt(command); } else this.Monitor.Log($"The current time is {Game1.timeOfDay}. Specify a value to change it.", LogLevel.Info); break; case "world_setday": if (args.Any()) { int day; if (int.TryParse(args[0], out day)) { if (day <= 28 && day > 0) { Game1.dayOfMonth = day; this.Monitor.Log($"OK, the date is now {Game1.currentSeason} {Game1.dayOfMonth}.", LogLevel.Info); } else this.LogUsageError("That isn't a valid day.", command); } else this.LogArgumentNotInt(command); } else this.Monitor.Log($"The current date is {Game1.currentSeason} {Game1.dayOfMonth}. Specify a value to change the day.", LogLevel.Info); break; case "world_setseason": if (args.Any()) { string season = args[0]; string[] validSeasons = { "winter", "spring", "summer", "fall" }; if (validSeasons.Contains(season)) { Game1.currentSeason = season; this.Monitor.Log($"OK, the date is now {Game1.currentSeason} {Game1.dayOfMonth}.", LogLevel.Info); } else this.LogUsageError("That isn't a valid season name.", command); } else this.Monitor.Log($"The current season is {Game1.currentSeason}. Specify a value to change it.", LogLevel.Info); break; case "world_setyear": if (args.Any()) { int year; if (int.TryParse(args[0], out year)) { if (year >= 1) { Game1.year = year; this.Monitor.Log($"OK, the year is now {Game1.year}.", LogLevel.Info); } else this.LogUsageError("That isn't a valid year.", command); } else this.LogArgumentNotInt(command); } else this.Monitor.Log($"The current year is {Game1.year}. Specify a value to change the year.", LogLevel.Info); break; case "player_sethealth": if (args.Any()) { string amountStr = args[0]; if (amountStr == "inf") { this.InfiniteHealth = true; this.Monitor.Log("OK, you now have infinite health.", LogLevel.Info); } else { this.InfiniteHealth = false; int amount; if (int.TryParse(amountStr, out amount)) { Game1.player.health = amount; this.Monitor.Log($"OK, you now have {Game1.player.health} health.", LogLevel.Info); } else this.LogArgumentNotInt(command); } } else this.Monitor.Log($"You currently have {(this.InfiniteHealth ? "infinite" : Game1.player.health.ToString())} health. Specify a value to change it.", LogLevel.Info); break; case "player_setmaxhealth": if (args.Any()) { int maxHealth; if (int.TryParse(args[0], out maxHealth)) { Game1.player.maxHealth = maxHealth; this.Monitor.Log($"OK, you now have {Game1.player.maxHealth} max health.", LogLevel.Info); } else this.LogArgumentNotInt(command); } else this.Monitor.Log($"You currently have {Game1.player.maxHealth} max health. Specify a value to change it.", LogLevel.Info); break; case "player_setimmunity": if (args.Any()) { int amount; if (int.TryParse(args[0], out amount)) { Game1.player.immunity = amount; this.Monitor.Log($"OK, you now have {Game1.player.immunity} immunity.", LogLevel.Info); } else this.LogArgumentNotInt(command); } else this.Monitor.Log($"You currently have {Game1.player.immunity} immunity. Specify a value to change it.", LogLevel.Info); break; case "player_additem": if (args.Any()) { int itemID; if (int.TryParse(args[0], out itemID)) { int count = 1; int quality = 0; if (args.Length > 1) { if (!int.TryParse(args[1], out count)) { this.LogUsageError("The optional count is invalid.", command); return; } if (args.Length > 2 && !int.TryParse(args[2], out quality)) { this.LogUsageError("The optional quality is invalid.", command); return; } } var item = new Object(itemID, count) { quality = quality }; if (item.Name == "Error Item") this.Monitor.Log("There is no such item ID.", LogLevel.Error); else { Game1.player.addItemByMenuIfNecessary(item); this.Monitor.Log($"OK, added {item.Name} to your inventory.", LogLevel.Info); } } else this.LogUsageError("The item ID must be an integer.", command); } else this.LogArgumentsInvalid(command); break; case "player_addweapon": if (args.Any()) { int weaponID; if (int.TryParse(args[0], out weaponID)) { // get raw weapon data string data; if (!Game1.content.Load>("Data\\weapons").TryGetValue(weaponID, out data)) { this.Monitor.Log("There is no such weapon ID.", LogLevel.Error); return; } // get raw weapon type int type; { string[] fields = data.Split('/'); string typeStr = fields.Length > 8 ? fields[8] : null; if (!int.TryParse(typeStr, out type)) { this.Monitor.Log("Could not parse the data for the weapon with that ID.", LogLevel.Error); return; } } // get weapon Tool weapon; switch (type) { case MeleeWeapon.stabbingSword: case MeleeWeapon.dagger: case MeleeWeapon.club: case MeleeWeapon.defenseSword: weapon = new MeleeWeapon(weaponID); break; case 4: weapon = new Slingshot(weaponID); break; default: this.Monitor.Log($"The specified weapon has unknown type '{type}' in the game data.", LogLevel.Error); return; } // validate if (weapon.Name == null) { this.Monitor.Log("That weapon doesn't seem to be valid.", LogLevel.Error); return; } // add weapon Game1.player.addItemByMenuIfNecessary(weapon); this.Monitor.Log($"OK, added {weapon.Name} to your inventory.", LogLevel.Info); } else this.LogUsageError("The weapon ID must be an integer.", command); } else this.LogArgumentsInvalid(command); break; case "player_addring": if (args.Any()) { int ringID; if (int.TryParse(args[0], out ringID)) { if (ringID < Ring.ringLowerIndexRange || ringID > Ring.ringUpperIndexRange) this.Monitor.Log($"There is no such ring ID (must be between {Ring.ringLowerIndexRange} and {Ring.ringUpperIndexRange}).", LogLevel.Error); else { Ring ring = new Ring(ringID); Game1.player.addItemByMenuIfNecessary(ring); this.Monitor.Log($"OK, added {ring.Name} to your inventory.", LogLevel.Info); } } else this.Monitor.Log(" is invalid", LogLevel.Error); } else this.LogArgumentsInvalid(command); break; case "player_addwallpaper": case "player_addflooring": if (args.Any()) { string type = command.Substring(10); int wallpaperID; if (int.TryParse(args[0], out wallpaperID)) { int upperID = type == "wallpaper" ? 111 : 39; if (wallpaperID < 0 || wallpaperID > upperID) this.Monitor.Log($"There is no such {type} ID (must be between 0 and {upperID}).", LogLevel.Error); else { Wallpaper wallpaper = new Wallpaper(wallpaperID, type == "flooring" ); Game1.player.addItemByMenuIfNecessary(wallpaper); this.Monitor.Log($"OK, added {type} {wallpaperID} to your inventory.", LogLevel.Info); } } else this.Monitor.Log($"<{type}> is invalid", LogLevel.Error); } else this.LogArgumentsInvalid(command); break; case "list_items": { var matches = this.GetItems(args).ToArray(); // show matches string summary = "Searching...\n"; if (matches.Any()) this.Monitor.Log(summary + this.GetTableString(matches, new[] { "type", "id", "name" }, val => new[] { val.Type.ToString(), val.ID.ToString(), val.Name }), LogLevel.Info); else this.Monitor.Log(summary + "No items found", LogLevel.Info); } break; case "world_downminelevel": { int level = (Game1.currentLocation as MineShaft)?.mineLevel ?? 0; this.Monitor.Log($"OK, warping you to mine level {level + 1}.", LogLevel.Info); Game1.enterMine(false, level + 1, ""); break; } case "world_setminelevel": if (args.Any()) { int level; if (int.TryParse(args[0], out level)) { level = Math.Max(1, level); this.Monitor.Log($"OK, warping you to mine level {level}.", LogLevel.Info); Game1.enterMine(true, level, ""); } else this.LogArgumentNotInt(command); } else this.LogArgumentsInvalid(command); break; case "show_game_files": Process.Start(Constants.ExecutionPath); this.Monitor.Log($"OK, opening {Constants.ExecutionPath}.", LogLevel.Info); break; case "show_data_files": Process.Start(Constants.DataPath); this.Monitor.Log($"OK, opening {Constants.DataPath}.", LogLevel.Info); break; default: throw new NotImplementedException($"TrainerMod received unknown command '{command}'."); } } /**** ** Helpers ****/ /// Get all items which can be searched and added to the player's inventory through the console. /// The search string to find. private IEnumerable GetItems(string[] searchWords) { // normalise search term searchWords = searchWords?.Where(word => !string.IsNullOrWhiteSpace(word)).ToArray(); if (searchWords?.Any() == false) searchWords = null; // find matches return ( from item in this.GetItems() let term = $"{item.ID}|{item.Type}|{item.Name}" where searchWords == null || searchWords.All(word => term.IndexOf(word, StringComparison.CurrentCultureIgnoreCase) != -1) select item ); } /// Get all items which can be searched and added to the player's inventory through the console. private IEnumerable GetItems() { // objects foreach (int id in Game1.objectInformation.Keys) { ISearchItem obj = id >= Ring.ringLowerIndexRange && id <= Ring.ringUpperIndexRange ? new SearchableRing(id) : (ISearchItem)new SearchableObject(id); if (obj.IsValid) yield return obj; } // weapons foreach (int id in Game1.content.Load>("Data\\weapons").Keys) { ISearchItem weapon = new SearchableWeapon(id); if (weapon.IsValid) yield return weapon; } } /// Get an ASCII table for a set of tabular data. /// The data type. /// The data to display. /// The table header. /// Returns a set of fields for a data value. private string GetTableString(IEnumerable data, string[] header, Func getRow) { // get table data int[] widths = header.Select(p => p.Length).ToArray(); string[][] rows = data .Select(item => { string[] fields = getRow(item); if (fields.Length != widths.Length) throw new InvalidOperationException($"Expected {widths.Length} columns, but found {fields.Length}: {string.Join(", ", fields)}"); for (int i = 0; i < fields.Length; i++) widths[i] = Math.Max(widths[i], fields[i].Length); return fields; }) .ToArray(); // render fields List lines = new List(rows.Length + 2) { header, header.Select((value, i) => "".PadRight(widths[i], '-')).ToArray() }; lines.AddRange(rows); return string.Join( Environment.NewLine, lines.Select(line => string.Join(" | ", line.Select((field, i) => field.PadRight(widths[i], ' ')).ToArray()) ) ); } /**** ** Logging ****/ /// Log an error indicating incorrect usage. /// A sentence explaining the problem. /// The name of the command. private void LogUsageError(string error, string command) { this.Monitor.Log($"{error} Type 'help {command}' for usage.", LogLevel.Error); } /// Log an error indicating a value must be an integer. /// The name of the command. private void LogArgumentNotInt(string command) { this.LogUsageError("The value must be a whole number.", command); } /// Log an error indicating a value is invalid. /// The name of the command. private void LogArgumentsInvalid(string command) { this.LogUsageError("The arguments are invalid.", command); } } }