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using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using Netcode;
using StardewValley;
using StardewValley.Network;
namespace StardewModdingAPI.Mods.ConsoleCommands.Framework.Commands.Other
{
/// <summary>A command which regenerates the game's bundles.</summary>
internal class RegenerateBundlesCommand : ConsoleCommand
{
/*********
** Public methods
*********/
/// <summary>Construct an instance.</summary>
public RegenerateBundlesCommand()
: base("regenerate_bundles", $"Regenerate the game's community center bundle data. WARNING: this will reset all bundle progress, and may have unintended effects if you've already completed bundles. DO NOT USE THIS unless you're absolutely sure.\n\nUsage: regenerate_bundles confirm [<type>] [ignore_seed]\nRegenerate all bundles for this save. If the <type> is set to '{string.Join("' or '", Enum.GetNames(typeof(Game1.BundleType)))}', change the bundle type for the save. If an 'ignore_seed' option is included, remixed bundles are re-randomized without using the predetermined save seed.\n\nExample: regenerate_bundles remixed confirm") { }
/// <summary>Handle the command.</summary>
/// <param name="monitor">Writes messages to the console and log file.</param>
/// <param name="command">The command name.</param>
/// <param name="args">The command arguments.</param>
public override void Handle(IMonitor monitor, string command, ArgumentParser args)
{
// get flags
var bundleType = Game1.bundleType;
bool confirmed = false;
bool useSeed = true;
foreach (string arg in args)
{
if (arg.Equals("confirm", StringComparison.OrdinalIgnoreCase))
confirmed = true;
else if (arg.Equals("ignore_seed", StringComparison.OrdinalIgnoreCase))
useSeed = false;
else if (Enum.TryParse(arg, ignoreCase: true, out Game1.BundleType type))
bundleType = type;
else
{
monitor.Log($"Invalid option '{arg}'. Type 'help {command}' for usage.", LogLevel.Error);
return;
}
}
// require confirmation
if (!confirmed)
{
monitor.Log($"WARNING: this may have unintended consequences (type 'help {command}' for details). Are you sure?", LogLevel.Warn);
string[] newArgs = args.Concat(new[] { "confirm" }).ToArray();
monitor.Log($"To confirm, enter this command: '{command} {string.Join(" ", newArgs)}'.", LogLevel.Info);
return;
}
// need a loaded save
if (!Context.IsWorldReady)
{
monitor.Log("You need to load a save to use this command.", LogLevel.Error);
return;
}
// get private fields
IWorldState state = Game1.netWorldState.Value;
var bundleData = state.GetType().GetField("_bundleData", BindingFlags.NonPublic | BindingFlags.Public | BindingFlags.Instance)?.GetValue(state) as IDictionary<string, string>
?? throw new InvalidOperationException("Can't access '_bundleData' field on world state.");
var netBundleData = state.GetType().GetField("netBundleData", BindingFlags.NonPublic | BindingFlags.Public | BindingFlags.Instance)?.GetValue(state) as NetStringDictionary<string, NetString>
?? throw new InvalidOperationException("Can't access 'netBundleData' field on world state.");
// clear bundle data
state.BundleData.Clear();
state.Bundles.Clear();
state.BundleRewards.Clear();
bundleData.Clear();
netBundleData.Clear();
// regenerate bundles
var locale = LocalizedContentManager.CurrentLanguageCode;
try
{
LocalizedContentManager.CurrentLanguageCode = LocalizedContentManager.LanguageCode.en; // the base bundle data needs to be unlocalized (the game will add localized names later)
Game1.bundleType = bundleType;
Game1.GenerateBundles(bundleType, use_seed: useSeed);
}
finally
{
LocalizedContentManager.CurrentLanguageCode = locale;
}
monitor.Log("Regenerated bundles and reset bundle progress.", LogLevel.Info);
monitor.Log("This may have unintended effects if you've already completed any bundles. If you're not sure, exit your game without saving to cancel.", LogLevel.Warn);
}
}
}
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