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using System;
using System.Collections.Generic;
using System.Linq;
using StardewModdingAPI.Mods.ConsoleCommands.Framework.ItemData;
using StardewValley;
using Object = StardewValley.Object;
namespace StardewModdingAPI.Mods.ConsoleCommands.Framework.Commands.Player
{
/// <summary>A command which adds an item to the player inventory.</summary>
internal class AddCommand : TrainerCommand
{
/*********
** Properties
*********/
/// <summary>Provides methods for searching and constructing items.</summary>
private readonly ItemRepository Items = new ItemRepository();
private readonly string[] ItemTypeAndName = Enum.GetNames(typeof(ItemType)).Union(new string[] { "Name" }).ToArray();
/*********
** Public methods
*********/
/// <summary>Construct an instance.</summary>
public AddCommand()
: base("player_add", AddCommand.GetDescription())
{ }
/// <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)
{
// validate
if (!Context.IsWorldReady)
{
monitor.Log("You need to load a save to use this command.", LogLevel.Error);
return;
}
SearchableItem match;
//read arguments
if (!args.TryGet(0, "item type", out string typeOrName, oneOf: this.ItemTypeAndName))
return;
if (Enum.GetNames(typeof(ItemType)).Contains(typeOrName, StringComparer.InvariantCultureIgnoreCase))
this.FindItemByTypeAndId(monitor, args, typeOrName, out match);
else
this.FindItemByName(monitor, args, out match);
if (match == null)
return;
if (!args.TryGetInt(2, "count", out int count, min: 1, required: false))
count = 1;
if (!args.TryGetInt(3, "quality", out int quality, min: Object.lowQuality, max: Object.bestQuality, required: false))
quality = Object.lowQuality;
// apply count
match.Item.Stack = count;
// apply quality
if (match.Item is Object obj)
obj.Quality = quality;
else if (match.Item is Tool tool)
tool.UpgradeLevel = quality;
// add to inventory
Game1.player.addItemByMenuIfNecessary(match.Item);
monitor.Log($"OK, added {match.Name} ({match.Type} #{match.ID}) to your inventory.", LogLevel.Info);
}
/*********
** Private methods
*********/
/// <summary>
/// Finds a matching item by item type and id.
/// </summary>
/// <param name="monitor">Writes messages to the console and log file.</param>
/// <param name="args">The command arguments.</param>
/// <param name="rawType">The raw item type.</param>
/// <param name="match">The matching item.</param>
private void FindItemByTypeAndId(IMonitor monitor, ArgumentParser args, string rawType, out SearchableItem match)
{
match = null;
// read arguments
if (!args.TryGetInt(1, "item ID", out int id, min: 0))
return;
ItemType type = (ItemType)Enum.Parse(typeof(ItemType), rawType, ignoreCase: true);
// find matching item
match = this.Items.GetAll().FirstOrDefault(p => p.Type == type && p.ID == id);
if (match == null)
{
monitor.Log($"There's no {type} item with ID {id}.", LogLevel.Error);
}
}
/// <summary>
/// Finds a matching item by name.
/// </summary>
/// <param name="monitor">Writes messages to the console and log file.</param>
/// <param name="args">The command arguments.</param>
/// <param name="name">The item name.</param>
/// <param name="match">The matching item.</param>
private void FindItemByName(IMonitor monitor, ArgumentParser args, out SearchableItem match)
{
match = null;
// read arguments
if (!args.TryGet(1, "item name", out string name))
return;
// find matching items
IEnumerable<SearchableItem> matching = this.Items.GetAll().Where(p => p.DisplayName.IndexOf(name, StringComparison.InvariantCultureIgnoreCase) != -1);
match = matching.FirstOrDefault(item => item.DisplayName.Equals(name, StringComparison.InvariantCultureIgnoreCase));
// handle unique requirement
if (match != null)
{
return;
}
int numberOfMatches = matching.Count();
if (numberOfMatches == 0)
{
monitor.Log($"There's no item with name '{name}'. You can use the 'list_items [name]' command to search for items.", LogLevel.Error);
}
else if (numberOfMatches == 1)
{
monitor.Log($"There's no item with name '{name}'. Did you mean '{matching.ElementAt(0).DisplayName}'? If so, type 'player_add name {matching.ElementAt(0).DisplayName}'.", LogLevel.Error);
}
else
{
string options = this.GetTableString(matching, new string[] { "type", "name", "command" }, item => new string[] { item.Type.ToString(), item.DisplayName, $"player_add {item.Type} {item.ID}" });
monitor.Log($"Found multiple item names containing '{name}'. Type one of these commands for the one you want:", LogLevel.Error);
monitor.Log($"\n{options}", LogLevel.Info);
}
}
private static string GetDescription()
{
string[] typeValues = Enum.GetNames(typeof(ItemType));
return "Gives the player an item.\n"
+ "\n"
+ "Usage: player_add <type> (<item>|<name>) [count] [quality]\n"
+ $"- type: the item type (either Name or one of {string.Join(", ", typeValues)}).\n"
+ "- item: the item ID (use the 'list_items' command to see a list).\n"
+ "- name: the display name of the item (when using type Name).\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).\n"
+ "\n"
+ "This example adds the galaxy sword to your inventory:\n"
+ " player_add weapon 4";
}
}
}
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