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path: root/src/SMAPI.Mods.ConsoleCommands/Framework/Commands/Player/ListItemsCommand.cs
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using System;
using System.Collections.Generic;
using System.Linq;
using StardewModdingAPI.Mods.ConsoleCommands.Framework.ItemData;

namespace StardewModdingAPI.Mods.ConsoleCommands.Framework.Commands.Player
{
    /// <summary>A command which list items available to spawn.</summary>
    internal class ListItemsCommand : TrainerCommand
    {
        /*********
        ** Fields
        *********/
        /// <summary>Provides methods for searching and constructing items.</summary>
        private readonly ItemRepository Items = new ItemRepository();


        /*********
        ** Public methods
        *********/
        /// <summary>Construct an instance.</summary>
        public ListItemsCommand()
            : base("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.") { }

        /// <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;
            }

            // handle
            SearchableItem[] matches =
                (
                    from item in this.GetItems(args.ToArray())
                    orderby item.Type.ToString(), item.Name
                    select item
                )
                .ToArray();
            string summary = "Searching...\n";
            if (matches.Any())
                monitor.Log(summary + this.GetTableString(matches, new[] { "type", "name", "id" }, val => new[] { val.Type.ToString(), val.Name, val.ID.ToString() }), LogLevel.Info);
            else
                monitor.Log(summary + "No items found", LogLevel.Info);
        }


        /*********
        ** Private methods
        *********/
        /// <summary>Get all items which can be searched and added to the player's inventory through the console.</summary>
        /// <param name="searchWords">The search string to find.</param>
        private IEnumerable<SearchableItem> 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.Items.GetAll()
                let term = $"{item.ID}|{item.Type}|{item.Name}|{item.DisplayName}"
                where searchWords == null || searchWords.All(word => term.IndexOf(word, StringComparison.CurrentCultureIgnoreCase) != -1)
                select item
            );
        }
    }
}