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using System.Linq;
using StardewValley;
namespace StardewModdingAPI.Mods.ConsoleCommands.Framework.Commands.Player
{
/// <summary>A command which edits the player's current money.</summary>
internal class SetMoneyCommand : TrainerCommand
{
/*********
** Fields
*********/
/// <summary>Whether to keep the player's money at a set value.</summary>
private bool InfiniteMoney;
/*********
** Public methods
*********/
/// <summary>Construct an instance.</summary>
public SetMoneyCommand()
: base("player_setmoney", "Sets the player's money.\n\nUsage: player_setmoney <value>\n- value: an integer amount, or 'inf' for infinite money.", mayNeedUpdate: true) { }
/// <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 (!args.Any())
{
monitor.Log($"You currently have {(this.InfiniteMoney ? "infinite" : Game1.player.Money.ToString())} gold. Specify a value to change it.", LogLevel.Info);
return;
}
// handle
string amountStr = args[0];
if (amountStr == "inf")
{
this.InfiniteMoney = true;
monitor.Log("OK, you now have infinite money.", LogLevel.Info);
}
else
{
this.InfiniteMoney = false;
if (int.TryParse(amountStr, out int amount))
{
Game1.player.Money = amount;
monitor.Log($"OK, you now have {Game1.player.Money} gold.", LogLevel.Info);
}
else
this.LogArgumentNotInt(monitor);
}
}
/// <summary>Perform any logic needed on update tick.</summary>
/// <param name="monitor">Writes messages to the console and log file.</param>
public override void OnUpdated(IMonitor monitor)
{
if (this.InfiniteMoney && Context.IsWorldReady)
Game1.player.Money = 999999;
}
}
}
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