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using StardewValley;
namespace StardewModdingAPI.Mods.ConsoleCommands.Framework.Commands.Player
{
/// <summary>A command which edits the player's name.</summary>
internal class SetNameCommand : ConsoleCommand
{
/*********
** Public methods
*********/
/// <summary>Construct an instance.</summary>
public SetNameCommand()
: base("player_setname", "Sets the player's name.\n\nUsage: player_setname <target> <name>\n- target: what to rename (one of 'player' or 'farm').\n- name: the new name to set.") { }
/// <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)
{
// parse arguments
if (!args.TryGet(0, "target", out string target, oneOf: new[] { "player", "farm" }))
return;
args.TryGet(1, "name", out string name, required: false);
// handle
switch (target)
{
case "player":
if (!string.IsNullOrWhiteSpace(name))
{
Game1.player.Name = args[1];
monitor.Log($"OK, your name is now {Game1.player.Name}.", LogLevel.Info);
}
else
monitor.Log($"Your name is currently '{Game1.player.Name}'. Type 'help player_setname' for usage.", LogLevel.Info);
break;
case "farm":
if (!string.IsNullOrWhiteSpace(name))
{
Game1.player.farmName.Value = args[1];
monitor.Log($"OK, your farm's name is now {Game1.player.farmName}.", LogLevel.Info);
}
else
monitor.Log($"Your farm's name is currently '{Game1.player.farmName}'. Type 'help player_setname' for usage.", LogLevel.Info);
break;
}
}
}
}
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