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using System;
using System.Collections.Generic;
using System.Linq;
namespace StardewModdingAPI.Mods.ConsoleCommands.Framework.Commands
{
/// <summary>The base implementation for a trainer command.</summary>
internal abstract class TrainerCommand : ITrainerCommand
{
/*********
** Accessors
*********/
/// <summary>The command name the user must type.</summary>
public string Name { get; }
/// <summary>The command description.</summary>
public string Description { get; }
/// <summary>Whether the command may need to perform logic when the player presses a button. This value shouldn't change.</summary>
public bool MayNeedInput { get; }
/// <summary>Whether the command may need to perform logic when the game updates. This value shouldn't change.</summary>
public bool MayNeedUpdate { get; }
/*********
** Public methods
*********/
/// <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 abstract void Handle(IMonitor monitor, string command, ArgumentParser args);
/// <summary>Perform any logic needed on update tick.</summary>
/// <param name="monitor">Writes messages to the console and log file.</param>
public virtual void OnUpdated(IMonitor monitor) { }
/// <summary>Perform any logic when input is received.</summary>
/// <param name="monitor">Writes messages to the console and log file.</param>
/// <param name="button">The button that was pressed.</param>
public virtual void OnButtonPressed(IMonitor monitor, SButton button) { }
/*********
** Protected methods
*********/
/// <summary>Construct an instance.</summary>
/// <param name="name">The command name the user must type.</param>
/// <param name="description">The command description.</param>
/// <param name="mayNeedInput">Whether the command may need to perform logic when the player presses a button.</param>
/// <param name="mayNeedUpdate">Whether the command may need to perform logic when the game updates.</param>
protected TrainerCommand(string name, string description, bool mayNeedInput = false, bool mayNeedUpdate = false)
{
this.Name = name;
this.Description = description;
this.MayNeedInput = mayNeedInput;
this.MayNeedUpdate = mayNeedUpdate;
}
/// <summary>Log an error indicating incorrect usage.</summary>
/// <param name="monitor">Writes messages to the console and log file.</param>
/// <param name="error">A sentence explaining the problem.</param>
protected void LogUsageError(IMonitor monitor, string error)
{
monitor.Log($"{error} Type 'help {this.Name}' for usage.", LogLevel.Error);
}
/// <summary>Log an error indicating a value must be an integer.</summary>
/// <param name="monitor">Writes messages to the console and log file.</param>
protected void LogArgumentNotInt(IMonitor monitor)
{
this.LogUsageError(monitor, "The value must be a whole number.");
}
/// <summary>Get an ASCII table to show tabular data in the console.</summary>
/// <typeparam name="T">The data type.</typeparam>
/// <param name="data">The data to display.</param>
/// <param name="header">The table header.</param>
/// <param name="getRow">Returns a set of fields for a data value.</param>
protected string GetTableString<T>(IEnumerable<T> data, string[] header, Func<T, string[]> getRow)
{
// get table data
int[] widths = header.Select(p => p.Length).ToArray();
string[][] rows = data
.Select(item =>
{
string[] fields = getRow(item);
if (fields.Length != widths.Length)
throw new InvalidOperationException($"Expected {widths.Length} columns, but found {fields.Length}: {string.Join(", ", fields)}");
for (int i = 0; i < fields.Length; i++)
widths[i] = Math.Max(widths[i], fields[i].Length);
return fields;
})
.ToArray();
// render fields
List<string[]> lines = new List<string[]>(rows.Length + 2)
{
header,
header.Select((value, i) => "".PadRight(widths[i], '-')).ToArray()
};
lines.AddRange(rows);
return string.Join(
Environment.NewLine,
lines.Select(line => string.Join(" | ",
line.Select((field, i) => field.PadLeft(widths[i], ' '))
))
);
}
}
}
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