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path: root/src/SMAPI.Mods.ConsoleCommands/Framework/Commands/World/FreezeTimeCommand.cs
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#nullable disable

using System.Linq;
using StardewValley;

namespace StardewModdingAPI.Mods.ConsoleCommands.Framework.Commands.World
{
    /// <summary>A command which freezes the current time.</summary>
    internal class FreezeTimeCommand : ConsoleCommand
    {
        /*********
        ** Fields
        *********/
        /// <summary>The time of day at which to freeze time.</summary>
        internal static int FrozenTime;

        /// <summary>Whether to freeze time.</summary>
        private bool FreezeTime;


        /*********
        ** Public methods
        *********/
        /// <summary>Construct an instance.</summary>
        public FreezeTimeCommand()
            : base("world_freezetime", "Freezes or resumes time.\n\nUsage: world_freezetime [value]\n- value: one of 0 (resume), 1 (freeze), or blank (toggle).", 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)
        {
            if (args.Any())
            {
                // parse arguments
                if (!args.TryGetInt(0, "value", out int value, min: 0, max: 1))
                    return;

                // handle
                this.FreezeTime = value == 1;
                FreezeTimeCommand.FrozenTime = Game1.timeOfDay;
                monitor.Log($"OK, time is now {(this.FreezeTime ? "frozen" : "resumed")}.", LogLevel.Info);
            }
            else
            {
                this.FreezeTime = !this.FreezeTime;
                FreezeTimeCommand.FrozenTime = Game1.timeOfDay;
                monitor.Log($"OK, time is now {(this.FreezeTime ? "frozen" : "resumed")}.", LogLevel.Info);
            }
        }

        /// <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.FreezeTime && Context.IsWorldReady)
                Game1.timeOfDay = FreezeTimeCommand.FrozenTime;
        }
    }
}