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using System;
using System.Diagnostics.CodeAnalysis;
using StardewValley;
namespace StardewModdingAPI.Mods.ConsoleCommands.Framework.Commands.World
{
/// <summary>A command which immediately warps all NPCs to their scheduled positions. To hurry a single NPC, see <c>debug hurry npc-name</c> instead.</summary>
[SuppressMessage("ReSharper", "UnusedMember.Global", Justification = "Loaded using reflection")]
internal class HurryAllCommand : ConsoleCommand
{
/*********
** Public methods
*********/
/// <summary>Construct an instance.</summary>
public HurryAllCommand()
: base(
name: "hurry_all",
description: "Immediately warps all NPCs to their scheduled positions. (To hurry a single NPC, use `debug hurry npc-name` instead.)\n\n"
+ "Usage: hurry_all"
)
{ }
/// <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)
{
// check context
if (!Context.IsWorldReady)
{
monitor.Log("You need to load a save to use this command.", LogLevel.Error);
return;
}
// hurry all NPCs
foreach (NPC npc in Utility.getAllCharacters())
{
if (!npc.isVillager())
continue;
monitor.Log($"Hurrying {npc.Name}...");
try
{
npc.warpToPathControllerDestination();
}
catch (Exception ex)
{
monitor.Log($"Failed hurrying {npc.Name}. Technical details:\n{ex}", LogLevel.Error);
}
}
monitor.Log("Done!", LogLevel.Info);
}
}
}
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