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using System.Diagnostics.CodeAnalysis;
using System.Linq;
using StardewModdingAPI.Utilities;
using StardewValley;
namespace StardewModdingAPI.Mods.ConsoleCommands.Framework.Commands.World
{
/// <summary>A command which sets the current season.</summary>
[SuppressMessage("ReSharper", "UnusedMember.Global", Justification = "Loaded using reflection")]
internal class SetSeasonCommand : ConsoleCommand
{
/*********
** Fields
*********/
/// <summary>The valid season names.</summary>
private readonly string[] ValidSeasons = { "winter", "spring", "summer", "fall" };
/*********
** Public methods
*********/
/// <summary>Construct an instance.</summary>
public SetSeasonCommand()
: base("world_setseason", "Sets the season to the specified value.\n\nUsage: world_setseason <season>\n- season: the target season (one of 'spring', 'summer', 'fall', 'winter').") { }
/// <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)
{
// no-argument mode
if (!args.Any())
{
monitor.Log($"The current season is {Game1.currentSeason}. Specify a value to change it.", LogLevel.Info);
return;
}
// parse arguments
if (!args.TryGet(0, "season", out string? season, oneOf: this.ValidSeasons))
return;
// handle
Game1.currentSeason = season.ToLower();
Game1.setGraphicsForSeason();
Game1.stats.DaysPlayed = (uint)SDate.Now().DaysSinceStart;
monitor.Log($"OK, the date is now {Game1.currentSeason} {Game1.dayOfMonth}.", LogLevel.Info);
}
}
}
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