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using System.Linq;
using StardewModdingAPI;
using StardewValley;
namespace TrainerMod.Framework.Commands.Player
{
/// <summary>A command which edits the player's current health.</summary>
internal class SetHealthCommand : TrainerCommand
{
/*********
** Properties
*********/
/// <summary>Whether to keep the player's health at its maximum.</summary>
private bool InfiniteHealth;
/*********
** Accessors
*********/
/// <summary>Whether the command needs to perform logic when the game updates.</summary>
public override bool NeedsUpdate => this.InfiniteHealth;
/*********
** Public methods
*********/
/// <summary>Construct an instance.</summary>
public SetHealthCommand()
: base("player_sethealth", "Sets the player's health.\n\nUsage: player_sethealth [value]\n- value: an integer amount, or 'inf' for infinite health.") { }
/// <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, string[] args)
{
// validate
if (!args.Any())
{
monitor.Log($"You currently have {(this.InfiniteHealth ? "infinite" : Game1.player.health.ToString())} health. Specify a value to change it.", LogLevel.Info);
return;
}
// handle
string amountStr = args[0];
if (amountStr == "inf")
{
this.InfiniteHealth = true;
monitor.Log("OK, you now have infinite health.", LogLevel.Info);
}
else
{
this.InfiniteHealth = false;
if (int.TryParse(amountStr, out int amount))
{
Game1.player.health = amount;
monitor.Log($"OK, you now have {Game1.player.health} health.", LogLevel.Info);
}
else
this.LogArgumentNotInt(monitor, command);
}
}
/// <summary>Perform any logic needed on update tick.</summary>
/// <param name="monitor">Writes messages to the console and log file.</param>
public override void Update(IMonitor monitor)
{
if (this.InfiniteHealth)
Game1.player.health = Game1.player.maxHealth;
}
}
}
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