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using System.Collections.Generic;
using StardewModdingAPI;
using StardewValley;
using SFarmer = StardewValley.Farmer;
namespace TrainerMod.Framework.Commands.Player
{
/// <summary>A command which edits the player's current level for a skill.</summary>
internal class SetLevelCommand : TrainerCommand
{
/*********
** Properties
*********/
/// <summary>The experience points needed to reach each level.</summary>
/// <remarks>Derived from <see cref="SFarmer.checkForLevelGain"/>.</remarks>
private readonly IDictionary<int, int> LevelExp = new Dictionary<int, int>
{
[0] = 0,
[1] = 100,
[2] = 380,
[3] = 770,
[4] = 1300,
[5] = 2150,
[6] = 3300,
[7] = 4800,
[8] = 6900,
[9] = 10000,
[10] = 15000
};
/*********
** Public methods
*********/
/// <summary>Construct an instance.</summary>
public SetLevelCommand()
: base("player_setlevel", "Sets the player's specified skill to the specified value.\n\nUsage: player_setlevel <skill> <value>\n- skill: the skill to set (one of 'luck', 'mining', 'combat', 'farming', 'fishing', or 'foraging').\n- value: the target level (a number from 1 to 10).") { }
/// <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)
{
// validate
if (!args.TryGet(0, "skill", out string skill, oneOf: new[] { "luck", "mining", "combat", "farming", "fishing", "foraging" }))
return;
if (!args.TryGetInt(1, "level", out int level, min: 0, max: 10))
return;
// handle
switch (skill)
{
case "luck":
Game1.player.LuckLevel = level;
Game1.player.experiencePoints[SFarmer.luckSkill] = this.LevelExp[level];
monitor.Log($"OK, your luck skill is now {Game1.player.LuckLevel}.", LogLevel.Info);
break;
case "mining":
Game1.player.MiningLevel = level;
Game1.player.experiencePoints[SFarmer.miningSkill] = this.LevelExp[level];
monitor.Log($"OK, your mining skill is now {Game1.player.MiningLevel}.", LogLevel.Info);
break;
case "combat":
Game1.player.CombatLevel = level;
Game1.player.experiencePoints[SFarmer.combatSkill] = this.LevelExp[level];
monitor.Log($"OK, your combat skill is now {Game1.player.CombatLevel}.", LogLevel.Info);
break;
case "farming":
Game1.player.FarmingLevel = level;
Game1.player.experiencePoints[SFarmer.farmingSkill] = this.LevelExp[level];
monitor.Log($"OK, your farming skill is now {Game1.player.FarmingLevel}.", LogLevel.Info);
break;
case "fishing":
Game1.player.FishingLevel = level;
Game1.player.experiencePoints[SFarmer.fishingSkill] = this.LevelExp[level];
monitor.Log($"OK, your fishing skill is now {Game1.player.FishingLevel}.", LogLevel.Info);
break;
case "foraging":
Game1.player.ForagingLevel = level;
Game1.player.experiencePoints[SFarmer.foragingSkill] = this.LevelExp[level];
monitor.Log($"OK, your foraging skill is now {Game1.player.ForagingLevel}.", LogLevel.Info);
break;
}
}
}
}
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