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using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using Microsoft.Xna.Framework;
using StardewModdingAPI;
using StardewModdingAPI.Events;
using StardewValley;
using StardewValley.Menus;
using StardewValley.Objects;
using StardewValley.Tools;
using TrainerMod.Framework;
using TrainerMod.ItemData;
using Object = StardewValley.Object;
namespace TrainerMod
{
/// <summary>The main entry point for the mod.</summary>
public class TrainerMod : Mod
{
/*********
** Properties
*********/
/// <summary>The time of day at which to freeze time.</summary>
private int FrozenTime;
/// <summary>Whether to keep the player's health at its maximum.</summary>
private bool InfiniteHealth;
/// <summary>Whether to keep the player's stamina at its maximum.</summary>
private bool InfiniteStamina;
/// <summary>Whether to keep the player's money at a set value.</summary>
private bool InfiniteMoney;
/// <summary>Whether to freeze time.</summary>
private bool FreezeTime;
/*********
** Public methods
*********/
/// <summary>The mod entry point, called after the mod is first loaded.</summary>
/// <param name="helper">Provides simplified APIs for writing mods.</param>
public override void Entry(IModHelper helper)
{
this.RegisterCommands(helper);
GameEvents.UpdateTick += this.ReceiveUpdateTick;
}
/*********
** Private methods
*********/
/****
** Implementation
****/
/// <summary>The method invoked when the game updates its state.</summary>
/// <param name="sender">The event sender.</param>
/// <param name="e">The event arguments.</param>
private void ReceiveUpdateTick(object sender, EventArgs e)
{
if (Game1.player == null)
return;
if (this.InfiniteHealth)
Game1.player.health = Game1.player.maxHealth;
if (this.InfiniteStamina)
Game1.player.stamina = Game1.player.MaxStamina;
if (this.InfiniteMoney)
Game1.player.money = 999999;
if (this.FreezeTime)
Game1.timeOfDay = this.FrozenTime;
}
/****
** Command definitions
****/
/// <summary>Register all trainer commands.</summary>
/// <param name="helper">Provides simplified APIs for writing mods.</param>
private void RegisterCommands(IModHelper helper)
{
helper.ConsoleCommands
.Add("save", "Saves the game? Doesn't seem to work.", this.HandleCommand)
.Add("load", "Shows the load screen.", this.HandleCommand)
.Add("player_setname", "Sets the player's name.\n\nUsage: player_setname <target> <name>\n- target: what to rename (one of 'player' or 'farm').\n- name: the new name to set.", this.HandleCommand)
.Add("player_setmoney", "Sets the player's money.\n\nUsage: player_setmoney <value>\n- value: an integer amount, or 'inf' for infinite money.", this.HandleCommand)
.Add("player_setstamina", "Sets the player's stamina.\n\nUsage: player_setstamina [value]\n- value: an integer amount, or 'inf' for infinite stamina.", this.HandleCommand)
.Add("player_setmaxstamina", "Sets the player's max stamina.\n\nUsage: player_setmaxstamina [value]\n- value: an integer amount.", this.HandleCommand)
.Add("player_sethealth", "Sets the player's health.\n\nUsage: player_sethealth [value]\n- value: an integer amount, or 'inf' for infinite health.", this.HandleCommand)
.Add("player_setmaxhealth", "Sets the player's max health.\n\nUsage: player_setmaxhealth [value]\n- value: an integer amount.", this.HandleCommand)
.Add("player_setimmunity", "Sets the player's immunity.\n\nUsage: player_setimmunity [value]\n- value: an integer amount.", this.HandleCommand)
.Add("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).", this.HandleCommand)
.Add("player_setspeed", "Sets the player's speed to the specified value?\n\nUsage: player_setspeed <value>\n- value: an integer amount (0 is normal).", this.HandleCommand)
.Add("player_changecolor", "Sets the color of a player feature.\n\nUsage: player_changecolor <target> <color>\n- target: what to change (one of 'hair', 'eyes', or 'pants').\n- color: a color value in RGB format, like (255,255,255).", this.HandleCommand)
.Add("player_changestyle", "Sets the style of a player feature.\n\nUsage: player_changecolor <target> <value>.\n- target: what to change (one of 'hair', 'shirt', 'skin', 'acc', 'shoe', 'swim', or 'gender').\n- value: the integer style ID.", this.HandleCommand)
.Add("player_additem", $"Gives the player an item.\n\nUsage: player_additem <item> [count] [quality]\n- item: the item ID (use the 'list_items' command to see a list).\n- count (optional): how many of the item to give.\n- quality (optional): one of {Object.lowQuality} (normal), {Object.medQuality} (silver), {Object.highQuality} (gold), or {Object.bestQuality} (iridium).", this.HandleCommand)
.Add("player_addmelee", "Gives the player a melee weapon.\n\nUsage: player_addmelee <item>\n- item: the melee weapon ID (use the 'list_items' command to see a list).", this.HandleCommand)
.Add("player_addring", "Gives the player a ring.\n\nUsage: player_addring <item>\n- item: the ring ID (use the 'list_items' command to see a list).", this.HandleCommand)
.Add("list_items", "Lists and searches items in the game data.\n\nUsage: list_items [search]\n- search (optional): an arbitrary search string to filter by.", this.HandleCommand)
.Add("world_settime", "Sets the time to the specified value.\n\nUsage: world_settime <value>\n- value: the target time in military time (like 0600 for 6am and 1800 for 6pm)", this.HandleCommand)
.Add("world_freezetime", "Freezes or resumes time.\n\nUsage: world_freezetime [value]\n- value: one of 0 (resume), 1 (freeze), or blank (toggle).", this.HandleCommand)
.Add("world_setday", "Sets the day to the specified value.\n\nUsage: world_setday <value>.\n- value: the target day (a number from 1 to 28).", this.HandleCommand)
.Add("world_setseason", "Sets the season to the specified value.\n\nUsage: world_setseason <season>\n- value: the target season (one of 'spring', 'summer', 'fall', 'winter').", this.HandleCommand)
.Add("world_downminelevel", "Goes down one mine level?", this.HandleCommand)
.Add("world_setminelevel", "Sets the mine level?\n\nUsage: world_setminelevel <value>\n- value: The target level (a number between 1 and 120).", this.HandleCommand)
.Add("show_game_files", "Opens the game folder.", this.HandleCommand)
.Add("show_data_files", "Opens the folder containing the save and log files.", this.HandleCommand);
}
/// <summary>Handle a TrainerMod command.</summary>
/// <param name="command">The command name.</param>
/// <param name="args">The command arguments.</param>
private void HandleCommand(string command, string[] args)
{
switch (command)
{
case "save":
this.Monitor.Log("Saving the game...", LogLevel.Info);
SaveGame.Save();
break;
case "load":
this.Monitor.Log("Triggering load menu...", LogLevel.Info);
Game1.hasLoadedGame = false;
Game1.activeClickableMenu = new LoadGameMenu();
break;
case "player_setname":
if (args.Length > 1)
{
string target = args[0];
string[] validTargets = { "player", "farm" };
if (validTargets.Contains(target))
{
switch (target)
{
case "player":
Game1.player.Name = args[1];
this.Monitor.Log($"OK, your player's name is now {Game1.player.Name}.", LogLevel.Info);
break;
case "farm":
Game1.player.farmName = args[1];
this.Monitor.Log($"OK, your farm's name is now {Game1.player.Name}.", LogLevel.Info);
break;
}
}
else
this.LogArgumentsInvalid(command);
}
else
this.Monitor.Log($"Your name is currently '{Game1.player.Name}'. Type 'help player_setname' for usage.", LogLevel.Info);
break;
case "player_setmoney":
if (args.Any())
{
string amountStr = args[0];
if (amountStr == "inf")
{
this.InfiniteMoney = true;
this.Monitor.Log("OK, you now have infinite money.", LogLevel.Info);
}
else
{
this.InfiniteMoney = false;
int amount;
if (int.TryParse(amountStr, out amount))
{
Game1.player.Money = amount;
this.Monitor.Log($"OK, you now have {Game1.player.Money} gold.", LogLevel.Info);
}
else
this.LogArgumentNotInt(command);
}
}
else
this.Monitor.Log($"You currently have {(this.InfiniteMoney ? "infinite" : Game1.player.Money.ToString())} gold. Specify a value to change it.", LogLevel.Info);
break;
case "player_setstamina":
if (args.Any())
{
string amountStr = args[0];
if (amountStr == "inf")
{
this.InfiniteStamina = true;
this.Monitor.Log("OK, you now have infinite stamina.", LogLevel.Info);
}
else
{
this.InfiniteStamina = false;
int amount;
if (int.TryParse(amountStr, out amount))
{
Game1.player.Stamina = amount;
this.Monitor.Log($"OK, you now have {Game1.player.Stamina} stamina.", LogLevel.Info);
}
else
this.LogArgumentNotInt(command);
}
}
else
this.Monitor.Log($"You currently have {(this.InfiniteStamina ? "infinite" : Game1.player.Stamina.ToString())} stamina. Specify a value to change it.", LogLevel.Info);
break;
case "player_setmaxstamina":
if (args.Any())
{
int amount;
if (int.TryParse(args[0], out amount))
{
Game1.player.MaxStamina = amount;
this.Monitor.Log($"OK, you now have {Game1.player.MaxStamina} max stamina.", LogLevel.Info);
}
else
this.LogArgumentNotInt(command);
}
else
this.Monitor.Log($"You currently have {Game1.player.MaxStamina} max stamina. Specify a value to change it.", LogLevel.Info);
break;
case "player_setlevel":
if (args.Length > 1)
{
string skill = args[0];
string[] skills = { "luck", "mining", "combat", "farming", "fishing", "foraging" };
if (skills.Contains(skill))
{
int level;
if (int.TryParse(args[1], out level))
{
switch (skill)
{
case "luck":
Game1.player.LuckLevel = level;
this.Monitor.Log($"OK, your luck skill is now {Game1.player.LuckLevel}.", LogLevel.Info);
break;
case "mining":
Game1.player.MiningLevel = level;
this.Monitor.Log($"OK, your mining skill is now {Game1.player.MiningLevel}.", LogLevel.Info);
break;
case "combat":
Game1.player.CombatLevel = level;
this.Monitor.Log($"OK, your combat skill is now {Game1.player.CombatLevel}.", LogLevel.Info);
break;
case "farming":
Game1.player.FarmingLevel = level;
this.Monitor.Log($"OK, your farming skill is now {Game1.player.FarmingLevel}.", LogLevel.Info);
break;
case "fishing":
Game1.player.FishingLevel = level;
this.Monitor.Log($"OK, your fishing skill is now {Game1.player.FishingLevel}.", LogLevel.Info);
break;
case "foraging":
Game1.player.ForagingLevel = level;
this.Monitor.Log($"OK, your foraging skill is now {Game1.player.ForagingLevel}.", LogLevel.Info);
break;
}
}
else
this.LogArgumentNotInt(command);
}
else
this.LogUsageError("That isn't a valid skill.", command);
}
else
this.LogArgumentsInvalid(command);
break;
case "player_setspeed":
if (args.Any())
{
string amountStr = args[0];
if (amountStr.IsInt())
{
Game1.player.addedSpeed = amountStr.ToInt();
this.Monitor.Log($"OK, your added speed is now {Game1.player.addedSpeed}.", LogLevel.Info);
}
else
this.LogArgumentNotInt(command);
}
else
this.Monitor.Log($"You currently have {Game1.player.addedSpeed} added speed. Specify a value to change it.", LogLevel.Info);
break;
case "player_changecolor":
if (args.Length > 1)
{
string target = args[0];
string[] validTargets = { "hair", "eyes", "pants" };
if (validTargets.Contains(target))
{
string[] colorHexes = args[1].Split(new[] { ',' }, 3);
if (colorHexes[0].IsInt() && colorHexes[1].IsInt() && colorHexes[2].IsInt())
{
var color = new Color(colorHexes[0].ToInt(), colorHexes[1].ToInt(), colorHexes[2].ToInt());
switch (target)
{
case "hair":
Game1.player.hairstyleColor = color;
this.Monitor.Log("OK, your hair color is updated.", LogLevel.Info);
break;
case "eyes":
Game1.player.changeEyeColor(color);
this.Monitor.Log("OK, your eye color is updated.", LogLevel.Info);
break;
case "pants":
Game1.player.pantsColor = color;
this.Monitor.Log("OK, your pants color is updated.", LogLevel.Info);
break;
}
}
else
this.LogUsageError("The color should be an RBG value like '255,150,0'.", command);
}
else
this.LogArgumentsInvalid(command);
}
else
this.LogArgumentsInvalid(command);
break;
case "player_changestyle":
if (args.Length > 1)
{
string target = args[0];
string[] validTargets = { "hair", "shirt", "skin", "acc", "shoe", "swim", "gender" };
if (validTargets.Contains(target))
{
if (args[1].IsInt())
{
var styleID = args[1].ToInt();
switch (target)
{
case "hair":
Game1.player.changeHairStyle(styleID);
this.Monitor.Log("OK, your hair style is updated.", LogLevel.Info);
break;
case "shirt":
Game1.player.changeShirt(styleID);
this.Monitor.Log("OK, your shirt style is updated.", LogLevel.Info);
break;
case "acc":
Game1.player.changeAccessory(styleID);
this.Monitor.Log("OK, your accessory style is updated.", LogLevel.Info);
break;
case "skin":
Game1.player.changeSkinColor(styleID);
this.Monitor.Log("OK, your skin color is updated.", LogLevel.Info);
break;
case "shoe":
Game1.player.changeShoeColor(styleID);
this.Monitor.Log("OK, your shoe style is updated.", LogLevel.Info);
break;
case "swim":
switch (styleID)
{
case 0:
Game1.player.changeOutOfSwimSuit();
this.Monitor.Log("OK, you're no longer in your swimming suit.", LogLevel.Info);
break;
case 1:
Game1.player.changeIntoSwimsuit();
this.Monitor.Log("OK, you're now in your swimming suit.", LogLevel.Info);
break;
default:
this.LogUsageError("The swim value should be 0 (no swimming suit) or 1 (swimming suit).", command);
break;
}
break;
case "gender":
switch (styleID)
{
case 0:
Game1.player.changeGender(true);
this.Monitor.Log("OK, you're now male.", LogLevel.Info);
break;
case 1:
Game1.player.changeGender(false);
this.Monitor.Log("OK, you're now female.", LogLevel.Info);
break;
default:
this.LogUsageError("The gender value should be 0 (male) or 1 (female).", command);
break;
}
break;
}
}
else
this.LogArgumentsInvalid(command);
}
else
this.LogArgumentsInvalid(command);
}
else
this.LogArgumentsInvalid(command);
break;
case "world_freezetime":
if (args.Any())
{
string valueStr = args[0];
if (valueStr.IsInt())
{
int value = valueStr.ToInt();
if (value == 0 || value == 1)
{
this.FreezeTime = value == 1;
this.FrozenTime = this.FreezeTime ? Game1.timeOfDay : 0;
this.Monitor.Log($"OK, time is now {(this.FreezeTime ? "frozen" : "resumed")}.", LogLevel.Info);
}
else
this.LogUsageError("The value should be 0 (not frozen), 1 (frozen), or empty (toggle).", command);
}
else
this.LogArgumentNotInt(command);
}
else
{
this.FreezeTime = !this.FreezeTime;
this.FrozenTime = this.FreezeTime ? Game1.timeOfDay : 0;
this.Monitor.Log($"OK, time is now {(this.FreezeTime ? "frozen" : "resumed")}.", LogLevel.Info);
}
break;
case "world_settime":
if (args.Any())
{
string timeStr = args[0];
if (timeStr.IsInt())
{
int time = timeStr.ToInt();
if (time <= 2600 && time >= 600)
{
Game1.timeOfDay = args[0].ToInt();
this.FrozenTime = this.FreezeTime ? Game1.timeOfDay : 0;
this.Monitor.Log($"OK, the time is now {Game1.timeOfDay.ToString().PadLeft(4, '0')}.", LogLevel.Info);
}
else
this.LogUsageError("That isn't a valid time.", command);
}
else
this.LogArgumentNotInt(command);
}
else
this.Monitor.Log($"The current time is {Game1.timeOfDay}. Specify a value to change it.", LogLevel.Info);
break;
case "world_setday":
if (args.Any())
{
string dayStr = args[0];
if (dayStr.IsInt())
{
int day = dayStr.ToInt();
if (day <= 28 && day > 0)
{
Game1.dayOfMonth = day;
this.Monitor.Log($"OK, the date is now {Game1.currentSeason} {Game1.dayOfMonth}.", LogLevel.Info);
}
else
this.LogUsageError("That isn't a valid day.", command);
}
else
this.LogArgumentNotInt(command);
}
else
this.Monitor.Log($"The current date is {Game1.currentSeason} {Game1.dayOfMonth}. Specify a value to change the day.", LogLevel.Info);
break;
case "world_setseason":
if (args.Any())
{
string season = args[0];
string[] validSeasons = { "winter", "spring", "summer", "fall" };
if (validSeasons.Contains(season))
{
Game1.currentSeason = season;
this.Monitor.Log($"OK, the date is now {Game1.currentSeason} {Game1.dayOfMonth}.", LogLevel.Info);
}
else
this.LogUsageError("That isn't a valid season name.", command);
}
else
this.Monitor.Log($"The current season is {Game1.currentSeason}. Specify a value to change it.", LogLevel.Info);
break;
case "player_sethealth":
if (args.Any())
{
string amountStr = args[0];
if (amountStr == "inf")
{
this.InfiniteHealth = true;
this.Monitor.Log("OK, you now have infinite health.", LogLevel.Info);
}
else
{
this.InfiniteHealth = false;
if (amountStr.IsInt())
{
Game1.player.health = amountStr.ToInt();
this.Monitor.Log($"OK, you now have {Game1.player.health} health.", LogLevel.Info);
}
else
this.LogArgumentNotInt(command);
}
}
else
this.Monitor.Log($"You currently have {(this.InfiniteHealth ? "infinite" : Game1.player.health.ToString())} health. Specify a value to change it.", LogLevel.Info);
break;
case "player_setmaxhealth":
if (args.Any())
{
string amountStr = args[0];
if (amountStr.IsInt())
{
Game1.player.maxHealth = amountStr.ToInt();
this.Monitor.Log($"OK, you now have {Game1.player.maxHealth} max health.", LogLevel.Info);
}
else
this.LogArgumentNotInt(command);
}
else
this.Monitor.Log($"You currently have {Game1.player.maxHealth} max health. Specify a value to change it.", LogLevel.Info);
break;
case "player_setimmunity":
if (args.Any())
{
string amountStr = args[0];
if (amountStr.IsInt())
{
Game1.player.immunity = amountStr.ToInt();
this.Monitor.Log($"OK, you now have {Game1.player.immunity} immunity.", LogLevel.Info);
}
else
this.LogArgumentNotInt(command);
}
else
this.Monitor.Log($"You currently have {Game1.player.immunity} immunity. Specify a value to change it.", LogLevel.Info);
break;
case "player_additem":
if (args.Any())
{
string itemIdStr = args[0];
if (itemIdStr.IsInt())
{
int itemID = itemIdStr.ToInt();
int count = 1;
int quality = 0;
if (args.Length > 1)
{
if (args[1].IsInt())
count = args[1].ToInt();
else
{
this.LogUsageError("The optional count is invalid.", command);
return;
}
if (args.Length > 2)
{
if (args[2].IsInt())
quality = args[2].ToInt();
else
{
this.LogUsageError("The optional quality is invalid.", command);
return;
}
}
}
var item = new Object(itemID, count) { quality = quality };
Game1.player.addItemByMenuIfNecessary(item);
this.Monitor.Log($"OK, added {item.Name} to your inventory.", LogLevel.Info);
}
else
this.LogUsageError("The item ID must be an integer.", command);
}
else
this.LogArgumentsInvalid(command);
break;
case "player_addmelee":
if (args.Any())
{
if (args[0].IsInt())
{
MeleeWeapon weapon = new MeleeWeapon(args[0].ToInt());
Game1.player.addItemByMenuIfNecessary(weapon);
this.Monitor.Log($"OK, added {weapon.Name} to your inventory.", LogLevel.Info);
}
else
this.LogUsageError("The weapon ID must be an integer.", command);
}
else
this.LogArgumentsInvalid(command);
break;
case "player_addring":
if (args.Any())
{
if (args[0].IsInt())
{
Ring ring = new Ring(args[0].ToInt());
Game1.player.addItemByMenuIfNecessary(ring);
this.Monitor.Log($"OK, added {ring.Name} to your inventory.", LogLevel.Info);
}
else
this.Monitor.Log("<item> is invalid", LogLevel.Error);
}
else
this.LogArgumentsInvalid(command);
break;
case "list_items":
{
var matches = this.GetItems(args).ToArray();
// show matches
string summary = "Searching...\n";
if (matches.Any())
this.Monitor.Log(summary + this.GetTableString(matches, new[] { "type", "id", "name" }, val => new[] { val.Type.ToString(), val.ID.ToString(), val.Name }), LogLevel.Info);
else
this.Monitor.Log(summary + "No items found", LogLevel.Info);
}
break;
case "world_downminelevel":
Game1.nextMineLevel();
this.Monitor.Log("OK, warping you to the next mine level.", LogLevel.Info);
break;
case "world_setminelevel":
if (args.Any())
{
if (args[0].IsInt())
{
int level = args[0].ToInt();
Game1.enterMine(true, level, "");
this.Monitor.Log($"OK, warping you to mine level {level}.", LogLevel.Info);
}
else
this.LogArgumentNotInt(command);
}
else
this.LogArgumentsInvalid(command);
break;
case "show_game_files":
Process.Start(Constants.ExecutionPath);
this.Monitor.Log($"OK, opening {Constants.ExecutionPath}.", LogLevel.Info);
break;
case "show_data_files":
Process.Start(Constants.DataPath);
this.Monitor.Log($"OK, opening {Constants.DataPath}.", LogLevel.Info);
break;
default:
throw new NotImplementedException($"TrainerMod received unknown command '{command}'.");
}
}
/****
** Helpers
****/
/// <summary>Get all items which can be searched and added to the player's inventory through the console.</summary>
/// <param name="searchWords">The search string to find.</param>
private IEnumerable<ISearchItem> GetItems(string[] searchWords)
{
// normalise search term
searchWords = searchWords?.Where(word => !string.IsNullOrWhiteSpace(word)).ToArray();
if (searchWords?.Any() == false)
searchWords = null;
// find matches
return (
from item in this.GetItems()
let term = $"{item.ID}|{item.Type}|{item.Name}"
where searchWords == null || searchWords.All(word => term.IndexOf(word, StringComparison.CurrentCultureIgnoreCase) != -1)
select item
);
}
/// <summary>Get all items which can be searched and added to the player's inventory through the console.</summary>
private IEnumerable<ISearchItem> GetItems()
{
// objects
foreach (int id in Game1.objectInformation.Keys)
{
ISearchItem obj = id >= Ring.ringLowerIndexRange && id <= Ring.ringUpperIndexRange
? new SearchableRing(id)
: (ISearchItem)new SearchableObject(id);
if (obj.IsValid)
yield return obj;
}
// weapons
foreach (int id in Game1.content.Load<Dictionary<int, string>>("Data\\weapons").Keys)
{
ISearchItem weapon = new SearchableWeapon(id);
if (weapon.IsValid)
yield return weapon;
}
}
/// <summary>Get an ASCII table for a set of tabular data.</summary>
/// <typeparam name="T">The data type.</typeparam>
/// <param name="data">The data to display.</param>
/// <param name="header">The table header.</param>
/// <param name="getRow">Returns a set of fields for a data value.</param>
private string GetTableString<T>(IEnumerable<T> data, string[] header, Func<T, string[]> getRow)
{
// get table data
int[] widths = header.Select(p => p.Length).ToArray();
string[][] rows = data
.Select(item =>
{
string[] fields = getRow(item);
if (fields.Length != widths.Length)
throw new InvalidOperationException($"Expected {widths.Length} columns, but found {fields.Length}: {string.Join(", ", fields)}");
for (int i = 0; i < fields.Length; i++)
widths[i] = Math.Max(widths[i], fields[i].Length);
return fields;
})
.ToArray();
// render fields
List<string[]> lines = new List<string[]>(rows.Length + 2)
{
header,
header.Select((value, i) => "".PadRight(widths[i], '-')).ToArray()
};
lines.AddRange(rows);
return string.Join(
Environment.NewLine,
lines.Select(line => string.Join(" | ",
line.Select((field, i) => field.PadRight(widths[i], ' ')).ToArray())
)
);
}
/****
** Logging
****/
/// <summary>Log an error indicating incorrect usage.</summary>
/// <param name="error">A sentence explaining the problem.</param>
/// <param name="command">The name of the command.</param>
private void LogUsageError(string error, string command)
{
this.Monitor.Log($"{error} Type 'help {command}' for usage.", LogLevel.Error);
}
/// <summary>Log an error indicating a value must be an integer.</summary>
/// <param name="command">The name of the command.</param>
private void LogArgumentNotInt(string command)
{
this.LogUsageError("The value must be a whole number.", command);
}
/// <summary>Log an error indicating a value is invalid.</summary>
/// <param name="command">The name of the command.</param>
private void LogArgumentsInvalid(string command)
{
this.LogUsageError("The arguments are invalid.", command);
}
}
}
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