예제 #1
0
        /// <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)
        {
            // get flags
            var  bundleType = Game1.bundleType;
            bool confirmed  = false;
            bool useSeed    = true;

            foreach (string arg in args)
            {
                if (arg.Equals("confirm", StringComparison.OrdinalIgnoreCase))
                {
                    confirmed = true;
                }
                else if (arg.Equals("ignore_seed", StringComparison.OrdinalIgnoreCase))
                {
                    useSeed = false;
                }
                else if (Enum.TryParse(arg, ignoreCase: true, out Game1.BundleType type))
                {
                    bundleType = type;
                }
                else
                {
                    monitor.Log($"Invalid option '{arg}'. Type 'help {command}' for usage.", LogLevel.Error);
                    return;
                }
            }

            // require confirmation
            if (!confirmed)
            {
                monitor.Log($"WARNING: this may have unintended consequences (type 'help {command}' for details). Are you sure?", LogLevel.Warn);

                string[] newArgs = args.Concat(new[] { "confirm" }).ToArray();
                monitor.Log($"To confirm, enter this command: '{command} {string.Join(" ", newArgs)}'.", LogLevel.Info);
                return;
            }

            // need a loaded save
            if (!Context.IsWorldReady)
            {
                monitor.Log("You need to load a save to use this command.", LogLevel.Error);
                return;
            }

            // get private fields
            IWorldState state      = Game1.netWorldState.Value;
            var         bundleData = state.GetType().GetField("_bundleData", BindingFlags.NonPublic | BindingFlags.Public | BindingFlags.Instance)?.GetValue(state) as IDictionary <string, string>
                                     ?? throw new InvalidOperationException("Can't access '_bundleData' field on world state.");
            var netBundleData = state.GetType().GetField("netBundleData", BindingFlags.NonPublic | BindingFlags.Public | BindingFlags.Instance)?.GetValue(state) as NetStringDictionary <string, NetString>
                                ?? throw new InvalidOperationException("Can't access 'netBundleData' field on world state.");

            // clear bundle data
            state.BundleData.Clear();
            state.Bundles.Clear();
            state.BundleRewards.Clear();
            bundleData.Clear();
            netBundleData.Clear();

            // regenerate bundles
            var locale = LocalizedContentManager.CurrentLanguageCode;

            try
            {
                LocalizedContentManager.CurrentLanguageCode = LocalizedContentManager.LanguageCode.en; // the base bundle data needs to be unlocalized (the game will add localized names later)

                Game1.bundleType = bundleType;
                Game1.GenerateBundles(bundleType, use_seed: useSeed);
            }
            finally
            {
                LocalizedContentManager.CurrentLanguageCode = locale;
            }

            monitor.Log("Regenerated bundles and reset bundle progress.", LogLevel.Info);
            monitor.Log("This may have unintended effects if you've already completed any bundles. If you're not sure, exit your game without saving to cancel.", LogLevel.Warn);
        }