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author | Jesse Plamondon-Willard <github@jplamondonw.com> | 2018-03-11 19:09:08 -0400 |
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committer | Jesse Plamondon-Willard <github@jplamondonw.com> | 2018-03-11 19:09:08 -0400 |
commit | 41715cefcde3c838bb079cb37aac5a3b2dcb1004 (patch) | |
tree | 88d5d6c035acb9a2b48fb60f635ccb2156788e9f | |
parent | 80315ec46695d9c2b1121a0a6208105d7e165e89 (diff) | |
download | SMAPI-41715cefcde3c838bb079cb37aac5a3b2dcb1004.tar.gz SMAPI-41715cefcde3c838bb079cb37aac5a3b2dcb1004.tar.bz2 SMAPI-41715cefcde3c838bb079cb37aac5a3b2dcb1004.zip |
add initial compatibility with Stardew Valley 1.3 (#453)
18 files changed, 881 insertions, 52 deletions
diff --git a/build/common.targets b/build/common.targets index aa11344e..6773dbe4 100644 --- a/build/common.targets +++ b/build/common.targets @@ -38,6 +38,10 @@ <Reference Include="Microsoft.Xna.Framework.Xact, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553, processorArchitecture=x86"> <Private>False</Private> </Reference> + <Reference Include="Netcode" Condition="Exists('$(GamePath)\Netcode.dll')"> + <HintPath>$(GamePath)\Netcode.dll</HintPath> + <Private Condition="'$(MSBuildProjectName)' != 'StardewModdingAPI.Tests'">False</Private> + </Reference> <Reference Include="Stardew Valley"> <HintPath>$(GamePath)\Stardew Valley.exe</HintPath> <Private Condition="'$(MSBuildProjectName)' != 'StardewModdingAPI.Tests'">False</Private> diff --git a/docs/release-notes.md b/docs/release-notes.md index 5cac1ed8..05a95fc1 100644 --- a/docs/release-notes.md +++ b/docs/release-notes.md @@ -1,4 +1,8 @@ # Release notes +## 2.6 alpha +* For players: + * Updated for Stardew Valley 1.3 (multiplayer update); no longer compatible with earlier versions. + ## 2.5.3 * For players: * Simplified and improved skipped-incompatible-mod messages. diff --git a/src/SMAPI.ModBuildConfig/build/smapi.targets b/src/SMAPI.ModBuildConfig/build/smapi.targets index 83f0dcbd..7e8bbfc3 100644 --- a/src/SMAPI.ModBuildConfig/build/smapi.targets +++ b/src/SMAPI.ModBuildConfig/build/smapi.targets @@ -67,6 +67,10 @@ <Reference Include="Microsoft.Xna.Framework.Xact, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553, processorArchitecture=x86"> <Private>false</Private> </Reference> + <Reference Include="Netcode" Condition="Exists('$(GamePath)\Netcode.dll')"> + <HintPath>$(GamePath)\Netcode.dll</HintPath> + <Private>False</Private> + </Reference> <Reference Include="Stardew Valley"> <HintPath>$(GamePath)\Stardew Valley.exe</HintPath> <Private>false</Private> diff --git a/src/SMAPI.ModBuildConfig/package.nuspec b/src/SMAPI.ModBuildConfig/package.nuspec index 91f38a29..8393ab61 100644 --- a/src/SMAPI.ModBuildConfig/package.nuspec +++ b/src/SMAPI.ModBuildConfig/package.nuspec @@ -2,7 +2,7 @@ <package xmlns="http://schemas.microsoft.com/packaging/2013/05/nuspec.xsd"> <metadata> <id>Pathoschild.Stardew.ModBuildConfig</id> - <version>2.0.2</version> + <version>2.0.3-alpha20180307</version> <title>Build package for SMAPI mods</title> <authors>Pathoschild</authors> <owners>Pathoschild</owners> @@ -26,6 +26,9 @@ 2.0.2: - Fixed compatibility issue on Linux. + + 2.0.3: + - Added support for Stardew Valley 1.3. </releaseNotes> </metadata> <files> diff --git a/src/SMAPI.Mods.ConsoleCommands/Framework/Commands/Player/AddCommand.cs b/src/SMAPI.Mods.ConsoleCommands/Framework/Commands/Player/AddCommand.cs index 14a519fb..a6f42b98 100644 --- a/src/SMAPI.Mods.ConsoleCommands/Framework/Commands/Player/AddCommand.cs +++ b/src/SMAPI.Mods.ConsoleCommands/Framework/Commands/Player/AddCommand.cs @@ -54,7 +54,11 @@ namespace StardewModdingAPI.Mods.ConsoleCommands.Framework.Commands.Player // apply quality if (match.Item is Object obj) +#if STARDEW_VALLEY_1_3 + obj.Quality = quality; +#else obj.quality = quality; +#endif else if (match.Item is Tool tool) tool.UpgradeLevel = quality; diff --git a/src/SMAPI.Mods.ConsoleCommands/Framework/Commands/Player/SetColorCommand.cs b/src/SMAPI.Mods.ConsoleCommands/Framework/Commands/Player/SetColorCommand.cs index 5d098593..aa4fd105 100644 --- a/src/SMAPI.Mods.ConsoleCommands/Framework/Commands/Player/SetColorCommand.cs +++ b/src/SMAPI.Mods.ConsoleCommands/Framework/Commands/Player/SetColorCommand.cs @@ -1,4 +1,4 @@ -using Microsoft.Xna.Framework; +using Microsoft.Xna.Framework; using StardewValley; namespace StardewModdingAPI.Mods.ConsoleCommands.Framework.Commands.Player @@ -36,7 +36,11 @@ namespace StardewModdingAPI.Mods.ConsoleCommands.Framework.Commands.Player switch (target) { case "hair": +#if STARDEW_VALLEY_1_3 + Game1.player.hairstyleColor.Value = color; +#else Game1.player.hairstyleColor = color; +#endif monitor.Log("OK, your hair color is updated.", LogLevel.Info); break; @@ -46,7 +50,11 @@ namespace StardewModdingAPI.Mods.ConsoleCommands.Framework.Commands.Player break; case "pants": +#if STARDEW_VALLEY_1_3 + Game1.player.pantsColor.Value = color; +#else Game1.player.pantsColor = color; +#endif monitor.Log("OK, your pants color is updated.", LogLevel.Info); break; } diff --git a/src/SMAPI.Mods.ConsoleCommands/Framework/Commands/Player/SetNameCommand.cs b/src/SMAPI.Mods.ConsoleCommands/Framework/Commands/Player/SetNameCommand.cs index 5b1225e8..71e17f71 100644 --- a/src/SMAPI.Mods.ConsoleCommands/Framework/Commands/Player/SetNameCommand.cs +++ b/src/SMAPI.Mods.ConsoleCommands/Framework/Commands/Player/SetNameCommand.cs @@ -1,4 +1,4 @@ -using StardewValley; +using StardewValley; namespace StardewModdingAPI.Mods.ConsoleCommands.Framework.Commands.Player { @@ -39,7 +39,11 @@ namespace StardewModdingAPI.Mods.ConsoleCommands.Framework.Commands.Player case "farm": if (!string.IsNullOrWhiteSpace(name)) { +#if STARDEW_VALLEY_1_3 + Game1.player.farmName.Value = args[1]; +#else Game1.player.farmName = args[1]; +#endif monitor.Log($"OK, your farm's name is now {Game1.player.farmName}.", LogLevel.Info); } else diff --git a/src/SMAPI.Mods.ConsoleCommands/Framework/Commands/World/DownMineLevelCommand.cs b/src/SMAPI.Mods.ConsoleCommands/Framework/Commands/World/DownMineLevelCommand.cs index da117006..c83c3b07 100644 --- a/src/SMAPI.Mods.ConsoleCommands/Framework/Commands/World/DownMineLevelCommand.cs +++ b/src/SMAPI.Mods.ConsoleCommands/Framework/Commands/World/DownMineLevelCommand.cs @@ -1,4 +1,4 @@ -using StardewValley; +using StardewValley; using StardewValley.Locations; namespace StardewModdingAPI.Mods.ConsoleCommands.Framework.Commands.World @@ -21,7 +21,11 @@ namespace StardewModdingAPI.Mods.ConsoleCommands.Framework.Commands.World { int level = (Game1.currentLocation as MineShaft)?.mineLevel ?? 0; monitor.Log($"OK, warping you to mine level {level + 1}.", LogLevel.Info); +#if STARDEW_VALLEY_1_3 + Game1.enterMine(level + 1); +#else Game1.enterMine(false, level + 1, ""); +#endif } } } diff --git a/src/SMAPI.Mods.ConsoleCommands/Framework/Commands/World/SetMineLevelCommand.cs b/src/SMAPI.Mods.ConsoleCommands/Framework/Commands/World/SetMineLevelCommand.cs index 1024b7b6..5947af1a 100644 --- a/src/SMAPI.Mods.ConsoleCommands/Framework/Commands/World/SetMineLevelCommand.cs +++ b/src/SMAPI.Mods.ConsoleCommands/Framework/Commands/World/SetMineLevelCommand.cs @@ -1,4 +1,4 @@ -using System; +using System; using StardewValley; namespace StardewModdingAPI.Mods.ConsoleCommands.Framework.Commands.World @@ -26,7 +26,11 @@ namespace StardewModdingAPI.Mods.ConsoleCommands.Framework.Commands.World // handle level = Math.Max(1, level); monitor.Log($"OK, warping you to mine level {level}.", LogLevel.Info); +#if STARDEW_VALLEY_1_3 + Game1.enterMine(level); +#else Game1.enterMine(true, level, ""); +#endif } } } diff --git a/src/SMAPI.Mods.ConsoleCommands/Framework/ItemRepository.cs b/src/SMAPI.Mods.ConsoleCommands/Framework/ItemRepository.cs index b5fe9f2f..9c0981c4 100644 --- a/src/SMAPI.Mods.ConsoleCommands/Framework/ItemRepository.cs +++ b/src/SMAPI.Mods.ConsoleCommands/Framework/ItemRepository.cs @@ -1,4 +1,4 @@ -using System.Collections.Generic; +using System.Collections.Generic; using Microsoft.Xna.Framework; using StardewModdingAPI.Mods.ConsoleCommands.Framework.ItemData; using StardewValley; @@ -95,39 +95,90 @@ namespace StardewModdingAPI.Mods.ConsoleCommands.Framework // fruit products if (item.category == SObject.FruitsCategory) { - yield return new SearchableItem(ItemType.Object, this.CustomIDOffset + id, new SObject(348, 1) + // wine +#if STARDEW_VALLEY_1_3 + SObject wine = + new SObject(348, 1) + { + Name = $"{item.Name} Wine", + Price = item.price * 3 + }; + wine.preserve.Value = SObject.PreserveType.Wine; + wine.preservedParentSheetIndex.Value = item.parentSheetIndex; +#else + SObject wine = new SObject(348, 1) { name = $"{item.Name} Wine", price = item.price * 3, preserve = SObject.PreserveType.Wine, preservedParentSheetIndex = item.parentSheetIndex - }); - yield return new SearchableItem(ItemType.Object, this.CustomIDOffset * 2 + id, new SObject(344, 1) + }; +#endif + yield return new SearchableItem(ItemType.Object, this.CustomIDOffset + id, wine); + + // jelly +#if STARDEW_VALLEY_1_3 + SObject jelly = new SObject(344, 1) + { + Name = $"{item.Name} Jelly", + Price = 50 + item.Price * 2 + }; + jelly.preserve.Value = SObject.PreserveType.Jelly; + jelly.preservedParentSheetIndex.Value = item.parentSheetIndex; +#else + SObject jelly = new SObject(344, 1) { name = $"{item.Name} Jelly", price = 50 + item.Price * 2, preserve = SObject.PreserveType.Jelly, preservedParentSheetIndex = item.parentSheetIndex - }); + }; +#endif + yield return new SearchableItem(ItemType.Object, this.CustomIDOffset * 2 + id, jelly); } // vegetable products else if (item.category == SObject.VegetableCategory) { - yield return new SearchableItem(ItemType.Object, this.CustomIDOffset * 3 + id, new SObject(350, 1) + // juice +#if STARDEW_VALLEY_1_3 + SObject juice = new SObject(350, 1) + { + Name = $"{item.Name} Juice", + Price = (int)(item.price * 2.25d) + }; + juice.preserve.Value = SObject.PreserveType.Juice; + juice.preservedParentSheetIndex.Value = item.parentSheetIndex; +#else + SObject juice = new SObject(350, 1) { name = $"{item.Name} Juice", price = (int)(item.price * 2.25d), preserve = SObject.PreserveType.Juice, preservedParentSheetIndex = item.parentSheetIndex - }); - yield return new SearchableItem(ItemType.Object, this.CustomIDOffset * 4 + id, new SObject(342, 1) + }; +#endif + yield return new SearchableItem(ItemType.Object, this.CustomIDOffset * 3 + id, juice); + + // pickled +#if STARDEW_VALLEY_1_3 + SObject pickled = new SObject(342, 1) + { + Name = $"Pickled {item.Name}", + Price = 50 + item.Price * 2 + }; + pickled.preserve.Value = SObject.PreserveType.Pickle; + pickled.preservedParentSheetIndex.Value = item.parentSheetIndex; +#else + SObject pickled = new SObject(342, 1) { name = $"Pickled {item.Name}", price = 50 + item.Price * 2, preserve = SObject.PreserveType.Pickle, preservedParentSheetIndex = item.parentSheetIndex - }); + }; +#endif + yield return new SearchableItem(ItemType.Object, this.CustomIDOffset * 4 + id, pickled); } // flower honey @@ -160,6 +211,19 @@ namespace StardewModdingAPI.Mods.ConsoleCommands.Framework // yield honey if (type != null) { +#if STARDEW_VALLEY_1_3 + SObject honey = new SObject(Vector2.Zero, 340, item.Name + " Honey", false, true, false, false) + { + Name = "Wild Honey" + }; + honey.honeyType.Value = type; + + if (type != SObject.HoneyType.Wild) + { + honey.Name = $"{item.Name} Honey"; + honey.Price += item.Price * 2; + } +#else SObject honey = new SObject(Vector2.Zero, 340, item.Name + " Honey", false, true, false, false) { name = "Wild Honey", @@ -170,6 +234,7 @@ namespace StardewModdingAPI.Mods.ConsoleCommands.Framework honey.name = $"{item.Name} Honey"; honey.price += item.price * 2; } +#endif yield return new SearchableItem(ItemType.Object, this.CustomIDOffset * 5 + id, honey); } } diff --git a/src/SMAPI/Constants.cs b/src/SMAPI/Constants.cs index 5b2f6e6e..011762fb 100644 --- a/src/SMAPI/Constants.cs +++ b/src/SMAPI/Constants.cs @@ -37,13 +37,28 @@ namespace StardewModdingAPI ** Public ****/ /// <summary>SMAPI's current semantic version.</summary> - public static ISemanticVersion ApiVersion { get; } = new SemanticVersion("2.5.3"); + public static ISemanticVersion ApiVersion { get; } = +#if STARDEW_VALLEY_1_3 + new SemanticVersion($"2.6-alpha.{DateTime.UtcNow:yyyyMMddHHmm}"); +#else + new SemanticVersion($"2.5.3"); +#endif /// <summary>The minimum supported version of Stardew Valley.</summary> - public static ISemanticVersion MinimumGameVersion { get; } = new SemanticVersion("1.2.30"); + public static ISemanticVersion MinimumGameVersion { get; } = +#if STARDEW_VALLEY_1_3 + new GameVersion("1.3.0.2"); +#else + new SemanticVersion("1.2.33"); +#endif /// <summary>The maximum supported version of Stardew Valley.</summary> - public static ISemanticVersion MaximumGameVersion { get; } = new SemanticVersion("1.2.33"); + public static ISemanticVersion MaximumGameVersion { get; } = +#if STARDEW_VALLEY_1_3 + null; +#else + new SemanticVersion("1.2.33"); +#endif /// <summary>The path to the game folder.</summary> public static string ExecutionPath { get; } = Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location); @@ -169,7 +184,12 @@ namespace StardewModdingAPI /// <summary>Get the name of a save directory for the current player.</summary> private static string GetSaveFolderName() { - string prefix = new string(Game1.player.name.Where(char.IsLetterOrDigit).ToArray()); + string prefix = +#if STARDEW_VALLEY_1_3 + new string(Game1.player.name.Value.Where(char.IsLetterOrDigit).ToArray()); +#else + new string(Game1.player.name.Where(char.IsLetterOrDigit).ToArray()); +#endif return $"{prefix}_{Game1.uniqueIDForThisGame}"; } diff --git a/src/SMAPI/Events/EventArgsInventoryChanged.cs b/src/SMAPI/Events/EventArgsInventoryChanged.cs index 1ee02842..b85ae9db 100644 --- a/src/SMAPI/Events/EventArgsInventoryChanged.cs +++ b/src/SMAPI/Events/EventArgsInventoryChanged.cs @@ -12,7 +12,11 @@ namespace StardewModdingAPI.Events ** Accessors *********/ /// <summary>The player's inventory.</summary> +#if STARDEW_VALLEY_1_3 + public IList<Item> Inventory { get; } +#else public List<Item> Inventory { get; } +#endif /// <summary>The added items.</summary> public List<ItemStackChange> Added { get; } @@ -30,7 +34,13 @@ namespace StardewModdingAPI.Events /// <summary>Construct an instance.</summary> /// <param name="inventory">The player's inventory.</param> /// <param name="changedItems">The inventory changes.</param> - public EventArgsInventoryChanged(List<Item> inventory, List<ItemStackChange> changedItems) + public EventArgsInventoryChanged( +#if STARDEW_VALLEY_1_3 + IList<Item> inventory, +#else + List<Item> inventory, +#endif + List<ItemStackChange> changedItems) { this.Inventory = inventory; this.Added = changedItems.Where(n => n.ChangeType == ChangeType.Added).ToList(); diff --git a/src/SMAPI/Events/EventArgsLocationObjectsChanged.cs b/src/SMAPI/Events/EventArgsLocationObjectsChanged.cs index 058999e9..de3c31ea 100644 --- a/src/SMAPI/Events/EventArgsLocationObjectsChanged.cs +++ b/src/SMAPI/Events/EventArgsLocationObjectsChanged.cs @@ -1,6 +1,10 @@ -using System; +using System; using Microsoft.Xna.Framework; +#if STARDEW_VALLEY_1_3 +using Netcode; +#else using StardewValley; +#endif using Object = StardewValley.Object; namespace StardewModdingAPI.Events @@ -12,7 +16,11 @@ namespace StardewModdingAPI.Events ** Accessors *********/ /// <summary>The current list of objects in the current location.</summary> +#if STARDEW_VALLEY_1_3 + public IDictionary<Vector2, NetRef<Object>> NewObjects { get; } +#else public SerializableDictionary<Vector2, Object> NewObjects { get; } +#endif /********* @@ -20,7 +28,13 @@ namespace StardewModdingAPI.Events *********/ /// <summary>Construct an instance.</summary> /// <param name="newObjects">The current list of objects in the current location.</param> - public EventArgsLocationObjectsChanged(SerializableDictionary<Vector2, Object> newObjects) + public EventArgsLocationObjectsChanged( +#if STARDEW_VALLEY_1_3 + IDictionary<Vector2, NetRef<Object>> newObjects +#else + SerializableDictionary<Vector2, Object> newObjects +#endif + ) { this.NewObjects = newObjects; } diff --git a/src/SMAPI/Framework/GameVersion.cs b/src/SMAPI/Framework/GameVersion.cs index 1884afe9..c347ffba 100644 --- a/src/SMAPI/Framework/GameVersion.cs +++ b/src/SMAPI/Framework/GameVersion.cs @@ -23,7 +23,9 @@ namespace StardewModdingAPI.Framework ["1.07"] = "1.0.7", ["1.07a"] = "1.0.8-prerelease1", ["1.08"] = "1.0.8", - ["1.11"] = "1.1.1" + ["1.11"] = "1.1.1", + ["1.3.0.1"] = "1.13-alpha.1", + ["1.3.0.2"] = "1.13-alpha.2" }; diff --git a/src/SMAPI/Framework/SContentManager.cs b/src/SMAPI/Framework/SContentManager.cs index fa51bd53..29c6c684 100644 --- a/src/SMAPI/Framework/SContentManager.cs +++ b/src/SMAPI/Framework/SContentManager.cs @@ -41,11 +41,11 @@ namespace StardewModdingAPI.Framework /// <summary>The underlying asset cache.</summary> private readonly ContentCache Cache; - /// <summary>The private <see cref="LocalizedContentManager"/> method which generates the locale portion of an asset name.</summary> - private readonly IReflectedMethod GetKeyLocale; + /// <summary>The locale codes used in asset keys indexed by enum value.</summary> + private readonly IDictionary<LanguageCode, string> Locales; - /// <summary>The language codes used in asset keys.</summary> - private readonly IDictionary<string, LanguageCode> KeyLocales; + /// <summary>The language enum values indexed by locale code.</summary> + private readonly IDictionary<string, LanguageCode> LanguageCodes; /// <summary>Provides metadata for core game assets.</summary> private readonly CoreAssets CoreAssets; @@ -95,12 +95,12 @@ namespace StardewModdingAPI.Framework // init this.Monitor = monitor ?? throw new ArgumentNullException(nameof(monitor)); this.Cache = new ContentCache(this, reflection); - this.GetKeyLocale = reflection.GetMethod(this, "languageCode"); this.ModContentPrefix = this.GetAssetNameFromFilePath(Constants.ModPath); // get asset data - this.CoreAssets = new CoreAssets(this.NormaliseAssetName); - this.KeyLocales = this.GetKeyLocales(reflection); + this.CoreAssets = new CoreAssets(this.NormaliseAssetName, reflection); + this.Locales = this.GetKeyLocales(reflection); + this.LanguageCodes = this.Locales.ToDictionary(p => p.Value, p => p.Key, StringComparer.InvariantCultureIgnoreCase); } /**** @@ -153,7 +153,7 @@ namespace StardewModdingAPI.Framework /// <summary>Get the current content locale.</summary> public string GetLocale() { - return this.GetKeyLocale.Invoke<string>(); + return this.Locales[this.GetCurrentLanguage()]; } /// <summary>Get whether the content manager has already loaded and cached the given asset.</summary> @@ -398,29 +398,48 @@ namespace StardewModdingAPI.Framework /// <summary>Get the locale codes (like <c>ja-JP</c>) used in asset keys.</summary> /// <param name="reflection">Simplifies access to private game code.</param> - private IDictionary<string, LanguageCode> GetKeyLocales(Reflector reflection) + private IDictionary<LanguageCode, string> GetKeyLocales(Reflector reflection) { - // get the private code field directly to avoid changed-code logic +#if !STARDEW_VALLEY_1_3 IReflectedField<LanguageCode> codeField = reflection.GetField<LanguageCode>(typeof(LocalizedContentManager), "_currentLangCode"); - - // remember previous settings LanguageCode previousCode = codeField.GetValue(); +#endif string previousOverride = this.LanguageCodeOverride; - // create locale => code map - IDictionary<string, LanguageCode> map = new Dictionary<string, LanguageCode>(StringComparer.InvariantCultureIgnoreCase); - this.LanguageCodeOverride = null; - foreach (LanguageCode code in Enum.GetValues(typeof(LanguageCode))) + try { - codeField.SetValue(code); - map[this.GetKeyLocale.Invoke<string>()] = code; - } + // temporarily disable language override + this.LanguageCodeOverride = null; + + // create locale => code map + IReflectedMethod languageCodeString = reflection +#if STARDEW_VALLEY_1_3 + .GetMethod(this, "languageCodeString"); +#else + .GetMethod(this, "languageCode"); +#endif + IDictionary<LanguageCode, string> map = new Dictionary<LanguageCode, string>(); + foreach (LanguageCode code in Enum.GetValues(typeof(LanguageCode))) + { +#if STARDEW_VALLEY_1_3 + map[code] = languageCodeString.Invoke<string>(code); +#else + codeField.SetValue(code); + map[code] = languageCodeString.Invoke<string>(); +#endif + } - // restore previous settings - codeField.SetValue(previousCode); - this.LanguageCodeOverride = previousOverride; + return map; + } + finally + { + // restore previous settings + this.LanguageCodeOverride = previousOverride; +#if !STARDEW_VALLEY_1_3 + codeField.SetValue(previousCode); +#endif - return map; + } } /// <summary>Get the asset name from a cache key.</summary> @@ -444,7 +463,7 @@ namespace StardewModdingAPI.Framework if (lastSepIndex >= 0) { string suffix = cacheKey.Substring(lastSepIndex + 1, cacheKey.Length - lastSepIndex - 1); - if (this.KeyLocales.ContainsKey(suffix)) + if (this.LanguageCodes.ContainsKey(suffix)) { assetName = cacheKey.Substring(0, lastSepIndex); localeCode = cacheKey.Substring(lastSepIndex + 1, cacheKey.Length - lastSepIndex - 1); @@ -466,7 +485,7 @@ namespace StardewModdingAPI.Framework private bool IsNormalisedKeyLoaded(string normalisedAssetName) { return this.Cache.ContainsKey(normalisedAssetName) - || this.Cache.ContainsKey($"{normalisedAssetName}.{this.GetKeyLocale.Invoke<string>()}"); // translated asset + || this.Cache.ContainsKey($"{normalisedAssetName}.{this.Locales[this.GetCurrentLanguage()]}"); // translated asset } /// <summary>Track that a content manager loaded an asset.</summary> diff --git a/src/SMAPI/Framework/SGame.cs b/src/SMAPI/Framework/SGame.cs index 5c45edca..acb3e794 100644 --- a/src/SMAPI/Framework/SGame.cs +++ b/src/SMAPI/Framework/SGame.cs @@ -9,6 +9,9 @@ using System.Threading.Tasks; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; +#if STARDEW_VALLEY_1_3 +using Netcode; +#endif using StardewModdingAPI.Events; using StardewModdingAPI.Framework.Events; using StardewModdingAPI.Framework.Input; @@ -20,7 +23,9 @@ using StardewValley.Locations; using StardewValley.Menus; using StardewValley.Tools; using xTile.Dimensions; +#if !STARDEW_VALLEY_1_3 using xTile.Layers; + #endif namespace StardewModdingAPI.Framework { @@ -145,6 +150,9 @@ namespace StardewModdingAPI.Framework private readonly Action drawFarmBuildings = () => SGame.Reflection.GetMethod(SGame.Instance, nameof(drawFarmBuildings)).Invoke(); private readonly Action drawHUD = () => SGame.Reflection.GetMethod(SGame.Instance, nameof(drawHUD)).Invoke(); private readonly Action drawDialogueBox = () => SGame.Reflection.GetMethod(SGame.Instance, nameof(drawDialogueBox)).Invoke(); +#if STARDEW_VALLEY_1_3 + private readonly Action<SpriteBatch> drawOverlays = spriteBatch => SGame.Reflection.GetMethod(SGame.Instance, nameof(SGame.drawOverlays)).Invoke(spriteBatch); +#endif private readonly Action renderScreenBuffer = () => SGame.Reflection.GetMethod(SGame.Instance, nameof(renderScreenBuffer)).Invoke(); // ReSharper restore ArrangeStaticMemberQualifier, ArrangeThisQualifier, InconsistentNaming @@ -488,6 +496,7 @@ namespace StardewModdingAPI.Framework if (Context.IsWorldReady) { // raise current location changed + // ReSharper disable once PossibleUnintendedReferenceComparison if (Game1.currentLocation != this.PreviousGameLocation) { if (this.VerboseLogging) @@ -523,7 +532,13 @@ namespace StardewModdingAPI.Framework // raise current location's object list changed if (this.GetHash(Game1.currentLocation.objects) != this.PreviousLocationObjects) - this.Events.Location_LocationObjectsChanged.Raise(new EventArgsLocationObjectsChanged(Game1.currentLocation.objects)); + this.Events.Location_LocationObjectsChanged.Raise(new EventArgsLocationObjectsChanged( +#if STARDEW_VALLEY_1_3 + Game1.currentLocation.objects.FieldDict +#else + Game1.currentLocation.objects +#endif + )); // raise time changed if (Game1.timeOfDay != this.PreviousTime) @@ -650,6 +665,619 @@ namespace StardewModdingAPI.Framework [SuppressMessage("ReSharper", "RedundantCast", Justification = "copied from game code as-is")] [SuppressMessage("ReSharper", "RedundantExplicitNullableCreation", Justification = "copied from game code as-is")] [SuppressMessage("ReSharper", "RedundantTypeArgumentsOfMethod", Justification = "copied from game code as-is")] +#if STARDEW_VALLEY_1_3 + private void DrawImpl(GameTime gameTime) + { + if (Game1.debugMode) + { + if (SGame._fpsStopwatch.IsRunning) + { + float totalSeconds = (float)SGame._fpsStopwatch.Elapsed.TotalSeconds; + SGame._fpsList.Add(totalSeconds); + while (SGame._fpsList.Count >= 120) + SGame._fpsList.RemoveAt(0); + float num = 0.0f; + foreach (float fps in SGame._fpsList) + num += fps; + SGame._fps = (float)(1.0 / ((double)num / (double)SGame._fpsList.Count)); + } + SGame._fpsStopwatch.Restart(); + } + else + { + if (SGame._fpsStopwatch.IsRunning) + SGame._fpsStopwatch.Reset(); + SGame._fps = 0.0f; + SGame._fpsList.Clear(); + } + if (SGame._newDayTask != null) + { + this.GraphicsDevice.Clear(this.bgColor); + //base.Draw(gameTime); + } + else + { + if ((double)Game1.options.zoomLevel != 1.0) + this.GraphicsDevice.SetRenderTarget(this.screenWrapper); + if (this.IsSaving) + { + this.GraphicsDevice.Clear(this.bgColor); + IClickableMenu activeClickableMenu = Game1.activeClickableMenu; + if (activeClickableMenu != null) + { + Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null); + try + { + this.Events.Graphics_OnPreRenderGuiEvent.Raise(); + activeClickableMenu.draw(Game1.spriteBatch); + this.Events.Graphics_OnPostRenderGuiEvent.Raise(); + } + catch (Exception ex) + { + this.Monitor.Log($"The {activeClickableMenu.GetType().FullName} menu crashed while drawing itself during save. SMAPI will force it to exit to avoid crashing the game.\n{ex.GetLogSummary()}", LogLevel.Error); + activeClickableMenu.exitThisMenu(); + } + this.RaisePostRender(); + Game1.spriteBatch.End(); + } + //base.Draw(gameTime); + this.renderScreenBuffer(); + } + else + { + this.GraphicsDevice.Clear(this.bgColor); + if (Game1.activeClickableMenu != null && Game1.options.showMenuBackground && Game1.activeClickableMenu.showWithoutTransparencyIfOptionIsSet()) + { + Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null); + try + { + Game1.activeClickableMenu.drawBackground(Game1.spriteBatch); + this.Events.Graphics_OnPreRenderGuiEvent.Raise(); + Game1.activeClickableMenu.draw(Game1.spriteBatch); + this.Events.Graphics_OnPostRenderGuiEvent.Raise(); + } + catch (Exception ex) + { + this.Monitor.Log($"The {Game1.activeClickableMenu.GetType().FullName} menu crashed while drawing itself. SMAPI will force it to exit to avoid crashing the game.\n{ex.GetLogSummary()}", LogLevel.Error); + Game1.activeClickableMenu.exitThisMenu(); + } + this.RaisePostRender(); + Game1.spriteBatch.End(); + if ((double)Game1.options.zoomLevel != 1.0) + { + this.GraphicsDevice.SetRenderTarget((RenderTarget2D)null); + this.GraphicsDevice.Clear(this.bgColor); + Game1.spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullNone); + Game1.spriteBatch.Draw((Texture2D)this.screenWrapper, Vector2.Zero, new Microsoft.Xna.Framework.Rectangle?(this.screenWrapper.Bounds), Color.White, 0.0f, Vector2.Zero, Game1.options.zoomLevel, SpriteEffects.None, 1f); + Game1.spriteBatch.End(); + } + this.drawOverlays(Game1.spriteBatch); + } + else if ((int)Game1.gameMode == 11) + { + Game1.spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null); + Game1.spriteBatch.DrawString(Game1.dialogueFont, Game1.content.LoadString("Strings\\StringsFromCSFiles:Game1.cs.3685"), new Vector2(16f, 16f), Color.HotPink); + Game1.spriteBatch.DrawString(Game1.dialogueFont, Game1.content.LoadString("Strings\\StringsFromCSFiles:Game1.cs.3686"), new Vector2(16f, 32f), new Color(0, (int)byte.MaxValue, 0)); + Game1.spriteBatch.DrawString(Game1.dialogueFont, Game1.parseText(Game1.errorMessage, Game1.dialogueFont, Game1.graphics.GraphicsDevice.Viewport.Width), new Vector2(16f, 48f), Color.White); + this.RaisePostRender(); + Game1.spriteBatch.End(); + } + else if (Game1.currentMinigame != null) + { + Game1.currentMinigame.draw(Game1.spriteBatch); + if (Game1.globalFade && !Game1.menuUp && (!Game1.nameSelectUp || Game1.messagePause)) + { + Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null); + Game1.spriteBatch.Draw(Game1.fadeToBlackRect, Game1.graphics.GraphicsDevice.Viewport.Bounds, Color.Black * ((int)Game1.gameMode == 0 ? 1f - Game1.fadeToBlackAlpha : Game1.fadeToBlackAlpha)); + Game1.spriteBatch.End(); + } + this.RaisePostRender(needsNewBatch: true); + if ((double)Game1.options.zoomLevel != 1.0) + { + this.GraphicsDevice.SetRenderTarget((RenderTarget2D)null); + this.GraphicsDevice.Clear(this.bgColor); + Game1.spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullNone); + Game1.spriteBatch.Draw((Texture2D)this.screenWrapper, Vector2.Zero, new Microsoft.Xna.Framework.Rectangle?(this.screenWrapper.Bounds), Color.White, 0.0f, Vector2.Zero, Game1.options.zoomLevel, SpriteEffects.None, 1f); + Game1.spriteBatch.End(); + } + this.drawOverlays(Game1.spriteBatch); + } + else if (Game1.showingEndOfNightStuff) + { + Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null); + if (Game1.activeClickableMenu != null) + { + try + { + this.Events.Graphics_OnPreRenderGuiEvent.Raise(); + Game1.activeClickableMenu.draw(Game1.spriteBatch); + this.Events.Graphics_OnPostRenderGuiEvent.Raise(); + } + catch (Exception ex) + { + this.Monitor.Log($"The {Game1.activeClickableMenu.GetType().FullName} menu crashed while drawing itself during end-of-night-stuff. SMAPI will force it to exit to avoid crashing the game.\n{ex.GetLogSummary()}", LogLevel.Error); + Game1.activeClickableMenu.exitThisMenu(); + } + } + this.RaisePostRender(); + Game1.spriteBatch.End(); + if ((double)Game1.options.zoomLevel != 1.0) + { + this.GraphicsDevice.SetRenderTarget((RenderTarget2D)null); + this.GraphicsDevice.Clear(this.bgColor); + Game1.spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullNone); + Game1.spriteBatch.Draw((Texture2D)this.screenWrapper, Vector2.Zero, new Microsoft.Xna.Framework.Rectangle?(this.screenWrapper.Bounds), Color.White, 0.0f, Vector2.Zero, Game1.options.zoomLevel, SpriteEffects.None, 1f); + Game1.spriteBatch.End(); + } + this.drawOverlays(Game1.spriteBatch); + } + else + { + int num1; + switch (Game1.gameMode) + { + case 3: + num1 = Game1.currentLocation == null ? 1 : 0; + break; + case 6: + num1 = 1; + break; + default: + num1 = 0; + break; + } + if (num1 != 0) + { + Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null); + string str1 = ""; + for (int index = 0; (double)index < gameTime.TotalGameTime.TotalMilliseconds % 999.0 / 333.0; ++index) + str1 += "."; + string str2 = Game1.content.LoadString("Strings\\StringsFromCSFiles:Game1.cs.3688"); + string s = str2 + str1; + string str3 = str2 + "... "; + int widthOfString = SpriteText.getWidthOfString(str3); + int height = 64; + int x = 64; + int y = Game1.graphics.GraphicsDevice.Viewport.TitleSafeArea.Bottom - height; + SpriteText.drawString(Game1.spriteBatch, s, x, y, 999999, widthOfString, height, 1f, 0.88f, false, 0, str3, -1); + Game1.spriteBatch.End(); + if ((double)Game1.options.zoomLevel != 1.0) + { + this.GraphicsDevice.SetRenderTarget((RenderTarget2D)null); + this.GraphicsDevice.Clear(this.bgColor); + Game1.spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullNone); + Game1.spriteBatch.Draw((Texture2D)this.screenWrapper, Vector2.Zero, new Microsoft.Xna.Framework.Rectangle?(this.screenWrapper.Bounds), Color.White, 0.0f, Vector2.Zero, Game1.options.zoomLevel, SpriteEffects.None, 1f); + Game1.spriteBatch.End(); + } + this.drawOverlays(Game1.spriteBatch); + } + else + { + Viewport viewport1; + if ((int)Game1.gameMode == 0) + { + Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null); + } + else + { + Microsoft.Xna.Framework.Rectangle bounds; + if (Game1.drawLighting) + { + this.GraphicsDevice.SetRenderTarget(Game1.lightmap); + this.GraphicsDevice.Clear(Color.White * 0.0f); + Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null); + Game1.spriteBatch.Draw(Game1.staminaRect, Game1.lightmap.Bounds, Game1.currentLocation.Name.StartsWith("UndergroundMine") ? Game1.mine.getLightingColor(gameTime) : (Game1.ambientLight.Equals(Color.White) || Game1.isRaining && (bool)((NetFieldBase<bool, NetBool>)Game1.currentLocation.isOutdoors) ? Game1.outdoorLight : Game1.ambientLight)); + for (int index = 0; index < Game1.currentLightSources.Count; ++index) + { + if (Utility.isOnScreen((Vector2)((NetFieldBase<Vector2, NetVector2>)Game1.currentLightSources.ElementAt<LightSource>(index).position), (int)((double)(float)((NetFieldBase<float, NetFloat>)Game1.currentLightSources.ElementAt<LightSource>(index).radius) * 64.0 * 4.0))) + { + SpriteBatch spriteBatch = Game1.spriteBatch; + Texture2D lightTexture = Game1.currentLightSources.ElementAt<LightSource>(index).lightTexture; + Vector2 position = Game1.GlobalToLocal(Game1.viewport, (Vector2)((NetFieldBase<Vector2, NetVector2>)Game1.currentLightSources.ElementAt<LightSource>(index).position)) / (float)(Game1.options.lightingQuality / 2); + Microsoft.Xna.Framework.Rectangle? sourceRectangle = new Microsoft.Xna.Framework.Rectangle?(Game1.currentLightSources.ElementAt<LightSource>(index).lightTexture.Bounds); + Color color = (Color)((NetFieldBase<Color, NetColor>)Game1.currentLightSources.ElementAt<LightSource>(index).color); + double num2 = 0.0; + bounds = Game1.currentLightSources.ElementAt<LightSource>(index).lightTexture.Bounds; + double x = (double)bounds.Center.X; + bounds = Game1.currentLightSources.ElementAt<LightSource>(index).lightTexture.Bounds; + double y = (double)bounds.Center.Y; + Vector2 origin = new Vector2((float)x, (float)y); + double num3 = (double)(float)((NetFieldBase<float, NetFloat>)Game1.currentLightSources.ElementAt<LightSource>(index).radius) / (double)(Game1.options.lightingQuality / 2); + int num4 = 0; + double num5 = 0.899999976158142; + spriteBatch.Draw(lightTexture, position, sourceRectangle, color, (float)num2, origin, (float)num3, (SpriteEffects)num4, (float)num5); + } + } + Game1.spriteBatch.End(); + this.GraphicsDevice.SetRenderTarget((double)Game1.options.zoomLevel == 1.0 ? (RenderTarget2D)null : this.screenWrapper); + } + if (Game1.bloomDay && Game1.bloom != null) + Game1.bloom.BeginDraw(); + this.GraphicsDevice.Clear(this.bgColor); + Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null); + this.Events.Graphics_OnPreRenderEvent.Raise(); + if (Game1.background != null) + Game1.background.draw(Game1.spriteBatch); + Game1.mapDisplayDevice.BeginScene(Game1.spriteBatch); + Game1.currentLocation.Map.GetLayer("Back").Draw(Game1.mapDisplayDevice, Game1.viewport, Location.Origin, false, 4); + Game1.currentLocation.drawWater(Game1.spriteBatch); + if (Game1.CurrentEvent == null) + { + foreach (NPC character in Game1.currentLocation.characters) + { + if (!(bool)((NetFieldBase<bool, NetBool>)character.swimming) && !character.HideShadow && !character.IsInvisible && !Game1.currentLocation.shouldShadowBeDrawnAboveBuildingsLayer(character.getTileLocation())) + { + SpriteBatch spriteBatch = Game1.spriteBatch; + Texture2D shadowTexture = Game1.shadowTexture; + Vector2 local = Game1.GlobalToLocal(Game1.viewport, character.Position + new Vector2((float)(character.Sprite.SpriteWidth * 4) / 2f, (float)(character.GetBoundingBox().Height + (character.IsMonster ? 0 : 12)))); + Microsoft.Xna.Framework.Rectangle? sourceRectangle = new Microsoft.Xna.Framework.Rectangle?(Game1.shadowTexture.Bounds); + Color white = Color.White; + double num2 = 0.0; + bounds = Game1.shadowTexture.Bounds; + double x = (double)bounds.Center.X; + bounds = Game1.shadowTexture.Bounds; + double y = (double)bounds.Center.Y; + Vector2 origin = new Vector2((float)x, (float)y); + double num3 = (4.0 + (double)character.yJumpOffset / 40.0) * (double)(float)((NetFieldBase<float, NetFloat>)character.scale); + int num4 = 0; + double num5 = (double)Math.Max(0.0f, (float)character.getStandingY() / 10000f) - 9.99999997475243E-07; + spriteBatch.Draw(shadowTexture, local, sourceRectangle, white, (float)num2, origin, (float)num3, (SpriteEffects)num4, (float)num5); + } + } + } + else + { + foreach (NPC actor in Game1.CurrentEvent.actors) + { + if (!(bool)((NetFieldBase<bool, NetBool>)actor.swimming) && !actor.HideShadow && !Game1.currentLocation.shouldShadowBeDrawnAboveBuildingsLayer(actor.getTileLocation())) + { + SpriteBatch spriteBatch = Game1.spriteBatch; + Texture2D shadowTexture = Game1.shadowTexture; + Vector2 local = Game1.GlobalToLocal(Game1.viewport, actor.Position + new Vector2((float)(actor.Sprite.SpriteWidth * 4) / 2f, (float)(actor.GetBoundingBox().Height + (actor.IsMonster ? 0 : (actor.Sprite.SpriteHeight <= 16 ? -4 : 12))))); + Microsoft.Xna.Framework.Rectangle? sourceRectangle = new Microsoft.Xna.Framework.Rectangle?(Game1.shadowTexture.Bounds); + Color white = Color.White; + double num2 = 0.0; + bounds = Game1.shadowTexture.Bounds; + double x = (double)bounds.Center.X; + bounds = Game1.shadowTexture.Bounds; + double y = (double)bounds.Center.Y; + Vector2 origin = new Vector2((float)x, (float)y); + double num3 = (4.0 + (double)actor.yJumpOffset / 40.0) * (double)(float)((NetFieldBase<float, NetFloat>)actor.scale); + int num4 = 0; + double num5 = (double)Math.Max(0.0f, (float)actor.getStandingY() / 10000f) - 9.99999997475243E-07; + spriteBatch.Draw(shadowTexture, local, sourceRectangle, white, (float)num2, origin, (float)num3, (SpriteEffects)num4, (float)num5); + } + } + } + Game1.currentLocation.Map.GetLayer("Buildings").Draw(Game1.mapDisplayDevice, Game1.viewport, Location.Origin, false, 4); + Game1.mapDisplayDevice.EndScene(); + Game1.spriteBatch.End(); + Game1.spriteBatch.Begin(SpriteSortMode.FrontToBack, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null); + if (Game1.CurrentEvent == null) + { + foreach (NPC character in Game1.currentLocation.characters) + { + if (!(bool)((NetFieldBase<bool, NetBool>)character.swimming) && !character.HideShadow && Game1.currentLocation.shouldShadowBeDrawnAboveBuildingsLayer(character.getTileLocation())) + Game1.spriteBatch.Draw(Game1.shadowTexture, Game1.GlobalToLocal(Game1.viewport, character.Position + new Vector2((float)(character.Sprite.SpriteWidth * 4) / 2f, (float)(character.GetBoundingBox().Height + (character.IsMonster ? 0 : 12)))), new Microsoft.Xna.Framework.Rectangle?(Game1.shadowTexture.Bounds), Color.White, 0.0f, new Vector2((float)Game1.shadowTexture.Bounds.Center.X, (float)Game1.shadowTexture.Bounds.Center.Y), (float)(4.0 + (double)character.yJumpOffset / 40.0) * (float)((NetFieldBase<float, NetFloat>)character.scale), SpriteEffects.None, Math.Max(0.0f, (float)character.getStandingY() / 10000f) - 1E-06f); + } + } + else + { + foreach (NPC actor in Game1.CurrentEvent.actors) + { + if (!(bool)((NetFieldBase<bool, NetBool>)actor.swimming) && !actor.HideShadow && Game1.currentLocation.shouldShadowBeDrawnAboveBuildingsLayer(actor.getTileLocation())) + Game1.spriteBatch.Draw(Game1.shadowTexture, Game1.GlobalToLocal(Game1.viewport, actor.Position + new Vector2((float)(actor.Sprite.SpriteWidth * 4) / 2f, (float)(actor.GetBoundingBox().Height + (actor.IsMonster ? 0 : 12)))), new Microsoft.Xna.Framework.Rectangle?(Game1.shadowTexture.Bounds), Color.White, 0.0f, new Vector2((float)Game1.shadowTexture.Bounds.Center.X, (float)Game1.shadowTexture.Bounds.Center.Y), (float)(4.0 + (double)actor.yJumpOffset / 40.0) * (float)((NetFieldBase<float, NetFloat>)actor.scale), SpriteEffects.None, Math.Max(0.0f, (float)actor.getStandingY() / 10000f) - 1E-06f); + } + } + if ((Game1.eventUp || Game1.killScreen) && (!Game1.killScreen && Game1.currentLocation.currentEvent != null)) + Game1.currentLocation.currentEvent.draw(Game1.spriteBatch); + if (Game1.player.currentUpgrade != null && Game1.player.currentUpgrade.daysLeftTillUpgradeDone <= 3 && Game1.currentLocation.Name.Equals("Farm")) + Game1.spriteBatch.Draw(Game1.player.currentUpgrade.workerTexture, Game1.GlobalToLocal(Game1.viewport, Game1.player.currentUpgrade.positionOfCarpenter), new Microsoft.Xna.Framework.Rectangle?(Game1.player.currentUpgrade.getSourceRectangle()), Color.White, 0.0f, Vector2.Zero, 1f, SpriteEffects.None, (float)(((double)Game1.player.currentUpgrade.positionOfCarpenter.Y + 48.0) / 10000.0)); + Game1.currentLocation.draw(Game1.spriteBatch); + if (!Game1.eventUp || Game1.currentLocation.currentEvent == null || Game1.currentLocation.currentEvent.messageToScreen == null) + ; + if (Game1.player.ActiveObject == null && ((Game1.player.UsingTool || Game1.pickingTool) && Game1.player.CurrentTool != null && (!Game1.player.CurrentTool.Name.Equals("Seeds") || Game1.pickingTool))) + Game1.drawTool(Game1.player); + if (Game1.currentLocation.Name.Equals("Farm")) + this.drawFarmBuildings(); + if (Game1.tvStation >= 0) + Game1.spriteBatch.Draw(Game1.tvStationTexture, Game1.GlobalToLocal(Game1.viewport, new Vector2(400f, 160f)), new Microsoft.Xna.Framework.Rectangle?(new Microsoft.Xna.Framework.Rectangle(Game1.tvStation * 24, 0, 24, 15)), Color.White, 0.0f, Vector2.Zero, 4f, SpriteEffects.None, 1E-08f); + if (Game1.panMode) + { + Game1.spriteBatch.Draw(Game1.fadeToBlackRect, new Microsoft.Xna.Framework.Rectangle((int)Math.Floor((double)(Game1.getOldMouseX() + Game1.viewport.X) / 64.0) * 64 - Game1.viewport.X, (int)Math.Floor((double)(Game1.getOldMouseY() + Game1.viewport.Y) / 64.0) * 64 - Game1.viewport.Y, 64, 64), Color.Lime * 0.75f); + foreach (Warp warp in (NetList<Warp, NetRef<Warp>>)Game1.currentLocation.warps) + Game1.spriteBatch.Draw(Game1.fadeToBlackRect, new Microsoft.Xna.Framework.Rectangle(warp.X * 64 - Game1.viewport.X, warp.Y * 64 - Game1.viewport.Y, 64, 64), Color.Red * 0.75f); + } + Game1.mapDisplayDevice.BeginScene(Game1.spriteBatch); + Game1.currentLocation.Map.GetLayer("Front").Draw(Game1.mapDisplayDevice, Game1.viewport, Location.Origin, false, 4); + Game1.mapDisplayDevice.EndScene(); + Game1.currentLocation.drawAboveFrontLayer(Game1.spriteBatch); + Game1.spriteBatch.End(); + Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null); + if (Game1.displayFarmer && Game1.player.ActiveObject != null && ((bool)((NetFieldBase<bool, NetBool>)Game1.player.ActiveObject.bigCraftable) && this.checkBigCraftableBoundariesForFrontLayer()) && Game1.currentLocation.Map.GetLayer("Front").PickTile(new Location(Game1.player.getStandingX(), Game1.player.getStandingY()), Game1.viewport.Size) == null) + Game1.drawPlayerHeldObject(Game1.player); + else if (Game1.displayFarmer && Game1.player.ActiveObject != null && (Game1.currentLocation.Map.GetLayer("Front").PickTile(new Location((int)Game1.player.Position.X, (int)Game1.player.Position.Y - 38), Game1.viewport.Size) != null && !Game1.currentLocation.Map.GetLayer("Front").PickTile(new Location((int)Game1.player.Position.X, (int)Game1.player.Position.Y - 38), Game1.viewport.Size).TileIndexProperties.ContainsKey("FrontAlways") || Game1.currentLocation.Map.GetLayer("Front").PickTile(new Location(Game1.player.GetBoundingBox().Right, (int)Game1.player.Position.Y - 38), Game1.viewport.Size) != null && !Game1.currentLocation.Map.GetLayer("Front").PickTile(new Location(Game1.player.GetBoundingBox().Right, (int)Game1.player.Position.Y - 38), Game1.viewport.Size).TileIndexProperties.ContainsKey("FrontAlways"))) + Game1.drawPlayerHeldObject(Game1.player); + if ((Game1.player.UsingTool || Game1.pickingTool) && Game1.player.CurrentTool != null && ((!Game1.player.CurrentTool.Name.Equals("Seeds") || Game1.pickingTool) && Game1.currentLocation.Map.GetLayer("Front").PickTile(new Location(Game1.player.getStandingX(), (int)Game1.player.Position.Y - 38), Game1.viewport.Size) != null) && Game1.currentLocation.Map.GetLayer("Front").PickTile(new Location(Game1.player.getStandingX(), Game1.player.getStandingY()), Game1.viewport.Size) == null) + Game1.drawTool(Game1.player); + if (Game1.currentLocation.Map.GetLayer("AlwaysFront") != null) + { + Game1.mapDisplayDevice.BeginScene(Game1.spriteBatch); + Game1.currentLocation.Map.GetLayer("AlwaysFront").Draw(Game1.mapDisplayDevice, Game1.viewport, Location.Origin, false, 4); + Game1.mapDisplayDevice.EndScene(); + } + if ((double)Game1.toolHold > 400.0 && Game1.player.CurrentTool.UpgradeLevel >= 1 && Game1.player.canReleaseTool) + { + Color color = Color.White; + switch ((int)((double)Game1.toolHold / 600.0) + 2) + { + case 1: + color = Tool.copperColor; + break; + case 2: + color = Tool.steelColor; + break; + case 3: + color = Tool.goldColor; + break; + case 4: + color = Tool.iridiumColor; + break; + } + Game1.spriteBatch.Draw(Game1.littleEffect, new Microsoft.Xna.Framework.Rectangle((int)Game1.player.getLocalPosition(Game1.viewport).X - 2, (int)Game1.player.getLocalPosition(Game1.viewport).Y - (Game1.player.CurrentTool.Name.Equals("Watering Can") ? 0 : 64) - 2, (int)((double)Game1.toolHold % 600.0 * 0.0799999982118607) + 4, 12), Color.Black); + Game1.spriteBatch.Draw(Game1.littleEffect, new Microsoft.Xna.Framework.Rectangle((int)Game1.player.getLocalPosition(Game1.viewport).X, (int)Game1.player.getLocalPosition(Game1.viewport).Y - (Game1.player.CurrentTool.Name.Equals("Watering Can") ? 0 : 64), (int)((double)Game1.toolHold % 600.0 * 0.0799999982118607), 8), color); + } + if (Game1.isDebrisWeather && Game1.currentLocation.IsOutdoors && (!(bool)((NetFieldBase<bool, NetBool>)Game1.currentLocation.ignoreDebrisWeather) && !Game1.currentLocation.Name.Equals("Desert")) && Game1.viewport.X > -10) + { + foreach (WeatherDebris weatherDebris in Game1.debrisWeather) + weatherDebris.draw(Game1.spriteBatch); + } + if (Game1.farmEvent != null) + Game1.farmEvent.draw(Game1.spriteBatch); + if ((double)Game1.currentLocation.LightLevel > 0.0 && Game1.timeOfDay < 2000) + Game1.spriteBatch.Draw(Game1.fadeToBlackRect, Game1.graphics.GraphicsDevice.Viewport.Bounds, Color.Black * Game1.currentLocation.LightLevel); + if (Game1.screenGlow) + Game1.spriteBatch.Draw(Game1.fadeToBlackRect, Game1.graphics.GraphicsDevice.Viewport.Bounds, Game1.screenGlowColor * Game1.screenGlowAlpha); + Game1.currentLocation.drawAboveAlwaysFrontLayer(Game1.spriteBatch); + if (Game1.player.CurrentTool != null && Game1.player.CurrentTool is FishingRod && ((Game1.player.CurrentTool as FishingRod).isTimingCast || (double)(Game1.player.CurrentTool as FishingRod).castingChosenCountdown > 0.0 || (Game1.player.CurrentTool as FishingRod).fishCaught || (Game1.player.CurrentTool as FishingRod).showingTreasure)) + Game1.player.CurrentTool.draw(Game1.spriteBatch); + if (Game1.isRaining && Game1.currentLocation.IsOutdoors && (!Game1.currentLocation.Name.Equals("Desert") && !(Game1.currentLocation is Summit)) && (!Game1.eventUp || Game1.currentLocation.isTileOnMap(new Vector2((float)(Game1.viewport.X / 64), (float)(Game1.viewport.Y / 64))))) + { + for (int index = 0; index < Game1.rainDrops.Length; ++index) + Game1.spriteBatch.Draw(Game1.rainTexture, Game1.rainDrops[index].position, new Microsoft.Xna.Framework.Rectangle?(Game1.getSourceRectForStandardTileSheet(Game1.rainTexture, Game1.rainDrops[index].frame, -1, -1)), Color.White); + } + Game1.spriteBatch.End(); + //base.Draw(gameTime); + Game1.spriteBatch.Begin(SpriteSortMode.FrontToBack, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null); + if (Game1.eventUp && Game1.currentLocation.currentEvent != null) + { + foreach (NPC actor in Game1.currentLocation.currentEvent.actors) + { + if (actor.isEmoting) + { + Vector2 localPosition = actor.getLocalPosition(Game1.viewport); + localPosition.Y -= 140f; + if (actor.Age == 2) + localPosition.Y += 32f; + else if (actor.Gender == 1) + localPosition.Y += 10f; + Game1.spriteBatch.Draw(Game1.emoteSpriteSheet, localPosition, new Microsoft.Xna.Framework.Rectangle?(new Microsoft.Xna.Framework.Rectangle(actor.CurrentEmoteIndex * 16 % Game1.emoteSpriteSheet.Width, actor.CurrentEmoteIndex * 16 / Game1.emoteSpriteSheet.Width * 16, 16, 16)), Color.White, 0.0f, Vector2.Zero, 4f, SpriteEffects.None, (float)actor.getStandingY() / 10000f); + } + } + } + Game1.spriteBatch.End(); + if (Game1.drawLighting) + { + Game1.spriteBatch.Begin(SpriteSortMode.Deferred, this.lightingBlend, SamplerState.LinearClamp, (DepthStencilState)null, (RasterizerState)null); + Game1.spriteBatch.Draw((Texture2D)Game1.lightmap, Vector2.Zero, new Microsoft.Xna.Framework.Rectangle?(Game1.lightmap.Bounds), Color.White, 0.0f, Vector2.Zero, (float)(Game1.options.lightingQuality / 2), SpriteEffects.None, 1f); + if (Game1.isRaining && (bool)((NetFieldBase<bool, NetBool>)Game1.currentLocation.isOutdoors) && !(Game1.currentLocation is Desert)) + Game1.spriteBatch.Draw(Game1.staminaRect, Game1.graphics.GraphicsDevice.Viewport.Bounds, Color.OrangeRed * 0.45f); + Game1.spriteBatch.End(); + } + Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null); + if (Game1.drawGrid) + { + int num2 = -Game1.viewport.X % 64; + float num3 = (float)(-Game1.viewport.Y % 64); + int num4 = num2; + while (true) + { + int num5 = num4; + viewport1 = Game1.graphics.GraphicsDevice.Viewport; + int width1 = viewport1.Width; + if (num5 < width1) + { + SpriteBatch spriteBatch = Game1.spriteBatch; + Texture2D staminaRect = Game1.staminaRect; + int x = num4; + int y = (int)num3; + int width2 = 1; + viewport1 = Game1.graphics.GraphicsDevice.Viewport; + int height = viewport1.Height; + Microsoft.Xna.Framework.Rectangle destinationRectangle = new Microsoft.Xna.Framework.Rectangle(x, y, width2, height); + Color color = Color.Red * 0.5f; + spriteBatch.Draw(staminaRect, destinationRectangle, color); + num4 += 64; + } + else + break; + } + float num6 = num3; + while (true) + { + double num5 = (double)num6; + viewport1 = Game1.graphics.GraphicsDevice.Viewport; + double height1 = (double)viewport1.Height; + if (num5 < height1) + { + SpriteBatch spriteBatch = Game1.spriteBatch; + Texture2D staminaRect = Game1.staminaRect; + int x = num2; + int y = (int)num6; + viewport1 = Game1.graphics.GraphicsDevice.Viewport; + int width = viewport1.Width; + int height2 = 1; + Microsoft.Xna.Framework.Rectangle destinationRectangle = new Microsoft.Xna.Framework.Rectangle(x, y, width, height2); + Color color = Color.Red * 0.5f; + spriteBatch.Draw(staminaRect, destinationRectangle, color); + num6 += 64f; + } + else + break; + } + } + if ((uint)Game1.currentBillboard > 0U) + this.drawBillboard(); + if ((Game1.displayHUD || Game1.eventUp) && (Game1.currentBillboard == 0 && (int)Game1.gameMode == 3) && (!Game1.freezeControls && !Game1.panMode) && !Game1.HostPaused) + { + this.Events.Graphics_OnPreRenderHudEvent.Raise(); + this.drawHUD(); + this.Events.Graphics_OnPostRenderHudEvent.Raise(); + } + else if (Game1.activeClickableMenu == null && Game1.farmEvent == null) + Game1.spriteBatch.Draw(Game1.mouseCursors, new Vector2((float)Game1.getOldMouseX(), (float)Game1.getOldMouseY()), new Microsoft.Xna.Framework.Rectangle?(Game1.getSourceRectForStandardTileSheet(Game1.mouseCursors, 0, 16, 16)), Color.White, 0.0f, Vector2.Zero, (float)(4.0 + (double)Game1.dialogueButtonScale / 150.0), SpriteEffects.None, 1f); + if (Game1.hudMessages.Count > 0 && (!Game1.eventUp || Game1.isFestival())) + { + for (int i = Game1.hudMessages.Count - 1; i >= 0; --i) + Game1.hudMessages[i].draw(Game1.spriteBatch, i); + } + } + if (Game1.farmEvent != null) + Game1.farmEvent.draw(Game1.spriteBatch); + if (Game1.dialogueUp && !Game1.nameSelectUp && !Game1.messagePause && (Game1.activeClickableMenu == null || !(Game1.activeClickableMenu is DialogueBox))) + this.drawDialogueBox(); + if (Game1.progressBar) + { + SpriteBatch spriteBatch1 = Game1.spriteBatch; + Texture2D fadeToBlackRect = Game1.fadeToBlackRect; + viewport1 = Game1.graphics.GraphicsDevice.Viewport; + int x1 = (viewport1.TitleSafeArea.Width - Game1.dialogueWidth) / 2; + viewport1 = Game1.graphics.GraphicsDevice.Viewport; + Microsoft.Xna.Framework.Rectangle titleSafeArea = viewport1.TitleSafeArea; + int y1 = titleSafeArea.Bottom - 128; + int dialogueWidth = Game1.dialogueWidth; + int height1 = 32; + Microsoft.Xna.Framework.Rectangle destinationRectangle1 = new Microsoft.Xna.Framework.Rectangle(x1, y1, dialogueWidth, height1); + Color lightGray = Color.LightGray; + spriteBatch1.Draw(fadeToBlackRect, destinationRectangle1, lightGray); + SpriteBatch spriteBatch2 = Game1.spriteBatch; + Texture2D staminaRect = Game1.staminaRect; + viewport1 = Game1.graphics.GraphicsDevice.Viewport; + int x2 = (viewport1.TitleSafeArea.Width - Game1.dialogueWidth) / 2; + viewport1 = Game1.graphics.GraphicsDevice.Viewport; + titleSafeArea = viewport1.TitleSafeArea; + int y2 = titleSafeArea.Bottom - 128; + int width = (int)((double)Game1.pauseAccumulator / (double)Game1.pauseTime * (double)Game1.dialogueWidth); + int height2 = 32; + Microsoft.Xna.Framework.Rectangle destinationRectangle2 = new Microsoft.Xna.Framework.Rectangle(x2, y2, width, height2); + Color dimGray = Color.DimGray; + spriteBatch2.Draw(staminaRect, destinationRectangle2, dimGray); + } + if (Game1.eventUp && (Game1.currentLocation != null && Game1.currentLocation.currentEvent != null)) + Game1.currentLocation.currentEvent.drawAfterMap(Game1.spriteBatch); + if (Game1.isRaining && (Game1.currentLocation != null && (bool)((NetFieldBase<bool, NetBool>)Game1.currentLocation.isOutdoors) && !(Game1.currentLocation is Desert))) + { + SpriteBatch spriteBatch = Game1.spriteBatch; + Texture2D staminaRect = Game1.staminaRect; + viewport1 = Game1.graphics.GraphicsDevice.Viewport; + Microsoft.Xna.Framework.Rectangle bounds = viewport1.Bounds; + Color color = Color.Blue * 0.2f; + spriteBatch.Draw(staminaRect, bounds, color); + } + if ((Game1.fadeToBlack || Game1.globalFade) && !Game1.menuUp && (!Game1.nameSelectUp || Game1.messagePause)) + { + SpriteBatch spriteBatch = Game1.spriteBatch; + Texture2D fadeToBlackRect = Game1.fadeToBlackRect; + viewport1 = Game1.graphics.GraphicsDevice.Viewport; + Microsoft.Xna.Framework.Rectangle bounds = viewport1.Bounds; + Color color = Color.Black * ((int)Game1.gameMode == 0 ? 1f - Game1.fadeToBlackAlpha : Game1.fadeToBlackAlpha); + spriteBatch.Draw(fadeToBlackRect, bounds, color); + } + else if ((double)Game1.flashAlpha > 0.0) + { + if (Game1.options.screenFlash) + { + SpriteBatch spriteBatch = Game1.spriteBatch; + Texture2D fadeToBlackRect = Game1.fadeToBlackRect; + viewport1 = Game1.graphics.GraphicsDevice.Viewport; + Microsoft.Xna.Framework.Rectangle bounds = viewport1.Bounds; + Color color = Color.White * Math.Min(1f, Game1.flashAlpha); + spriteBatch.Draw(fadeToBlackRect, bounds, color); + } + Game1.flashAlpha -= 0.1f; + } + if ((Game1.messagePause || Game1.globalFade) && Game1.dialogueUp) + this.drawDialogueBox(); + foreach (TemporaryAnimatedSprite overlayTempSprite in Game1.screenOverlayTempSprites) + overlayTempSprite.draw(Game1.spriteBatch, true, 0, 0, 1f); + if (Game1.debugMode) + { + SpriteBatch spriteBatch = Game1.spriteBatch; + SpriteFont smallFont = Game1.smallFont; + object[] objArray = new object[10]; + int index = 0; + string str; + if (!Game1.panMode) + str = "player: " + (object)(Game1.player.getStandingX() / 64) + ", " + (object)(Game1.player.getStandingY() / 64); + else + str = ((Game1.getOldMouseX() + Game1.viewport.X) / 64).ToString() + "," + (object)((Game1.getOldMouseY() + Game1.viewport.Y) / 64); + objArray[index] = (object)str; + objArray[1] = (object)" mouseTransparency: "; + objArray[2] = (object)Game1.mouseCursorTransparency; + objArray[3] = (object)" mousePosition: "; + objArray[4] = (object)Game1.getMouseX(); + objArray[5] = (object)","; + objArray[6] = (object)Game1.getMouseY(); + objArray[7] = (object)Environment.NewLine; + objArray[8] = (object)"debugOutput: "; + objArray[9] = (object)Game1.debugOutput; + string text = string.Concat(objArray); + Viewport viewport2 = this.GraphicsDevice.Viewport; + double x = (double)viewport2.TitleSafeArea.X; + viewport2 = this.GraphicsDevice.Viewport; + double y = (double)viewport2.TitleSafeArea.Y; + Vector2 position = new Vector2((float)x, (float)y); + Color red = Color.Red; + double num2 = 0.0; + Vector2 zero = Vector2.Zero; + double num3 = 1.0; + int num4 = 0; + double num5 = 0.99999988079071; + spriteBatch.DrawString(smallFont, text, position, red, (float)num2, zero, (float)num3, (SpriteEffects)num4, (float)num5); + } + if (Game1.showKeyHelp) + Game1.spriteBatch.DrawString(Game1.smallFont, Game1.keyHelpString, new Vector2(64f, (float)(Game1.viewport.Height - 64 - (Game1.dialogueUp ? 192 + (Game1.isQuestion ? Game1.questionChoices.Count * 64 : 0) : 0)) - Game1.smallFont.MeasureString(Game1.keyHelpString).Y), Color.LightGray, 0.0f, Vector2.Zero, 1f, SpriteEffects.None, 0.9999999f); + if (Game1.activeClickableMenu != null) + { + try + { + this.Events.Graphics_OnPreRenderGuiEvent.Raise(); + Game1.activeClickableMenu.draw(Game1.spriteBatch); + this.Events.Graphics_OnPostRenderGuiEvent.Raise(); + } + catch (Exception ex) + { + this.Monitor.Log($"The {Game1.activeClickableMenu.GetType().FullName} menu crashed while drawing itself. SMAPI will force it to exit to avoid crashing the game.\n{ex.GetLogSummary()}", LogLevel.Error); + Game1.activeClickableMenu.exitThisMenu(); + } + } + else if (Game1.farmEvent != null) + Game1.farmEvent.drawAboveEverything(Game1.spriteBatch); + if (Game1.HostPaused) + { + string s = Game1.content.LoadString("Strings\\StringsFromCSFiles:DayTimeMoneyBox.cs.10378"); + SpriteText.drawStringWithScrollBackground(Game1.spriteBatch, s, 96, 32, "", 1f, -1); + } + this.RaisePostRender(); + Game1.spriteBatch.End(); + this.drawOverlays(Game1.spriteBatch); + this.renderScreenBuffer(); + } + } + } + } + } +#else private void DrawImpl(GameTime gameTime) { if (Game1.debugMode) @@ -1301,6 +1929,7 @@ namespace StardewModdingAPI.Framework } } } +#endif /**** ** Methods diff --git a/src/SMAPI/Metadata/CoreAssets.cs b/src/SMAPI/Metadata/CoreAssets.cs index 5a98da4b..c027df25 100644 --- a/src/SMAPI/Metadata/CoreAssets.cs +++ b/src/SMAPI/Metadata/CoreAssets.cs @@ -3,6 +3,7 @@ using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework.Graphics; using StardewModdingAPI.Framework; +using StardewModdingAPI.Framework.Reflection; using StardewValley; using StardewValley.BellsAndWhistles; using StardewValley.Buildings; @@ -31,7 +32,8 @@ namespace StardewModdingAPI.Metadata *********/ /// <summary>Initialise the core asset data.</summary> /// <param name="getNormalisedPath">Normalises an asset key to match the cache key.</param> - public CoreAssets(Func<string, string> getNormalisedPath) + /// <param name="reflection">Simplifies access to private code.</param> + public CoreAssets(Func<string, string> getNormalisedPath, Reflector reflection) { this.GetNormalisedPath = getNormalisedPath; this.SingletonSetters = @@ -82,6 +84,25 @@ namespace StardewModdingAPI.Metadata // from Game1.ResetToolSpriteSheet ["TileSheets\\tools"] = (content, key) => Game1.ResetToolSpriteSheet(), +#if STARDEW_VALLEY_1_3 + // from Bush + ["TileSheets\\bushes"] = (content, key) => reflection.GetField<Lazy<Texture2D>>(typeof(Bush), "texture").SetValue(new Lazy<Texture2D>(() => content.Load<Texture2D>(key))), + + // from Farm + ["Buildings\\houses"] = (content, key) => reflection.GetField<Texture2D>(typeof(Farm), nameof(Farm.houseTextures)).SetValue(content.Load<Texture2D>(key)), + + // from Farmer + ["Characters\\Farmer\\farmer_base"] = (content, key) => + { + if (Game1.player != null && Game1.player.isMale) + Game1.player.FarmerRenderer = new FarmerRenderer(key); + }, + ["Characters\\Farmer\\farmer_girl_base"] = (content, key) => + { + if (Game1.player != null && !Game1.player.isMale) + Game1.player.FarmerRenderer = new FarmerRenderer(key); + }, +#else // from Bush ["TileSheets\\bushes"] = (content, key) => Bush.texture = content.Load<Texture2D>(key), @@ -107,6 +128,7 @@ namespace StardewModdingAPI.Metadata if (Game1.player != null && !Game1.player.isMale) Game1.player.FarmerRenderer = new FarmerRenderer(content.Load<Texture2D>(key)); }, +#endif // from Flooring ["TerrainFeatures\\Flooring"] = (content, key) => Flooring.floorsTexture = content.Load<Texture2D>(key), @@ -144,9 +166,15 @@ namespace StardewModdingAPI.Metadata Building[] buildings = this.GetAllBuildings().Where(p => key == this.GetNormalisedPath($"Buildings\\{p.buildingType}")).ToArray(); if (buildings.Any()) { +#if STARDEW_VALLEY_1_3 + foreach (Building building in buildings) + building.texture = new Lazy<Texture2D>(() => content.Load<Texture2D>(key)); +#else Texture2D texture = content.Load<Texture2D>(key); foreach (Building building in buildings) building.texture = texture; +#endif + return true; } return false; @@ -162,9 +190,11 @@ namespace StardewModdingAPI.Metadata /// <summary>Get all player-constructed buildings in the world.</summary> private IEnumerable<Building> GetAllBuildings() { - return Game1.locations - .OfType<BuildableGameLocation>() - .SelectMany(p => p.buildings); + foreach (BuildableGameLocation location in Game1.locations.OfType<BuildableGameLocation>()) + { + foreach (Building building in location.buildings) + yield return building; + } } } } diff --git a/src/SMAPI/Program.cs b/src/SMAPI/Program.cs index 1a1b9645..9c00e581 100644 --- a/src/SMAPI/Program.cs +++ b/src/SMAPI/Program.cs @@ -247,6 +247,7 @@ namespace StardewModdingAPI try { this.IsGameRunning = true; + StardewValley.Program.releaseBuild = true; // game's debug logic interferes with SMAPI opening the game window this.GameInstance.Run(); } catch (Exception ex) |