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authorJesse Plamondon-Willard <github@jplamondonw.com>2018-03-11 19:09:08 -0400
committerJesse Plamondon-Willard <github@jplamondonw.com>2018-03-11 19:09:08 -0400
commit41715cefcde3c838bb079cb37aac5a3b2dcb1004 (patch)
tree88d5d6c035acb9a2b48fb60f635ccb2156788e9f
parent80315ec46695d9c2b1121a0a6208105d7e165e89 (diff)
downloadSMAPI-41715cefcde3c838bb079cb37aac5a3b2dcb1004.tar.gz
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add initial compatibility with Stardew Valley 1.3 (#453)
-rw-r--r--build/common.targets4
-rw-r--r--docs/release-notes.md4
-rw-r--r--src/SMAPI.ModBuildConfig/build/smapi.targets4
-rw-r--r--src/SMAPI.ModBuildConfig/package.nuspec5
-rw-r--r--src/SMAPI.Mods.ConsoleCommands/Framework/Commands/Player/AddCommand.cs4
-rw-r--r--src/SMAPI.Mods.ConsoleCommands/Framework/Commands/Player/SetColorCommand.cs10
-rw-r--r--src/SMAPI.Mods.ConsoleCommands/Framework/Commands/Player/SetNameCommand.cs6
-rw-r--r--src/SMAPI.Mods.ConsoleCommands/Framework/Commands/World/DownMineLevelCommand.cs6
-rw-r--r--src/SMAPI.Mods.ConsoleCommands/Framework/Commands/World/SetMineLevelCommand.cs6
-rw-r--r--src/SMAPI.Mods.ConsoleCommands/Framework/ItemRepository.cs83
-rw-r--r--src/SMAPI/Constants.cs28
-rw-r--r--src/SMAPI/Events/EventArgsInventoryChanged.cs12
-rw-r--r--src/SMAPI/Events/EventArgsLocationObjectsChanged.cs18
-rw-r--r--src/SMAPI/Framework/GameVersion.cs4
-rw-r--r--src/SMAPI/Framework/SContentManager.cs69
-rw-r--r--src/SMAPI/Framework/SGame.cs631
-rw-r--r--src/SMAPI/Metadata/CoreAssets.cs38
-rw-r--r--src/SMAPI/Program.cs1
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)