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author | Jesse Plamondon-Willard <github@jplamondonw.com> | 2017-07-08 12:54:06 -0400 |
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committer | Jesse Plamondon-Willard <github@jplamondonw.com> | 2017-07-08 12:54:06 -0400 |
commit | 1edd98aef027faa768f56cf0b3591e64e20ba096 (patch) | |
tree | aec210e2b44c9654f29572dd084206a4598896e1 /src | |
parent | 36930ffd7d363d6afd7f8cac4918c7d1c1c3e339 (diff) | |
parent | 8743c4115aa142113d791f2d2cd9ba811dcada2c (diff) | |
download | SMAPI-1edd98aef027faa768f56cf0b3591e64e20ba096.tar.gz SMAPI-1edd98aef027faa768f56cf0b3591e64e20ba096.tar.bz2 SMAPI-1edd98aef027faa768f56cf0b3591e64e20ba096.zip |
Merge branch 'develop' into stable
Diffstat (limited to 'src')
122 files changed, 5381 insertions, 1752 deletions
diff --git a/src/.editorconfig b/src/.editorconfig index 132fe6cb..4271803d 100644 --- a/src/.editorconfig +++ b/src/.editorconfig @@ -10,6 +10,7 @@ indent_style = space indent_size = 4 insert_final_newline = true trim_trailing_whitespace = true +charset = utf-8 [*.json] indent_size = 2 diff --git a/src/GlobalAssemblyInfo.cs b/src/GlobalAssemblyInfo.cs index cb174d48..d2f2597f 100644 --- a/src/GlobalAssemblyInfo.cs +++ b/src/GlobalAssemblyInfo.cs @@ -2,5 +2,5 @@ using System.Runtime.InteropServices; [assembly: ComVisible(false)] -[assembly: AssemblyVersion("1.14.1.0")] -[assembly: AssemblyFileVersion("1.14.1.0")]
\ No newline at end of file +[assembly: AssemblyVersion("1.15.0.0")] +[assembly: AssemblyFileVersion("1.15.0.0")]
\ No newline at end of file diff --git a/src/StardewModdingAPI.AssemblyRewriters/Finders/PropertyFinder.cs b/src/StardewModdingAPI.AssemblyRewriters/Finders/PropertyFinder.cs new file mode 100644 index 00000000..441f15f2 --- /dev/null +++ b/src/StardewModdingAPI.AssemblyRewriters/Finders/PropertyFinder.cs @@ -0,0 +1,83 @@ +using Mono.Cecil; +using Mono.Cecil.Cil; + +namespace StardewModdingAPI.AssemblyRewriters.Finders +{ + /// <summary>Finds incompatible CIL instructions that reference a given property and throws an <see cref="IncompatibleInstructionException"/>.</summary> + public class PropertyFinder : IInstructionRewriter + { + /********* + ** Properties + *********/ + /// <summary>The full type name for which to find references.</summary> + private readonly string FullTypeName; + + /// <summary>The property name for which to find references.</summary> + private readonly string PropertyName; + + + /********* + ** Accessors + *********/ + /// <summary>A brief noun phrase indicating what the instruction finder matches.</summary> + public string NounPhrase { get; } + + + /********* + ** Public methods + *********/ + /// <summary>Construct an instance.</summary> + /// <param name="fullTypeName">The full type name for which to find references.</param> + /// <param name="propertyName">The property name for which to find references.</param> + /// <param name="nounPhrase">A brief noun phrase indicating what the instruction finder matches (or <c>null</c> to generate one).</param> + public PropertyFinder(string fullTypeName, string propertyName, string nounPhrase = null) + { + this.FullTypeName = fullTypeName; + this.PropertyName = propertyName; + this.NounPhrase = nounPhrase ?? $"{fullTypeName}.{propertyName} property"; + } + + /// <summary>Rewrite a method definition for compatibility.</summary> + /// <param name="module">The module being rewritten.</param> + /// <param name="method">The method definition to rewrite.</param> + /// <param name="assemblyMap">Metadata for mapping assemblies to the current platform.</param> + /// <param name="platformChanged">Whether the mod was compiled on a different platform.</param> + /// <returns>Returns whether the instruction was rewritten.</returns> + /// <exception cref="IncompatibleInstructionException">The CIL instruction is not compatible, and can't be rewritten.</exception> + public virtual bool Rewrite(ModuleDefinition module, MethodDefinition method, PlatformAssemblyMap assemblyMap, bool platformChanged) + { + return false; + } + + /// <summary>Rewrite a CIL instruction for compatibility.</summary> + /// <param name="module">The module being rewritten.</param> + /// <param name="cil">The CIL rewriter.</param> + /// <param name="instruction">The instruction to rewrite.</param> + /// <param name="assemblyMap">Metadata for mapping assemblies to the current platform.</param> + /// <param name="platformChanged">Whether the mod was compiled on a different platform.</param> + /// <returns>Returns whether the instruction was rewritten.</returns> + /// <exception cref="IncompatibleInstructionException">The CIL instruction is not compatible, and can't be rewritten.</exception> + public virtual bool Rewrite(ModuleDefinition module, ILProcessor cil, Instruction instruction, PlatformAssemblyMap assemblyMap, bool platformChanged) + { + if (!this.IsMatch(instruction)) + return false; + + throw new IncompatibleInstructionException(this.NounPhrase); + } + + + /********* + ** Protected methods + *********/ + /// <summary>Get whether a CIL instruction matches.</summary> + /// <param name="instruction">The IL instruction.</param> + protected bool IsMatch(Instruction instruction) + { + MethodReference methodRef = RewriteHelper.AsMethodReference(instruction); + return + methodRef != null + && methodRef.DeclaringType.FullName == this.FullTypeName + && (methodRef.Name == "get_" + this.PropertyName || methodRef.Name == "set_" + this.PropertyName); + } + } +} diff --git a/src/StardewModdingAPI.AssemblyRewriters/StardewModdingAPI.AssemblyRewriters.csproj b/src/StardewModdingAPI.AssemblyRewriters/StardewModdingAPI.AssemblyRewriters.csproj index e25b201e..7a12a8e9 100644 --- a/src/StardewModdingAPI.AssemblyRewriters/StardewModdingAPI.AssemblyRewriters.csproj +++ b/src/StardewModdingAPI.AssemblyRewriters/StardewModdingAPI.AssemblyRewriters.csproj @@ -49,6 +49,7 @@ <Link>Properties\GlobalAssemblyInfo.cs</Link> </Compile> <Compile Include="Finders\EventFinder.cs" /> + <Compile Include="Finders\PropertyFinder.cs" /> <Compile Include="Finders\FieldFinder.cs" /> <Compile Include="Finders\MethodFinder.cs" /> <Compile Include="Finders\TypeFinder.cs" /> diff --git a/src/StardewModdingAPI.Installer/InteractiveInstaller.cs b/src/StardewModdingAPI.Installer/InteractiveInstaller.cs index efad0a3e..78d3d10e 100644 --- a/src/StardewModdingAPI.Installer/InteractiveInstaller.cs +++ b/src/StardewModdingAPI.Installer/InteractiveInstaller.cs @@ -82,6 +82,7 @@ namespace StardewModdingApi.Installer yield return GetInstallPath("StardewModdingAPI.config.json"); yield return GetInstallPath("StardewModdingAPI.data.json"); yield return GetInstallPath("StardewModdingAPI.AssemblyRewriters.dll"); + yield return GetInstallPath("System.ValueTuple.dll"); yield return GetInstallPath("steam_appid.txt"); // Linux/Mac only diff --git a/src/StardewModdingAPI.Installer/readme.txt b/src/StardewModdingAPI.Installer/readme.txt index cf6090c4..eb27ac52 100644 --- a/src/StardewModdingAPI.Installer/readme.txt +++ b/src/StardewModdingAPI.Installer/readme.txt @@ -13,7 +13,32 @@ SMAPI lets you run Stardew Valley with mods. Don't forget to download mods separately. -Need help? See: - - Install guide: http://canimod.com/for-players/install-smapi - - Troubleshooting: http://canimod.com/for-players/faqs#troubleshooting - - Ask for help: https://discord.gg/kH55QXP + +Install guide +-------------------------------- +See http://stardewvalleywiki.com/Modding:Installing_SMAPI. + + +Need help? +-------------------------------- +- FAQs: http://stardewvalleywiki.com/Modding:Player_FAQs +- Ask for help: https://discord.gg/kH55QXP + + +Manual install +-------------------------------- +THIS IS NOT RECOMMENDED FOR MOST PLAYERS. See instructions above instead. +If you really want to install SMAPI manually, here's how. + +1. Download the latest version of SMAPI: https://github.com/Pathoschild/SMAPI/releases. +2. Unzip the .zip file somewhere (not in your game folder). +3. Copy the files from the "internal/Windows" folder (on Windows) or "internal/Mono" folder (on + Linux/Mac) into your game folder. The `StardewModdingAPI.exe` file should be right next to the + game's executable. +4. + - Windows only: if you use Steam, see the install guide above to enable achievements and + overlay. Otherwise, just run StardewModdingAPI.exe in your game folder to play with mods. + + - Linux/Mac only: rename the "StardewValley" file (no extension) to "StardewValley-original", and + "StardewModdingAPI" (no extension) to "StardewValley". Now just launch the game as usual to + play with mods. diff --git a/src/StardewModdingAPI.Tests/ModResolverTests.cs b/src/StardewModdingAPI.Tests/Core/ModResolverTests.cs index 23aeba64..b451465e 100644 --- a/src/StardewModdingAPI.Tests/ModResolverTests.cs +++ b/src/StardewModdingAPI.Tests/Core/ModResolverTests.cs @@ -9,9 +9,8 @@ using StardewModdingAPI.Framework; using StardewModdingAPI.Framework.Models; using StardewModdingAPI.Framework.ModLoading; using StardewModdingAPI.Framework.Serialisation; -using StardewModdingAPI.Tests.Framework; -namespace StardewModdingAPI.Tests +namespace StardewModdingAPI.Tests.Core { /// <summary>Unit tests for <see cref="ModResolver"/>.</summary> [TestFixture] @@ -31,7 +30,7 @@ namespace StardewModdingAPI.Tests Directory.CreateDirectory(rootFolder); // act - IModMetadata[] mods = new ModResolver().ReadManifests(rootFolder, new JsonHelper(), new ModCompatibility[0]).ToArray(); + IModMetadata[] mods = new ModResolver().ReadManifests(rootFolder, new JsonHelper(), new ModCompatibility[0], new DisabledMod[0]).ToArray(); // assert Assert.AreEqual(0, mods.Length, 0, $"Expected to find zero manifests, found {mods.Length} instead."); @@ -46,7 +45,7 @@ namespace StardewModdingAPI.Tests Directory.CreateDirectory(modFolder); // act - IModMetadata[] mods = new ModResolver().ReadManifests(rootFolder, new JsonHelper(), new ModCompatibility[0]).ToArray(); + IModMetadata[] mods = new ModResolver().ReadManifests(rootFolder, new JsonHelper(), new ModCompatibility[0], new DisabledMod[0]).ToArray(); IModMetadata mod = mods.FirstOrDefault(); // assert @@ -85,7 +84,7 @@ namespace StardewModdingAPI.Tests File.WriteAllText(filename, JsonConvert.SerializeObject(original)); // act - IModMetadata[] mods = new ModResolver().ReadManifests(rootFolder, new JsonHelper(), new ModCompatibility[0]).ToArray(); + IModMetadata[] mods = new ModResolver().ReadManifests(rootFolder, new JsonHelper(), new ModCompatibility[0], new DisabledMod[0]).ToArray(); IModMetadata mod = mods.FirstOrDefault(); // assert @@ -101,7 +100,7 @@ namespace StardewModdingAPI.Tests Assert.AreEqual(original[nameof(IManifest.Author)], mod.Manifest.Author, "The manifest's author doesn't match."); Assert.AreEqual(original[nameof(IManifest.Description)], mod.Manifest.Description, "The manifest's description doesn't match."); Assert.AreEqual(original[nameof(IManifest.EntryDll)], mod.Manifest.EntryDll, "The manifest's entry DLL doesn't match."); - Assert.AreEqual(original[nameof(IManifest.MinimumApiVersion)], mod.Manifest.MinimumApiVersion, "The manifest's minimum API version doesn't match."); + Assert.AreEqual(original[nameof(IManifest.MinimumApiVersion)], mod.Manifest.MinimumApiVersion?.ToString(), "The manifest's minimum API version doesn't match."); Assert.AreEqual(original[nameof(IManifest.Version)]?.ToString(), mod.Manifest.Version?.ToString(), "The manifest's version doesn't match."); Assert.IsNotNull(mod.Manifest.ExtraFields, "The extra fields should not be null."); @@ -160,7 +159,7 @@ namespace StardewModdingAPI.Tests Mock<IModMetadata> mock = new Mock<IModMetadata>(MockBehavior.Strict); mock.Setup(p => p.Status).Returns(ModMetadataStatus.Found); mock.Setup(p => p.Compatibility).Returns(() => null); - mock.Setup(p => p.Manifest).Returns(this.GetRandomManifest(m => m.MinimumApiVersion = "1.1")); + mock.Setup(p => p.Manifest).Returns(this.GetManifest(m => m.MinimumApiVersion = new SemanticVersion("1.1"))); mock.Setup(p => p.SetStatus(ModMetadataStatus.Failed, It.IsAny<string>())).Returns(() => mock.Object); // act @@ -177,7 +176,7 @@ namespace StardewModdingAPI.Tests Mock<IModMetadata> mock = new Mock<IModMetadata>(MockBehavior.Strict); mock.Setup(p => p.Status).Returns(ModMetadataStatus.Found); mock.Setup(p => p.Compatibility).Returns(() => null); - mock.Setup(p => p.Manifest).Returns(this.GetRandomManifest()); + mock.Setup(p => p.Manifest).Returns(this.GetManifest()); mock.Setup(p => p.DirectoryPath).Returns(Path.GetTempPath()); mock.Setup(p => p.SetStatus(ModMetadataStatus.Failed, It.IsAny<string>())).Returns(() => mock.Object); @@ -192,7 +191,7 @@ namespace StardewModdingAPI.Tests public void ValidateManifests_Valid_Passes() { // set up manifest - IManifest manifest = this.GetRandomManifest(); + IManifest manifest = this.GetManifest(); // create DLL string modFolder = Path.Combine(Path.GetTempPath(), Guid.NewGuid().ToString("N")); @@ -231,9 +230,9 @@ namespace StardewModdingAPI.Tests { // arrange // A B C - Mock<IModMetadata> modA = this.GetMetadataForDependencyTest("Mod A"); - Mock<IModMetadata> modB = this.GetMetadataForDependencyTest("Mod B"); - Mock<IModMetadata> modC = this.GetMetadataForDependencyTest("Mod C"); + Mock<IModMetadata> modA = this.GetMetadata("Mod A"); + Mock<IModMetadata> modB = this.GetMetadata("Mod B"); + Mock<IModMetadata> modC = this.GetMetadata("Mod C"); // act IModMetadata[] mods = new ModResolver().ProcessDependencies(new[] { modA.Object, modB.Object, modC.Object }).ToArray(); @@ -267,9 +266,9 @@ namespace StardewModdingAPI.Tests // ▲ ▲ // │ │ // └─ C ─┘ - Mock<IModMetadata> modA = this.GetMetadataForDependencyTest("Mod A"); - Mock<IModMetadata> modB = this.GetMetadataForDependencyTest("Mod B", dependencies: new[] { "Mod A" }); - Mock<IModMetadata> modC = this.GetMetadataForDependencyTest("Mod C", dependencies: new[] { "Mod A", "Mod B" }); + Mock<IModMetadata> modA = this.GetMetadata("Mod A"); + Mock<IModMetadata> modB = this.GetMetadata("Mod B", dependencies: new[] { "Mod A" }); + Mock<IModMetadata> modC = this.GetMetadata("Mod C", dependencies: new[] { "Mod A", "Mod B" }); // act IModMetadata[] mods = new ModResolver().ProcessDependencies(new[] { modC.Object, modA.Object, modB.Object }).ToArray(); @@ -286,10 +285,10 @@ namespace StardewModdingAPI.Tests { // arrange // A ◀── B ◀── C ◀── D - Mock<IModMetadata> modA = this.GetMetadataForDependencyTest("Mod A"); - Mock<IModMetadata> modB = this.GetMetadataForDependencyTest("Mod B", dependencies: new[] { "Mod A" }); - Mock<IModMetadata> modC = this.GetMetadataForDependencyTest("Mod C", dependencies: new[] { "Mod B" }); - Mock<IModMetadata> modD = this.GetMetadataForDependencyTest("Mod D", dependencies: new[] { "Mod C" }); + Mock<IModMetadata> modA = this.GetMetadata("Mod A"); + Mock<IModMetadata> modB = this.GetMetadata("Mod B", dependencies: new[] { "Mod A" }); + Mock<IModMetadata> modC = this.GetMetadata("Mod C", dependencies: new[] { "Mod B" }); + Mock<IModMetadata> modD = this.GetMetadata("Mod D", dependencies: new[] { "Mod C" }); // act IModMetadata[] mods = new ModResolver().ProcessDependencies(new[] { modC.Object, modA.Object, modB.Object, modD.Object }).ToArray(); @@ -310,12 +309,12 @@ namespace StardewModdingAPI.Tests // ▲ ▲ // │ │ // E ◀── F - Mock<IModMetadata> modA = this.GetMetadataForDependencyTest("Mod A"); - Mock<IModMetadata> modB = this.GetMetadataForDependencyTest("Mod B", dependencies: new[] { "Mod A" }); - Mock<IModMetadata> modC = this.GetMetadataForDependencyTest("Mod C", dependencies: new[] { "Mod B" }); - Mock<IModMetadata> modD = this.GetMetadataForDependencyTest("Mod D", dependencies: new[] { "Mod C" }); - Mock<IModMetadata> modE = this.GetMetadataForDependencyTest("Mod E", dependencies: new[] { "Mod B" }); - Mock<IModMetadata> modF = this.GetMetadataForDependencyTest("Mod F", dependencies: new[] { "Mod C", "Mod E" }); + Mock<IModMetadata> modA = this.GetMetadata("Mod A"); + Mock<IModMetadata> modB = this.GetMetadata("Mod B", dependencies: new[] { "Mod A" }); + Mock<IModMetadata> modC = this.GetMetadata("Mod C", dependencies: new[] { "Mod B" }); + Mock<IModMetadata> modD = this.GetMetadata("Mod D", dependencies: new[] { "Mod C" }); + Mock<IModMetadata> modE = this.GetMetadata("Mod E", dependencies: new[] { "Mod B" }); + Mock<IModMetadata> modF = this.GetMetadata("Mod F", dependencies: new[] { "Mod C", "Mod E" }); // act IModMetadata[] mods = new ModResolver().ProcessDependencies(new[] { modC.Object, modA.Object, modB.Object, modD.Object, modF.Object, modE.Object }).ToArray(); @@ -338,11 +337,11 @@ namespace StardewModdingAPI.Tests // ▲ │ // │ ▼ // └──── E - Mock<IModMetadata> modA = this.GetMetadataForDependencyTest("Mod A"); - Mock<IModMetadata> modB = this.GetMetadataForDependencyTest("Mod B", dependencies: new[] { "Mod A" }); - Mock<IModMetadata> modC = this.GetMetadataForDependencyTest("Mod C", dependencies: new[] { "Mod B", "Mod D" }, allowStatusChange: true); - Mock<IModMetadata> modD = this.GetMetadataForDependencyTest("Mod D", dependencies: new[] { "Mod E" }, allowStatusChange: true); - Mock<IModMetadata> modE = this.GetMetadataForDependencyTest("Mod E", dependencies: new[] { "Mod C" }, allowStatusChange: true); + Mock<IModMetadata> modA = this.GetMetadata("Mod A"); + Mock<IModMetadata> modB = this.GetMetadata("Mod B", dependencies: new[] { "Mod A" }); + Mock<IModMetadata> modC = this.GetMetadata("Mod C", dependencies: new[] { "Mod B", "Mod D" }, allowStatusChange: true); + Mock<IModMetadata> modD = this.GetMetadata("Mod D", dependencies: new[] { "Mod E" }, allowStatusChange: true); + Mock<IModMetadata> modE = this.GetMetadata("Mod E", dependencies: new[] { "Mod C" }, allowStatusChange: true); // act IModMetadata[] mods = new ModResolver().ProcessDependencies(new[] { modC.Object, modA.Object, modB.Object, modD.Object, modE.Object }).ToArray(); @@ -361,9 +360,9 @@ namespace StardewModdingAPI.Tests { // arrange // A ◀── B ◀── C D (failed) - Mock<IModMetadata> modA = this.GetMetadataForDependencyTest("Mod A"); - Mock<IModMetadata> modB = this.GetMetadataForDependencyTest("Mod B", dependencies: new[] { "Mod A" }); - Mock<IModMetadata> modC = this.GetMetadataForDependencyTest("Mod C", dependencies: new[] { "Mod B" }, allowStatusChange: true); + Mock<IModMetadata> modA = this.GetMetadata("Mod A"); + Mock<IModMetadata> modB = this.GetMetadata("Mod B", dependencies: new[] { "Mod A" }); + Mock<IModMetadata> modC = this.GetMetadata("Mod C", dependencies: new[] { "Mod B" }, allowStatusChange: true); Mock<IModMetadata> modD = new Mock<IModMetadata>(MockBehavior.Strict); modD.Setup(p => p.Manifest).Returns<IManifest>(null); modD.Setup(p => p.Status).Returns(ModMetadataStatus.Failed); @@ -379,12 +378,80 @@ namespace StardewModdingAPI.Tests Assert.AreSame(modC.Object, mods[3], "The load order is incorrect: mod C should be fourth since it needs mod B, and is needed by mod D."); } + [Test(Description = "Assert that dependencies are failed if they don't meet the minimum version.")] + public void ProcessDependencies_WithMinVersions_FailsIfNotMet() + { + // arrange + // A 1.0 ◀── B (need A 1.1) + Mock<IModMetadata> modA = this.GetMetadata(this.GetManifest("Mod A", "1.0")); + Mock<IModMetadata> modB = this.GetMetadata(this.GetManifest("Mod B", "1.0", new ManifestDependency("Mod A", "1.1")), allowStatusChange: true); + + // act + IModMetadata[] mods = new ModResolver().ProcessDependencies(new[] { modA.Object, modB.Object }).ToArray(); + + // assert + Assert.AreEqual(2, mods.Length, 0, "Expected to get the same number of mods input."); + modB.Verify(p => p.SetStatus(ModMetadataStatus.Failed, It.IsAny<string>()), Times.Once, "Mod B unexpectedly didn't fail even though it needs a newer version of Mod A."); + } + + [Test(Description = "Assert that dependencies are accepted if they meet the minimum version.")] + public void ProcessDependencies_WithMinVersions_SucceedsIfMet() + { + // arrange + // A 1.0 ◀── B (need A 1.0-beta) + Mock<IModMetadata> modA = this.GetMetadata(this.GetManifest("Mod A", "1.0")); + Mock<IModMetadata> modB = this.GetMetadata(this.GetManifest("Mod B", "1.0", new ManifestDependency("Mod A", "1.0-beta")), allowStatusChange: false); + + // act + IModMetadata[] mods = new ModResolver().ProcessDependencies(new[] { modA.Object, modB.Object }).ToArray(); + + // assert + Assert.AreEqual(2, mods.Length, 0, "Expected to get the same number of mods input."); + Assert.AreSame(modA.Object, mods[0], "The load order is incorrect: mod A should be first since it's needed by mod B."); + Assert.AreSame(modB.Object, mods[1], "The load order is incorrect: mod B should be second since it needs mod A."); + } + +#if SMAPI_2_0 + [Test(Description = "Assert that optional dependencies are sorted correctly if present.")] + public void ProcessDependencies_IfOptional() + { + // arrange + // A ◀── B + Mock<IModMetadata> modA = this.GetMetadata(this.GetManifest("Mod A", "1.0")); + Mock<IModMetadata> modB = this.GetMetadata(this.GetManifest("Mod B", "1.0", new ManifestDependency("Mod A", "1.0", required: false)), allowStatusChange: false); + + // act + IModMetadata[] mods = new ModResolver().ProcessDependencies(new[] { modB.Object, modA.Object }).ToArray(); + + // assert + Assert.AreEqual(2, mods.Length, 0, "Expected to get the same number of mods input."); + Assert.AreSame(modA.Object, mods[0], "The load order is incorrect: mod A should be first since it's needed by mod B."); + Assert.AreSame(modB.Object, mods[1], "The load order is incorrect: mod B should be second since it needs mod A."); + } + + [Test(Description = "Assert that optional dependencies are accepted if they're missing.")] + public void ProcessDependencies_IfOptional_SucceedsIfMissing() + { + // arrange + // A ◀── B where A doesn't exist + Mock<IModMetadata> modB = this.GetMetadata(this.GetManifest("Mod B", "1.0", new ManifestDependency("Mod A", "1.0", required: false)), allowStatusChange: false); + + // act + IModMetadata[] mods = new ModResolver().ProcessDependencies(new[] { modB.Object }).ToArray(); + + // assert + Assert.AreEqual(1, mods.Length, 0, "Expected to get the same number of mods input."); + Assert.AreSame(modB.Object, mods[0], "The load order is incorrect: mod B should be first since it's the only mod."); + } +#endif + + /********* ** Private methods *********/ /// <summary>Get a randomised basic manifest.</summary> /// <param name="adjust">Adjust the generated manifest.</param> - private Manifest GetRandomManifest(Action<Manifest> adjust = null) + private Manifest GetManifest(Action<Manifest> adjust = null) { Manifest manifest = new Manifest { @@ -401,26 +468,50 @@ namespace StardewModdingAPI.Tests /// <summary>Get a randomised basic manifest.</summary> /// <param name="uniqueID">The mod's name and unique ID.</param> + /// <param name="version">The mod version.</param> /// <param name="dependencies">The dependencies this mod requires.</param> + private IManifest GetManifest(string uniqueID, string version, params IManifestDependency[] dependencies) + { + return this.GetManifest(manifest => + { + manifest.Name = uniqueID; + manifest.UniqueID = uniqueID; + manifest.Version = new SemanticVersion(version); + manifest.Dependencies = dependencies; + }); + } + + /// <summary>Get a randomised basic manifest.</summary> + /// <param name="uniqueID">The mod's name and unique ID.</param> + private Mock<IModMetadata> GetMetadata(string uniqueID) + { + return this.GetMetadata(this.GetManifest(uniqueID, "1.0")); + } + + /// <summary>Get a randomised basic manifest.</summary> + /// <param name="uniqueID">The mod's name and unique ID.</param> + /// <param name="dependencies">The dependencies this mod requires.</param> + /// <param name="allowStatusChange">Whether the code being tested is allowed to change the mod status.</param> + private Mock<IModMetadata> GetMetadata(string uniqueID, string[] dependencies, bool allowStatusChange = false) + { + IManifest manifest = this.GetManifest(uniqueID, "1.0", dependencies?.Select(dependencyID => (IManifestDependency)new ManifestDependency(dependencyID, null)).ToArray()); + return this.GetMetadata(manifest, allowStatusChange); + } + + /// <summary>Get a randomised basic manifest.</summary> + /// <param name="manifest">The mod manifest.</param> /// <param name="allowStatusChange">Whether the code being tested is allowed to change the mod status.</param> - private Mock<IModMetadata> GetMetadataForDependencyTest(string uniqueID, string[] dependencies = null, bool allowStatusChange = false) + private Mock<IModMetadata> GetMetadata(IManifest manifest, bool allowStatusChange = false) { Mock<IModMetadata> mod = new Mock<IModMetadata>(MockBehavior.Strict); mod.Setup(p => p.Status).Returns(ModMetadataStatus.Found); - mod.Setup(p => p.DisplayName).Returns(uniqueID); - mod.Setup(p => p.Manifest).Returns( - this.GetRandomManifest(manifest => - { - manifest.Name = uniqueID; - manifest.UniqueID = uniqueID; - manifest.Dependencies = dependencies?.Select(dependencyID => (IManifestDependency)new ManifestDependency(dependencyID)).ToArray(); - }) - ); + mod.Setup(p => p.DisplayName).Returns(manifest.UniqueID); + mod.Setup(p => p.Manifest).Returns(manifest); if (allowStatusChange) { mod .Setup(p => p.SetStatus(It.IsAny<ModMetadataStatus>(), It.IsAny<string>())) - .Callback<ModMetadataStatus, string>((status, message) => Console.WriteLine($"<{uniqueID} changed status: [{status}] {message}")) + .Callback<ModMetadataStatus, string>((status, message) => Console.WriteLine($"<{manifest.UniqueID} changed status: [{status}] {message}")) .Returns(mod.Object); } return mod; diff --git a/src/StardewModdingAPI.Tests/TranslationTests.cs b/src/StardewModdingAPI.Tests/Core/TranslationTests.cs index 157a08a2..8511e765 100644 --- a/src/StardewModdingAPI.Tests/TranslationTests.cs +++ b/src/StardewModdingAPI.Tests/Core/TranslationTests.cs @@ -3,9 +3,10 @@ using System.Collections.Generic; using System.Linq; using NUnit.Framework; using StardewModdingAPI.Framework; +using StardewModdingAPI.Framework.ModHelpers; using StardewValley; -namespace StardewModdingAPI.Tests +namespace StardewModdingAPI.Tests.Core { /// <summary>Unit tests for <see cref="TranslationHelper"/> and <see cref="Translation"/>.</summary> [TestFixture] @@ -31,7 +32,7 @@ namespace StardewModdingAPI.Tests var data = new Dictionary<string, IDictionary<string, string>>(); // act - ITranslationHelper helper = new TranslationHelper("ModName", "en", LocalizedContentManager.LanguageCode.en).SetTranslations(data); + ITranslationHelper helper = new TranslationHelper("ModID", "ModName", "en", LocalizedContentManager.LanguageCode.en).SetTranslations(data); Translation translation = helper.Get("key"); Translation[] translationList = helper.GetTranslations()?.ToArray(); @@ -54,7 +55,7 @@ namespace StardewModdingAPI.Tests // act var actual = new Dictionary<string, Translation[]>(); - TranslationHelper helper = new TranslationHelper("ModName", "en", LocalizedContentManager.LanguageCode.en).SetTranslations(data); + TranslationHelper helper = new TranslationHelper("ModID", "ModName", "en", LocalizedContentManager.LanguageCode.en).SetTranslations(data); foreach (string locale in expected.Keys) { this.AssertSetLocale(helper, locale, LocalizedContentManager.LanguageCode.en); @@ -78,7 +79,7 @@ namespace StardewModdingAPI.Tests // act var actual = new Dictionary<string, Translation[]>(); - TranslationHelper helper = new TranslationHelper("ModName", "en", LocalizedContentManager.LanguageCode.en).SetTranslations(data); + TranslationHelper helper = new TranslationHelper("ModID", "ModName", "en", LocalizedContentManager.LanguageCode.en).SetTranslations(data); foreach (string locale in expected.Keys) { this.AssertSetLocale(helper, locale, LocalizedContentManager.LanguageCode.en); diff --git a/src/StardewModdingAPI.Tests/Framework/Sample.cs b/src/StardewModdingAPI.Tests/Sample.cs index 10006f1e..99835d92 100644 --- a/src/StardewModdingAPI.Tests/Framework/Sample.cs +++ b/src/StardewModdingAPI.Tests/Sample.cs @@ -1,6 +1,6 @@ using System; -namespace StardewModdingAPI.Tests.Framework +namespace StardewModdingAPI.Tests { /// <summary>Provides sample values for unit testing.</summary> internal static class Sample diff --git a/src/StardewModdingAPI.Tests/StardewModdingAPI.Tests.csproj b/src/StardewModdingAPI.Tests/StardewModdingAPI.Tests.csproj index 3818ec9c..9bfd7567 100644 --- a/src/StardewModdingAPI.Tests/StardewModdingAPI.Tests.csproj +++ b/src/StardewModdingAPI.Tests/StardewModdingAPI.Tests.csproj @@ -48,10 +48,12 @@ <Compile Include="..\GlobalAssemblyInfo.cs"> <Link>Properties\GlobalAssemblyInfo.cs</Link> </Compile> - <Compile Include="TranslationTests.cs" /> - <Compile Include="ModResolverTests.cs" /> + <Compile Include="Utilities\SemanticVersionTests.cs" /> + <Compile Include="Utilities\SDateTests.cs" /> + <Compile Include="Core\TranslationTests.cs" /> + <Compile Include="Core\ModResolverTests.cs" /> <Compile Include="Properties\AssemblyInfo.cs" /> - <Compile Include="Framework\Sample.cs" /> + <Compile Include="Sample.cs" /> </ItemGroup> <ItemGroup> <None Include="packages.config" /> diff --git a/src/StardewModdingAPI.Tests/Utilities/SDateTests.cs b/src/StardewModdingAPI.Tests/Utilities/SDateTests.cs new file mode 100644 index 00000000..714756e0 --- /dev/null +++ b/src/StardewModdingAPI.Tests/Utilities/SDateTests.cs @@ -0,0 +1,253 @@ +using System; +using System.Collections.Generic; +using System.Diagnostics.CodeAnalysis; +using System.Linq; +using System.Text.RegularExpressions; +using NUnit.Framework; +using StardewModdingAPI.Utilities; + +namespace StardewModdingAPI.Tests.Utilities +{ + /// <summary>Unit tests for <see cref="SDate"/>.</summary> + [TestFixture] + internal class SDateTests + { + /********* + ** Properties + *********/ + /// <summary>All valid seasons.</summary> + private static readonly string[] ValidSeasons = { "spring", "summer", "fall", "winter" }; + + /// <summary>All valid days of a month.</summary> + private static readonly int[] ValidDays = Enumerable.Range(1, 28).ToArray(); + + /// <summary>Sample relative dates for test cases.</summary> + private static class Dates + { + /// <summary>The base date to which other dates are relative.</summary> + public const string Now = "02 summer Y2"; + + /// <summary>The day before <see cref="Now"/>.</summary> + public const string PrevDay = "01 summer Y2"; + + /// <summary>The month before <see cref="Now"/>.</summary> + public const string PrevMonth = "02 spring Y2"; + + /// <summary>The year before <see cref="Now"/>.</summary> + public const string PrevYear = "02 summer Y1"; + + /// <summary>The day after <see cref="Now"/>.</summary> + public const string NextDay = "03 summer Y2"; + + /// <summary>The month after <see cref="Now"/>.</summary> + public const string NextMonth = "02 fall Y2"; + + /// <summary>The year after <see cref="Now"/>.</summary> + public const string NextYear = "02 summer Y3"; + } + + + /********* + ** Unit tests + *********/ + /**** + ** Constructor + ****/ + [Test(Description = "Assert that the constructor sets the expected values for all valid dates.")] + public void Constructor_SetsExpectedValues([ValueSource(nameof(SDateTests.ValidSeasons))] string season, [ValueSource(nameof(SDateTests.ValidDays))] int day, [Values(1, 2, 100)] int year) + { + // act + SDate date = new SDate(day, season, year); + + // assert + Assert.AreEqual(day, date.Day); + Assert.AreEqual(season, date.Season); + Assert.AreEqual(year, date.Year); + } + + [Test(Description = "Assert that the constructor throws an exception if the values are invalid.")] + [TestCase(01, "Spring", 1)] // seasons are case-sensitive + [TestCase(01, "springs", 1)] // invalid season name + [TestCase(-1, "spring", 1)] // day < 0 + [TestCase(29, "spring", 1)] // day > 28 + [TestCase(01, "spring", -1)] // year < 1 + [TestCase(01, "spring", 0)] // year < 1 + [SuppressMessage("ReSharper", "AssignmentIsFullyDiscarded", Justification = "Deliberate for unit test.")] + public void Constructor_RejectsInvalidValues(int day, string season, int year) + { + // act & assert + Assert.Throws<ArgumentException>(() => _ = new SDate(day, season, year), "Constructing the invalid date didn't throw the expected exception."); + } + + /**** + ** ToString + ****/ + [Test(Description = "Assert that ToString returns the expected string.")] + [TestCase("14 spring Y1", ExpectedResult = "14 spring Y1")] + [TestCase("01 summer Y16", ExpectedResult = "01 summer Y16")] + [TestCase("28 fall Y10", ExpectedResult = "28 fall Y10")] + [TestCase("01 winter Y1", ExpectedResult = "01 winter Y1")] + public string ToString(string dateStr) + { + return this.GetDate(dateStr).ToString(); + } + + /**** + ** AddDays + ****/ + [Test(Description = "Assert that AddDays returns the expected date.")] + [TestCase("01 spring Y1", 15, ExpectedResult = "16 spring Y1")] // day transition + [TestCase("01 spring Y1", 28, ExpectedResult = "01 summer Y1")] // season transition + [TestCase("01 spring Y1", 28 * 4, ExpectedResult = "01 spring Y2")] // year transition + [TestCase("01 spring Y1", 28 * 7 + 17, ExpectedResult = "18 winter Y2")] // year transition + [TestCase("15 spring Y1", -14, ExpectedResult = "01 spring Y1")] // negative day transition + [TestCase("15 summer Y1", -28, ExpectedResult = "15 spring Y1")] // negative season transition + [TestCase("15 summer Y2", -28 * 4, ExpectedResult = "15 summer Y1")] // negative year transition + [TestCase("01 spring Y3", -(28 * 7 + 17), ExpectedResult = "12 spring Y1")] // negative year transition + public string AddDays(string dateStr, int addDays) + { + return this.GetDate(dateStr).AddDays(addDays).ToString(); + } + + /**** + ** GetHashCode + ****/ + [Test(Description = "Assert that GetHashCode returns a unique ordered value for every date.")] + public void GetHashCode_ReturnsUniqueOrderedValue() + { + IDictionary<int, SDate> hashes = new Dictionary<int, SDate>(); + int lastHash = int.MinValue; + for (int year = 1; year <= 4; year++) + { + foreach (string season in SDateTests.ValidSeasons) + { + foreach (int day in SDateTests.ValidDays) + { + SDate date = new SDate(day, season, year); + int hash = date.GetHashCode(); + if (hashes.TryGetValue(hash, out SDate otherDate)) + Assert.Fail($"Received identical hash code {hash} for dates {otherDate} and {date}."); + if (hash < lastHash) + Assert.Fail($"Received smaller hash code for date {date} ({hash}) relative to {hashes[lastHash]} ({lastHash})."); + + lastHash = hash; + hashes[hash] = date; + } + } + } + } + + [Test(Description = "Assert that the == operator returns the expected values. We only need a few test cases, since it's based on GetHashCode which is tested more thoroughly.")] + [TestCase(Dates.Now, null, ExpectedResult = false)] + [TestCase(Dates.Now, Dates.PrevDay, ExpectedResult = false)] + [TestCase(Dates.Now, Dates.PrevMonth, ExpectedResult = false)] + [TestCase(Dates.Now, Dates.PrevYear, ExpectedResult = false)] + [TestCase(Dates.Now, Dates.Now, ExpectedResult = true)] + [TestCase(Dates.Now, Dates.NextDay, ExpectedResult = false)] + [TestCase(Dates.Now, Dates.NextMonth, ExpectedResult = false)] + [TestCase(Dates.Now, Dates.NextYear, ExpectedResult = false)] + public bool Operators_Equals(string now, string other) + { + return this.GetDate(now) == this.GetDate(other); + } + + [Test(Description = "Assert that the != operator returns the expected values. We only need a few test cases, since it's based on GetHashCode which is tested more thoroughly.")] + [TestCase(Dates.Now, null, ExpectedResult = true)] + [TestCase(Dates.Now, Dates.PrevDay, ExpectedResult = true)] + [TestCase(Dates.Now, Dates.PrevMonth, ExpectedResult = true)] + [TestCase(Dates.Now, Dates.PrevYear, ExpectedResult = true)] + [TestCase(Dates.Now, Dates.Now, ExpectedResult = false)] + [TestCase(Dates.Now, Dates.NextDay, ExpectedResult = true)] + [TestCase(Dates.Now, Dates.NextMonth, ExpectedResult = true)] + [TestCase(Dates.Now, Dates.NextYear, ExpectedResult = true)] + public bool Operators_NotEquals(string now, string other) + { + return this.GetDate(now) != this.GetDate(other); + } + + [Test(Description = "Assert that the < operator returns the expected values. We only need a few test cases, since it's based on GetHashCode which is tested more thoroughly.")] + [TestCase(Dates.Now, null, ExpectedResult = false)] + [TestCase(Dates.Now, Dates.PrevDay, ExpectedResult = false)] + [TestCase(Dates.Now, Dates.PrevMonth, ExpectedResult = false)] + [TestCase(Dates.Now, Dates.PrevYear, ExpectedResult = false)] + [TestCase(Dates.Now, Dates.Now, ExpectedResult = false)] + [TestCase(Dates.Now, Dates.NextDay, ExpectedResult = true)] + [TestCase(Dates.Now, Dates.NextMonth, ExpectedResult = true)] + [TestCase(Dates.Now, Dates.NextYear, ExpectedResult = true)] + public bool Operators_LessThan(string now, string other) + { + return this.GetDate(now) < this.GetDate(other); + } + + [Test(Description = "Assert that the <= operator returns the expected values. We only need a few test cases, since it's based on GetHashCode which is tested more thoroughly.")] + [TestCase(Dates.Now, null, ExpectedResult = false)] + [TestCase(Dates.Now, Dates.PrevDay, ExpectedResult = false)] + [TestCase(Dates.Now, Dates.PrevMonth, ExpectedResult = false)] + [TestCase(Dates.Now, Dates.PrevYear, ExpectedResult = false)] + [TestCase(Dates.Now, Dates.Now, ExpectedResult = true)] + [TestCase(Dates.Now, Dates.NextDay, ExpectedResult = true)] + [TestCase(Dates.Now, Dates.NextMonth, ExpectedResult = true)] + [TestCase(Dates.Now, Dates.NextYear, ExpectedResult = true)] + public bool Operators_LessThanOrEqual(string now, string other) + { + return this.GetDate(now) <= this.GetDate(other); + } + + [Test(Description = "Assert that the > operator returns the expected values. We only need a few test cases, since it's based on GetHashCode which is tested more thoroughly.")] + [TestCase(Dates.Now, null, ExpectedResult = false)] + [TestCase(Dates.Now, Dates.PrevDay, ExpectedResult = true)] + [TestCase(Dates.Now, Dates.PrevMonth, ExpectedResult = true)] + [TestCase(Dates.Now, Dates.PrevYear, ExpectedResult = true)] + [TestCase(Dates.Now, Dates.Now, ExpectedResult = false)] + [TestCase(Dates.Now, Dates.NextDay, ExpectedResult = false)] + [TestCase(Dates.Now, Dates.NextMonth, ExpectedResult = false)] + [TestCase(Dates.Now, Dates.NextYear, ExpectedResult = false)] + public bool Operators_MoreThan(string now, string other) + { + return this.GetDate(now) > this.GetDate(other); + } + + [Test(Description = "Assert that the > operator returns the expected values. We only need a few test cases, since it's based on GetHashCode which is tested more thoroughly.")] + [TestCase(Dates.Now, null, ExpectedResult = false)] + [TestCase(Dates.Now, Dates.PrevDay, ExpectedResult = true)] + [TestCase(Dates.Now, Dates.PrevMonth, ExpectedResult = true)] + [TestCase(Dates.Now, Dates.PrevYear, ExpectedResult = true)] + [TestCase(Dates.Now, Dates.Now, ExpectedResult = false)] + [TestCase(Dates.Now, Dates.NextDay, ExpectedResult = false)] + [TestCase(Dates.Now, Dates.NextMonth, ExpectedResult = false)] + [TestCase(Dates.Now, Dates.NextYear, ExpectedResult = false)] + public bool Operators_MoreThanOrEqual(string now, string other) + { + return this.GetDate(now) > this.GetDate(other); + } + + + /********* + ** Private methods + *********/ + /// <summary>Convert a string date into a game date, to make unit tests easier to read.</summary> + /// <param name="dateStr">The date string like "dd MMMM yy".</param> + private SDate GetDate(string dateStr) + { + if (dateStr == null) + return null; + + void Fail(string reason) => throw new AssertionException($"Couldn't parse date '{dateStr}' because {reason}."); + + // parse + Match match = Regex.Match(dateStr, @"^(?<day>\d+) (?<season>\w+) Y(?<year>\d+)$"); + if (!match.Success) + Fail("it doesn't match expected pattern (should be like 28 spring Y1)"); + + // extract parts + string season = match.Groups["season"].Value; + if (!int.TryParse(match.Groups["day"].Value, out int day)) + Fail($"'{match.Groups["day"].Value}' couldn't be parsed as a day."); + if (!int.TryParse(match.Groups["year"].Value, out int year)) + Fail($"'{match.Groups["year"].Value}' couldn't be parsed as a year."); + + // build date + return new SDate(day, season, year); + } + } +} diff --git a/src/StardewModdingAPI.Tests/Utilities/SemanticVersionTests.cs b/src/StardewModdingAPI.Tests/Utilities/SemanticVersionTests.cs new file mode 100644 index 00000000..95d0d74f --- /dev/null +++ b/src/StardewModdingAPI.Tests/Utilities/SemanticVersionTests.cs @@ -0,0 +1,255 @@ +using System; +using System.Diagnostics.CodeAnalysis; +using NUnit.Framework; + +namespace StardewModdingAPI.Tests.Utilities +{ + /// <summary>Unit tests for <see cref="SemanticVersion"/>.</summary> + [TestFixture] + internal class SemanticVersionTests + { + /********* + ** Unit tests + *********/ + /**** + ** Constructor + ****/ + [Test(Description = "Assert that the constructor sets the expected values for all valid versions.")] + [TestCase("1.0", ExpectedResult = "1.0")] + [TestCase("1.0.0", ExpectedResult = "1.0")] + [TestCase("3000.4000.5000", ExpectedResult = "3000.4000.5000")] + [TestCase("1.2-some-tag.4", ExpectedResult = "1.2-some-tag.4")] + [TestCase("1.2.3-some-tag.4", ExpectedResult = "1.2.3-some-tag.4")] + [TestCase("1.2.3-some-tag.4 ", ExpectedResult = "1.2.3-some-tag.4")] + public string Constructor_FromString(string input) + { + return new SemanticVersion(input).ToString(); + } + + [Test(Description = "Assert that the constructor sets the expected values for all valid versions.")] + [TestCase(1, 0, 0, null, ExpectedResult = "1.0")] + [TestCase(3000, 4000, 5000, null, ExpectedResult = "3000.4000.5000")] + [TestCase(1, 2, 3, "", ExpectedResult = "1.2.3")] + [TestCase(1, 2, 3, " ", ExpectedResult = "1.2.3")] + [TestCase(1, 2, 3, "some-tag.4", ExpectedResult = "1.2.3-some-tag.4")] + [TestCase(1, 2, 3, "some-tag.4 ", ExpectedResult = "1.2.3-some-tag.4")] + public string Constructor_FromParts(int major, int minor, int patch, string tag) + { + // act + ISemanticVersion version = new SemanticVersion(major, minor, patch, tag); + + // assert + Assert.AreEqual(major, version.MajorVersion, "The major version doesn't match the given value."); + Assert.AreEqual(minor, version.MinorVersion, "The minor version doesn't match the given value."); + Assert.AreEqual(patch, version.PatchVersion, "The patch version doesn't match the given value."); + Assert.AreEqual(string.IsNullOrWhiteSpace(tag) ? null : tag.Trim(), version.Build, "The tag doesn't match the given value."); + return version.ToString(); + } + + [Test(Description = "Assert that the constructor throws the expected exception for invalid versions.")] + [TestCase(null)] + [TestCase("")] + [TestCase(" ")] + [TestCase("1")] + [TestCase("01.0")] + [TestCase("1.05")] + [TestCase("1.5.06")] // leading zeros specifically prohibited by spec + [TestCase("1.2.3.4")] + [TestCase("1.apple")] + [TestCase("1.2.apple")] + [TestCase("1.2.3.apple")] + [TestCase("1..2..3")] + [TestCase("1.2.3-")] + [TestCase("1.2.3-some-tag...")] + [TestCase("1.2.3-some-tag...4")] + [TestCase("apple")] + [TestCase("-apple")] + [TestCase("-5")] + public void Constructor_FromString_WithInvalidValues(string input) + { + if (input == null) + this.AssertAndLogException<ArgumentNullException>(() => new SemanticVersion(input)); + else + this.AssertAndLogException<FormatException>(() => new SemanticVersion(input)); + } + + /**** + ** CompareTo + ****/ + [Test(Description = "Assert that version.CompareTo returns the expected value.")] + // equal + [TestCase("0.5.7", "0.5.7", ExpectedResult = 0)] + [TestCase("1.0", "1.0", ExpectedResult = 0)] + [TestCase("1.0-beta", "1.0-beta", ExpectedResult = 0)] + [TestCase("1.0-beta.10", "1.0-beta.10", ExpectedResult = 0)] + [TestCase("1.0-beta", "1.0-beta ", ExpectedResult = 0)] + + // less than + [TestCase("0.5.7", "0.5.8", ExpectedResult = -1)] + [TestCase("1.0", "1.1", ExpectedResult = -1)] + [TestCase("1.0-beta", "1.0", ExpectedResult = -1)] + [TestCase("1.0-beta", "1.0-beta.2", ExpectedResult = -1)] + [TestCase("1.0-beta.1", "1.0-beta.2", ExpectedResult = -1)] + [TestCase("1.0-beta.2", "1.0-beta.10", ExpectedResult = -1)] + [TestCase("1.0-beta-2", "1.0-beta-10", ExpectedResult = -1)] + + // more than + [TestCase("0.5.8", "0.5.7", ExpectedResult = 1)] + [TestCase("1.1", "1.0", ExpectedResult = 1)] + [TestCase("1.0", "1.0-beta", ExpectedResult = 1)] + [TestCase("1.0-beta.2", "1.0-beta", ExpectedResult = 1)] + [TestCase("1.0-beta.2", "1.0-beta.1", ExpectedResult = 1)] + [TestCase("1.0-beta.10", "1.0-beta.2", ExpectedResult = 1)] + [TestCase("1.0-beta-10", "1.0-beta-2", ExpectedResult = 1)] + public int CompareTo(string versionStrA, string versionStrB) + { + ISemanticVersion versionA = new SemanticVersion(versionStrA); + ISemanticVersion versionB = new SemanticVersion(versionStrB); + return versionA.CompareTo(versionB); + } + + /**** + ** IsOlderThan + ****/ + [Test(Description = "Assert that version.IsOlderThan returns the expected value.")] + // keep test cases in sync with CompareTo for simplicity. + // equal + [TestCase("0.5.7", "0.5.7", ExpectedResult = false)] + [TestCase("1.0", "1.0", ExpectedResult = false)] + [TestCase("1.0-beta", "1.0-beta", ExpectedResult = false)] + [TestCase("1.0-beta.10", "1.0-beta.10", ExpectedResult = false)] + [TestCase("1.0-beta", "1.0-beta ", ExpectedResult = false)] + + // less than + [TestCase("0.5.7", "0.5.8", ExpectedResult = true)] + [TestCase("1.0", "1.1", ExpectedResult = true)] + [TestCase("1.0-beta", "1.0", ExpectedResult = true)] + [TestCase("1.0-beta", "1.0-beta.2", ExpectedResult = true)] + [TestCase("1.0-beta.1", "1.0-beta.2", ExpectedResult = true)] + [TestCase("1.0-beta.2", "1.0-beta.10", ExpectedResult = true)] + [TestCase("1.0-beta-2", "1.0-beta-10", ExpectedResult = true)] + + // more than + [TestCase("0.5.8", "0.5.7", ExpectedResult = false)] + [TestCase("1.1", "1.0", ExpectedResult = false)] + [TestCase("1.0", "1.0-beta", ExpectedResult = false)] + [TestCase("1.0-beta.2", "1.0-beta", ExpectedResult = false)] + [TestCase("1.0-beta.2", "1.0-beta.1", ExpectedResult = false)] + [TestCase("1.0-beta.10", "1.0-beta.2", ExpectedResult = false)] + [TestCase("1.0-beta-10", "1.0-beta-2", ExpectedResult = false)] + public bool IsOlderThan(string versionStrA, string versionStrB) + { + ISemanticVersion versionA = new SemanticVersion(versionStrA); + ISemanticVersion versionB = new SemanticVersion(versionStrB); + return versionA.IsOlderThan(versionB); + } + + /**** + ** IsNewerThan + ****/ + [Test(Description = "Assert that version.IsNewerThan returns the expected value.")] + // keep test cases in sync with CompareTo for simplicity. + // equal + [TestCase("0.5.7", "0.5.7", ExpectedResult = false)] + [TestCase("1.0", "1.0", ExpectedResult = false)] + [TestCase("1.0-beta", "1.0-beta", ExpectedResult = false)] + [TestCase("1.0-beta.10", "1.0-beta.10", ExpectedResult = false)] + [TestCase("1.0-beta", "1.0-beta ", ExpectedResult = false)] + + // less than + [TestCase("0.5.7", "0.5.8", ExpectedResult = false)] + [TestCase("1.0", "1.1", ExpectedResult = false)] + [TestCase("1.0-beta", "1.0", ExpectedResult = false)] + [TestCase("1.0-beta", "1.0-beta.2", ExpectedResult = false)] + [TestCase("1.0-beta.1", "1.0-beta.2", ExpectedResult = false)] + [TestCase("1.0-beta.2", "1.0-beta.10", ExpectedResult = false)] + [TestCase("1.0-beta-2", "1.0-beta-10", ExpectedResult = false)] + + // more than + [TestCase("0.5.8", "0.5.7", ExpectedResult = true)] + [TestCase("1.1", "1.0", ExpectedResult = true)] + [TestCase("1.0", "1.0-beta", ExpectedResult = true)] + [TestCase("1.0-beta.2", "1.0-beta", ExpectedResult = true)] + [TestCase("1.0-beta.2", "1.0-beta.1", ExpectedResult = true)] + [TestCase("1.0-beta.10", "1.0-beta.2", ExpectedResult = true)] + [TestCase("1.0-beta-10", "1.0-beta-2", ExpectedResult = true)] + public bool IsNewerThan(string versionStrA, string versionStrB) + { + ISemanticVersion versionA = new SemanticVersion(versionStrA); + ISemanticVersion versionB = new SemanticVersion(versionStrB); + return versionA.IsNewerThan(versionB); + } + + /**** + ** IsBetween + ****/ + [Test(Description = "Assert that version.IsNewerThan returns the expected value.")] + // is between + [TestCase("0.5.7-beta.3", "0.5.7-beta.3", "0.5.7-beta.3", ExpectedResult = true)] + [TestCase("1.0", "1.0", "1.1", ExpectedResult = true)] + [TestCase("1.0", "1.0-beta", "1.1", ExpectedResult = true)] + [TestCase("1.0", "0.5", "1.1", ExpectedResult = true)] + [TestCase("1.0-beta.2", "1.0-beta.1", "1.0-beta.3", ExpectedResult = true)] + [TestCase("1.0-beta-2", "1.0-beta-1", "1.0-beta-3", ExpectedResult = true)] + + // is not between + [TestCase("1.0-beta", "1.0", "1.1", ExpectedResult = false)] + [TestCase("1.0", "1.1", "1.0", ExpectedResult = false)] + [TestCase("1.0-beta.2", "1.1", "1.0", ExpectedResult = false)] + [TestCase("1.0-beta.2", "1.0-beta.10", "1.0-beta.3", ExpectedResult = false)] + [TestCase("1.0-beta-2", "1.0-beta-10", "1.0-beta-3", ExpectedResult = false)] + public bool IsBetween(string versionStr, string lowerStr, string upperStr) + { + ISemanticVersion lower = new SemanticVersion(lowerStr); + ISemanticVersion upper = new SemanticVersion(upperStr); + ISemanticVersion version = new SemanticVersion(versionStr); + return version.IsBetween(lower, upper); + } + + + /********* + ** Private methods + *********/ + /// <summary>Assert that the expected exception type is thrown, and log the action output and thrown exception.</summary> + /// <typeparam name="T">The expected exception type.</typeparam> + /// <param name="action">The action which may throw the exception.</param> + /// <param name="message">The message to log if the expected exception isn't thrown.</param> + [SuppressMessage("ReSharper", "UnusedParameter.Local", Justification = "The message argument is deliberately only used in precondition checks since this is an assertion method.")] + private void AssertAndLogException<T>(Func<object> action, string message = null) + where T : Exception + { + this.AssertAndLogException<T>(() => + { + object result = action(); + TestContext.WriteLine($"Func result: {result}"); + }); + } + + /// <summary>Assert that the expected exception type is thrown, and log the thrown exception.</summary> + /// <typeparam name="T">The expected exception type.</typeparam> + /// <param name="action">The action which may throw the exception.</param> + /// <param name="message">The message to log if the expected exception isn't thrown.</param> + [SuppressMessage("ReSharper", "UnusedParameter.Local", Justification = "The message argument is deliberately only used in precondition checks since this is an assertion method.")] + private void AssertAndLogException<T>(Action action, string message = null) + where T : Exception + { + try + { + action(); + } + catch (T ex) + { + TestContext.WriteLine($"Exception thrown:\n{ex}"); + return; + } + catch (Exception ex) when (!(ex is AssertionException)) + { + TestContext.WriteLine($"Exception thrown:\n{ex}"); + Assert.Fail(message ?? $"Didn't throw the expected exception; expected {typeof(T).FullName}, got {ex.GetType().FullName}."); + } + + // no exception thrown + Assert.Fail(message ?? "Didn't throw an exception."); + } + } +} diff --git a/src/StardewModdingAPI.sln b/src/StardewModdingAPI.sln index edc299f4..4d27e51b 100644 --- a/src/StardewModdingAPI.sln +++ b/src/StardewModdingAPI.sln @@ -1,7 +1,7 @@ Microsoft Visual Studio Solution File, Format Version 12.00 # Visual Studio 15 -VisualStudioVersion = 15.0.26430.4 +VisualStudioVersion = 15.0.26430.14 MinimumVisualStudioVersion = 10.0.40219.1 Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "TrainerMod", "TrainerMod\TrainerMod.csproj", "{28480467-1A48-46A7-99F8-236D95225359}" EndProject @@ -12,6 +12,7 @@ Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "metadata", "metadata", "{86 .editorconfig = .editorconfig ..\.gitattributes = ..\.gitattributes ..\.gitignore = ..\.gitignore + ..\CONTRIBUTING.md = ..\CONTRIBUTING.md crossplatform.targets = crossplatform.targets GlobalAssemblyInfo.cs = GlobalAssemblyInfo.cs ..\LICENSE = ..\LICENSE diff --git a/src/StardewModdingAPI/Command.cs b/src/StardewModdingAPI/Command.cs index e2d08538..689bb18b 100644 --- a/src/StardewModdingAPI/Command.cs +++ b/src/StardewModdingAPI/Command.cs @@ -1,4 +1,5 @@ -using System; +#if !SMAPI_2_0 +using System; using System.Collections.Generic; using StardewModdingAPI.Events; using StardewModdingAPI.Framework; @@ -94,7 +95,7 @@ namespace StardewModdingAPI /// <param name="monitor">Encapsulates monitoring and logging.</param> public static void CallCommand(string input, IMonitor monitor) { - Command.DeprecationManager.Warn("Command.CallCommand", "1.9", DeprecationLevel.Info); + Command.DeprecationManager.Warn("Command.CallCommand", "1.9", DeprecationLevel.PendingRemoval); Command.CommandManager.Trigger(input); } @@ -107,7 +108,7 @@ namespace StardewModdingAPI name = name?.Trim().ToLower(); // raise deprecation warning - Command.DeprecationManager.Warn("Command.RegisterCommand", "1.9", DeprecationLevel.Info); + Command.DeprecationManager.Warn("Command.RegisterCommand", "1.9", DeprecationLevel.PendingRemoval); // validate if (Command.LegacyCommands.ContainsKey(name)) @@ -130,7 +131,7 @@ namespace StardewModdingAPI /// <param name="name">The command name to find.</param> public static Command FindCommand(string name) { - Command.DeprecationManager.Warn("Command.FindCommand", "1.9", DeprecationLevel.Info); + Command.DeprecationManager.Warn("Command.FindCommand", "1.9", DeprecationLevel.PendingRemoval); if (name == null) return null; @@ -155,3 +156,4 @@ namespace StardewModdingAPI } } } +#endif
\ No newline at end of file diff --git a/src/StardewModdingAPI/Config.cs b/src/StardewModdingAPI/Config.cs index 9f4bfad2..e166f414 100644 --- a/src/StardewModdingAPI/Config.cs +++ b/src/StardewModdingAPI/Config.cs @@ -1,4 +1,5 @@ -using System; +#if !SMAPI_2_0 +using System; using System.IO; using System.Linq; using Newtonsoft.Json; @@ -125,7 +126,7 @@ namespace StardewModdingAPI /// <summary>Construct an instance.</summary> protected Config() { - Config.DeprecationManager.Warn("the Config class", "1.0", DeprecationLevel.Info); + Config.DeprecationManager.Warn("the Config class", "1.0", DeprecationLevel.PendingRemoval); Config.DeprecationManager.MarkWarned($"{nameof(Mod)}.{nameof(Mod.BaseConfigPath)}", "1.0"); // typically used to construct config, avoid redundant warnings } } @@ -184,3 +185,4 @@ namespace StardewModdingAPI } } } +#endif
\ No newline at end of file diff --git a/src/StardewModdingAPI/Constants.cs b/src/StardewModdingAPI/Constants.cs index bd489b29..586cadeb 100644 --- a/src/StardewModdingAPI/Constants.cs +++ b/src/StardewModdingAPI/Constants.cs @@ -33,7 +33,12 @@ namespace StardewModdingAPI ** Public ****/ /// <summary>SMAPI's current semantic version.</summary> - public static ISemanticVersion ApiVersion { get; } = new SemanticVersion(1, 14, 1); // alpha-{DateTime.UtcNow:yyyyMMddHHmm} + public static ISemanticVersion ApiVersion { get; } = +#if SMAPI_2_0 + new SemanticVersion(2, 0, 0, $"alpha-{DateTime.UtcNow:yyyyMMddHHmm}"); +#else + new SemanticVersion(1, 15, 0); // alpha-{DateTime.UtcNow:yyyyMMddHHmm} +#endif /// <summary>The minimum supported version of Stardew Valley.</summary> public static ISemanticVersion MinimumGameVersion { get; } = new SemanticVersion("1.2.30"); @@ -169,6 +174,32 @@ namespace StardewModdingAPI new EventFinder("StardewModdingAPI.Events.GraphicsEvents", "OnPreRenderHudEventNoCheck"), new EventFinder("StardewModdingAPI.Events.GraphicsEvents", "OnPreRenderGuiEventNoCheck"), + // APIs removed in SMAPI 2.0 +#if SMAPI_2_0 + new TypeFinder("StardewModdingAPI.Command"), + new TypeFinder("StardewModdingAPI.Config"), + new TypeFinder("StardewModdingAPI.Log"), + new TypeFinder("StardewModdingAPI.Events.EventArgsCommand"), + new TypeFinder("StardewModdingAPI.Events.EventArgsFarmerChanged"), + new TypeFinder("StardewModdingAPI.Events.EventArgsLoadedGameChanged"), + new TypeFinder("StardewModdingAPI.Events.EventArgsNewDay"), + new TypeFinder("StardewModdingAPI.Events.EventArgsStringChanged"), + new PropertyFinder("StardewModdingAPI.Mod", "PathOnDisk"), + new PropertyFinder("StardewModdingAPI.Mod", "BaseConfigPath"), + new PropertyFinder("StardewModdingAPI.Mod", "PerSaveConfigFolder"), + new PropertyFinder("StardewModdingAPI.Mod", "PerSaveConfigPath"), + new EventFinder("StardewModdingAPI.Events.GameEvents", "Initialize"), + new EventFinder("StardewModdingAPI.Events.GameEvents", "LoadContent"), + new EventFinder("StardewModdingAPI.Events.GameEvents", "GameLoaded"), + new EventFinder("StardewModdingAPI.Events.GameEvents", "FirstUpdateTick"), + new EventFinder("StardewModdingAPI.Events.PlayerEvents", "LoadedGame"), + new EventFinder("StardewModdingAPI.Events.PlayerEvents", "FarmerChanged"), + new EventFinder("StardewModdingAPI.Events.TimeEvents", "DayOfMonthChanged"), + new EventFinder("StardewModdingAPI.Events.TimeEvents", "YearOfGameChanged"), + new EventFinder("StardewModdingAPI.Events.TimeEvents", "SeasonOfYearChanged"), + new EventFinder("StardewModdingAPI.Events.TimeEvents", "OnNewDay"), +#endif + /**** ** Rewriters change CIL as needed to fix incompatible code ****/ diff --git a/src/StardewModdingAPI/Events/ContentEvents.cs b/src/StardewModdingAPI/Events/ContentEvents.cs index 8fa9ae3c..4b4e2ad0 100644 --- a/src/StardewModdingAPI/Events/ContentEvents.cs +++ b/src/StardewModdingAPI/Events/ContentEvents.cs @@ -1,6 +1,4 @@ using System; -using System.Collections.Generic; -using System.Diagnostics.CodeAnalysis; using StardewModdingAPI.Framework; namespace StardewModdingAPI.Events @@ -8,21 +6,6 @@ namespace StardewModdingAPI.Events /// <summary>Events raised when the game loads content.</summary> public static class ContentEvents { - /********* - ** Properties - *********/ - /// <summary>Tracks the installed mods.</summary> - private static ModRegistry ModRegistry; - - /// <summary>Encapsulates monitoring and logging.</summary> - private static IMonitor Monitor; - - /// <summary>The mods using the experimental API for which a warning has been raised.</summary> - private static readonly HashSet<string> WarnedMods = new HashSet<string>(); - - /// <summary>The backing field for <see cref="AfterAssetLoaded"/>.</summary> - [SuppressMessage("ReSharper", "InconsistentNaming")] - private static event EventHandler<IContentEventHelper> _AfterAssetLoaded; /********* ** Events @@ -30,35 +13,10 @@ namespace StardewModdingAPI.Events /// <summary>Raised after the content language changes.</summary> public static event EventHandler<EventArgsValueChanged<string>> AfterLocaleChanged; - /// <summary>Raised when an XNB file is being read into the cache. Mods can change the data here before it's cached.</summary> -#if EXPERIMENTAL - public -#else - internal -#endif - static event EventHandler<IContentEventHelper> AfterAssetLoaded - { - add - { - ContentEvents.RaiseContentExperimentalWarning(); - ContentEvents._AfterAssetLoaded += value; - } - remove => ContentEvents._AfterAssetLoaded -= value; - } - /********* ** Internal methods *********/ - /// <summary>Injects types required for backwards compatibility.</summary> - /// <param name="modRegistry">Tracks the installed mods.</param> - /// <param name="monitor">Encapsulates monitoring and logging.</param> - internal static void Shim(ModRegistry modRegistry, IMonitor monitor) - { - ContentEvents.ModRegistry = modRegistry; - ContentEvents.Monitor = monitor; - } - /// <summary>Raise an <see cref="AfterLocaleChanged"/> event.</summary> /// <param name="monitor">Encapsulates monitoring and logging.</param> /// <param name="oldLocale">The previous locale.</param> @@ -67,28 +25,5 @@ namespace StardewModdingAPI.Events { monitor.SafelyRaiseGenericEvent($"{nameof(ContentEvents)}.{nameof(ContentEvents.AfterLocaleChanged)}", ContentEvents.AfterLocaleChanged?.GetInvocationList(), null, new EventArgsValueChanged<string>(oldLocale, newLocale)); } - - /// <summary>Raise an <see cref="AfterAssetLoaded"/> event.</summary> - /// <param name="monitor">Encapsulates monitoring and logging.</param> - /// <param name="contentHelper">Encapsulates access and changes to content being read from a data file.</param> - internal static void InvokeAfterAssetLoaded(IMonitor monitor, IContentEventHelper contentHelper) - { - monitor.SafelyRaiseGenericEvent($"{nameof(ContentEvents)}.{nameof(ContentEvents.AfterAssetLoaded)}", ContentEvents._AfterAssetLoaded?.GetInvocationList(), null, contentHelper); - } - - - /********* - ** Private methods - *********/ - /// <summary>Raise an 'experimental API' warning for a mod using the content API.</summary> - private static void RaiseContentExperimentalWarning() - { - string modName = ContentEvents.ModRegistry.GetModFromStack() ?? "An unknown mod"; - if (!ContentEvents.WarnedMods.Contains(modName)) - { - ContentEvents.WarnedMods.Add(modName); - ContentEvents.Monitor.Log($"{modName} used the undocumented and experimental content API, which may change or be removed without warning.", LogLevel.Warn); - } - } } } diff --git a/src/StardewModdingAPI/Events/EventArgsCommand.cs b/src/StardewModdingAPI/Events/EventArgsCommand.cs index 88a9e5a3..f0435904 100644 --- a/src/StardewModdingAPI/Events/EventArgsCommand.cs +++ b/src/StardewModdingAPI/Events/EventArgsCommand.cs @@ -1,4 +1,5 @@ -using System; +#if !SMAPI_2_0 +using System; namespace StardewModdingAPI.Events { @@ -24,3 +25,4 @@ namespace StardewModdingAPI.Events } } } +#endif
\ No newline at end of file diff --git a/src/StardewModdingAPI/Events/EventArgsFarmerChanged.cs b/src/StardewModdingAPI/Events/EventArgsFarmerChanged.cs index 699d90be..c34fc4ab 100644 --- a/src/StardewModdingAPI/Events/EventArgsFarmerChanged.cs +++ b/src/StardewModdingAPI/Events/EventArgsFarmerChanged.cs @@ -1,3 +1,4 @@ +#if !SMAPI_2_0 using System; using SFarmer = StardewValley.Farmer; @@ -29,3 +30,4 @@ namespace StardewModdingAPI.Events } } } +#endif
\ No newline at end of file diff --git a/src/StardewModdingAPI/Events/EventArgsInput.cs b/src/StardewModdingAPI/Events/EventArgsInput.cs new file mode 100644 index 00000000..e5eb7372 --- /dev/null +++ b/src/StardewModdingAPI/Events/EventArgsInput.cs @@ -0,0 +1,126 @@ +#if SMAPI_2_0 +using System; +using System.Linq; +using Microsoft.Xna.Framework; +using Microsoft.Xna.Framework.Input; +using StardewModdingAPI.Utilities; +using StardewValley; + +namespace StardewModdingAPI.Events +{ + /// <summary>Event arguments when a button is pressed or released.</summary> + public class EventArgsInput : EventArgs + { + /********* + ** Accessors + *********/ + /// <summary>The button on the controller, keyboard, or mouse.</summary> + public SButton Button { get; } + + /// <summary>The current cursor position.</summary> + public ICursorPosition Cursor { get; set; } + + /// <summary>Whether the input is considered a 'click' by the game for enabling action.</summary> + public bool IsClick { get; } + + + /********* + ** Public methods + *********/ + /// <summary>Construct an instance.</summary> + /// <param name="button">The button on the controller, keyboard, or mouse.</param> + /// <param name="cursor">The cursor position.</param> + /// <param name="isClick">Whether the input is considered a 'click' by the game for enabling action.</param> + public EventArgsInput(SButton button, ICursorPosition cursor, bool isClick) + { + this.Button = button; + this.Cursor = cursor; + this.IsClick = isClick; + } + + /// <summary>Prevent the game from handling the vurrent button press. This doesn't prevent other mods from receiving the event.</summary> + public void SuppressButton() + { + this.SuppressButton(this.Button); + } + + /// <summary>Prevent the game from handling a button press. This doesn't prevent other mods from receiving the event.</summary> + /// <param name="button">The button to suppress.</param> + public void SuppressButton(SButton button) + { + // keyboard + if (this.Button.TryGetKeyboard(out Keys key)) + Game1.oldKBState = new KeyboardState(Game1.oldKBState.GetPressedKeys().Except(new[] { key }).ToArray()); + + // controller + else if (this.Button.TryGetController(out Buttons controllerButton)) + { + var newState = GamePad.GetState(PlayerIndex.One); + var thumbsticks = Game1.oldPadState.ThumbSticks; + var triggers = Game1.oldPadState.Triggers; + var buttons = Game1.oldPadState.Buttons; + var dpad = Game1.oldPadState.DPad; + + switch (controllerButton) + { + // d-pad + case Buttons.DPadDown: + dpad = new GamePadDPad(dpad.Up, newState.DPad.Down, dpad.Left, dpad.Right); + break; + case Buttons.DPadLeft: + dpad = new GamePadDPad(dpad.Up, dpad.Down, newState.DPad.Left, dpad.Right); + break; + case Buttons.DPadRight: + dpad = new GamePadDPad(dpad.Up, dpad.Down, dpad.Left, newState.DPad.Right); + break; + case Buttons.DPadUp: + dpad = new GamePadDPad(newState.DPad.Up, dpad.Down, dpad.Left, dpad.Right); + break; + + // trigger + case Buttons.LeftTrigger: + triggers = new GamePadTriggers(newState.Triggers.Left, triggers.Right); + break; + case Buttons.RightTrigger: + triggers = new GamePadTriggers(triggers.Left, newState.Triggers.Right); + break; + + // thumbstick + case Buttons.LeftThumbstickDown: + case Buttons.LeftThumbstickLeft: + case Buttons.LeftThumbstickRight: + case Buttons.LeftThumbstickUp: + thumbsticks = new GamePadThumbSticks(newState.ThumbSticks.Left, thumbsticks.Right); + break; + case Buttons.RightThumbstickDown: + case Buttons.RightThumbstickLeft: + case Buttons.RightThumbstickRight: + case Buttons.RightThumbstickUp: + thumbsticks = new GamePadThumbSticks(newState.ThumbSticks.Right, thumbsticks.Left); + break; + + // buttons + default: + var mask = + (buttons.A == ButtonState.Pressed ? Buttons.A : 0) + | (buttons.B == ButtonState.Pressed ? Buttons.B : 0) + | (buttons.Back == ButtonState.Pressed ? Buttons.Back : 0) + | (buttons.BigButton == ButtonState.Pressed ? Buttons.BigButton : 0) + | (buttons.LeftShoulder == ButtonState.Pressed ? Buttons.LeftShoulder : 0) + | (buttons.LeftStick == ButtonState.Pressed ? Buttons.LeftStick : 0) + | (buttons.RightShoulder == ButtonState.Pressed ? Buttons.RightShoulder : 0) + | (buttons.RightStick == ButtonState.Pressed ? Buttons.RightStick : 0) + | (buttons.Start == ButtonState.Pressed ? Buttons.Start : 0) + | (buttons.X == ButtonState.Pressed ? Buttons.X : 0) + | (buttons.Y == ButtonState.Pressed ? Buttons.Y : 0); + mask = mask ^ controllerButton; + buttons = new GamePadButtons(mask); + break; + } + + Game1.oldPadState = new GamePadState(thumbsticks, triggers, buttons, dpad); + } + } + } +} +#endif diff --git a/src/StardewModdingAPI/Events/EventArgsLoadedGameChanged.cs b/src/StardewModdingAPI/Events/EventArgsLoadedGameChanged.cs index 51d64016..d6fc4594 100644 --- a/src/StardewModdingAPI/Events/EventArgsLoadedGameChanged.cs +++ b/src/StardewModdingAPI/Events/EventArgsLoadedGameChanged.cs @@ -1,4 +1,5 @@ -using System; +#if !SMAPI_2_0 +using System; namespace StardewModdingAPI.Events { @@ -23,3 +24,4 @@ namespace StardewModdingAPI.Events } } } +#endif
\ No newline at end of file diff --git a/src/StardewModdingAPI/Events/EventArgsNewDay.cs b/src/StardewModdingAPI/Events/EventArgsNewDay.cs index aba837e4..5bd2ba66 100644 --- a/src/StardewModdingAPI/Events/EventArgsNewDay.cs +++ b/src/StardewModdingAPI/Events/EventArgsNewDay.cs @@ -1,4 +1,5 @@ -using System; +#if !SMAPI_2_0 +using System; namespace StardewModdingAPI.Events { @@ -33,3 +34,4 @@ namespace StardewModdingAPI.Events } } } +#endif
\ No newline at end of file diff --git a/src/StardewModdingAPI/Events/EventArgsStringChanged.cs b/src/StardewModdingAPI/Events/EventArgsStringChanged.cs index 85b6fab5..1498cb71 100644 --- a/src/StardewModdingAPI/Events/EventArgsStringChanged.cs +++ b/src/StardewModdingAPI/Events/EventArgsStringChanged.cs @@ -1,4 +1,5 @@ -using System; +#if !SMAPI_2_0 +using System; namespace StardewModdingAPI.Events { @@ -27,3 +28,4 @@ namespace StardewModdingAPI.Events } } } +#endif
\ No newline at end of file diff --git a/src/StardewModdingAPI/Events/GameEvents.cs b/src/StardewModdingAPI/Events/GameEvents.cs index 8e3cf662..557b451f 100644 --- a/src/StardewModdingAPI/Events/GameEvents.cs +++ b/src/StardewModdingAPI/Events/GameEvents.cs @@ -11,6 +11,7 @@ namespace StardewModdingAPI.Events /********* ** Properties *********/ +#if !SMAPI_2_0 /// <summary>Manages deprecation warnings.</summary> private static DeprecationManager DeprecationManager; @@ -29,6 +30,7 @@ namespace StardewModdingAPI.Events /// <summary>The backing field for <see cref="FirstUpdateTick"/>.</summary> [SuppressMessage("ReSharper", "InconsistentNaming")] private static event EventHandler _FirstUpdateTick; +#endif /********* @@ -40,13 +42,14 @@ namespace StardewModdingAPI.Events /// <summary>Raised during launch after configuring Stardew Valley, loading it into memory, and opening the game window. The window is still blank by this point.</summary> internal static event EventHandler GameLoadedInternal; +#if !SMAPI_2_0 /// <summary>Raised during launch after configuring XNA or MonoGame. The game window hasn't been opened by this point. Called after <see cref="Microsoft.Xna.Framework.Game.Initialize"/>.</summary> [Obsolete("The " + nameof(Mod) + "." + nameof(Mod.Entry) + " method is now called after the " + nameof(GameEvents.Initialize) + " event, so any contained logic can be done directly in " + nameof(Mod.Entry) + ".")] public static event EventHandler Initialize { add { - GameEvents.DeprecationManager.Warn($"{nameof(GameEvents)}.{nameof(GameEvents.Initialize)}", "1.10", DeprecationLevel.Info); + GameEvents.DeprecationManager.Warn($"{nameof(GameEvents)}.{nameof(GameEvents.Initialize)}", "1.10", DeprecationLevel.PendingRemoval); GameEvents._Initialize += value; } remove => GameEvents._Initialize -= value; @@ -58,7 +61,7 @@ namespace StardewModdingAPI.Events { add { - GameEvents.DeprecationManager.Warn($"{nameof(GameEvents)}.{nameof(GameEvents.LoadContent)}", "1.10", DeprecationLevel.Info); + GameEvents.DeprecationManager.Warn($"{nameof(GameEvents)}.{nameof(GameEvents.LoadContent)}", "1.10", DeprecationLevel.PendingRemoval); GameEvents._LoadContent += value; } remove => GameEvents._LoadContent -= value; @@ -70,7 +73,7 @@ namespace StardewModdingAPI.Events { add { - GameEvents.DeprecationManager.Warn($"{nameof(GameEvents)}.{nameof(GameEvents.GameLoaded)}", "1.12", DeprecationLevel.Info); + GameEvents.DeprecationManager.Warn($"{nameof(GameEvents)}.{nameof(GameEvents.GameLoaded)}", "1.12", DeprecationLevel.PendingRemoval); GameEvents._GameLoaded += value; } remove => GameEvents._GameLoaded -= value; @@ -82,11 +85,12 @@ namespace StardewModdingAPI.Events { add { - GameEvents.DeprecationManager.Warn($"{nameof(GameEvents)}.{nameof(GameEvents.FirstUpdateTick)}", "1.12", DeprecationLevel.Info); + GameEvents.DeprecationManager.Warn($"{nameof(GameEvents)}.{nameof(GameEvents.FirstUpdateTick)}", "1.12", DeprecationLevel.PendingRemoval); GameEvents._FirstUpdateTick += value; } remove => GameEvents._FirstUpdateTick -= value; } +#endif /// <summary>Raised when the game updates its state (≈60 times per second).</summary> public static event EventHandler UpdateTick; @@ -113,42 +117,52 @@ namespace StardewModdingAPI.Events /********* ** Internal methods *********/ +#if !SMAPI_2_0 /// <summary>Injects types required for backwards compatibility.</summary> /// <param name="deprecationManager">Manages deprecation warnings.</param> internal static void Shim(DeprecationManager deprecationManager) { GameEvents.DeprecationManager = deprecationManager; } +#endif - /// <summary>Raise an <see cref="Initialize"/> event.</summary> - /// <param name="monitor">Encapsulates logging and monitoring.</param> - internal static void InvokeInitialize(IMonitor monitor) + /// <summary>Raise an <see cref="InitializeInternal"/> event.</summary> + /// <param name="monitor">Encapsulates logging and monitoring.</param> + internal static void InvokeInitialize(IMonitor monitor) { monitor.SafelyRaisePlainEvent($"{nameof(GameEvents)}.{nameof(GameEvents.InitializeInternal)}", GameEvents.InitializeInternal?.GetInvocationList()); +#if !SMAPI_2_0 monitor.SafelyRaisePlainEvent($"{nameof(GameEvents)}.{nameof(GameEvents.Initialize)}", GameEvents._Initialize?.GetInvocationList()); +#endif } +#if !SMAPI_2_0 /// <summary>Raise a <see cref="LoadContent"/> event.</summary> /// <param name="monitor">Encapsulates logging and monitoring.</param> internal static void InvokeLoadContent(IMonitor monitor) { monitor.SafelyRaisePlainEvent($"{nameof(GameEvents)}.{nameof(GameEvents.LoadContent)}", GameEvents._LoadContent?.GetInvocationList()); } +#endif - /// <summary>Raise a <see cref="GameLoaded"/> event.</summary> + /// <summary>Raise a <see cref="GameLoadedInternal"/> event.</summary> /// <param name="monitor">Encapsulates monitoring and logging.</param> internal static void InvokeGameLoaded(IMonitor monitor) { monitor.SafelyRaisePlainEvent($"{nameof(GameEvents)}.{nameof(GameEvents.GameLoadedInternal)}", GameEvents.GameLoadedInternal?.GetInvocationList()); +#if !SMAPI_2_0 monitor.SafelyRaisePlainEvent($"{nameof(GameEvents)}.{nameof(GameEvents.GameLoaded)}", GameEvents._GameLoaded?.GetInvocationList()); +#endif } +#if !SMAPI_2_0 /// <summary>Raise a <see cref="FirstUpdateTick"/> event.</summary> /// <param name="monitor">Encapsulates monitoring and logging.</param> internal static void InvokeFirstUpdateTick(IMonitor monitor) { monitor.SafelyRaisePlainEvent($"{nameof(GameEvents)}.{nameof(GameEvents.FirstUpdateTick)}", GameEvents._FirstUpdateTick?.GetInvocationList()); } +#endif /// <summary>Raise an <see cref="UpdateTick"/> event.</summary> /// <param name="monitor">Encapsulates logging and monitoring.</param> diff --git a/src/StardewModdingAPI/Events/InputEvents.cs b/src/StardewModdingAPI/Events/InputEvents.cs new file mode 100644 index 00000000..285487af --- /dev/null +++ b/src/StardewModdingAPI/Events/InputEvents.cs @@ -0,0 +1,45 @@ +#if SMAPI_2_0 +using System; +using StardewModdingAPI.Framework; +using StardewModdingAPI.Utilities; + +namespace StardewModdingAPI.Events +{ + /// <summary>Events raised when the player uses a controller, keyboard, or mouse button.</summary> + public static class InputEvents + { + /********* + ** Events + *********/ + /// <summary>Raised when the player presses a button on the keyboard, controller, or mouse.</summary> + public static event EventHandler<EventArgsInput> ButtonPressed; + + /// <summary>Raised when the player releases a keyboard key on the keyboard, controller, or mouse.</summary> + public static event EventHandler<EventArgsInput> ButtonReleased; + + + /********* + ** Internal methods + *********/ + /// <summary>Raise a <see cref="ButtonPressed"/> event.</summary> + /// <param name="monitor">Encapsulates monitoring and logging.</param> + /// <param name="button">The button on the controller, keyboard, or mouse.</param> + /// <param name="cursor">The cursor position.</param> + /// <param name="isClick">Whether the input is considered a 'click' by the game for enabling action.</param> + internal static void InvokeButtonPressed(IMonitor monitor, SButton button, ICursorPosition cursor, bool isClick) + { + monitor.SafelyRaiseGenericEvent($"{nameof(InputEvents)}.{nameof(InputEvents.ButtonPressed)}", InputEvents.ButtonPressed?.GetInvocationList(), null, new EventArgsInput(button, cursor, isClick)); + } + + /// <summary>Raise a <see cref="ButtonReleased"/> event.</summary> + /// <param name="monitor">Encapsulates monitoring and logging.</param> + /// <param name="button">The button on the controller, keyboard, or mouse.</param> + /// <param name="cursor">The cursor position.</param> + /// <param name="isClick">Whether the input is considered a 'click' by the game for enabling action.</param> + internal static void InvokeButtonReleased(IMonitor monitor, SButton button, ICursorPosition cursor, bool isClick) + { + monitor.SafelyRaiseGenericEvent($"{nameof(InputEvents)}.{nameof(InputEvents.ButtonReleased)}", InputEvents.ButtonReleased?.GetInvocationList(), null, new EventArgsInput(button, cursor, isClick)); + } + } +} +#endif
\ No newline at end of file diff --git a/src/StardewModdingAPI/Events/PlayerEvents.cs b/src/StardewModdingAPI/Events/PlayerEvents.cs index 37649fee..acbdc562 100644 --- a/src/StardewModdingAPI/Events/PlayerEvents.cs +++ b/src/StardewModdingAPI/Events/PlayerEvents.cs @@ -15,6 +15,7 @@ namespace StardewModdingAPI.Events /********* ** Properties *********/ +#if !SMAPI_2_0 /// <summary>Manages deprecation warnings.</summary> private static DeprecationManager DeprecationManager; @@ -25,18 +26,20 @@ namespace StardewModdingAPI.Events /// <summary>The backing field for <see cref="FarmerChanged"/>.</summary> [SuppressMessage("ReSharper", "InconsistentNaming")] private static event EventHandler<EventArgsFarmerChanged> _FarmerChanged; +#endif /********* ** Events *********/ +#if !SMAPI_2_0 /// <summary>Raised after the player loads a saved game.</summary> [Obsolete("Use " + nameof(SaveEvents) + "." + nameof(SaveEvents.AfterLoad) + " instead")] public static event EventHandler<EventArgsLoadedGameChanged> LoadedGame { add { - PlayerEvents.DeprecationManager.Warn($"{nameof(PlayerEvents)}.{nameof(PlayerEvents.LoadedGame)}", "1.6", DeprecationLevel.Info); + PlayerEvents.DeprecationManager.Warn($"{nameof(PlayerEvents)}.{nameof(PlayerEvents.LoadedGame)}", "1.6", DeprecationLevel.PendingRemoval); PlayerEvents._LoadedGame += value; } remove => PlayerEvents._LoadedGame -= value; @@ -48,11 +51,12 @@ namespace StardewModdingAPI.Events { add { - PlayerEvents.DeprecationManager.Warn($"{nameof(PlayerEvents)}.{nameof(PlayerEvents.FarmerChanged)}", "1.6", DeprecationLevel.Info); + PlayerEvents.DeprecationManager.Warn($"{nameof(PlayerEvents)}.{nameof(PlayerEvents.FarmerChanged)}", "1.6", DeprecationLevel.PendingRemoval); PlayerEvents._FarmerChanged += value; } remove => PlayerEvents._FarmerChanged -= value; } +#endif /// <summary>Raised after the player's inventory changes in any way (added or removed item, sorted, etc).</summary> public static event EventHandler<EventArgsInventoryChanged> InventoryChanged; @@ -64,6 +68,7 @@ namespace StardewModdingAPI.Events /********* ** Internal methods *********/ +#if !SMAPI_2_0 /// <summary>Injects types required for backwards compatibility.</summary> /// <param name="deprecationManager">Manages deprecation warnings.</param> internal static void Shim(DeprecationManager deprecationManager) @@ -87,6 +92,7 @@ namespace StardewModdingAPI.Events { monitor.SafelyRaiseGenericEvent($"{nameof(PlayerEvents)}.{nameof(PlayerEvents.FarmerChanged)}", PlayerEvents._FarmerChanged?.GetInvocationList(), null, new EventArgsFarmerChanged(priorFarmer, newFarmer)); } +#endif /// <summary>Raise an <see cref="InventoryChanged"/> event.</summary> /// <param name="monitor">Encapsulates monitoring and logging.</param> diff --git a/src/StardewModdingAPI/Events/TimeEvents.cs b/src/StardewModdingAPI/Events/TimeEvents.cs index 5dadf567..f0fdb4f2 100644 --- a/src/StardewModdingAPI/Events/TimeEvents.cs +++ b/src/StardewModdingAPI/Events/TimeEvents.cs @@ -11,6 +11,7 @@ namespace StardewModdingAPI.Events /********* ** Properties *********/ +#if !SMAPI_2_0 /// <summary>Manages deprecation warnings.</summary> private static DeprecationManager DeprecationManager; @@ -29,6 +30,8 @@ namespace StardewModdingAPI.Events /// <summary>The backing field for <see cref="YearOfGameChanged"/>.</summary> [SuppressMessage("ReSharper", "InconsistentNaming")] private static event EventHandler<EventArgsIntChanged> _YearOfGameChanged; +#endif + /********* ** Events @@ -39,13 +42,14 @@ namespace StardewModdingAPI.Events /// <summary>Raised after the in-game clock changes.</summary> public static event EventHandler<EventArgsIntChanged> TimeOfDayChanged; +#if !SMAPI_2_0 /// <summary>Raised after the day-of-month value changes, including when loading a save. This may happen before save; in most cases you should use <see cref="AfterDayStarted"/> instead.</summary> [Obsolete("Use " + nameof(TimeEvents) + "." + nameof(TimeEvents.AfterDayStarted) + " or " + nameof(SaveEvents) + " instead")] public static event EventHandler<EventArgsIntChanged> DayOfMonthChanged { add { - TimeEvents.DeprecationManager.Warn($"{nameof(TimeEvents)}.{nameof(TimeEvents.DayOfMonthChanged)}", "1.14", DeprecationLevel.Info); + TimeEvents.DeprecationManager.Warn($"{nameof(TimeEvents)}.{nameof(TimeEvents.DayOfMonthChanged)}", "1.14", DeprecationLevel.PendingRemoval); TimeEvents._DayOfMonthChanged += value; } remove => TimeEvents._DayOfMonthChanged -= value; @@ -57,7 +61,7 @@ namespace StardewModdingAPI.Events { add { - TimeEvents.DeprecationManager.Warn($"{nameof(TimeEvents)}.{nameof(TimeEvents.YearOfGameChanged)}", "1.14", DeprecationLevel.Info); + TimeEvents.DeprecationManager.Warn($"{nameof(TimeEvents)}.{nameof(TimeEvents.YearOfGameChanged)}", "1.14", DeprecationLevel.PendingRemoval); TimeEvents._YearOfGameChanged += value; } remove => TimeEvents._YearOfGameChanged -= value; @@ -69,7 +73,7 @@ namespace StardewModdingAPI.Events { add { - TimeEvents.DeprecationManager.Warn($"{nameof(TimeEvents)}.{nameof(TimeEvents.SeasonOfYearChanged)}", "1.14", DeprecationLevel.Info); + TimeEvents.DeprecationManager.Warn($"{nameof(TimeEvents)}.{nameof(TimeEvents.SeasonOfYearChanged)}", "1.14", DeprecationLevel.PendingRemoval); TimeEvents._SeasonOfYearChanged += value; } remove => TimeEvents._SeasonOfYearChanged -= value; @@ -81,22 +85,25 @@ namespace StardewModdingAPI.Events { add { - TimeEvents.DeprecationManager.Warn($"{nameof(TimeEvents)}.{nameof(TimeEvents.OnNewDay)}", "1.6", DeprecationLevel.Info); + TimeEvents.DeprecationManager.Warn($"{nameof(TimeEvents)}.{nameof(TimeEvents.OnNewDay)}", "1.6", DeprecationLevel.PendingRemoval); TimeEvents._OnNewDay += value; } remove => TimeEvents._OnNewDay -= value; } +#endif /********* ** Internal methods *********/ +#if !SMAPI_2_0 /// <summary>Injects types required for backwards compatibility.</summary> /// <param name="deprecationManager">Manages deprecation warnings.</param> internal static void Shim(DeprecationManager deprecationManager) { TimeEvents.DeprecationManager = deprecationManager; } +#endif /// <summary>Raise an <see cref="AfterDayStarted"/> event.</summary> /// <param name="monitor">Encapsulates monitoring and logging.</param> @@ -105,7 +112,7 @@ namespace StardewModdingAPI.Events monitor.SafelyRaisePlainEvent($"{nameof(TimeEvents)}.{nameof(TimeEvents.AfterDayStarted)}", TimeEvents.AfterDayStarted?.GetInvocationList(), null, EventArgs.Empty); } - /// <summary>Raise a <see cref="InvokeDayOfMonthChanged"/> event.</summary> + /// <summary>Raise a <see cref="TimeOfDayChanged"/> event.</summary> /// <param name="monitor">Encapsulates monitoring and logging.</param> /// <param name="priorTime">The previous time in military time format (e.g. 6:00pm is 1800).</param> /// <param name="newTime">The current time in military time format (e.g. 6:10pm is 1810).</param> @@ -114,6 +121,7 @@ namespace StardewModdingAPI.Events monitor.SafelyRaiseGenericEvent($"{nameof(TimeEvents)}.{nameof(TimeEvents.TimeOfDayChanged)}", TimeEvents.TimeOfDayChanged?.GetInvocationList(), null, new EventArgsIntChanged(priorTime, newTime)); } +#if !SMAPI_2_0 /// <summary>Raise a <see cref="DayOfMonthChanged"/> event.</summary> /// <param name="monitor">Encapsulates monitoring and logging.</param> /// <param name="priorDay">The previous day value.</param> @@ -150,5 +158,6 @@ namespace StardewModdingAPI.Events { monitor.SafelyRaiseGenericEvent($"{nameof(TimeEvents)}.{nameof(TimeEvents.OnNewDay)}", TimeEvents._OnNewDay?.GetInvocationList(), null, new EventArgsNewDay(priorDay, newDay, isTransitioning)); } +#endif } } diff --git a/src/StardewModdingAPI/Framework/Content/AssetData.cs b/src/StardewModdingAPI/Framework/Content/AssetData.cs new file mode 100644 index 00000000..1ab9eebd --- /dev/null +++ b/src/StardewModdingAPI/Framework/Content/AssetData.cs @@ -0,0 +1,44 @@ +using System; + +namespace StardewModdingAPI.Framework.Content +{ + /// <summary>Base implementation for a content helper which encapsulates access and changes to content being read from a data file.</summary> + /// <typeparam name="TValue">The interface value type.</typeparam> + internal class AssetData<TValue> : AssetInfo, IAssetData<TValue> + { + /********* + ** Accessors + *********/ + /// <summary>The content data being read.</summary> + public TValue Data { get; protected set; } + + + /********* + ** Public methods + *********/ + /// <summary>Construct an instance.</summary> + /// <param name="locale">The content's locale code, if the content is localised.</param> + /// <param name="assetName">The normalised asset name being read.</param> + /// <param name="data">The content data being read.</param> + /// <param name="getNormalisedPath">Normalises an asset key to match the cache key.</param> + public AssetData(string locale, string assetName, TValue data, Func<string, string> getNormalisedPath) + : base(locale, assetName, data.GetType(), getNormalisedPath) + { + this.Data = data; + } + + /// <summary>Replace the entire content value with the given value. This is generally not recommended, since it may break compatibility with other mods or different versions of the game.</summary> + /// <param name="value">The new content value.</param> + /// <exception cref="ArgumentNullException">The <paramref name="value"/> is null.</exception> + /// <exception cref="InvalidCastException">The <paramref name="value"/>'s type is not compatible with the loaded asset's type.</exception> + public void ReplaceWith(TValue value) + { + if (value == null) + throw new ArgumentNullException(nameof(value), "Can't set a loaded asset to a null value."); + if (!this.DataType.IsInstanceOfType(value)) + throw new InvalidCastException($"Can't replace loaded asset of type {this.GetFriendlyTypeName(this.DataType)} with value of type {this.GetFriendlyTypeName(value.GetType())}. The new type must be compatible to prevent game errors."); + + this.Data = value; + } + } +} diff --git a/src/StardewModdingAPI/Framework/Content/ContentEventHelperForDictionary.cs b/src/StardewModdingAPI/Framework/Content/AssetDataForDictionary.cs index 26f059e4..e9b29b12 100644 --- a/src/StardewModdingAPI/Framework/Content/ContentEventHelperForDictionary.cs +++ b/src/StardewModdingAPI/Framework/Content/AssetDataForDictionary.cs @@ -5,7 +5,7 @@ using System.Linq; namespace StardewModdingAPI.Framework.Content { /// <summary>Encapsulates access and changes to dictionary content being read from a data file.</summary> - internal class ContentEventHelperForDictionary<TKey, TValue> : ContentEventData<IDictionary<TKey, TValue>>, IContentEventHelperForDictionary<TKey, TValue> + internal class AssetDataForDictionary<TKey, TValue> : AssetData<IDictionary<TKey, TValue>>, IAssetDataForDictionary<TKey, TValue> { /********* ** Public methods @@ -15,7 +15,7 @@ namespace StardewModdingAPI.Framework.Content /// <param name="assetName">The normalised asset name being read.</param> /// <param name="data">The content data being read.</param> /// <param name="getNormalisedPath">Normalises an asset key to match the cache key.</param> - public ContentEventHelperForDictionary(string locale, string assetName, IDictionary<TKey, TValue> data, Func<string, string> getNormalisedPath) + public AssetDataForDictionary(string locale, string assetName, IDictionary<TKey, TValue> data, Func<string, string> getNormalisedPath) : base(locale, assetName, data, getNormalisedPath) { } /// <summary>Add or replace an entry in the dictionary.</summary> diff --git a/src/StardewModdingAPI/Framework/Content/ContentEventHelperForImage.cs b/src/StardewModdingAPI/Framework/Content/AssetDataForImage.cs index da30590b..45c5588b 100644 --- a/src/StardewModdingAPI/Framework/Content/ContentEventHelperForImage.cs +++ b/src/StardewModdingAPI/Framework/Content/AssetDataForImage.cs @@ -5,7 +5,7 @@ using Microsoft.Xna.Framework.Graphics; namespace StardewModdingAPI.Framework.Content { /// <summary>Encapsulates access and changes to dictionary content being read from a data file.</summary> - internal class ContentEventHelperForImage : ContentEventData<Texture2D>, IContentEventHelperForImage + internal class AssetDataForImage : AssetData<Texture2D>, IAssetDataForImage { /********* ** Public methods @@ -15,7 +15,7 @@ namespace StardewModdingAPI.Framework.Content /// <param name="assetName">The normalised asset name being read.</param> /// <param name="data">The content data being read.</param> /// <param name="getNormalisedPath">Normalises an asset key to match the cache key.</param> - public ContentEventHelperForImage(string locale, string assetName, Texture2D data, Func<string, string> getNormalisedPath) + public AssetDataForImage(string locale, string assetName, Texture2D data, Func<string, string> getNormalisedPath) : base(locale, assetName, data, getNormalisedPath) { } /// <summary>Overwrite part of the image.</summary> diff --git a/src/StardewModdingAPI/Framework/Content/ContentEventHelper.cs b/src/StardewModdingAPI/Framework/Content/AssetDataForObject.cs index 9bf1ea17..f30003e4 100644 --- a/src/StardewModdingAPI/Framework/Content/ContentEventHelper.cs +++ b/src/StardewModdingAPI/Framework/Content/AssetDataForObject.cs @@ -5,7 +5,7 @@ using Microsoft.Xna.Framework.Graphics; namespace StardewModdingAPI.Framework.Content { /// <summary>Encapsulates access and changes to content being read from a data file.</summary> - internal class ContentEventHelper : ContentEventData<object>, IContentEventHelper + internal class AssetDataForObject : AssetData<object>, IAssetData { /********* ** Public methods @@ -15,23 +15,30 @@ namespace StardewModdingAPI.Framework.Content /// <param name="assetName">The normalised asset name being read.</param> /// <param name="data">The content data being read.</param> /// <param name="getNormalisedPath">Normalises an asset key to match the cache key.</param> - public ContentEventHelper(string locale, string assetName, object data, Func<string, string> getNormalisedPath) + public AssetDataForObject(string locale, string assetName, object data, Func<string, string> getNormalisedPath) : base(locale, assetName, data, getNormalisedPath) { } + /// <summary>Construct an instance.</summary> + /// <param name="info">The asset metadata.</param> + /// <param name="data">The content data being read.</param> + /// <param name="getNormalisedPath">Normalises an asset key to match the cache key.</param> + public AssetDataForObject(IAssetInfo info, object data, Func<string, string> getNormalisedPath) + : this(info.Locale, info.AssetName, data, getNormalisedPath) { } + /// <summary>Get a helper to manipulate the data as a dictionary.</summary> /// <typeparam name="TKey">The expected dictionary key.</typeparam> /// <typeparam name="TValue">The expected dictionary balue.</typeparam> /// <exception cref="InvalidOperationException">The content being read isn't a dictionary.</exception> - public IContentEventHelperForDictionary<TKey, TValue> AsDictionary<TKey, TValue>() + public IAssetDataForDictionary<TKey, TValue> AsDictionary<TKey, TValue>() { - return new ContentEventHelperForDictionary<TKey, TValue>(this.Locale, this.AssetName, this.GetData<IDictionary<TKey, TValue>>(), this.GetNormalisedPath); + return new AssetDataForDictionary<TKey, TValue>(this.Locale, this.AssetName, this.GetData<IDictionary<TKey, TValue>>(), this.GetNormalisedPath); } /// <summary>Get a helper to manipulate the data as an image.</summary> /// <exception cref="InvalidOperationException">The content being read isn't an image.</exception> - public IContentEventHelperForImage AsImage() + public IAssetDataForImage AsImage() { - return new ContentEventHelperForImage(this.Locale, this.AssetName, this.GetData<Texture2D>(), this.GetNormalisedPath); + return new AssetDataForImage(this.Locale, this.AssetName, this.GetData<Texture2D>(), this.GetNormalisedPath); } /// <summary>Get the data as a given type.</summary> diff --git a/src/StardewModdingAPI/Framework/Content/ContentEventData.cs b/src/StardewModdingAPI/Framework/Content/AssetInfo.cs index 1a1779d4..d580dc06 100644 --- a/src/StardewModdingAPI/Framework/Content/ContentEventData.cs +++ b/src/StardewModdingAPI/Framework/Content/AssetInfo.cs @@ -4,9 +4,7 @@ using Microsoft.Xna.Framework.Graphics; namespace StardewModdingAPI.Framework.Content { - /// <summary>Base implementation for a content helper which encapsulates access and changes to content being read from a data file.</summary> - /// <typeparam name="TValue">The interface value type.</typeparam> - internal class ContentEventData<TValue> : EventArgs, IContentEventData<TValue> + internal class AssetInfo : IAssetInfo { /********* ** Properties @@ -21,12 +19,9 @@ namespace StardewModdingAPI.Framework.Content /// <summary>The content's locale code, if the content is localised.</summary> public string Locale { get; } - /// <summary>The normalised asset name being read. The format may change between platforms; see <see cref="IsAssetName"/> to compare with a known path.</summary> + /// <summary>The normalised asset name being read. The format may change between platforms; see <see cref="AssetNameEquals"/> to compare with a known path.</summary> public string AssetName { get; } - /// <summary>The content data being read.</summary> - public TValue Data { get; protected set; } - /// <summary>The content data type.</summary> public Type DataType { get; } @@ -37,48 +32,24 @@ namespace StardewModdingAPI.Framework.Content /// <summary>Construct an instance.</summary> /// <param name="locale">The content's locale code, if the content is localised.</param> /// <param name="assetName">The normalised asset name being read.</param> - /// <param name="data">The content data being read.</param> - /// <param name="getNormalisedPath">Normalises an asset key to match the cache key.</param> - public ContentEventData(string locale, string assetName, TValue data, Func<string, string> getNormalisedPath) - : this(locale, assetName, data, data.GetType(), getNormalisedPath) { } - - /// <summary>Construct an instance.</summary> - /// <param name="locale">The content's locale code, if the content is localised.</param> - /// <param name="assetName">The normalised asset name being read.</param> - /// <param name="data">The content data being read.</param> - /// <param name="dataType">The content data type being read.</param> + /// <param name="type">The content type being read.</param> /// <param name="getNormalisedPath">Normalises an asset key to match the cache key.</param> - public ContentEventData(string locale, string assetName, TValue data, Type dataType, Func<string, string> getNormalisedPath) + public AssetInfo(string locale, string assetName, Type type, Func<string, string> getNormalisedPath) { this.Locale = locale; this.AssetName = assetName; - this.Data = data; - this.DataType = dataType; + this.DataType = type; this.GetNormalisedPath = getNormalisedPath; } /// <summary>Get whether the asset name being loaded matches a given name after normalisation.</summary> /// <param name="path">The expected asset path, relative to the game's content folder and without the .xnb extension or locale suffix (like 'Data\ObjectInformation').</param> - public bool IsAssetName(string path) + public bool AssetNameEquals(string path) { path = this.GetNormalisedPath(path); return this.AssetName.Equals(path, StringComparison.InvariantCultureIgnoreCase); } - /// <summary>Replace the entire content value with the given value. This is generally not recommended, since it may break compatibility with other mods or different versions of the game.</summary> - /// <param name="value">The new content value.</param> - /// <exception cref="ArgumentNullException">The <paramref name="value"/> is null.</exception> - /// <exception cref="InvalidCastException">The <paramref name="value"/>'s type is not compatible with the loaded asset's type.</exception> - public void ReplaceWith(TValue value) - { - if (value == null) - throw new ArgumentNullException(nameof(value), "Can't set a loaded asset to a null value."); - if (!this.DataType.IsInstanceOfType(value)) - throw new InvalidCastException($"Can't replace loaded asset of type {this.GetFriendlyTypeName(this.DataType)} with value of type {this.GetFriendlyTypeName(value.GetType())}. The new type must be compatible to prevent game errors."); - - this.Data = value; - } - /********* ** Protected methods diff --git a/src/StardewModdingAPI/Framework/CursorPosition.cs b/src/StardewModdingAPI/Framework/CursorPosition.cs new file mode 100644 index 00000000..4f256da5 --- /dev/null +++ b/src/StardewModdingAPI/Framework/CursorPosition.cs @@ -0,0 +1,37 @@ +#if SMAPI_2_0 +using Microsoft.Xna.Framework; + +namespace StardewModdingAPI.Framework +{ + /// <summary>Defines a position on a given map at different reference points.</summary> + internal class CursorPosition : ICursorPosition + { + /********* + ** Accessors + *********/ + /// <summary>The pixel position relative to the top-left corner of the visible screen.</summary> + public Vector2 ScreenPixels { get; } + + /// <summary>The tile position under the cursor relative to the top-left corner of the map.</summary> + public Vector2 Tile { get; } + + /// <summary>The tile position that the game considers under the cursor for purposes of clicking actions. This may be different than <see cref="Tile"/> if that's too far from the player.</summary> + public Vector2 GrabTile { get; } + + + /********* + ** Public methods + *********/ + /// <summary>Construct an instance.</summary> + /// <param name="screenPixels">The pixel position relative to the top-left corner of the visible screen.</param> + /// <param name="tile">The tile position relative to the top-left corner of the map.</param> + /// <param name="grabTile">The tile position that the game considers under the cursor for purposes of clicking actions.</param> + public CursorPosition(Vector2 screenPixels, Vector2 tile, Vector2 grabTile) + { + this.ScreenPixels = screenPixels; + this.Tile = tile; + this.GrabTile = grabTile; + } + } +} +#endif diff --git a/src/StardewModdingAPI/Framework/DeprecationManager.cs b/src/StardewModdingAPI/Framework/DeprecationManager.cs index 6b95960b..153d8829 100644 --- a/src/StardewModdingAPI/Framework/DeprecationManager.cs +++ b/src/StardewModdingAPI/Framework/DeprecationManager.cs @@ -52,13 +52,12 @@ namespace StardewModdingAPI.Framework if (!this.MarkWarned(source ?? "<unknown>", nounPhrase, version)) return; + // show SMAPI 2.0 meta-warning + if(this.MarkWarned("SMAPI", "SMAPI 2.0 meta-warning", "2.0")) + this.Monitor.Log("Some mods may stop working in SMAPI 2.0 (but they'll work fine for now). Try updating mods with 'deprecated code' warnings; if that doesn't remove the warnings, let the mod authors know about this message or see http://community.playstarbound.com/threads/135000 for details.", LogLevel.Warn); + // build message - string message = source != null - ? $"{source} used {nounPhrase}, which is deprecated since SMAPI {version}." - : $"An unknown mod used {nounPhrase}, which is deprecated since SMAPI {version}."; - message += severity != DeprecationLevel.PendingRemoval - ? " This will break in a future version of SMAPI." - : " It will be removed soon, so the mod will break if it's not updated."; + string message = $"{source ?? "An unknown mod"} uses deprecated code ({nounPhrase})."; if (source == null) message += $"{Environment.NewLine}{Environment.StackTrace}"; @@ -70,7 +69,7 @@ namespace StardewModdingAPI.Framework break; case DeprecationLevel.Info: - this.Monitor.Log(message, LogLevel.Warn); + this.Monitor.Log(message, LogLevel.Debug); break; case DeprecationLevel.PendingRemoval: diff --git a/src/StardewModdingAPI/Framework/Exceptions/SParseException.cs b/src/StardewModdingAPI/Framework/Exceptions/SParseException.cs new file mode 100644 index 00000000..f7133ee7 --- /dev/null +++ b/src/StardewModdingAPI/Framework/Exceptions/SParseException.cs @@ -0,0 +1,17 @@ +using System; + +namespace StardewModdingAPI.Framework.Exceptions +{ + /// <summary>A format exception which provides a user-facing error message.</summary> + internal class SParseException : FormatException + { + /********* + ** Public methods + *********/ + /// <summary>Construct an instance.</summary> + /// <param name="message">The error message.</param> + /// <param name="ex">The underlying exception, if any.</param> + public SParseException(string message, Exception ex = null) + : base(message, ex) { } + } +} diff --git a/src/StardewModdingAPI/Framework/InternalExtensions.cs b/src/StardewModdingAPI/Framework/InternalExtensions.cs index b99d3798..2842bc83 100644 --- a/src/StardewModdingAPI/Framework/InternalExtensions.cs +++ b/src/StardewModdingAPI/Framework/InternalExtensions.cs @@ -3,6 +3,7 @@ using System.Collections.Generic; using System.Linq; using System.Reflection; using Microsoft.Xna.Framework.Graphics; +using StardewModdingAPI.Framework.Reflection; using StardewValley; namespace StardewModdingAPI.Framework @@ -99,7 +100,7 @@ namespace StardewModdingAPI.Framework /// <summary>Get whether the sprite batch is between a begin and end pair.</summary> /// <param name="spriteBatch">The sprite batch to check.</param> /// <param name="reflection">The reflection helper with which to access private fields.</param> - public static bool IsOpen(this SpriteBatch spriteBatch, IReflectionHelper reflection) + public static bool IsOpen(this SpriteBatch spriteBatch, Reflector reflection) { // get field name const string fieldName = @@ -110,7 +111,7 @@ namespace StardewModdingAPI.Framework #endif // get result - return reflection.GetPrivateValue<bool>(Game1.spriteBatch, fieldName); + return reflection.GetPrivateField<bool>(Game1.spriteBatch, fieldName).GetValue(); } } } diff --git a/src/StardewModdingAPI/Framework/ModHelpers/BaseHelper.cs b/src/StardewModdingAPI/Framework/ModHelpers/BaseHelper.cs new file mode 100644 index 00000000..16032da1 --- /dev/null +++ b/src/StardewModdingAPI/Framework/ModHelpers/BaseHelper.cs @@ -0,0 +1,23 @@ +namespace StardewModdingAPI.Framework.ModHelpers +{ + /// <summary>The common base class for mod helpers.</summary> + internal abstract class BaseHelper : IModLinked + { + /********* + ** Accessors + *********/ + /// <summary>The unique ID of the mod for which the helper was created.</summary> + public string ModID { get; } + + + /********* + ** Protected methods + *********/ + /// <summary>Construct an instance.</summary> + /// <param name="modID">The unique ID of the relevant mod.</param> + protected BaseHelper(string modID) + { + this.ModID = modID; + } + } +} diff --git a/src/StardewModdingAPI/Framework/CommandHelper.cs b/src/StardewModdingAPI/Framework/ModHelpers/CommandHelper.cs index 86734fc5..bdedb07c 100644 --- a/src/StardewModdingAPI/Framework/CommandHelper.cs +++ b/src/StardewModdingAPI/Framework/ModHelpers/CommandHelper.cs @@ -1,9 +1,9 @@ using System; -namespace StardewModdingAPI.Framework +namespace StardewModdingAPI.Framework.ModHelpers { /// <summary>Provides an API for managing console commands.</summary> - internal class CommandHelper : ICommandHelper + internal class CommandHelper : BaseHelper, ICommandHelper { /********* ** Accessors @@ -15,14 +15,15 @@ namespace StardewModdingAPI.Framework private readonly CommandManager CommandManager; - /********* ** Public methods *********/ /// <summary>Construct an instance.</summary> + /// <param name="modID">The unique ID of the relevant mod.</param> /// <param name="modName">The friendly mod name for this instance.</param> /// <param name="commandManager">Manages console commands.</param> - public CommandHelper(string modName, CommandManager commandManager) + public CommandHelper(string modID, string modName, CommandManager commandManager) + : base(modID) { this.ModName = modName; this.CommandManager = commandManager; diff --git a/src/StardewModdingAPI/Framework/ContentHelper.cs b/src/StardewModdingAPI/Framework/ModHelpers/ContentHelper.cs index 7fd5e803..5f72176e 100644 --- a/src/StardewModdingAPI/Framework/ContentHelper.cs +++ b/src/StardewModdingAPI/Framework/ModHelpers/ContentHelper.cs @@ -1,4 +1,6 @@ using System; +using System.Collections.Generic; +using System.Collections.ObjectModel; using System.Diagnostics.CodeAnalysis; using System.IO; using System.Linq; @@ -11,10 +13,10 @@ using xTile; using xTile.Format; using xTile.Tiles; -namespace StardewModdingAPI.Framework +namespace StardewModdingAPI.Framework.ModHelpers { /// <summary>Provides an API for loading content assets.</summary> - internal class ContentHelper : IContentHelper + internal class ContentHelper : BaseHelper, IContentHelper { /********* ** Properties @@ -33,13 +35,31 @@ namespace StardewModdingAPI.Framework /********* + ** Accessors + *********/ + /// <summary>The observable implementation of <see cref="AssetEditors"/>.</summary> + internal ObservableCollection<IAssetEditor> ObservableAssetEditors { get; } = new ObservableCollection<IAssetEditor>(); + + /// <summary>The observable implementation of <see cref="AssetLoaders"/>.</summary> + internal ObservableCollection<IAssetLoader> ObservableAssetLoaders { get; } = new ObservableCollection<IAssetLoader>(); + + /// <summary>Interceptors which provide the initial versions of matching content assets.</summary> + internal IList<IAssetLoader> AssetLoaders => this.ObservableAssetLoaders; + + /// <summary>Interceptors which edit matching content assets after they're loaded.</summary> + internal IList<IAssetEditor> AssetEditors => this.ObservableAssetEditors; + + + /********* ** Public methods *********/ /// <summary>Construct an instance.</summary> /// <param name="contentManager">SMAPI's underlying content manager.</param> /// <param name="modFolderPath">The absolute path to the mod folder.</param> + /// <param name="modID">The unique ID of the relevant mod.</param> /// <param name="modName">The friendly mod name for use in errors.</param> - public ContentHelper(SContentManager contentManager, string modFolderPath, string modName) + public ContentHelper(SContentManager contentManager, string modFolderPath, string modID, string modName) + : base(modID) { this.ContentManager = contentManager; this.ModFolderPath = modFolderPath; diff --git a/src/StardewModdingAPI/Framework/ModHelper.cs b/src/StardewModdingAPI/Framework/ModHelpers/ModHelper.cs index 5a8ce459..665b9cf4 100644 --- a/src/StardewModdingAPI/Framework/ModHelper.cs +++ b/src/StardewModdingAPI/Framework/ModHelpers/ModHelper.cs @@ -2,10 +2,10 @@ using System.IO; using StardewModdingAPI.Framework.Serialisation; -namespace StardewModdingAPI.Framework +namespace StardewModdingAPI.Framework.ModHelpers { /// <summary>Provides simplified APIs for writing mods.</summary> - internal class ModHelper : IModHelper, IDisposable + internal class ModHelper : BaseHelper, IModHelper, IDisposable { /********* ** Properties @@ -23,16 +23,16 @@ namespace StardewModdingAPI.Framework /// <summary>An API for loading content assets.</summary> public IContentHelper Content { get; } - /// <summary>Simplifies access to private game code.</summary> + /// <summary>An API for accessing private game code.</summary> public IReflectionHelper Reflection { get; } - /// <summary>Metadata about loaded mods.</summary> + /// <summary>an API for fetching metadata about loaded mods.</summary> public IModRegistry ModRegistry { get; } /// <summary>An API for managing console commands.</summary> public ICommandHelper ConsoleCommands { get; } - /// <summary>Provides translations stored in the mod's <c>i18n</c> folder, with one file per locale (like <c>en.json</c>) containing a flat key => value structure. Translations are fetched with locale fallback, so missing translations are filled in from broader locales (like <c>pt-BR.json</c> < <c>pt.json</c> < <c>default.json</c>).</summary> + /// <summary>An API for reading translations stored in the mod's <c>i18n</c> folder, with one file per locale (like <c>en.json</c>) containing a flat key => value structure. Translations are fetched with locale fallback, so missing translations are filled in from broader locales (like <c>pt-BR.json</c> < <c>pt.json</c> < <c>default.json</c>).</summary> public ITranslationHelper Translation { get; } @@ -40,35 +40,33 @@ namespace StardewModdingAPI.Framework ** Public methods *********/ /// <summary>Construct an instance.</summary> - /// <param name="displayName">The mod's display name.</param> + /// <param name="modID">The mod's unique ID.</param> /// <param name="modDirectory">The full path to the mod's folder.</param> /// <param name="jsonHelper">Encapsulate SMAPI's JSON parsing.</param> - /// <param name="modRegistry">Metadata about loaded mods.</param> - /// <param name="commandManager">Manages console commands.</param> - /// <param name="contentManager">The content manager which loads content assets.</param> - /// <param name="reflection">Simplifies access to private game code.</param> + /// <param name="contentHelper">An API for loading content assets.</param> + /// <param name="commandHelper">An API for managing console commands.</param> + /// <param name="modRegistry">an API for fetching metadata about loaded mods.</param> + /// <param name="reflectionHelper">An API for accessing private game code.</param> + /// <param name="translationHelper">An API for reading translations stored in the mod's <c>i18n</c> folder.</param> /// <exception cref="ArgumentNullException">An argument is null or empty.</exception> /// <exception cref="InvalidOperationException">The <paramref name="modDirectory"/> path does not exist on disk.</exception> - public ModHelper(string displayName, string modDirectory, JsonHelper jsonHelper, IModRegistry modRegistry, CommandManager commandManager, SContentManager contentManager, IReflectionHelper reflection) + public ModHelper(string modID, string modDirectory, JsonHelper jsonHelper, IContentHelper contentHelper, ICommandHelper commandHelper, IModRegistry modRegistry, IReflectionHelper reflectionHelper, ITranslationHelper translationHelper) + : base(modID) { - // validate + // validate directory if (string.IsNullOrWhiteSpace(modDirectory)) throw new ArgumentNullException(nameof(modDirectory)); - if (jsonHelper == null) - throw new ArgumentNullException(nameof(jsonHelper)); - if (modRegistry == null) - throw new ArgumentNullException(nameof(modRegistry)); if (!Directory.Exists(modDirectory)) throw new InvalidOperationException("The specified mod directory does not exist."); // initialise this.DirectoryPath = modDirectory; - this.JsonHelper = jsonHelper; - this.Content = new ContentHelper(contentManager, modDirectory, displayName); - this.ModRegistry = modRegistry; - this.ConsoleCommands = new CommandHelper(displayName, commandManager); - this.Reflection = reflection; - this.Translation = new TranslationHelper(displayName, contentManager.GetLocale(), contentManager.GetCurrentLanguage()); + this.JsonHelper = jsonHelper ?? throw new ArgumentNullException(nameof(jsonHelper)); + this.Content = contentHelper ?? throw new ArgumentNullException(nameof(contentHelper)); + this.ModRegistry = modRegistry ?? throw new ArgumentNullException(nameof(modRegistry)); + this.ConsoleCommands = commandHelper ?? throw new ArgumentNullException(nameof(commandHelper)); + this.Reflection = reflectionHelper ?? throw new ArgumentNullException(nameof(reflectionHelper)); + this.Translation = translationHelper ?? throw new ArgumentNullException(nameof(translationHelper)); } /**** diff --git a/src/StardewModdingAPI/Framework/ModHelpers/ModRegistryHelper.cs b/src/StardewModdingAPI/Framework/ModHelpers/ModRegistryHelper.cs new file mode 100644 index 00000000..9e824694 --- /dev/null +++ b/src/StardewModdingAPI/Framework/ModHelpers/ModRegistryHelper.cs @@ -0,0 +1,48 @@ +using System.Collections.Generic; + +namespace StardewModdingAPI.Framework.ModHelpers +{ + /// <summary>Provides metadata about installed mods.</summary> + internal class ModRegistryHelper : BaseHelper, IModRegistry + { + /********* + ** Properties + *********/ + /// <summary>The underlying mod registry.</summary> + private readonly ModRegistry Registry; + + + /********* + ** Public methods + *********/ + /// <summary>Construct an instance.</summary> + /// <param name="modID">The unique ID of the relevant mod.</param> + /// <param name="registry">The underlying mod registry.</param> + public ModRegistryHelper(string modID, ModRegistry registry) + : base(modID) + { + this.Registry = registry; + } + + /// <summary>Get metadata for all loaded mods.</summary> + public IEnumerable<IManifest> GetAll() + { + return this.Registry.GetAll(); + } + + /// <summary>Get metadata for a loaded mod.</summary> + /// <param name="uniqueID">The mod's unique ID.</param> + /// <returns>Returns the matching mod's metadata, or <c>null</c> if not found.</returns> + public IManifest Get(string uniqueID) + { + return this.Registry.Get(uniqueID); + } + + /// <summary>Get whether a mod has been loaded.</summary> + /// <param name="uniqueID">The mod's unique ID.</param> + public bool IsLoaded(string uniqueID) + { + return this.Registry.IsLoaded(uniqueID); + } + } +} diff --git a/src/StardewModdingAPI/Framework/ModHelpers/ReflectionHelper.cs b/src/StardewModdingAPI/Framework/ModHelpers/ReflectionHelper.cs new file mode 100644 index 00000000..9411a97a --- /dev/null +++ b/src/StardewModdingAPI/Framework/ModHelpers/ReflectionHelper.cs @@ -0,0 +1,160 @@ +using System; +using StardewModdingAPI.Framework.Reflection; + +namespace StardewModdingAPI.Framework.ModHelpers +{ + /// <summary>Provides helper methods for accessing private game code.</summary> + /// <remarks>This implementation searches up the type hierarchy, and caches the reflected fields and methods with a sliding expiry (to optimise performance without unnecessary memory usage).</remarks> + internal class ReflectionHelper : BaseHelper, IReflectionHelper + { + /********* + ** Properties + *********/ + /// <summary>The underlying reflection helper.</summary> + private readonly Reflector Reflector; + + + /********* + ** Public methods + *********/ + /// <summary>Construct an instance.</summary> + /// <param name="modID">The unique ID of the relevant mod.</param> + /// <param name="reflector">The underlying reflection helper.</param> + public ReflectionHelper(string modID, Reflector reflector) + : base(modID) + { + this.Reflector = reflector; + } + + /**** + ** Fields + ****/ + /// <summary>Get a private instance field.</summary> + /// <typeparam name="TValue">The field type.</typeparam> + /// <param name="obj">The object which has the field.</param> + /// <param name="name">The field name.</param> + /// <param name="required">Whether to throw an exception if the private field is not found.</param> + /// <returns>Returns the field wrapper, or <c>null</c> if the field doesn't exist and <paramref name="required"/> is <c>false</c>.</returns> + public IPrivateField<TValue> GetPrivateField<TValue>(object obj, string name, bool required = true) + { + return this.Reflector.GetPrivateField<TValue>(obj, name, required); + } + + /// <summary>Get a private static field.</summary> + /// <typeparam name="TValue">The field type.</typeparam> + /// <param name="type">The type which has the field.</param> + /// <param name="name">The field name.</param> + /// <param name="required">Whether to throw an exception if the private field is not found.</param> + public IPrivateField<TValue> GetPrivateField<TValue>(Type type, string name, bool required = true) + { + return this.Reflector.GetPrivateField<TValue>(type, name, required); + } + + /**** + ** Properties + ****/ + /// <summary>Get a private instance property.</summary> + /// <typeparam name="TValue">The property type.</typeparam> + /// <param name="obj">The object which has the property.</param> + /// <param name="name">The property name.</param> + /// <param name="required">Whether to throw an exception if the private property is not found.</param> + public IPrivateProperty<TValue> GetPrivateProperty<TValue>(object obj, string name, bool required = true) + { + return this.Reflector.GetPrivateProperty<TValue>(obj, name, required); + } + + /// <summary>Get a private static property.</summary> + /// <typeparam name="TValue">The property type.</typeparam> + /// <param name="type">The type which has the property.</param> + /// <param name="name">The property name.</param> + /// <param name="required">Whether to throw an exception if the private property is not found.</param> + public IPrivateProperty<TValue> GetPrivateProperty<TValue>(Type type, string name, bool required = true) + { + return this.Reflector.GetPrivateProperty<TValue>(type, name, required); + } + + /**** + ** Field values + ** (shorthand since this is the most common case) + ****/ + /// <summary>Get the value of a private instance field.</summary> + /// <typeparam name="TValue">The field type.</typeparam> + /// <param name="obj">The object which has the field.</param> + /// <param name="name">The field name.</param> + /// <param name="required">Whether to throw an exception if the private field is not found.</param> + /// <returns>Returns the field value, or the default value for <typeparamref name="TValue"/> if the field wasn't found and <paramref name="required"/> is false.</returns> + /// <remarks> + /// This is a shortcut for <see cref="GetPrivateField{TValue}(object,string,bool)"/> followed by <see cref="IPrivateField{TValue}.GetValue"/>. + /// When <paramref name="required" /> is false, this will return the default value if reflection fails. If you need to check whether the field exists, use <see cref="GetPrivateField{TValue}(object,string,bool)" /> instead. + /// </remarks> + public TValue GetPrivateValue<TValue>(object obj, string name, bool required = true) + { + IPrivateField<TValue> field = this.GetPrivateField<TValue>(obj, name, required); + return field != null + ? field.GetValue() + : default(TValue); + } + + /// <summary>Get the value of a private static field.</summary> + /// <typeparam name="TValue">The field type.</typeparam> + /// <param name="type">The type which has the field.</param> + /// <param name="name">The field name.</param> + /// <param name="required">Whether to throw an exception if the private field is not found.</param> + /// <returns>Returns the field value, or the default value for <typeparamref name="TValue"/> if the field wasn't found and <paramref name="required"/> is false.</returns> + /// <remarks> + /// This is a shortcut for <see cref="GetPrivateField{TValue}(Type,string,bool)"/> followed by <see cref="IPrivateField{TValue}.GetValue"/>. + /// When <paramref name="required" /> is false, this will return the default value if reflection fails. If you need to check whether the field exists, use <see cref="GetPrivateField{TValue}(Type,string,bool)" /> instead. + /// </remarks> + public TValue GetPrivateValue<TValue>(Type type, string name, bool required = true) + { + IPrivateField<TValue> field = this.GetPrivateField<TValue>(type, name, required); + return field != null + ? field.GetValue() + : default(TValue); + } + + /**** + ** Methods + ****/ + /// <summary>Get a private instance method.</summary> + /// <param name="obj">The object which has the method.</param> + /// <param name="name">The field name.</param> + /// <param name="required">Whether to throw an exception if the private field is not found.</param> + public IPrivateMethod GetPrivateMethod(object obj, string name, bool required = true) + { + return this.Reflector.GetPrivateMethod(obj, name, required); + } + + /// <summary>Get a private static method.</summary> + /// <param name="type">The type which has the method.</param> + /// <param name="name">The field name.</param> + /// <param name="required">Whether to throw an exception if the private field is not found.</param> + public IPrivateMethod GetPrivateMethod(Type type, string name, bool required = true) + { + return this.Reflector.GetPrivateMethod(type, name, required); + } + + /**** + ** Methods by signature + ****/ + /// <summary>Get a private instance method.</summary> + /// <param name="obj">The object which has the method.</param> + /// <param name="name">The field name.</param> + /// <param name="argumentTypes">The argument types of the method signature to find.</param> + /// <param name="required">Whether to throw an exception if the private field is not found.</param> + public IPrivateMethod GetPrivateMethod(object obj, string name, Type[] argumentTypes, bool required = true) + { + return this.Reflector.GetPrivateMethod(obj, name, argumentTypes, required); + } + + /// <summary>Get a private static method.</summary> + /// <param name="type">The type which has the method.</param> + /// <param name="name">The field name.</param> + /// <param name="argumentTypes">The argument types of the method signature to find.</param> + /// <param name="required">Whether to throw an exception if the private field is not found.</param> + public IPrivateMethod GetPrivateMethod(Type type, string name, Type[] argumentTypes, bool required = true) + { + return this.Reflector.GetPrivateMethod(type, name, argumentTypes, required); + } + } +} diff --git a/src/StardewModdingAPI/Framework/TranslationHelper.cs b/src/StardewModdingAPI/Framework/ModHelpers/TranslationHelper.cs index fe387789..bbe3a81a 100644 --- a/src/StardewModdingAPI/Framework/TranslationHelper.cs +++ b/src/StardewModdingAPI/Framework/ModHelpers/TranslationHelper.cs @@ -3,10 +3,10 @@ using System.Collections.Generic; using System.Linq; using StardewValley; -namespace StardewModdingAPI.Framework +namespace StardewModdingAPI.Framework.ModHelpers { /// <summary>Provides translations stored in the mod's <c>i18n</c> folder, with one file per locale (like <c>en.json</c>) containing a flat key => value structure. Translations are fetched with locale fallback, so missing translations are filled in from broader locales (like <c>pt-BR.json</c> < <c>pt.json</c> < <c>default.json</c>).</summary> - internal class TranslationHelper : ITranslationHelper + internal class TranslationHelper : BaseHelper, ITranslationHelper { /********* ** Properties @@ -35,10 +35,12 @@ namespace StardewModdingAPI.Framework ** Public methods *********/ /// <summary>Construct an instance.</summary> + /// <param name="modID">The unique ID of the relevant mod.</param> /// <param name="modName">The name of the relevant mod for error messages.</param> /// <param name="locale">The initial locale.</param> /// <param name="languageCode">The game's current language code.</param> - public TranslationHelper(string modName, string locale, LocalizedContentManager.LanguageCode languageCode) + public TranslationHelper(string modID, string modName, string locale, LocalizedContentManager.LanguageCode languageCode) + : base(modID) { // save data this.ModName = modName; diff --git a/src/StardewModdingAPI/Framework/ModLoading/AssemblyLoader.cs b/src/StardewModdingAPI/Framework/ModLoading/AssemblyLoader.cs index 42bd7bfb..406d49e1 100644 --- a/src/StardewModdingAPI/Framework/ModLoading/AssemblyLoader.cs +++ b/src/StardewModdingAPI/Framework/ModLoading/AssemblyLoader.cs @@ -71,13 +71,15 @@ namespace StardewModdingAPI.Framework.ModLoading } // rewrite & load assemblies in leaf-to-root order + bool oneAssembly = assemblies.Length == 1; Assembly lastAssembly = null; foreach (AssemblyParseResult assembly in assemblies) { - bool changed = this.RewriteAssembly(assembly.Definition, assumeCompatible); + bool changed = this.RewriteAssembly(assembly.Definition, assumeCompatible, logPrefix: " "); if (changed) { - this.Monitor.Log($"Loading {assembly.File.Name} (rewritten in memory)...", LogLevel.Trace); + if (!oneAssembly) + this.Monitor.Log($" Loading {assembly.File.Name}.dll (rewritten in memory)...", LogLevel.Trace); using (MemoryStream outStream = new MemoryStream()) { assembly.Definition.Write(outStream); @@ -87,7 +89,8 @@ namespace StardewModdingAPI.Framework.ModLoading } else { - this.Monitor.Log($"Loading {assembly.File.Name}...", LogLevel.Trace); + if (!oneAssembly) + this.Monitor.Log($" Loading {assembly.File.Name}.dll...", LogLevel.Trace); lastAssembly = Assembly.UnsafeLoadFrom(assembly.File.FullName); } } @@ -161,12 +164,14 @@ namespace StardewModdingAPI.Framework.ModLoading /// <summary>Rewrite the types referenced by an assembly.</summary> /// <param name="assembly">The assembly to rewrite.</param> /// <param name="assumeCompatible">Assume the mod is compatible, even if incompatible code is detected.</param> + /// <param name="logPrefix">A string to prefix to log messages.</param> /// <returns>Returns whether the assembly was modified.</returns> /// <exception cref="IncompatibleInstructionException">An incompatible CIL instruction was found while rewriting the assembly.</exception> - private bool RewriteAssembly(AssemblyDefinition assembly, bool assumeCompatible) + private bool RewriteAssembly(AssemblyDefinition assembly, bool assumeCompatible, string logPrefix) { ModuleDefinition module = assembly.MainModule; HashSet<string> loggedMessages = new HashSet<string>(); + string filename = $"{assembly.Name.Name}.dll"; // swap assembly references if needed (e.g. XNA => MonoGame) bool platformChanged = false; @@ -175,7 +180,7 @@ namespace StardewModdingAPI.Framework.ModLoading // remove old assembly reference if (this.AssemblyMap.RemoveNames.Any(name => module.AssemblyReferences[i].Name == name)) { - this.LogOnce(this.Monitor, loggedMessages, $"Rewriting {assembly.Name.Name} for OS..."); + this.LogOnce(this.Monitor, loggedMessages, $"{logPrefix}Rewriting {filename} for OS..."); platformChanged = true; module.AssemblyReferences.RemoveAt(i); i--; @@ -205,15 +210,15 @@ namespace StardewModdingAPI.Framework.ModLoading { if (rewriter.Rewrite(module, method, this.AssemblyMap, platformChanged)) { - this.LogOnce(this.Monitor, loggedMessages, $"Rewrote {assembly.Name.Name} to fix {rewriter.NounPhrase}..."); + this.LogOnce(this.Monitor, loggedMessages, $"{logPrefix}Rewrote {filename} to fix {rewriter.NounPhrase}..."); anyRewritten = true; } } catch (IncompatibleInstructionException) { if (!assumeCompatible) - throw new IncompatibleInstructionException(rewriter.NounPhrase, $"Found an incompatible CIL instruction ({rewriter.NounPhrase}) while loading assembly {assembly.Name.Name}."); - this.LogOnce(this.Monitor, loggedMessages, $"Found an incompatible CIL instruction ({rewriter.NounPhrase}) while loading assembly {assembly.Name.Name}, but SMAPI is configured to allow it anyway. The mod may crash or behave unexpectedly.", LogLevel.Warn); + throw new IncompatibleInstructionException(rewriter.NounPhrase, $"Found an incompatible CIL instruction ({rewriter.NounPhrase}) while loading assembly {filename}."); + this.LogOnce(this.Monitor, loggedMessages, $"{logPrefix}Found an incompatible CIL instruction ({rewriter.NounPhrase}) while loading assembly {filename}, but SMAPI is configured to allow it anyway. The mod may crash or behave unexpectedly.", LogLevel.Warn); } } @@ -227,15 +232,15 @@ namespace StardewModdingAPI.Framework.ModLoading { if (rewriter.Rewrite(module, cil, instruction, this.AssemblyMap, platformChanged)) { - this.LogOnce(this.Monitor, loggedMessages, $"Rewrote {assembly.Name.Name} to fix {rewriter.NounPhrase}..."); + this.LogOnce(this.Monitor, loggedMessages, $"{logPrefix}Rewrote {filename} to fix {rewriter.NounPhrase}..."); anyRewritten = true; } } catch (IncompatibleInstructionException) { if (!assumeCompatible) - throw new IncompatibleInstructionException(rewriter.NounPhrase, $"Found an incompatible CIL instruction ({rewriter.NounPhrase}) while loading assembly {assembly.Name.Name}."); - this.LogOnce(this.Monitor, loggedMessages, $"Found an incompatible CIL instruction ({rewriter.NounPhrase}) while loading assembly {assembly.Name.Name}, but SMAPI is configured to allow it anyway. The mod may crash or behave unexpectedly.", LogLevel.Warn); + throw new IncompatibleInstructionException(rewriter.NounPhrase, $"Found an incompatible CIL instruction ({rewriter.NounPhrase}) while loading assembly {filename}."); + this.LogOnce(this.Monitor, loggedMessages, $"{logPrefix}Found an incompatible CIL instruction ({rewriter.NounPhrase}) while loading assembly {filename}, but SMAPI is configured to allow it anyway. The mod may crash or behave unexpectedly.", LogLevel.Warn); } } } diff --git a/src/StardewModdingAPI/Framework/ModLoading/ModResolver.cs b/src/StardewModdingAPI/Framework/ModLoading/ModResolver.cs index f5139ce5..38dddce7 100644 --- a/src/StardewModdingAPI/Framework/ModLoading/ModResolver.cs +++ b/src/StardewModdingAPI/Framework/ModLoading/ModResolver.cs @@ -2,6 +2,7 @@ using System.Collections.Generic; using System.IO; using System.Linq; +using StardewModdingAPI.Framework.Exceptions; using StardewModdingAPI.Framework.Models; using StardewModdingAPI.Framework.Serialisation; @@ -17,10 +18,13 @@ namespace StardewModdingAPI.Framework.ModLoading /// <param name="rootPath">The root path to search for mods.</param> /// <param name="jsonHelper">The JSON helper with which to read manifests.</param> /// <param name="compatibilityRecords">Metadata about mods that SMAPI should assume is compatible or broken, regardless of whether it detects incompatible code.</param> + /// <param name="disabledMods">Metadata about mods that SMAPI should consider obsolete and not load.</param> /// <returns>Returns the manifests by relative folder.</returns> - public IEnumerable<IModMetadata> ReadManifests(string rootPath, JsonHelper jsonHelper, IEnumerable<ModCompatibility> compatibilityRecords) + public IEnumerable<IModMetadata> ReadManifests(string rootPath, JsonHelper jsonHelper, IEnumerable<ModCompatibility> compatibilityRecords, IEnumerable<DisabledMod> disabledMods) { compatibilityRecords = compatibilityRecords.ToArray(); + disabledMods = disabledMods.ToArray(); + foreach (DirectoryInfo modDir in this.GetModFolders(rootPath)) { // read file @@ -42,25 +46,38 @@ namespace StardewModdingAPI.Framework.ModLoading else if (string.IsNullOrWhiteSpace(manifest.EntryDll)) error = "its manifest doesn't set an entry DLL."; } + catch (SParseException ex) + { + error = $"parsing its manifest failed: {ex.Message}"; + } catch (Exception ex) { error = $"parsing its manifest failed:\n{ex.GetLogSummary()}"; } - // get compatibility record + // validate metadata ModCompatibility compatibility = null; if (manifest != null) { + // get unique key for lookups string key = !string.IsNullOrWhiteSpace(manifest.UniqueID) ? manifest.UniqueID : manifest.EntryDll; + + // check if mod should be disabled + DisabledMod disabledMod = disabledMods.FirstOrDefault(mod => mod.ID.Contains(key, StringComparer.InvariantCultureIgnoreCase)); + if (disabledMod != null) + error = $"it's obsolete: {disabledMod.ReasonPhrase}"; + + // get compatibility record compatibility = ( from mod in compatibilityRecords where - mod.ID.Contains(key, StringComparer.InvariantCultureIgnoreCase) - && (mod.LowerSemanticVersion == null || !manifest.Version.IsOlderThan(mod.LowerSemanticVersion)) - && !manifest.Version.IsNewerThan(mod.UpperSemanticVersion) + mod.ID.Contains(key, StringComparer.InvariantCultureIgnoreCase) + && (mod.LowerSemanticVersion == null || !manifest.Version.IsOlderThan(mod.LowerSemanticVersion)) + && !manifest.Version.IsNewerThan(mod.UpperSemanticVersion) select mod ).FirstOrDefault(); } + // build metadata string displayName = !string.IsNullOrWhiteSpace(manifest?.Name) ? manifest.Name @@ -92,7 +109,7 @@ namespace StardewModdingAPI.Framework.ModLoading bool hasOfficialUrl = !string.IsNullOrWhiteSpace(mod.Compatibility.UpdateUrl); bool hasUnofficialUrl = !string.IsNullOrWhiteSpace(mod.Compatibility.UnofficialUpdateUrl); - string reasonPhrase = compatibility.ReasonPhrase ?? "it's not compatible with the latest version of the game"; + string reasonPhrase = compatibility.ReasonPhrase ?? "it's not compatible with the latest version of the game or SMAPI"; string error = $"{reasonPhrase}. Please check for a version newer than {compatibility.UpperVersionLabel ?? compatibility.UpperVersion} here:"; if (hasOfficialUrl) error += !hasUnofficialUrl ? $" {compatibility.UpdateUrl}" : $"{Environment.NewLine}- official mod: {compatibility.UpdateUrl}"; @@ -105,24 +122,36 @@ namespace StardewModdingAPI.Framework.ModLoading } // validate SMAPI version - if (!string.IsNullOrWhiteSpace(mod.Manifest.MinimumApiVersion)) + if (mod.Manifest.MinimumApiVersion?.IsNewerThan(apiVersion) == true) { - if (!SemanticVersion.TryParse(mod.Manifest.MinimumApiVersion, out ISemanticVersion minVersion)) - { - mod.SetStatus(ModMetadataStatus.Failed, $"it has an invalid minimum SMAPI version '{mod.Manifest.MinimumApiVersion}'. This should be a semantic version number like {apiVersion}."); - continue; - } - if (minVersion.IsNewerThan(apiVersion)) - { - mod.SetStatus(ModMetadataStatus.Failed, $"it needs SMAPI {minVersion} or later. Please update SMAPI to the latest version to use this mod."); - continue; - } + mod.SetStatus(ModMetadataStatus.Failed, $"it needs SMAPI {mod.Manifest.MinimumApiVersion} or later. Please update SMAPI to the latest version to use this mod."); + continue; } // validate DLL path string assemblyPath = Path.Combine(mod.DirectoryPath, mod.Manifest.EntryDll); if (!File.Exists(assemblyPath)) + { mod.SetStatus(ModMetadataStatus.Failed, $"its DLL '{mod.Manifest.EntryDll}' doesn't exist."); + continue; + } + + // validate required fields +#if SMAPI_2_0 + { + List<string> missingFields = new List<string>(3); + + if (string.IsNullOrWhiteSpace(mod.Manifest.Name)) + missingFields.Add(nameof(IManifest.Name)); + if (mod.Manifest.Version == null || mod.Manifest.Version.ToString() == "0.0") + missingFields.Add(nameof(IManifest.Version)); + if (string.IsNullOrWhiteSpace(mod.Manifest.UniqueID)) + missingFields.Add(nameof(IManifest.UniqueID)); + + if (missingFields.Any()) + mod.SetStatus(ModMetadataStatus.Failed, $"its manifest is missing required fields ({string.Join(", ", missingFields)})."); + } +#endif } } @@ -193,20 +222,51 @@ namespace StardewModdingAPI.Framework.ModLoading return states[mod] = ModDependencyStatus.Sorted; } + // get dependencies + var dependencies = + ( + from entry in mod.Manifest.Dependencies + let dependencyMod = mods.FirstOrDefault(m => string.Equals(m.Manifest?.UniqueID, entry.UniqueID, StringComparison.InvariantCultureIgnoreCase)) + orderby entry.UniqueID + select new + { + ID = entry.UniqueID, + MinVersion = entry.MinimumVersion, + Mod = dependencyMod, + IsRequired = +#if SMAPI_2_0 + entry.IsRequired +#else + true +#endif + } + ) + .ToArray(); + // missing required dependencies, mark failed { - string[] missingModIDs = + string[] failedIDs = (from entry in dependencies where entry.IsRequired && entry.Mod == null select entry.ID).ToArray(); + if (failedIDs.Any()) + { + sortedMods.Push(mod); + mod.SetStatus(ModMetadataStatus.Failed, $"it requires mods which aren't installed ({string.Join(", ", failedIDs)})."); + return states[mod] = ModDependencyStatus.Failed; + } + } + + // dependency min version not met, mark failed + { + string[] failedLabels = ( - from dependency in mod.Manifest.Dependencies - where mods.All(m => m.Manifest?.UniqueID != dependency.UniqueID) - orderby dependency.UniqueID - select dependency.UniqueID + from entry in dependencies + where entry.Mod != null && entry.MinVersion != null && entry.MinVersion.IsNewerThan(entry.Mod.Manifest.Version) + select $"{entry.Mod.DisplayName} (needs {entry.MinVersion} or later)" ) .ToArray(); - if (missingModIDs.Any()) + if (failedLabels.Any()) { sortedMods.Push(mod); - mod.SetStatus(ModMetadataStatus.Failed, $"it requires mods which aren't installed ({string.Join(", ", missingModIDs)})."); + mod.SetStatus(ModMetadataStatus.Failed, $"it needs newer versions of some mods: {string.Join(", ", failedLabels)}."); return states[mod] = ModDependencyStatus.Failed; } } @@ -215,20 +275,16 @@ namespace StardewModdingAPI.Framework.ModLoading { states[mod] = ModDependencyStatus.Checking; - // get mods to load first - IModMetadata[] modsToLoadFirst = - ( - from other in mods - where mod.Manifest.Dependencies.Any(required => required.UniqueID == other.Manifest?.UniqueID) - select other - ) - .ToArray(); - // recursively sort dependencies - foreach (IModMetadata requiredMod in modsToLoadFirst) + foreach (var dependency in dependencies) { + IModMetadata requiredMod = dependency.Mod; var subchain = new List<IModMetadata>(currentChain) { mod }; + // ignore missing optional dependency + if (!dependency.IsRequired && requiredMod == null) + continue; + // detect dependency loop if (states[requiredMod] == ModDependencyStatus.Checking) { diff --git a/src/StardewModdingAPI/Framework/ModRegistry.cs b/src/StardewModdingAPI/Framework/ModRegistry.cs index f9d3cfbf..a427bdb7 100644 --- a/src/StardewModdingAPI/Framework/ModRegistry.cs +++ b/src/StardewModdingAPI/Framework/ModRegistry.cs @@ -7,7 +7,7 @@ using System.Reflection; namespace StardewModdingAPI.Framework { /// <summary>Tracks the installed mods.</summary> - internal class ModRegistry : IModRegistry + internal class ModRegistry { /********* ** Properties @@ -23,7 +23,7 @@ namespace StardewModdingAPI.Framework ** Public methods *********/ /**** - ** IModRegistry + ** Basic metadata ****/ /// <summary>Get metadata for all loaded mods.</summary> public IEnumerable<IManifest> GetAll() @@ -47,7 +47,7 @@ namespace StardewModdingAPI.Framework } /**** - ** Internal methods + ** Mod data ****/ /// <summary>Register a mod as a possible source of deprecation warnings.</summary> /// <param name="metadata">The mod metadata.</param> diff --git a/src/StardewModdingAPI/Framework/Models/DisabledMod.cs b/src/StardewModdingAPI/Framework/Models/DisabledMod.cs new file mode 100644 index 00000000..170fa760 --- /dev/null +++ b/src/StardewModdingAPI/Framework/Models/DisabledMod.cs @@ -0,0 +1,22 @@ +namespace StardewModdingAPI.Framework.Models +{ + /// <summary>Metadata about for a mod that should never be loaded.</summary> + internal class DisabledMod + { + /********* + ** Accessors + *********/ + /**** + ** From config + ****/ + /// <summary>The unique mod IDs.</summary> + public string[] ID { get; set; } + + /// <summary>The mod name.</summary> + public string Name { get; set; } + + /// <summary>The reason phrase to show in the warning, or <c>null</c> to use the default value.</summary> + /// <example>"this mod is no longer supported or used"</example> + public string ReasonPhrase { get; set; } + } +} diff --git a/src/StardewModdingAPI/Framework/Models/Manifest.cs b/src/StardewModdingAPI/Framework/Models/Manifest.cs index be781585..08b88025 100644 --- a/src/StardewModdingAPI/Framework/Models/Manifest.cs +++ b/src/StardewModdingAPI/Framework/Models/Manifest.cs @@ -25,7 +25,8 @@ namespace StardewModdingAPI.Framework.Models public ISemanticVersion Version { get; set; } /// <summary>The minimum SMAPI version required by this mod, if any.</summary> - public string MinimumApiVersion { get; set; } + [JsonConverter(typeof(ManifestFieldConverter))] + public ISemanticVersion MinimumApiVersion { get; set; } /// <summary>The name of the DLL in the directory that has the <see cref="Mod.Entry"/> method.</summary> public string EntryDll { get; set; } @@ -37,9 +38,11 @@ namespace StardewModdingAPI.Framework.Models /// <summary>The unique mod ID.</summary> public string UniqueID { get; set; } +#if !SMAPI_2_0 /// <summary>Whether the mod uses per-save config files.</summary> [Obsolete("Use " + nameof(Mod) + "." + nameof(Mod.Helper) + "." + nameof(IModHelper.ReadConfig) + " instead")] public bool PerSaveConfigs { get; set; } +#endif /// <summary>Any manifest fields which didn't match a valid field.</summary> [JsonExtensionData] diff --git a/src/StardewModdingAPI/Framework/Models/ManifestDependency.cs b/src/StardewModdingAPI/Framework/Models/ManifestDependency.cs index 2f580c1d..25d92a29 100644 --- a/src/StardewModdingAPI/Framework/Models/ManifestDependency.cs +++ b/src/StardewModdingAPI/Framework/Models/ManifestDependency.cs @@ -9,15 +9,34 @@ /// <summary>The unique mod ID to require.</summary> public string UniqueID { get; set; } + /// <summary>The minimum required version (if any).</summary> + public ISemanticVersion MinimumVersion { get; set; } + +#if SMAPI_2_0 + /// <summary>Whether the dependency must be installed to use the mod.</summary> + public bool IsRequired { get; set; } +#endif /********* ** Public methods *********/ /// <summary>Construct an instance.</summary> /// <param name="uniqueID">The unique mod ID to require.</param> - public ManifestDependency(string uniqueID) + /// <param name="minimumVersion">The minimum required version (if any).</param> + /// <param name="required">Whether the dependency must be installed to use the mod.</param> + public ManifestDependency(string uniqueID, string minimumVersion +#if SMAPI_2_0 + , bool required = true +#endif + ) { this.UniqueID = uniqueID; + this.MinimumVersion = !string.IsNullOrWhiteSpace(minimumVersion) + ? new SemanticVersion(minimumVersion) + : null; +#if SMAPI_2_0 + this.IsRequired = required; +#endif } } } diff --git a/src/StardewModdingAPI/Framework/Models/SConfig.cs b/src/StardewModdingAPI/Framework/Models/SConfig.cs index c3f0816e..b2ca4113 100644 --- a/src/StardewModdingAPI/Framework/Models/SConfig.cs +++ b/src/StardewModdingAPI/Framework/Models/SConfig.cs @@ -17,5 +17,8 @@ /// <summary>A list of mod versions which should be considered compatible or incompatible regardless of whether SMAPI detects incompatible code.</summary> public ModCompatibility[] ModCompatibility { get; set; } + + /// <summary>A list of mods which should be considered obsolete and not loaded.</summary> + public DisabledMod[] DisabledMods { get; set; } } } diff --git a/src/StardewModdingAPI/Framework/Monitor.cs b/src/StardewModdingAPI/Framework/Monitor.cs index 925efc33..6359b454 100644 --- a/src/StardewModdingAPI/Framework/Monitor.cs +++ b/src/StardewModdingAPI/Framework/Monitor.cs @@ -45,6 +45,11 @@ namespace StardewModdingAPI.Framework /// <summary>Whether SMAPI is aborting. Mods don't need to worry about this unless they have background tasks.</summary> public bool IsExiting => this.ExitTokenSource.IsCancellationRequested; +#if SMAPI_2_0 + /// <summary>Whether to show the full log stamps (with time/level/logger) in the console. If false, shows a simplified stamp with only the logger.</summary> + internal bool ShowFullStampInConsole { get; set; } +#endif + /// <summary>Whether to show trace messages in the console.</summary> internal bool ShowTraceInConsole { get; set; } @@ -92,6 +97,18 @@ namespace StardewModdingAPI.Framework this.ExitTokenSource.Cancel(); } +#if SMAPI_2_0 + /// <summary>Write a newline to the console and log file.</summary> + internal void Newline() + { + if (this.WriteToConsole) + this.ConsoleManager.ExclusiveWriteWithoutInterception(Console.WriteLine); + if (this.WriteToFile) + this.LogFile.WriteLine(""); + } +#endif + +#if !SMAPI_2_0 /// <summary>Log a message for the player or developer, using the specified console color.</summary> /// <param name="source">The name of the mod logging the message.</param> /// <param name="message">The message to log.</param> @@ -102,6 +119,7 @@ namespace StardewModdingAPI.Framework { this.LogImpl(source, message, level, color); } +#endif /********* @@ -124,7 +142,13 @@ namespace StardewModdingAPI.Framework { // generate message string levelStr = level.ToString().ToUpper().PadRight(Monitor.MaxLevelLength); - message = $"[{DateTime.Now:HH:mm:ss} {levelStr} {source}] {message}"; + + string fullMessage = $"[{DateTime.Now:HH:mm:ss} {levelStr} {source}] {message}"; +#if SMAPI_2_0 + string consoleMessage = this.ShowFullStampInConsole ? fullMessage : $"[{source}] {message}"; +#else + string consoleMessage = fullMessage; +#endif // write to console if (this.WriteToConsole && (this.ShowTraceInConsole || level != LogLevel.Trace)) @@ -136,17 +160,17 @@ namespace StardewModdingAPI.Framework if (background.HasValue) Console.BackgroundColor = background.Value; Console.ForegroundColor = color; - Console.WriteLine(message); + Console.WriteLine(consoleMessage); Console.ResetColor(); } else - Console.WriteLine(message); + Console.WriteLine(consoleMessage); }); } // write to log file if (this.WriteToFile) - this.LogFile.WriteLine(message); + this.LogFile.WriteLine(fullMessage); } } } diff --git a/src/StardewModdingAPI/Framework/Reflection/ReflectionHelper.cs b/src/StardewModdingAPI/Framework/Reflection/Reflector.cs index 7a5789dc..5c2d90fa 100644 --- a/src/StardewModdingAPI/Framework/Reflection/ReflectionHelper.cs +++ b/src/StardewModdingAPI/Framework/Reflection/Reflector.cs @@ -7,13 +7,13 @@ namespace StardewModdingAPI.Framework.Reflection { /// <summary>Provides helper methods for accessing private game code.</summary> /// <remarks>This implementation searches up the type hierarchy, and caches the reflected fields and methods with a sliding expiry (to optimise performance without unnecessary memory usage).</remarks> - internal class ReflectionHelper : IReflectionHelper + internal class Reflector { /********* ** Properties *********/ /// <summary>The cached fields and methods found via reflection.</summary> - private readonly MemoryCache Cache = new MemoryCache(typeof(ReflectionHelper).FullName); + private readonly MemoryCache Cache = new MemoryCache(typeof(Reflector).FullName); /// <summary>The sliding cache expiration time.</summary> private readonly TimeSpan SlidingCacheExpiry = TimeSpan.FromMinutes(5); @@ -94,46 +94,6 @@ namespace StardewModdingAPI.Framework.Reflection } /**** - ** Field values - ** (shorthand since this is the most common case) - ****/ - /// <summary>Get the value of a private instance field.</summary> - /// <typeparam name="TValue">The field type.</typeparam> - /// <param name="obj">The object which has the field.</param> - /// <param name="name">The field name.</param> - /// <param name="required">Whether to throw an exception if the private field is not found.</param> - /// <returns>Returns the field value, or the default value for <typeparamref name="TValue"/> if the field wasn't found and <paramref name="required"/> is false.</returns> - /// <remarks> - /// This is a shortcut for <see cref="GetPrivateField{TValue}(object,string,bool)"/> followed by <see cref="IPrivateField{TValue}.GetValue"/>. - /// When <paramref name="required" /> is false, this will return the default value if reflection fails. If you need to check whether the field exists, use <see cref="GetPrivateField{TValue}(object,string,bool)" /> instead. - /// </remarks> - public TValue GetPrivateValue<TValue>(object obj, string name, bool required = true) - { - IPrivateField<TValue> field = this.GetPrivateField<TValue>(obj, name, required); - return field != null - ? field.GetValue() - : default(TValue); - } - - /// <summary>Get the value of a private static field.</summary> - /// <typeparam name="TValue">The field type.</typeparam> - /// <param name="type">The type which has the field.</param> - /// <param name="name">The field name.</param> - /// <param name="required">Whether to throw an exception if the private field is not found.</param> - /// <returns>Returns the field value, or the default value for <typeparamref name="TValue"/> if the field wasn't found and <paramref name="required"/> is false.</returns> - /// <remarks> - /// This is a shortcut for <see cref="GetPrivateField{TValue}(Type,string,bool)"/> followed by <see cref="IPrivateField{TValue}.GetValue"/>. - /// When <paramref name="required" /> is false, this will return the default value if reflection fails. If you need to check whether the field exists, use <see cref="GetPrivateField{TValue}(Type,string,bool)" /> instead. - /// </remarks> - public TValue GetPrivateValue<TValue>(Type type, string name, bool required = true) - { - IPrivateField<TValue> field = this.GetPrivateField<TValue>(type, name, required); - return field != null - ? field.GetValue() - : default(TValue); - } - - /**** ** Methods ****/ /// <summary>Get a private instance method.</summary> diff --git a/src/StardewModdingAPI/Framework/SContentManager.cs b/src/StardewModdingAPI/Framework/SContentManager.cs index acd3e108..669b0e7a 100644 --- a/src/StardewModdingAPI/Framework/SContentManager.cs +++ b/src/StardewModdingAPI/Framework/SContentManager.cs @@ -3,14 +3,16 @@ using System.Collections.Generic; using System.Globalization; using System.IO; using System.Linq; -using System.Threading; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; +using Microsoft.Xna.Framework.Graphics; using StardewModdingAPI.AssemblyRewriters; -using StardewModdingAPI.Events; using StardewModdingAPI.Framework.Content; using StardewModdingAPI.Framework.Reflection; using StardewValley; +using StardewValley.BellsAndWhistles; +using StardewValley.Objects; +using StardewValley.Projectiles; namespace StardewModdingAPI.Framework { @@ -42,6 +44,12 @@ namespace StardewModdingAPI.Framework /********* ** Accessors *********/ + /// <summary>Interceptors which provide the initial versions of matching assets.</summary> + internal IDictionary<IModMetadata, IList<IAssetLoader>> Loaders { get; } = new Dictionary<IModMetadata, IList<IAssetLoader>>(); + + /// <summary>Interceptors which edit matching assets after they're loaded.</summary> + internal IDictionary<IModMetadata, IList<IAssetEditor>> Editors { get; } = new Dictionary<IModMetadata, IList<IAssetEditor>>(); + /// <summary>The absolute path to the <see cref="ContentManager.RootDirectory"/>.</summary> public string FullRootDirectory => Path.Combine(Constants.ExecutionPath, this.RootDirectory); @@ -52,22 +60,19 @@ namespace StardewModdingAPI.Framework /// <summary>Construct an instance.</summary> /// <param name="serviceProvider">The service provider to use to locate services.</param> /// <param name="rootDirectory">The root directory to search for content.</param> - /// <param name="monitor">Encapsulates monitoring and logging.</param> - public SContentManager(IServiceProvider serviceProvider, string rootDirectory, IMonitor monitor) - : this(serviceProvider, rootDirectory, Thread.CurrentThread.CurrentUICulture, null, monitor) { } - - /// <summary>Construct an instance.</summary> - /// <param name="serviceProvider">The service provider to use to locate services.</param> - /// <param name="rootDirectory">The root directory to search for content.</param> /// <param name="currentCulture">The current culture for which to localise content.</param> /// <param name="languageCodeOverride">The current language code for which to localise content.</param> /// <param name="monitor">Encapsulates monitoring and logging.</param> public SContentManager(IServiceProvider serviceProvider, string rootDirectory, CultureInfo currentCulture, string languageCodeOverride, IMonitor monitor) : base(serviceProvider, rootDirectory, currentCulture, languageCodeOverride) { + // validate + if (monitor == null) + throw new ArgumentNullException(nameof(monitor)); + // initialise + var reflection = new Reflector(); this.Monitor = monitor; - IReflectionHelper reflection = new ReflectionHelper(); // get underlying fields for interception this.Cache = reflection.GetPrivateField<Dictionary<string, object>>(this, "loadedAssets").GetValue(); @@ -117,22 +122,24 @@ namespace StardewModdingAPI.Framework /// <param name="assetName">The asset path relative to the loader root directory, not including the <c>.xnb</c> extension.</param> public override T Load<T>(string assetName) { - // get normalised metadata assetName = this.NormaliseAssetName(assetName); - string cacheLocale = this.GetCacheLocale(assetName); // skip if already loaded if (this.IsNormalisedKeyLoaded(assetName)) return base.Load<T>(assetName); - // load data - T data = base.Load<T>(assetName); + // load asset + T data; + { + IAssetInfo info = new AssetInfo(this.GetLocale(), assetName, typeof(T), this.NormaliseAssetName); + IAssetData asset = this.ApplyLoader<T>(info) ?? new AssetDataForObject(info, base.Load<T>(assetName), this.NormaliseAssetName); + asset = this.ApplyEditors<T>(info, asset); + data = (T)asset.Data; + } - // let mods intercept content - IContentEventHelper helper = new ContentEventHelper(cacheLocale, assetName, data, this.NormaliseAssetName); - ContentEvents.InvokeAfterAssetLoaded(this.Monitor, helper); - this.Cache[assetName] = helper.Data; - return (T)helper.Data; + // update cache & return data + this.Cache[assetName] = data; + return data; } /// <summary>Inject an asset into the cache.</summary> @@ -142,6 +149,7 @@ namespace StardewModdingAPI.Framework public void Inject<T>(string assetName, T value) { assetName = this.NormaliseAssetName(assetName); + this.Cache[assetName] = value; } @@ -151,6 +159,57 @@ namespace StardewModdingAPI.Framework return this.GetKeyLocale.Invoke<string>(); } + /// <summary>Reset the asset cache and reload the game's static assets.</summary> + /// <remarks>This implementation is derived from <see cref="Game1.LoadContent"/>.</remarks> + public void Reset() + { + this.Monitor.Log("Resetting asset cache...", LogLevel.Trace); + this.Cache.Clear(); + + // from Game1.LoadContent + Game1.daybg = this.Load<Texture2D>("LooseSprites\\daybg"); + Game1.nightbg = this.Load<Texture2D>("LooseSprites\\nightbg"); + Game1.menuTexture = this.Load<Texture2D>("Maps\\MenuTiles"); + Game1.lantern = this.Load<Texture2D>("LooseSprites\\Lighting\\lantern"); + Game1.windowLight = this.Load<Texture2D>("LooseSprites\\Lighting\\windowLight"); + Game1.sconceLight = this.Load<Texture2D>("LooseSprites\\Lighting\\sconceLight"); + Game1.cauldronLight = this.Load<Texture2D>("LooseSprites\\Lighting\\greenLight"); + Game1.indoorWindowLight = this.Load<Texture2D>("LooseSprites\\Lighting\\indoorWindowLight"); + Game1.shadowTexture = this.Load<Texture2D>("LooseSprites\\shadow"); + Game1.mouseCursors = this.Load<Texture2D>("LooseSprites\\Cursors"); + Game1.controllerMaps = this.Load<Texture2D>("LooseSprites\\ControllerMaps"); + Game1.animations = this.Load<Texture2D>("TileSheets\\animations"); + Game1.achievements = this.Load<Dictionary<int, string>>("Data\\Achievements"); + Game1.NPCGiftTastes = this.Load<Dictionary<string, string>>("Data\\NPCGiftTastes"); + Game1.dialogueFont = this.Load<SpriteFont>("Fonts\\SpriteFont1"); + Game1.smallFont = this.Load<SpriteFont>("Fonts\\SmallFont"); + Game1.tinyFont = this.Load<SpriteFont>("Fonts\\tinyFont"); + Game1.tinyFontBorder = this.Load<SpriteFont>("Fonts\\tinyFontBorder"); + Game1.objectSpriteSheet = this.Load<Texture2D>("Maps\\springobjects"); + Game1.cropSpriteSheet = this.Load<Texture2D>("TileSheets\\crops"); + Game1.emoteSpriteSheet = this.Load<Texture2D>("TileSheets\\emotes"); + Game1.debrisSpriteSheet = this.Load<Texture2D>("TileSheets\\debris"); + Game1.bigCraftableSpriteSheet = this.Load<Texture2D>("TileSheets\\Craftables"); + Game1.rainTexture = this.Load<Texture2D>("TileSheets\\rain"); + Game1.buffsIcons = this.Load<Texture2D>("TileSheets\\BuffsIcons"); + Game1.objectInformation = this.Load<Dictionary<int, string>>("Data\\ObjectInformation"); + Game1.bigCraftablesInformation = this.Load<Dictionary<int, string>>("Data\\BigCraftablesInformation"); + FarmerRenderer.hairStylesTexture = this.Load<Texture2D>("Characters\\Farmer\\hairstyles"); + FarmerRenderer.shirtsTexture = this.Load<Texture2D>("Characters\\Farmer\\shirts"); + FarmerRenderer.hatsTexture = this.Load<Texture2D>("Characters\\Farmer\\hats"); + FarmerRenderer.accessoriesTexture = this.Load<Texture2D>("Characters\\Farmer\\accessories"); + Furniture.furnitureTexture = this.Load<Texture2D>("TileSheets\\furniture"); + SpriteText.spriteTexture = this.Load<Texture2D>("LooseSprites\\font_bold"); + SpriteText.coloredTexture = this.Load<Texture2D>("LooseSprites\\font_colored"); + Tool.weaponsTexture = this.Load<Texture2D>("TileSheets\\weapons"); + Projectile.projectileSheet = this.Load<Texture2D>("TileSheets\\Projectiles"); + + // from Farmer constructor + if (Game1.player != null) + Game1.player.FarmerRenderer = new FarmerRenderer(this.Load<Texture2D>("Characters\\Farmer\\farmer_" + (Game1.player.isMale ? "" : "girl_") + "base")); + } + + /********* ** Private methods *********/ @@ -162,14 +221,151 @@ namespace StardewModdingAPI.Framework || this.Cache.ContainsKey($"{normalisedAssetName}.{this.GetKeyLocale.Invoke<string>()}"); // translated asset } - /// <summary>Get the locale for which the asset name was saved, if any.</summary> - /// <param name="normalisedAssetName">The normalised asset name.</param> - private string GetCacheLocale(string normalisedAssetName) + /// <summary>Load the initial asset from the registered <see cref="Loaders"/>.</summary> + /// <param name="info">The basic asset metadata.</param> + /// <returns>Returns the loaded asset metadata, or <c>null</c> if no loader matched.</returns> + private IAssetData ApplyLoader<T>(IAssetInfo info) + { + // find matching loaders + var loaders = this.GetInterceptors(this.Loaders) + .Where(entry => + { + try + { + return entry.Value.CanLoad<T>(info); + } + catch (Exception ex) + { + this.Monitor.Log($"{entry.Key.DisplayName} crashed when checking whether it could load asset '{info.AssetName}', and will be ignored. Error details:\n{ex.GetLogSummary()}", LogLevel.Error); + return false; + } + }) + .ToArray(); + + // validate loaders + if (!loaders.Any()) + return null; + if (loaders.Length > 1) + { + string[] loaderNames = loaders.Select(p => p.Key.DisplayName).ToArray(); + this.Monitor.Log($"Multiple mods want to provide the '{info.AssetName}' asset ({string.Join(", ", loaderNames)}), but an asset can't be loaded multiple times. SMAPI will use the default asset instead; uninstall one of the mods to fix this. (Message for modders: you should usually use {typeof(IAssetEditor)} instead to avoid conflicts.)", LogLevel.Warn); + return null; + } + + // fetch asset from loader + IModMetadata mod = loaders[0].Key; + IAssetLoader loader = loaders[0].Value; + T data; + try + { + data = loader.Load<T>(info); + this.Monitor.Log($"{mod.DisplayName} loaded asset '{info.AssetName}'.", LogLevel.Trace); + } + catch (Exception ex) + { + this.Monitor.Log($"{mod.DisplayName} crashed when loading asset '{info.AssetName}'. SMAPI will use the default asset instead. Error details:\n{ex.GetLogSummary()}", LogLevel.Error); + return null; + } + + // validate asset + if (data == null) + { + this.Monitor.Log($"{mod.DisplayName} incorrectly set asset '{info.AssetName}' to a null value; ignoring override.", LogLevel.Error); + return null; + } + + // return matched asset + return new AssetDataForObject(info, data, this.NormaliseAssetName); + } + + /// <summary>Apply any <see cref="Editors"/> to a loaded asset.</summary> + /// <typeparam name="T">The asset type.</typeparam> + /// <param name="info">The basic asset metadata.</param> + /// <param name="asset">The loaded asset.</param> + private IAssetData ApplyEditors<T>(IAssetInfo info, IAssetData asset) { - string locale = this.GetKeyLocale.Invoke<string>(); - return this.Cache.ContainsKey($"{normalisedAssetName}.{locale}") - ? locale - : null; + IAssetData GetNewData(object data) => new AssetDataForObject(info, data, this.NormaliseAssetName); + + // edit asset + foreach (var entry in this.GetInterceptors(this.Editors)) + { + // check for match + IModMetadata mod = entry.Key; + IAssetEditor editor = entry.Value; + try + { + if (!editor.CanEdit<T>(info)) + continue; + } + catch (Exception ex) + { + this.Monitor.Log($"{mod.DisplayName} crashed when checking whether it could edit asset '{info.AssetName}', and will be ignored. Error details:\n{ex.GetLogSummary()}", LogLevel.Error); + continue; + } + + // try edit + object prevAsset = asset.Data; + try + { + editor.Edit<T>(asset); + this.Monitor.Log($"{mod.DisplayName} intercepted {info.AssetName}.", LogLevel.Trace); + } + catch (Exception ex) + { + this.Monitor.Log($"{mod.DisplayName} crashed when editing asset '{info.AssetName}', which may cause errors in-game. Error details:\n{ex.GetLogSummary()}", LogLevel.Error); + } + + // validate edit + if (asset.Data == null) + { + this.Monitor.Log($"{mod.DisplayName} incorrectly set asset '{info.AssetName}' to a null value; ignoring override.", LogLevel.Warn); + asset = GetNewData(prevAsset); + } + else if (!(asset.Data is T)) + { + this.Monitor.Log($"{mod.DisplayName} incorrectly set asset '{asset.AssetName}' to incompatible type '{asset.Data.GetType()}', expected '{typeof(T)}'; ignoring override.", LogLevel.Warn); + asset = GetNewData(prevAsset); + } + } + + // return result + return asset; + } + + /// <summary>Get all registered interceptors from a list.</summary> + private IEnumerable<KeyValuePair<IModMetadata, T>> GetInterceptors<T>(IDictionary<IModMetadata, IList<T>> entries) + { + foreach (var entry in entries) + { + IModMetadata metadata = entry.Key; + IList<T> interceptors = entry.Value; + + // special case if mod is an interceptor + if (metadata.Mod is T modAsInterceptor) + yield return new KeyValuePair<IModMetadata, T>(metadata, modAsInterceptor); + + // registered editors + foreach (T interceptor in interceptors) + yield return new KeyValuePair<IModMetadata, T>(metadata, interceptor); + } + } + + /// <summary>Dispose all game resources.</summary> + /// <param name="disposing">Whether the content manager is disposing (rather than finalising).</param> + protected override void Dispose(bool disposing) + { + if (!disposing) + return; + + // Clear cache & reload all assets. While that may seem perverse during disposal, it's + // necessary due to limitations in the way SMAPI currently intercepts content assets. + // + // The game uses multiple content managers while SMAPI needs one and only one. The game + // only disposes some of its content managers when returning to title, which means SMAPI + // can't know which assets are meant to be disposed. Here we remove current assets from + // the cache, but don't dispose them to avoid crashing any code that still references + // them. The garbage collector will eventually clean up any unused assets. + this.Reset(); } } } diff --git a/src/StardewModdingAPI/Framework/SGame.cs b/src/StardewModdingAPI/Framework/SGame.cs index 602a522b..c7784c60 100644 --- a/src/StardewModdingAPI/Framework/SGame.cs +++ b/src/StardewModdingAPI/Framework/SGame.cs @@ -4,11 +4,14 @@ using System.Collections.Generic; using System.Diagnostics; using System.Diagnostics.CodeAnalysis; using System.Linq; +using System.Threading; using System.Threading.Tasks; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using StardewModdingAPI.Events; +using StardewModdingAPI.Framework.Reflection; +using StardewModdingAPI.Utilities; using StardewValley; using StardewValley.BellsAndWhistles; using StardewValley.Locations; @@ -29,6 +32,12 @@ namespace StardewModdingAPI.Framework /**** ** SMAPI state ****/ + /// <summary>Encapsulates monitoring and logging.</summary> + private readonly IMonitor Monitor; + + /// <summary>SMAPI's content manager.</summary> + private readonly SContentManager SContentManager; + /// <summary>The maximum number of consecutive attempts SMAPI should make to recover from a draw error.</summary> private readonly Countdown DrawCrashTimer = new Countdown(60); // 60 ticks = roughly one second @@ -48,18 +57,19 @@ namespace StardewModdingAPI.Framework /// <summary>Whether the game's zoom level is at 100% (i.e. nothing should be scaled).</summary> public bool ZoomLevelIsOne => Game1.options.zoomLevel.Equals(1.0f); - /// <summary>Encapsulates monitoring and logging.</summary> - private readonly IMonitor Monitor; /**** ** Game state ****/ - /// <summary>Arrays of pressed controller buttons indexed by <see cref="PlayerIndex"/>.</summary> - private Buttons[] PreviousPressedButtons = new Buttons[0]; + /// <summary>A record of the buttons pressed as of the previous tick.</summary> + private SButton[] PreviousPressedButtons = new SButton[0]; /// <summary>A record of the keyboard state (i.e. the up/down state for each button) as of the previous tick.</summary> private KeyboardState PreviousKeyState; + /// <summary>A record of the controller state (i.e. the up/down state for each button) as of the previous tick.</summary> + private GamePadState PreviousControllerState; + /// <summary>A record of the mouse state (i.e. the cursor position, scroll amount, and the up/down state for each button) as of the previous tick.</summary> private MouseState PreviousMouseState; @@ -108,6 +118,7 @@ namespace StardewModdingAPI.Framework /// <summary>The time of day (in 24-hour military format) at last check.</summary> private int PreviousTime; +#if !SMAPI_2_0 /// <summary>The day of month (1–28) at last check.</summary> private int PreviousDay; @@ -122,6 +133,7 @@ namespace StardewModdingAPI.Framework /// <summary>The player character at last check.</summary> private SFarmer PreviousFarmer; +#endif /// <summary>The previous content locale.</summary> private LocalizedContentManager.LanguageCode? PreviousLocale; @@ -139,7 +151,7 @@ namespace StardewModdingAPI.Framework ** Private wrappers ****/ /// <summary>Simplifies access to private game code.</summary> - private static IReflectionHelper Reflection; + private static Reflector Reflection; // ReSharper disable ArrangeStaticMemberQualifier, ArrangeThisQualifier, InconsistentNaming /// <summary>Used to access private fields and methods.</summary> @@ -173,23 +185,22 @@ namespace StardewModdingAPI.Framework /// <summary>Construct an instance.</summary> /// <param name="monitor">Encapsulates monitoring and logging.</param> /// <param name="reflection">Simplifies access to private game code.</param> - internal SGame(IMonitor monitor, IReflectionHelper reflection) + internal SGame(IMonitor monitor, Reflector reflection) { + // initialise this.Monitor = monitor; this.FirstUpdate = true; SGame.Instance = this; SGame.Reflection = reflection; - Game1.graphics.GraphicsProfile = GraphicsProfile.HiDef; // required by Stardew Valley + // set XNA option required by Stardew Valley + Game1.graphics.GraphicsProfile = GraphicsProfile.HiDef; - // The game uses the default content manager instead of Game1.CreateContentManager in - // several cases (See http://community.playstarbound.com/threads/130058/page-27#post-3159274). - // The workaround is... - // 1. Override the default content manager. - // 2. Since Game1.content isn't initialised yet, and we need one main instance to - // support custom map tilesheets, detect when Game1.content is being initialised - // and use the same instance. - this.Content = new SContentManager(this.Content.ServiceProvider, this.Content.RootDirectory, this.Monitor); + // override content manager + this.Monitor?.Log("Overriding content manager...", LogLevel.Trace); + this.SContentManager = new SContentManager(this.Content.ServiceProvider, this.Content.RootDirectory, Thread.CurrentThread.CurrentUICulture, null, this.Monitor); + this.Content = this.SContentManager; + Game1.content = this.SContentManager; } /**** @@ -200,13 +211,19 @@ namespace StardewModdingAPI.Framework /// <param name="rootDirectory">The root directory to search for content.</param> protected override LocalizedContentManager CreateContentManager(IServiceProvider serviceProvider, string rootDirectory) { - // When Game1.content is being initialised, use SMAPI's main content manager instance. - // See comment in SGame constructor. - if (Game1.content == null && this.Content is SContentManager mainContentManager) - return mainContentManager; + // return default if SMAPI's content manager isn't initialised yet + if (this.SContentManager == null) + { + this.Monitor?.Log("SMAPI's content manager isn't initialised; skipping content manager interception.", LogLevel.Trace); + return base.CreateContentManager(serviceProvider, rootDirectory); + } - // build new instance - return new SContentManager(this.Content.ServiceProvider, this.Content.RootDirectory, this.Monitor); + // return single instance if valid + if (serviceProvider != this.Content.ServiceProvider) + throw new InvalidOperationException("SMAPI uses a single content manager internally. You can't get a new content manager with a different service provider."); + if (rootDirectory != this.Content.RootDirectory) + throw new InvalidOperationException($"SMAPI uses a single content manager internally. You can't get a new content manager with a different root directory (current is {this.Content.RootDirectory}, requested {rootDirectory})."); + return this.SContentManager; } /// <summary>The method called when the game is updating its state. This happens roughly 60 times per second.</summary> @@ -275,7 +292,9 @@ namespace StardewModdingAPI.Framework if (this.FirstUpdate) { GameEvents.InvokeInitialize(this.Monitor); +#if !SMAPI_2_0 GameEvents.InvokeLoadContent(this.Monitor); +#endif GameEvents.InvokeGameLoaded(this.Monitor); } @@ -305,7 +324,9 @@ namespace StardewModdingAPI.Framework Context.IsWorldReady = true; SaveEvents.InvokeAfterLoad(this.Monitor); +#if !SMAPI_2_0 PlayerEvents.InvokeLoadedGame(this.Monitor, new EventArgsLoadedGameChanged(Game1.hasLoadedGame)); +#endif TimeEvents.InvokeAfterDayStarted(this.Monitor); } this.AfterLoadTimer--; @@ -334,53 +355,96 @@ namespace StardewModdingAPI.Framework if (Game1.game1.IsActive) { // get latest state - KeyboardState keyState = Keyboard.GetState(); - MouseState mouseState = Mouse.GetState(); - Point mousePosition = new Point(Game1.getMouseX(), Game1.getMouseY()); + KeyboardState keyState; + GamePadState controllerState; + MouseState mouseState; + Point mousePosition; + try + { + keyState = Keyboard.GetState(); + controllerState = GamePad.GetState(PlayerIndex.One); + mouseState = Mouse.GetState(); + mousePosition = new Point(Game1.getMouseX(), Game1.getMouseY()); + } + catch (InvalidOperationException) // GetState() may crash for some players if window doesn't have focus but game1.IsActive == true + { + keyState = this.PreviousKeyState; + controllerState = this.PreviousControllerState; + mouseState = this.PreviousMouseState; + mousePosition = this.PreviousMousePosition; + } // analyse state - Keys[] currentlyPressedKeys = keyState.GetPressedKeys(); - Keys[] previousPressedKeys = this.PreviousKeyState.GetPressedKeys(); - Keys[] framePressedKeys = currentlyPressedKeys.Except(previousPressedKeys).ToArray(); - Keys[] frameReleasedKeys = previousPressedKeys.Except(currentlyPressedKeys).ToArray(); - - // raise key pressed - foreach (Keys key in framePressedKeys) - ControlEvents.InvokeKeyPressed(this.Monitor, key); - - // raise key released - foreach (Keys key in frameReleasedKeys) - ControlEvents.InvokeKeyReleased(this.Monitor, key); + SButton[] currentlyPressedKeys = this.GetPressedButtons(keyState, mouseState, controllerState).ToArray(); + SButton[] previousPressedKeys = this.PreviousPressedButtons; + SButton[] framePressedKeys = currentlyPressedKeys.Except(previousPressedKeys).ToArray(); + SButton[] frameReleasedKeys = previousPressedKeys.Except(currentlyPressedKeys).ToArray(); + bool isClick = framePressedKeys.Contains(SButton.MouseLeft) || (framePressedKeys.Contains(SButton.ControllerA) && !currentlyPressedKeys.Contains(SButton.ControllerX)); + + // get cursor position +#if SMAPI_2_0 + ICursorPosition cursor; + { + // cursor position + Vector2 screenPixels = new Vector2(Game1.getMouseX(), Game1.getMouseY()); + Vector2 tile = new Vector2((Game1.viewport.X + screenPixels.X) / Game1.tileSize, (Game1.viewport.Y + screenPixels.Y) / Game1.tileSize); + Vector2 grabTile = (Game1.mouseCursorTransparency > 0 && Utility.tileWithinRadiusOfPlayer((int)tile.X, (int)tile.Y, 1, Game1.player)) // derived from Game1.pressActionButton + ? tile + : Game1.player.GetGrabTile(); + cursor = new CursorPosition(screenPixels, tile, grabTile); + } +#endif - // raise controller button pressed - foreach (Buttons button in this.GetFramePressedButtons()) + // raise button pressed + foreach (SButton button in framePressedKeys) { - if (button == Buttons.LeftTrigger || button == Buttons.RightTrigger) +#if SMAPI_2_0 + InputEvents.InvokeButtonPressed(this.Monitor, button, cursor, isClick); +#endif + + // legacy events + if (button.TryGetKeyboard(out Keys key)) { - var triggers = GamePad.GetState(PlayerIndex.One).Triggers; - ControlEvents.InvokeTriggerPressed(this.Monitor, button, button == Buttons.LeftTrigger ? triggers.Left : triggers.Right); + if (key != Keys.None) + ControlEvents.InvokeKeyPressed(this.Monitor, key); + } + else if (button.TryGetController(out Buttons controllerButton)) + { + if (controllerButton == Buttons.LeftTrigger || controllerButton == Buttons.RightTrigger) + ControlEvents.InvokeTriggerPressed(this.Monitor, controllerButton, controllerButton == Buttons.LeftTrigger ? controllerState.Triggers.Left : controllerState.Triggers.Right); + else + ControlEvents.InvokeButtonPressed(this.Monitor, controllerButton); } - else - ControlEvents.InvokeButtonPressed(this.Monitor, button); } - // raise controller button released - foreach (Buttons button in this.GetFrameReleasedButtons()) + // raise button released + foreach (SButton button in frameReleasedKeys) { - if (button == Buttons.LeftTrigger || button == Buttons.RightTrigger) +#if SMAPI_2_0 + bool wasClick = + (button == SButton.MouseLeft && previousPressedKeys.Contains(SButton.MouseLeft)) // released left click + || (button == SButton.ControllerA && previousPressedKeys.Contains(SButton.ControllerA) && !previousPressedKeys.Contains(SButton.ControllerX)); + InputEvents.InvokeButtonReleased(this.Monitor, button, cursor, wasClick); +#endif + + // legacy events + if (button.TryGetKeyboard(out Keys key)) { - var triggers = GamePad.GetState(PlayerIndex.One).Triggers; - ControlEvents.InvokeTriggerReleased(this.Monitor, button, button == Buttons.LeftTrigger ? triggers.Left : triggers.Right); + if (key != Keys.None) + ControlEvents.InvokeKeyReleased(this.Monitor, key); + } + else if (button.TryGetController(out Buttons controllerButton)) + { + if (controllerButton == Buttons.LeftTrigger || controllerButton == Buttons.RightTrigger) + ControlEvents.InvokeTriggerReleased(this.Monitor, controllerButton, controllerButton == Buttons.LeftTrigger ? controllerState.Triggers.Left : controllerState.Triggers.Right); + else + ControlEvents.InvokeButtonReleased(this.Monitor, controllerButton); } - else - ControlEvents.InvokeButtonReleased(this.Monitor, button); } - // raise keyboard state changed + // raise legacy state-changed events if (keyState != this.PreviousKeyState) ControlEvents.InvokeKeyboardChanged(this.Monitor, this.PreviousKeyState, keyState); - - // raise mouse state changed if (mouseState != this.PreviousMouseState) ControlEvents.InvokeMouseChanged(this.Monitor, this.PreviousMouseState, mouseState, this.PreviousMousePosition, mousePosition); @@ -388,7 +452,8 @@ namespace StardewModdingAPI.Framework this.PreviousMouseState = mouseState; this.PreviousMousePosition = mousePosition; this.PreviousKeyState = keyState; - this.PreviousPressedButtons = this.GetButtonsDown(); + this.PreviousControllerState = controllerState; + this.PreviousPressedButtons = currentlyPressedKeys; } /********* @@ -438,9 +503,11 @@ namespace StardewModdingAPI.Framework if (this.GetHash(Game1.locations) != this.PreviousGameLocations) LocationEvents.InvokeLocationsChanged(this.Monitor, Game1.locations); +#if !SMAPI_2_0 // raise player changed if (Game1.player != this.PreviousFarmer) PlayerEvents.InvokeFarmerChanged(this.Monitor, this.PreviousFarmer, Game1.player); +#endif // raise events that shouldn't be triggered on initial load if (Game1.uniqueIDForThisGame == this.PreviousSaveID) @@ -471,12 +538,14 @@ namespace StardewModdingAPI.Framework // raise time changed if (Game1.timeOfDay != this.PreviousTime) TimeEvents.InvokeTimeOfDayChanged(this.Monitor, this.PreviousTime, Game1.timeOfDay); +#if !SMAPI_2_0 if (Game1.dayOfMonth != this.PreviousDay) TimeEvents.InvokeDayOfMonthChanged(this.Monitor, this.PreviousDay, Game1.dayOfMonth); if (Game1.currentSeason != this.PreviousSeason) TimeEvents.InvokeSeasonOfYearChanged(this.Monitor, this.PreviousSeason, Game1.currentSeason); if (Game1.year != this.PreviousYear) TimeEvents.InvokeYearOfGameChanged(this.Monitor, this.PreviousYear, Game1.year); +#endif // raise mine level changed if (Game1.mine != null && Game1.mine.mineLevel != this.PreviousMineLevel) @@ -486,7 +555,6 @@ namespace StardewModdingAPI.Framework // update state this.PreviousGameLocations = this.GetHash(Game1.locations); this.PreviousGameLocation = Game1.currentLocation; - this.PreviousFarmer = Game1.player; this.PreviousCombatLevel = Game1.player.combatLevel; this.PreviousFarmingLevel = Game1.player.farmingLevel; this.PreviousFishingLevel = Game1.player.fishingLevel; @@ -496,21 +564,26 @@ namespace StardewModdingAPI.Framework this.PreviousItems = Game1.player.items.Where(n => n != null).ToDictionary(n => n, n => n.Stack); this.PreviousLocationObjects = this.GetHash(Game1.currentLocation.objects); this.PreviousTime = Game1.timeOfDay; + this.PreviousMineLevel = Game1.mine?.mineLevel ?? 0; + this.PreviousSaveID = Game1.uniqueIDForThisGame; +#if !SMAPI_2_0 + this.PreviousFarmer = Game1.player; this.PreviousDay = Game1.dayOfMonth; this.PreviousSeason = Game1.currentSeason; this.PreviousYear = Game1.year; - this.PreviousMineLevel = Game1.mine?.mineLevel ?? 0; - this.PreviousSaveID = Game1.uniqueIDForThisGame; +#endif } /********* ** Game day transition event (obsolete) *********/ +#if !SMAPI_2_0 if (Game1.newDay != this.PreviousIsNewDay) { TimeEvents.InvokeOnNewDay(this.Monitor, this.PreviousDay, Game1.dayOfMonth, Game1.newDay); this.PreviousIsNewDay = Game1.newDay; } +#endif /********* ** Game update @@ -530,7 +603,9 @@ namespace StardewModdingAPI.Framework GameEvents.InvokeUpdateTick(this.Monitor); if (this.FirstUpdate) { +#if !SMAPI_2_0 GameEvents.InvokeFirstUpdateTick(this.Monitor); +#endif this.FirstUpdate = false; } if (this.CurrentUpdateTick % 2 == 0) @@ -1270,120 +1345,66 @@ namespace StardewModdingAPI.Framework this.PreviousSaveID = 0; } - /// <summary>Get the controller buttons which are currently pressed.</summary> - private Buttons[] GetButtonsDown() - { - var state = GamePad.GetState(PlayerIndex.One); - var buttons = new List<Buttons>(); - if (state.IsConnected) - { - if (state.Buttons.A == ButtonState.Pressed) buttons.Add(Buttons.A); - if (state.Buttons.B == ButtonState.Pressed) buttons.Add(Buttons.B); - if (state.Buttons.Back == ButtonState.Pressed) buttons.Add(Buttons.Back); - if (state.Buttons.BigButton == ButtonState.Pressed) buttons.Add(Buttons.BigButton); - if (state.Buttons.LeftShoulder == ButtonState.Pressed) buttons.Add(Buttons.LeftShoulder); - if (state.Buttons.LeftStick == ButtonState.Pressed) buttons.Add(Buttons.LeftStick); - if (state.Buttons.RightShoulder == ButtonState.Pressed) buttons.Add(Buttons.RightShoulder); - if (state.Buttons.RightStick == ButtonState.Pressed) buttons.Add(Buttons.RightStick); - if (state.Buttons.Start == ButtonState.Pressed) buttons.Add(Buttons.Start); - if (state.Buttons.X == ButtonState.Pressed) buttons.Add(Buttons.X); - if (state.Buttons.Y == ButtonState.Pressed) buttons.Add(Buttons.Y); - if (state.DPad.Up == ButtonState.Pressed) buttons.Add(Buttons.DPadUp); - if (state.DPad.Down == ButtonState.Pressed) buttons.Add(Buttons.DPadDown); - if (state.DPad.Left == ButtonState.Pressed) buttons.Add(Buttons.DPadLeft); - if (state.DPad.Right == ButtonState.Pressed) buttons.Add(Buttons.DPadRight); - if (state.Triggers.Left > 0.2f) buttons.Add(Buttons.LeftTrigger); - if (state.Triggers.Right > 0.2f) buttons.Add(Buttons.RightTrigger); - } - return buttons.ToArray(); - } - - /// <summary>Get the controller buttons which were pressed after the last update.</summary> - private Buttons[] GetFramePressedButtons() + /// <summary>Get the buttons pressed in the given stats.</summary> + /// <param name="keyboard">The keyboard state.</param> + /// <param name="mouse">The mouse state.</param> + /// <param name="controller">The controller state.</param> + private IEnumerable<SButton> GetPressedButtons(KeyboardState keyboard, MouseState mouse, GamePadState controller) { - var state = GamePad.GetState(PlayerIndex.One); - var buttons = new List<Buttons>(); - if (state.IsConnected) + // keyboard + foreach (Keys key in keyboard.GetPressedKeys()) + yield return key.ToSButton(); + + // mouse + if (mouse.LeftButton == ButtonState.Pressed) + yield return SButton.MouseLeft; + if (mouse.RightButton == ButtonState.Pressed) + yield return SButton.MouseRight; + if (mouse.MiddleButton == ButtonState.Pressed) + yield return SButton.MouseMiddle; + if (mouse.XButton1 == ButtonState.Pressed) + yield return SButton.MouseX1; + if (mouse.XButton2 == ButtonState.Pressed) + yield return SButton.MouseX2; + + // controller + if (controller.IsConnected) { - if (this.WasButtonJustPressed(Buttons.A, state.Buttons.A)) buttons.Add(Buttons.A); - if (this.WasButtonJustPressed(Buttons.B, state.Buttons.B)) buttons.Add(Buttons.B); - if (this.WasButtonJustPressed(Buttons.Back, state.Buttons.Back)) buttons.Add(Buttons.Back); - if (this.WasButtonJustPressed(Buttons.BigButton, state.Buttons.BigButton)) buttons.Add(Buttons.BigButton); - if (this.WasButtonJustPressed(Buttons.LeftShoulder, state.Buttons.LeftShoulder)) buttons.Add(Buttons.LeftShoulder); - if (this.WasButtonJustPressed(Buttons.LeftStick, state.Buttons.LeftStick)) buttons.Add(Buttons.LeftStick); - if (this.WasButtonJustPressed(Buttons.RightShoulder, state.Buttons.RightShoulder)) buttons.Add(Buttons.RightShoulder); - if (this.WasButtonJustPressed(Buttons.RightStick, state.Buttons.RightStick)) buttons.Add(Buttons.RightStick); - if (this.WasButtonJustPressed(Buttons.Start, state.Buttons.Start)) buttons.Add(Buttons.Start); - if (this.WasButtonJustPressed(Buttons.X, state.Buttons.X)) buttons.Add(Buttons.X); - if (this.WasButtonJustPressed(Buttons.Y, state.Buttons.Y)) buttons.Add(Buttons.Y); - if (this.WasButtonJustPressed(Buttons.DPadUp, state.DPad.Up)) buttons.Add(Buttons.DPadUp); - if (this.WasButtonJustPressed(Buttons.DPadDown, state.DPad.Down)) buttons.Add(Buttons.DPadDown); - if (this.WasButtonJustPressed(Buttons.DPadLeft, state.DPad.Left)) buttons.Add(Buttons.DPadLeft); - if (this.WasButtonJustPressed(Buttons.DPadRight, state.DPad.Right)) buttons.Add(Buttons.DPadRight); - if (this.WasButtonJustPressed(Buttons.LeftTrigger, state.Triggers.Left)) buttons.Add(Buttons.LeftTrigger); - if (this.WasButtonJustPressed(Buttons.RightTrigger, state.Triggers.Right)) buttons.Add(Buttons.RightTrigger); + if (controller.Buttons.A == ButtonState.Pressed) + yield return SButton.ControllerA; + if (controller.Buttons.B == ButtonState.Pressed) + yield return SButton.ControllerB; + if (controller.Buttons.Back == ButtonState.Pressed) + yield return SButton.ControllerBack; + if (controller.Buttons.BigButton == ButtonState.Pressed) + yield return SButton.BigButton; + if (controller.Buttons.LeftShoulder == ButtonState.Pressed) + yield return SButton.LeftShoulder; + if (controller.Buttons.LeftStick == ButtonState.Pressed) + yield return SButton.LeftStick; + if (controller.Buttons.RightShoulder == ButtonState.Pressed) + yield return SButton.RightShoulder; + if (controller.Buttons.RightStick == ButtonState.Pressed) + yield return SButton.RightStick; + if (controller.Buttons.Start == ButtonState.Pressed) + yield return SButton.ControllerStart; + if (controller.Buttons.X == ButtonState.Pressed) + yield return SButton.ControllerX; + if (controller.Buttons.Y == ButtonState.Pressed) + yield return SButton.ControllerY; + if (controller.DPad.Up == ButtonState.Pressed) + yield return SButton.DPadUp; + if (controller.DPad.Down == ButtonState.Pressed) + yield return SButton.DPadDown; + if (controller.DPad.Left == ButtonState.Pressed) + yield return SButton.DPadLeft; + if (controller.DPad.Right == ButtonState.Pressed) + yield return SButton.DPadRight; + if (controller.Triggers.Left > 0.2f) + yield return SButton.LeftTrigger; + if (controller.Triggers.Right > 0.2f) + yield return SButton.RightTrigger; } - return buttons.ToArray(); - } - - /// <summary>Get the controller buttons which were released after the last update.</summary> - private Buttons[] GetFrameReleasedButtons() - { - var state = GamePad.GetState(PlayerIndex.One); - var buttons = new List<Buttons>(); - if (state.IsConnected) - { - if (this.WasButtonJustReleased(Buttons.A, state.Buttons.A)) buttons.Add(Buttons.A); - if (this.WasButtonJustReleased(Buttons.B, state.Buttons.B)) buttons.Add(Buttons.B); - if (this.WasButtonJustReleased(Buttons.Back, state.Buttons.Back)) buttons.Add(Buttons.Back); - if (this.WasButtonJustReleased(Buttons.BigButton, state.Buttons.BigButton)) buttons.Add(Buttons.BigButton); - if (this.WasButtonJustReleased(Buttons.LeftShoulder, state.Buttons.LeftShoulder)) buttons.Add(Buttons.LeftShoulder); - if (this.WasButtonJustReleased(Buttons.LeftStick, state.Buttons.LeftStick)) buttons.Add(Buttons.LeftStick); - if (this.WasButtonJustReleased(Buttons.RightShoulder, state.Buttons.RightShoulder)) buttons.Add(Buttons.RightShoulder); - if (this.WasButtonJustReleased(Buttons.RightStick, state.Buttons.RightStick)) buttons.Add(Buttons.RightStick); - if (this.WasButtonJustReleased(Buttons.Start, state.Buttons.Start)) buttons.Add(Buttons.Start); - if (this.WasButtonJustReleased(Buttons.X, state.Buttons.X)) buttons.Add(Buttons.X); - if (this.WasButtonJustReleased(Buttons.Y, state.Buttons.Y)) buttons.Add(Buttons.Y); - if (this.WasButtonJustReleased(Buttons.DPadUp, state.DPad.Up)) buttons.Add(Buttons.DPadUp); - if (this.WasButtonJustReleased(Buttons.DPadDown, state.DPad.Down)) buttons.Add(Buttons.DPadDown); - if (this.WasButtonJustReleased(Buttons.DPadLeft, state.DPad.Left)) buttons.Add(Buttons.DPadLeft); - if (this.WasButtonJustReleased(Buttons.DPadRight, state.DPad.Right)) buttons.Add(Buttons.DPadRight); - if (this.WasButtonJustReleased(Buttons.LeftTrigger, state.Triggers.Left)) buttons.Add(Buttons.LeftTrigger); - if (this.WasButtonJustReleased(Buttons.RightTrigger, state.Triggers.Right)) buttons.Add(Buttons.RightTrigger); - } - return buttons.ToArray(); - } - - /// <summary>Get whether a controller button was pressed since the last check.</summary> - /// <param name="button">The controller button to check.</param> - /// <param name="buttonState">The last known state.</param> - private bool WasButtonJustPressed(Buttons button, ButtonState buttonState) - { - return buttonState == ButtonState.Pressed && !this.PreviousPressedButtons.Contains(button); - } - - /// <summary>Get whether a controller button was released since the last check.</summary> - /// <param name="button">The controller button to check.</param> - /// <param name="buttonState">The last known state.</param> - private bool WasButtonJustReleased(Buttons button, ButtonState buttonState) - { - return buttonState == ButtonState.Released && this.PreviousPressedButtons.Contains(button); - } - - /// <summary>Get whether an analogue controller button was pressed since the last check.</summary> - /// <param name="button">The controller button to check.</param> - /// <param name="value">The last known value.</param> - private bool WasButtonJustPressed(Buttons button, float value) - { - return this.WasButtonJustPressed(button, value > 0.2f ? ButtonState.Pressed : ButtonState.Released); - } - - /// <summary>Get whether an analogue controller button was released since the last check.</summary> - /// <param name="button">The controller button to check.</param> - /// <param name="value">The last known value.</param> - private bool WasButtonJustReleased(Buttons button, float value) - { - return this.WasButtonJustReleased(button, value > 0.2f ? ButtonState.Pressed : ButtonState.Released); } /// <summary>Get the player inventory changes between two states.</summary> diff --git a/src/StardewModdingAPI/Framework/Serialisation/JsonHelper.cs b/src/StardewModdingAPI/Framework/Serialisation/JsonHelper.cs index 64d8738e..3193aa3c 100644 --- a/src/StardewModdingAPI/Framework/Serialisation/JsonHelper.cs +++ b/src/StardewModdingAPI/Framework/Serialisation/JsonHelper.cs @@ -3,6 +3,7 @@ using System.Collections.Generic; using System.IO; using Microsoft.Xna.Framework.Input; using Newtonsoft.Json; +using StardewModdingAPI.Utilities; namespace StardewModdingAPI.Framework.Serialisation { @@ -19,7 +20,7 @@ namespace StardewModdingAPI.Framework.Serialisation ObjectCreationHandling = ObjectCreationHandling.Replace, // avoid issue where default ICollection<T> values are duplicated each time the config is loaded Converters = new List<JsonConverter> { - new SelectiveStringEnumConverter(typeof(Buttons), typeof(Keys)) + new SelectiveStringEnumConverter(typeof(Buttons), typeof(Keys), typeof(SButton)) } }; @@ -51,7 +52,21 @@ namespace StardewModdingAPI.Framework.Serialisation } // deserialise model - return JsonConvert.DeserializeObject<TModel>(json, this.JsonSettings); + try + { + return JsonConvert.DeserializeObject<TModel>(json, this.JsonSettings); + } + catch (JsonReaderException ex) + { + string message = $"The file at {fullPath} doesn't seem to be valid JSON."; + + string text = File.ReadAllText(fullPath); + if (text.Contains("“") || text.Contains("”")) + message += " Found curly quotes in the text; note that only straight quotes are allowed in JSON."; + + message += $"\nTechnical details: {ex.Message}"; + throw new JsonReaderException(message); + } } /// <summary>Save to a JSON file.</summary> diff --git a/src/StardewModdingAPI/Framework/Serialisation/ManifestFieldConverter.cs b/src/StardewModdingAPI/Framework/Serialisation/ManifestFieldConverter.cs index 6b5a6aaa..5be0f0b6 100644 --- a/src/StardewModdingAPI/Framework/Serialisation/ManifestFieldConverter.cs +++ b/src/StardewModdingAPI/Framework/Serialisation/ManifestFieldConverter.cs @@ -2,6 +2,7 @@ using System.Collections.Generic; using Newtonsoft.Json; using Newtonsoft.Json.Linq; +using StardewModdingAPI.Framework.Exceptions; using StardewModdingAPI.Framework.Models; namespace StardewModdingAPI.Framework.Serialisation @@ -36,12 +37,32 @@ namespace StardewModdingAPI.Framework.Serialisation // semantic version if (objectType == typeof(ISemanticVersion)) { - JObject obj = JObject.Load(reader); - int major = obj.Value<int>(nameof(ISemanticVersion.MajorVersion)); - int minor = obj.Value<int>(nameof(ISemanticVersion.MinorVersion)); - int patch = obj.Value<int>(nameof(ISemanticVersion.PatchVersion)); - string build = obj.Value<string>(nameof(ISemanticVersion.Build)); - return new SemanticVersion(major, minor, patch, build); + JToken token = JToken.Load(reader); + switch (token.Type) + { + case JTokenType.Object: + { + JObject obj = (JObject)token; + int major = obj.Value<int>(nameof(ISemanticVersion.MajorVersion)); + int minor = obj.Value<int>(nameof(ISemanticVersion.MinorVersion)); + int patch = obj.Value<int>(nameof(ISemanticVersion.PatchVersion)); + string build = obj.Value<string>(nameof(ISemanticVersion.Build)); + return new SemanticVersion(major, minor, patch, build); + } + + case JTokenType.String: + { + string str = token.Value<string>(); + if (string.IsNullOrWhiteSpace(str)) + return null; + if (!SemanticVersion.TryParse(str, out ISemanticVersion version)) + throw new SParseException($"Can't parse semantic version from invalid value '{str}', should be formatted like 1.2, 1.2.30, or 1.2.30-beta."); + return version; + } + + default: + throw new SParseException($"Can't parse semantic version from {token.Type}, must be an object or string."); + } } // manifest dependency @@ -51,7 +72,13 @@ namespace StardewModdingAPI.Framework.Serialisation foreach (JObject obj in JArray.Load(reader).Children<JObject>()) { string uniqueID = obj.Value<string>(nameof(IManifestDependency.UniqueID)); - result.Add(new ManifestDependency(uniqueID)); + string minVersion = obj.Value<string>(nameof(IManifestDependency.MinimumVersion)); +#if SMAPI_2_0 + bool required = obj.Value<bool?>(nameof(IManifestDependency.IsRequired)) ?? true; + result.Add(new ManifestDependency(uniqueID, minVersion, required)); +#else + result.Add(new ManifestDependency(uniqueID, minVersion)); +#endif } return result.ToArray(); } diff --git a/src/StardewModdingAPI/IAssetData.cs b/src/StardewModdingAPI/IAssetData.cs new file mode 100644 index 00000000..c3021144 --- /dev/null +++ b/src/StardewModdingAPI/IAssetData.cs @@ -0,0 +1,47 @@ +using System; + +namespace StardewModdingAPI +{ + /// <summary>Generic metadata and methods for a content asset being loaded.</summary> + /// <typeparam name="TValue">The expected data type.</typeparam> + public interface IAssetData<TValue> : IAssetInfo + { + /********* + ** Accessors + *********/ + /// <summary>The content data being read.</summary> + TValue Data { get; } + + + /********* + ** Public methods + *********/ + /// <summary>Replace the entire content value with the given value. This is generally not recommended, since it may break compatibility with other mods or different versions of the game.</summary> + /// <param name="value">The new content value.</param> + /// <exception cref="ArgumentNullException">The <paramref name="value"/> is null.</exception> + /// <exception cref="InvalidCastException">The <paramref name="value"/>'s type is not compatible with the loaded asset's type.</exception> + void ReplaceWith(TValue value); + } + + /// <summary>Generic metadata and methods for a content asset being loaded.</summary> + public interface IAssetData : IAssetData<object> + { + /********* + ** Public methods + *********/ + /// <summary>Get a helper to manipulate the data as a dictionary.</summary> + /// <typeparam name="TKey">The expected dictionary key.</typeparam> + /// <typeparam name="TValue">The expected dictionary value.</typeparam> + /// <exception cref="InvalidOperationException">The content being read isn't a dictionary.</exception> + IAssetDataForDictionary<TKey, TValue> AsDictionary<TKey, TValue>(); + + /// <summary>Get a helper to manipulate the data as an image.</summary> + /// <exception cref="InvalidOperationException">The content being read isn't an image.</exception> + IAssetDataForImage AsImage(); + + /// <summary>Get the data as a given type.</summary> + /// <typeparam name="TData">The expected data type.</typeparam> + /// <exception cref="InvalidCastException">The data can't be converted to <typeparamref name="TData"/>.</exception> + TData GetData<TData>(); + } +} diff --git a/src/StardewModdingAPI/IContentEventHelperForDictionary.cs b/src/StardewModdingAPI/IAssetDataForDictionary.cs index 2f9d5a65..53c24346 100644 --- a/src/StardewModdingAPI/IContentEventHelperForDictionary.cs +++ b/src/StardewModdingAPI/IAssetDataForDictionary.cs @@ -4,7 +4,7 @@ using System.Collections.Generic; namespace StardewModdingAPI { /// <summary>Encapsulates access and changes to dictionary content being read from a data file.</summary> - public interface IContentEventHelperForDictionary<TKey, TValue> : IContentEventData<IDictionary<TKey, TValue>> + public interface IAssetDataForDictionary<TKey, TValue> : IAssetData<IDictionary<TKey, TValue>> { /********* ** Public methods diff --git a/src/StardewModdingAPI/IContentEventHelperForImage.cs b/src/StardewModdingAPI/IAssetDataForImage.cs index 1158c868..4584a20e 100644 --- a/src/StardewModdingAPI/IContentEventHelperForImage.cs +++ b/src/StardewModdingAPI/IAssetDataForImage.cs @@ -5,7 +5,7 @@ using Microsoft.Xna.Framework.Graphics; namespace StardewModdingAPI { /// <summary>Encapsulates access and changes to dictionary content being read from a data file.</summary> - public interface IContentEventHelperForImage : IContentEventData<Texture2D> + public interface IAssetDataForImage : IAssetData<Texture2D> { /********* ** Public methods diff --git a/src/StardewModdingAPI/IAssetEditor.cs b/src/StardewModdingAPI/IAssetEditor.cs new file mode 100644 index 00000000..d2c6f295 --- /dev/null +++ b/src/StardewModdingAPI/IAssetEditor.cs @@ -0,0 +1,17 @@ +namespace StardewModdingAPI +{ + /// <summary>Edits matching content assets.</summary> + public interface IAssetEditor + { + /********* + ** Public methods + *********/ + /// <summary>Get whether this instance can edit the given asset.</summary> + /// <param name="asset">Basic metadata about the asset being loaded.</param> + bool CanEdit<T>(IAssetInfo asset); + + /// <summary>Edit a matched asset.</summary> + /// <param name="asset">A helper which encapsulates metadata about an asset and enables changes to it.</param> + void Edit<T>(IAssetData asset); + } +} diff --git a/src/StardewModdingAPI/IAssetInfo.cs b/src/StardewModdingAPI/IAssetInfo.cs new file mode 100644 index 00000000..5dd58e2e --- /dev/null +++ b/src/StardewModdingAPI/IAssetInfo.cs @@ -0,0 +1,28 @@ +using System; + +namespace StardewModdingAPI +{ + /// <summary>Basic metadata for a content asset.</summary> + public interface IAssetInfo + { + /********* + ** Accessors + *********/ + /// <summary>The content's locale code, if the content is localised.</summary> + string Locale { get; } + + /// <summary>The normalised asset name being read. The format may change between platforms; see <see cref="AssetNameEquals"/> to compare with a known path.</summary> + string AssetName { get; } + + /// <summary>The content data type.</summary> + Type DataType { get; } + + + /********* + ** Public methods + *********/ + /// <summary>Get whether the asset name being loaded matches a given name after normalisation.</summary> + /// <param name="path">The expected asset path, relative to the game's content folder and without the .xnb extension or locale suffix (like 'Data\ObjectInformation').</param> + bool AssetNameEquals(string path); + } +} diff --git a/src/StardewModdingAPI/IAssetLoader.cs b/src/StardewModdingAPI/IAssetLoader.cs new file mode 100644 index 00000000..ad97b941 --- /dev/null +++ b/src/StardewModdingAPI/IAssetLoader.cs @@ -0,0 +1,17 @@ +namespace StardewModdingAPI +{ + /// <summary>Provides the initial version for matching assets loaded by the game. SMAPI will raise an error if two mods try to load the same asset; in most cases you should use <see cref="IAssetEditor"/> instead.</summary> + public interface IAssetLoader + { + /********* + ** Public methods + *********/ + /// <summary>Get whether this instance can load the initial version of the given asset.</summary> + /// <param name="asset">Basic metadata about the asset being loaded.</param> + bool CanLoad<T>(IAssetInfo asset); + + /// <summary>Load a matched asset.</summary> + /// <param name="asset">Basic metadata about the asset being loaded.</param> + T Load<T>(IAssetInfo asset); + } +} diff --git a/src/StardewModdingAPI/ICommandHelper.cs b/src/StardewModdingAPI/ICommandHelper.cs index 3a51ffb4..fb562e32 100644 --- a/src/StardewModdingAPI/ICommandHelper.cs +++ b/src/StardewModdingAPI/ICommandHelper.cs @@ -3,7 +3,7 @@ namespace StardewModdingAPI { /// <summary>Provides an API for managing console commands.</summary> - public interface ICommandHelper + public interface ICommandHelper : IModLinked { /********* ** Public methods diff --git a/src/StardewModdingAPI/IContentEventData.cs b/src/StardewModdingAPI/IContentEventData.cs deleted file mode 100644 index 7e2d4df1..00000000 --- a/src/StardewModdingAPI/IContentEventData.cs +++ /dev/null @@ -1,38 +0,0 @@ -using System; - -namespace StardewModdingAPI -{ - /// <summary>Generic metadata and methods for a content asset being loaded.</summary> - /// <typeparam name="TValue">The expected data type.</typeparam> - public interface IContentEventData<TValue> - { - /********* - ** Accessors - *********/ - /// <summary>The content's locale code, if the content is localised.</summary> - string Locale { get; } - - /// <summary>The normalised asset name being read. The format may change between platforms; see <see cref="IsAssetName"/> to compare with a known path.</summary> - string AssetName { get; } - - /// <summary>The content data being read.</summary> - TValue Data { get; } - - /// <summary>The content data type.</summary> - Type DataType { get; } - - - /********* - ** Public methods - *********/ - /// <summary>Get whether the asset name being loaded matches a given name after normalisation.</summary> - /// <param name="path">The expected asset path, relative to the game's content folder and without the .xnb extension or locale suffix (like 'Data\ObjectInformation').</param> - bool IsAssetName(string path); - - /// <summary>Replace the entire content value with the given value. This is generally not recommended, since it may break compatibility with other mods or different versions of the game.</summary> - /// <param name="value">The new content value.</param> - /// <exception cref="ArgumentNullException">The <paramref name="value"/> is null.</exception> - /// <exception cref="InvalidCastException">The <paramref name="value"/>'s type is not compatible with the loaded asset's type.</exception> - void ReplaceWith(TValue value); - } -} diff --git a/src/StardewModdingAPI/IContentEventHelper.cs b/src/StardewModdingAPI/IContentEventHelper.cs deleted file mode 100644 index 421a1e06..00000000 --- a/src/StardewModdingAPI/IContentEventHelper.cs +++ /dev/null @@ -1,26 +0,0 @@ -using System; - -namespace StardewModdingAPI -{ - /// <summary>Encapsulates access and changes to content being read from a data file.</summary> - public interface IContentEventHelper : IContentEventData<object> - { - /********* - ** Public methods - *********/ - /// <summary>Get a helper to manipulate the data as a dictionary.</summary> - /// <typeparam name="TKey">The expected dictionary key.</typeparam> - /// <typeparam name="TValue">The expected dictionary balue.</typeparam> - /// <exception cref="InvalidOperationException">The content being read isn't a dictionary.</exception> - IContentEventHelperForDictionary<TKey, TValue> AsDictionary<TKey, TValue>(); - - /// <summary>Get a helper to manipulate the data as an image.</summary> - /// <exception cref="InvalidOperationException">The content being read isn't an image.</exception> - IContentEventHelperForImage AsImage(); - - /// <summary>Get the data as a given type.</summary> - /// <typeparam name="TData">The expected data type.</typeparam> - /// <exception cref="InvalidCastException">The data can't be converted to <typeparamref name="TData"/>.</exception> - TData GetData<TData>(); - } -} diff --git a/src/StardewModdingAPI/IContentHelper.cs b/src/StardewModdingAPI/IContentHelper.cs index 1d520135..32a9ff19 100644 --- a/src/StardewModdingAPI/IContentHelper.cs +++ b/src/StardewModdingAPI/IContentHelper.cs @@ -5,7 +5,7 @@ using Microsoft.Xna.Framework.Graphics; namespace StardewModdingAPI { /// <summary>Provides an API for loading content assets.</summary> - public interface IContentHelper + public interface IContentHelper : IModLinked { /// <summary>Load content from the game folder or mod folder (if not already cached), and return it. When loading a <c>.png</c> file, this must be called outside the game's draw loop.</summary> /// <typeparam name="T">The expected data type. The main supported types are <see cref="Texture2D"/> and dictionaries; other types may be supported by the game's content pipeline.</typeparam> diff --git a/src/StardewModdingAPI/ICursorPosition.cs b/src/StardewModdingAPI/ICursorPosition.cs new file mode 100644 index 00000000..d03cda71 --- /dev/null +++ b/src/StardewModdingAPI/ICursorPosition.cs @@ -0,0 +1,19 @@ +#if SMAPI_2_0 +using Microsoft.Xna.Framework; + +namespace StardewModdingAPI +{ + /// <summary>Represents a cursor position in the different coordinate systems.</summary> + public interface ICursorPosition + { + /// <summary>The pixel position relative to the top-left corner of the visible screen.</summary> + Vector2 ScreenPixels { get; } + + /// <summary>The tile position under the cursor relative to the top-left corner of the map.</summary> + Vector2 Tile { get; } + + /// <summary>The tile position that the game considers under the cursor for purposes of clicking actions. This may be different than <see cref="Tile"/> if that's too far from the player.</summary> + Vector2 GrabTile { get; } + } +} +#endif diff --git a/src/StardewModdingAPI/IManifest.cs b/src/StardewModdingAPI/IManifest.cs index 9533aadb..407db1ce 100644 --- a/src/StardewModdingAPI/IManifest.cs +++ b/src/StardewModdingAPI/IManifest.cs @@ -21,7 +21,7 @@ namespace StardewModdingAPI ISemanticVersion Version { get; } /// <summary>The minimum SMAPI version required by this mod, if any.</summary> - string MinimumApiVersion { get; } + ISemanticVersion MinimumApiVersion { get; } /// <summary>The unique mod ID.</summary> string UniqueID { get; } diff --git a/src/StardewModdingAPI/IManifestDependency.cs b/src/StardewModdingAPI/IManifestDependency.cs index 7bd2e8b6..027c1d59 100644 --- a/src/StardewModdingAPI/IManifestDependency.cs +++ b/src/StardewModdingAPI/IManifestDependency.cs @@ -8,5 +8,13 @@ *********/ /// <summary>The unique mod ID to require.</summary> string UniqueID { get; } + + /// <summary>The minimum required version (if any).</summary> + ISemanticVersion MinimumVersion { get; } + +#if SMAPI_2_0 + /// <summary>Whether the dependency must be installed to use the mod.</summary> + bool IsRequired { get; } +#endif } } diff --git a/src/StardewModdingAPI/IModLinked.cs b/src/StardewModdingAPI/IModLinked.cs new file mode 100644 index 00000000..172ee30c --- /dev/null +++ b/src/StardewModdingAPI/IModLinked.cs @@ -0,0 +1,12 @@ +namespace StardewModdingAPI +{ + /// <summary>An instance linked to a mod.</summary> + public interface IModLinked + { + /********* + ** Accessors + *********/ + /// <summary>The unique ID of the mod for which the instance was created.</summary> + string ModID { get; } + } +} diff --git a/src/StardewModdingAPI/IModRegistry.cs b/src/StardewModdingAPI/IModRegistry.cs index 676c9734..5ef3fd65 100644 --- a/src/StardewModdingAPI/IModRegistry.cs +++ b/src/StardewModdingAPI/IModRegistry.cs @@ -2,8 +2,8 @@ namespace StardewModdingAPI { - /// <summary>Provides metadata about loaded mods.</summary> - public interface IModRegistry + /// <summary>Provides an API for fetching metadata about loaded mods.</summary> + public interface IModRegistry : IModLinked { /// <summary>Get metadata for all loaded mods.</summary> IEnumerable<IManifest> GetAll(); diff --git a/src/StardewModdingAPI/IReflectionHelper.cs b/src/StardewModdingAPI/IReflectionHelper.cs index 77943c6c..fb2c7861 100644 --- a/src/StardewModdingAPI/IReflectionHelper.cs +++ b/src/StardewModdingAPI/IReflectionHelper.cs @@ -2,8 +2,8 @@ namespace StardewModdingAPI { - /// <summary>Simplifies access to private game code.</summary> - public interface IReflectionHelper + /// <summary>Provides an API for accessing private game code.</summary> + public interface IReflectionHelper : IModLinked { /********* ** Public methods diff --git a/src/StardewModdingAPI/ITranslationHelper.cs b/src/StardewModdingAPI/ITranslationHelper.cs index dac83025..c4b72444 100644 --- a/src/StardewModdingAPI/ITranslationHelper.cs +++ b/src/StardewModdingAPI/ITranslationHelper.cs @@ -4,7 +4,7 @@ using StardewValley; namespace StardewModdingAPI { /// <summary>Provides translations stored in the mod's <c>i18n</c> folder, with one file per locale (like <c>en.json</c>) containing a flat key => value structure. Translations are fetched with locale fallback, so missing translations are filled in from broader locales (like <c>pt-BR.json</c> < <c>pt.json</c> < <c>default.json</c>).</summary> - public interface ITranslationHelper + public interface ITranslationHelper : IModLinked { /********* ** Accessors diff --git a/src/StardewModdingAPI/Log.cs b/src/StardewModdingAPI/Log.cs index d58cebfe..46f1caae 100644 --- a/src/StardewModdingAPI/Log.cs +++ b/src/StardewModdingAPI/Log.cs @@ -1,3 +1,4 @@ +#if !SMAPI_2_0 using System; using System.Threading; using StardewModdingAPI.Framework; @@ -306,7 +307,7 @@ namespace StardewModdingAPI /// <summary>Raise a deprecation warning.</summary> private static void WarnDeprecated() { - Log.DeprecationManager.Warn($"the {nameof(Log)} class", "1.1", DeprecationLevel.Info); + Log.DeprecationManager.Warn($"the {nameof(Log)} class", "1.1", DeprecationLevel.PendingRemoval); } /// <summary>Get the name of the mod logging a message from the stack.</summary> @@ -315,4 +316,5 @@ namespace StardewModdingAPI return Log.ModRegistry.GetModFromStack() ?? "<unknown mod>"; } } -}
\ No newline at end of file +} +#endif
\ No newline at end of file diff --git a/src/StardewModdingAPI/Mod.cs b/src/StardewModdingAPI/Mod.cs index 171088cf..cb36c596 100644 --- a/src/StardewModdingAPI/Mod.cs +++ b/src/StardewModdingAPI/Mod.cs @@ -11,11 +11,14 @@ namespace StardewModdingAPI /********* ** Properties *********/ +#if !SMAPI_2_0 /// <summary>Manages deprecation warnings.</summary> private static DeprecationManager DeprecationManager; + /// <summary>The backing field for <see cref="Mod.PathOnDisk"/>.</summary> private string _pathOnDisk; +#endif /********* @@ -30,13 +33,14 @@ namespace StardewModdingAPI /// <summary>The mod's manifest.</summary> public IManifest ModManifest { get; internal set; } +#if !SMAPI_2_0 /// <summary>The full path to the mod's directory on the disk.</summary> [Obsolete("Use " + nameof(Mod.Helper) + "." + nameof(IModHelper.DirectoryPath) + " instead")] public string PathOnDisk { get { - Mod.DeprecationManager.Warn($"{nameof(Mod)}.{nameof(Mod.PathOnDisk)}", "1.0", DeprecationLevel.Info); + Mod.DeprecationManager.Warn($"{nameof(Mod)}.{nameof(Mod.PathOnDisk)}", "1.0", DeprecationLevel.PendingRemoval); return this._pathOnDisk; } internal set { this._pathOnDisk = value; } @@ -48,7 +52,7 @@ namespace StardewModdingAPI { get { - Mod.DeprecationManager.Warn($"{nameof(Mod)}.{nameof(Mod.BaseConfigPath)}", "1.0", DeprecationLevel.Info); + Mod.DeprecationManager.Warn($"{nameof(Mod)}.{nameof(Mod.BaseConfigPath)}", "1.0", DeprecationLevel.PendingRemoval); Mod.DeprecationManager.MarkWarned($"{nameof(Mod)}.{nameof(Mod.PathOnDisk)}", "1.0"); // avoid redundant warnings return Path.Combine(this.PathOnDisk, "config.json"); } @@ -64,16 +68,18 @@ namespace StardewModdingAPI { get { - Mod.DeprecationManager.Warn($"{nameof(Mod)}.{nameof(Mod.PerSaveConfigPath)}", "1.0", DeprecationLevel.Info); + Mod.DeprecationManager.Warn($"{nameof(Mod)}.{nameof(Mod.PerSaveConfigPath)}", "1.0", DeprecationLevel.PendingRemoval); Mod.DeprecationManager.MarkWarned($"{nameof(Mod)}.{nameof(Mod.PerSaveConfigFolder)}", "1.0"); // avoid redundant warnings return Context.IsSaveLoaded ? Path.Combine(this.PerSaveConfigFolder, $"{Constants.SaveFolderName}.json") : ""; } } +#endif /********* ** Public methods *********/ +#if !SMAPI_2_0 /// <summary>Injects types required for backwards compatibility.</summary> /// <param name="deprecationManager">Manages deprecation warnings.</param> internal static void Shim(DeprecationManager deprecationManager) @@ -84,6 +90,7 @@ namespace StardewModdingAPI /// <summary>The mod entry point, called after the mod is first loaded.</summary> [Obsolete("This overload is obsolete since SMAPI 1.0.")] public virtual void Entry(params object[] objects) { } +#endif /// <summary>The mod entry point, called after the mod is first loaded.</summary> /// <param name="helper">Provides simplified APIs for writing mods.</param> @@ -101,11 +108,12 @@ namespace StardewModdingAPI /********* ** Private methods *********/ +#if !SMAPI_2_0 /// <summary>Get the full path to the per-save configuration file for the current save (if <see cref="Manifest.PerSaveConfigs"/> is <c>true</c>).</summary> [Obsolete] private string GetPerSaveConfigFolder() { - Mod.DeprecationManager.Warn($"{nameof(Mod)}.{nameof(Mod.PerSaveConfigFolder)}", "1.0", DeprecationLevel.Info); + Mod.DeprecationManager.Warn($"{nameof(Mod)}.{nameof(Mod.PerSaveConfigFolder)}", "1.0", DeprecationLevel.PendingRemoval); Mod.DeprecationManager.MarkWarned($"{nameof(Mod)}.{nameof(Mod.PathOnDisk)}", "1.0"); // avoid redundant warnings if (!((Manifest)this.ModManifest).PerSaveConfigs) @@ -115,6 +123,7 @@ namespace StardewModdingAPI } return Path.Combine(this.PathOnDisk, "psconfigs"); } +#endif /// <summary>Release or reset unmanaged resources when the game exits. There's no guarantee this will be called on every exit.</summary> /// <param name="disposing">Whether the instance is being disposed explicitly rather than finalised. If this is false, the instance shouldn't dispose other objects since they may already be finalised.</param> diff --git a/src/StardewModdingAPI/Program.cs b/src/StardewModdingAPI/Program.cs index d75d5193..97e18322 100644 --- a/src/StardewModdingAPI/Program.cs +++ b/src/StardewModdingAPI/Program.cs @@ -4,6 +4,8 @@ using System.Diagnostics.CodeAnalysis; using System.IO; using System.Linq; using System.Reflection; +using System.Runtime.ExceptionServices; +using System.Security; using System.Threading; #if SMAPI_FOR_WINDOWS using System.Management; @@ -15,6 +17,7 @@ using StardewModdingAPI.Events; using StardewModdingAPI.Framework; using StardewModdingAPI.Framework.Logging; using StardewModdingAPI.Framework.Models; +using StardewModdingAPI.Framework.ModHelpers; using StardewModdingAPI.Framework.ModLoading; using StardewModdingAPI.Framework.Reflection; using StardewModdingAPI.Framework.Serialisation; @@ -43,7 +46,7 @@ namespace StardewModdingAPI private readonly CancellationTokenSource CancellationTokenSource = new CancellationTokenSource(); /// <summary>Simplifies access to private game code.</summary> - private readonly IReflectionHelper Reflection = new ReflectionHelper(); + private readonly Reflector Reflection = new Reflector(); /// <summary>The underlying game instance.</summary> private SGame GameInstance; @@ -115,6 +118,7 @@ namespace StardewModdingAPI } /// <summary>Launch SMAPI.</summary> + [HandleProcessCorruptedStateExceptions, SecurityCritical] // let try..catch handle corrupted state exceptions public void RunInteractively() { // initialise SMAPI @@ -123,7 +127,9 @@ namespace StardewModdingAPI // init logging this.Monitor.Log($"SMAPI {Constants.ApiVersion} with Stardew Valley {Constants.GetGameDisplayVersion(Constants.GameVersion)} on {this.GetFriendlyPlatformName()}", LogLevel.Info); this.Monitor.Log($"Mods go here: {Constants.ModPath}"); +#if !SMAPI_2_0 this.Monitor.Log("Preparing SMAPI..."); +#endif // validate paths this.VerifyPath(Constants.ModPath); @@ -207,7 +213,11 @@ namespace StardewModdingAPI } // start game +#if SMAPI_2_0 + this.Monitor.Log("Starting game...", LogLevel.Trace); +#else this.Monitor.Log("Starting game..."); +#endif try { this.IsGameRunning = true; @@ -224,6 +234,7 @@ namespace StardewModdingAPI } } +#if !SMAPI_2_0 /// <summary>Get a monitor for legacy code which doesn't have one passed in.</summary> [Obsolete("This method should only be used when needed for backwards compatibility.")] internal IMonitor GetLegacyMonitorForMod() @@ -231,6 +242,7 @@ namespace StardewModdingAPI string modName = this.ModRegistry.GetModFromStack() ?? "unknown"; return this.GetSecondaryMonitor(modName); } +#endif /// <summary>Performs application-defined tasks associated with freeing, releasing, or resetting unmanaged resources.</summary> public void Dispose() @@ -321,17 +333,18 @@ namespace StardewModdingAPI this.DeprecationManager = new DeprecationManager(this.Monitor, this.ModRegistry); this.CommandManager = new CommandManager(); +#if !SMAPI_2_0 // inject compatibility shims #pragma warning disable 618 Command.Shim(this.CommandManager, this.DeprecationManager, this.ModRegistry); Config.Shim(this.DeprecationManager); Log.Shim(this.DeprecationManager, this.GetSecondaryMonitor("legacy mod"), this.ModRegistry); Mod.Shim(this.DeprecationManager); - ContentEvents.Shim(this.ModRegistry, this.Monitor); GameEvents.Shim(this.DeprecationManager); PlayerEvents.Shim(this.DeprecationManager); TimeEvents.Shim(this.DeprecationManager); #pragma warning restore 618 +#endif // redirect direct console output { @@ -344,6 +357,9 @@ namespace StardewModdingAPI if (this.Settings.DeveloperMode) { this.Monitor.ShowTraceInConsole = true; +#if SMAPI_2_0 + this.Monitor.ShowFullStampInConsole = true; +#endif this.Monitor.Log($"You configured SMAPI to run in developer mode. The console may be much more verbose. You can disable developer mode by installing the non-developer version of SMAPI, or by editing {Constants.ApiConfigPath}.", LogLevel.Info); } if (!this.Settings.CheckForUpdates) @@ -355,19 +371,23 @@ namespace StardewModdingAPI // validate XNB integrity if (!this.ValidateContentIntegrity()) - this.Monitor.Log("SMAPI found problems in the game's XNB files which may cause errors or crashes while you're playing. Consider uninstalling XNB mods or reinstalling the game.", LogLevel.Warn); + this.Monitor.Log("SMAPI found problems in your game's content files which are likely to cause errors or crashes. Consider uninstalling XNB mods or reinstalling the game.", LogLevel.Error); // load mods - int modsLoaded; { +#if SMAPI_2_0 + this.Monitor.Log("Loading mod metadata...", LogLevel.Trace); +#else this.Monitor.Log("Loading mod metadata..."); +#endif ModResolver resolver = new ModResolver(); // load manifests - IModMetadata[] mods = resolver.ReadManifests(Constants.ModPath, new JsonHelper(), this.Settings.ModCompatibility).ToArray(); + IModMetadata[] mods = resolver.ReadManifests(Constants.ModPath, new JsonHelper(), this.Settings.ModCompatibility, this.Settings.DisabledMods).ToArray(); resolver.ValidateManifests(mods, Constants.ApiVersion); // check for deprecated metadata +#if !SMAPI_2_0 IList<Action> deprecationWarnings = new List<Action>(); foreach (IModMetadata mod in mods.Where(m => m.Status != ModMetadataStatus.Failed)) { @@ -389,7 +409,7 @@ namespace StardewModdingAPI // per-save directories if ((mod.Manifest as Manifest)?.PerSaveConfigs == true) { - deprecationWarnings.Add(() => this.DeprecationManager.Warn(mod.DisplayName, $"{nameof(Manifest)}.{nameof(Manifest.PerSaveConfigs)}", "1.0", DeprecationLevel.Info)); + deprecationWarnings.Add(() => this.DeprecationManager.Warn(mod.DisplayName, $"{nameof(Manifest)}.{nameof(Manifest.PerSaveConfigs)}", "1.0", DeprecationLevel.PendingRemoval)); try { string psDir = Path.Combine(mod.DirectoryPath, "psconfigs"); @@ -403,14 +423,19 @@ namespace StardewModdingAPI } } } +#endif // process dependencies mods = resolver.ProcessDependencies(mods).ToArray(); // load mods - modsLoaded = this.LoadMods(mods, new JsonHelper(), this.ContentManager, deprecationWarnings); +#if SMAPI_2_0 + this.LoadMods(mods, new JsonHelper(), this.ContentManager); +#else + this.LoadMods(mods, new JsonHelper(), this.ContentManager, deprecationWarnings); foreach (Action warning in deprecationWarnings) warning(); +#endif } if (this.Monitor.IsExiting) { @@ -419,6 +444,7 @@ namespace StardewModdingAPI } // update window titles + int modsLoaded = this.ModRegistry.GetMods().Count(); this.GameInstance.Window.Title = $"Stardew Valley {Constants.GetGameDisplayVersion(Constants.GameVersion)} - running SMAPI {Constants.ApiVersion} with {modsLoaded} mods"; Console.Title = $"SMAPI {Constants.ApiVersion} - running Stardew Valley {Constants.GetGameDisplayVersion(Constants.GameVersion)} with {modsLoaded} mods"; @@ -443,7 +469,9 @@ namespace StardewModdingAPI private void RunConsoleLoop() { // prepare console +#if !SMAPI_2_0 this.Monitor.Log("Starting console..."); +#endif this.Monitor.Log("Type 'help' for help, or 'help <cmd>' for a command's usage", LogLevel.Info); this.CommandManager.Add("SMAPI", "help", "Lists command documentation.\n\nUsage: help\nLists all available commands.\n\nUsage: help <cmd>\n- cmd: The name of a command whose documentation to display.", this.HandleCommand); this.CommandManager.Add("SMAPI", "reload_i18n", "Reloads translation files for all mods.\n\nUsage: reload_i18n", this.HandleCommand); @@ -483,20 +511,21 @@ namespace StardewModdingAPI /// <returns>Returns whether all integrity checks passed.</returns> private bool ValidateContentIntegrity() { - this.Monitor.Log("Detecting common issues..."); + this.Monitor.Log("Detecting common issues...", LogLevel.Trace); bool issuesFound = false; - // object format (commonly broken by outdated files) { - void LogIssue(int id, string issue) => this.Monitor.Log($"Detected issue: item #{id} in Content\\Data\\ObjectInformation is invalid ({issue}).", LogLevel.Warn); + // detect issues + bool hasObjectIssues = false; + void LogIssue(int id, string issue) => this.Monitor.Log($@"Detected issue: item #{id} in Content\Data\ObjectInformation.xnb is invalid ({issue}).", LogLevel.Trace); foreach (KeyValuePair<int, string> entry in Game1.objectInformation) { // must not be empty if (string.IsNullOrWhiteSpace(entry.Value)) { LogIssue(entry.Key, "entry is empty"); - issuesFound = true; + hasObjectIssues = true; continue; } @@ -505,7 +534,7 @@ namespace StardewModdingAPI if (fields.Length < SObject.objectInfoDescriptionIndex + 1) { LogIssue(entry.Key, "too few fields for an object"); - issuesFound = true; + hasObjectIssues = true; continue; } @@ -516,11 +545,18 @@ namespace StardewModdingAPI if (fields.Length < SObject.objectInfoBuffDurationIndex + 1) { LogIssue(entry.Key, "too few fields for a cooking item"); - issuesFound = true; + hasObjectIssues = true; } break; } } + + // log error + if (hasObjectIssues) + { + issuesFound = true; + this.Monitor.Log(@"Your Content\Data\ObjectInformation.xnb file seems to be broken or outdated.", LogLevel.Warn); + } } return !issuesFound; @@ -567,125 +603,221 @@ namespace StardewModdingAPI /// <param name="mods">The mods to load.</param> /// <param name="jsonHelper">The JSON helper with which to read mods' JSON files.</param> /// <param name="contentManager">The content manager to use for mod content.</param> +#if !SMAPI_2_0 /// <param name="deprecationWarnings">A list to populate with any deprecation warnings.</param> - /// <returns>Returns the number of mods successfully loaded.</returns> - private int LoadMods(IModMetadata[] mods, JsonHelper jsonHelper, SContentManager contentManager, IList<Action> deprecationWarnings) + private void LoadMods(IModMetadata[] mods, JsonHelper jsonHelper, SContentManager contentManager, IList<Action> deprecationWarnings) +#else + private void LoadMods(IModMetadata[] mods, JsonHelper jsonHelper, SContentManager contentManager) +#endif { +#if SMAPI_2_0 + this.Monitor.Log("Loading mods...", LogLevel.Trace); +#else this.Monitor.Log("Loading mods..."); - void LogSkip(IModMetadata mod, string reasonPhrase, LogLevel level = LogLevel.Error) => this.Monitor.Log($"Skipped {mod.DisplayName} because {reasonPhrase}", level); - +#endif // load mod assemblies - int modsLoaded = 0; - AssemblyLoader modAssemblyLoader = new AssemblyLoader(Constants.TargetPlatform, this.Monitor); - AppDomain.CurrentDomain.AssemblyResolve += (sender, e) => modAssemblyLoader.ResolveAssembly(e.Name); - foreach (IModMetadata metadata in mods) + IDictionary<IModMetadata, string> skippedMods = new Dictionary<IModMetadata, string>(); { - // validate status - if (metadata.Status == ModMetadataStatus.Failed) - { - LogSkip(metadata, metadata.Error); - continue; - } - - // get basic info - IManifest manifest = metadata.Manifest; - string assemblyPath = Path.Combine(metadata.DirectoryPath, metadata.Manifest.EntryDll); + void TrackSkip(IModMetadata mod, string reasonPhrase) => skippedMods[mod] = reasonPhrase; - // preprocess & load mod assembly - Assembly modAssembly; - try - { - modAssembly = modAssemblyLoader.Load(assemblyPath, assumeCompatible: metadata.Compatibility?.Compatibility == ModCompatibilityType.AssumeCompatible); - } - catch (IncompatibleInstructionException ex) - { - LogSkip(metadata, $"it's not compatible with the latest version of the game (detected {ex.NounPhrase}). Please check for a newer version of the mod (you have v{manifest.Version})."); - continue; - } - catch (Exception ex) + AssemblyLoader modAssemblyLoader = new AssemblyLoader(Constants.TargetPlatform, this.Monitor); + AppDomain.CurrentDomain.AssemblyResolve += (sender, e) => modAssemblyLoader.ResolveAssembly(e.Name); + foreach (IModMetadata metadata in mods) { - LogSkip(metadata, $"its DLL '{manifest.EntryDll}' couldn't be loaded:\n{ex.GetLogSummary()}"); - continue; - } + // get basic info + IManifest manifest = metadata.Manifest; + string assemblyPath = metadata.Manifest?.EntryDll != null + ? Path.Combine(metadata.DirectoryPath, metadata.Manifest.EntryDll) + : null; + this.Monitor.Log(assemblyPath != null + ? $"Loading {metadata.DisplayName} from {assemblyPath.Replace(Constants.ModPath, "").TrimStart(Path.DirectorySeparatorChar)}..." + : $"Loading {metadata.DisplayName}...", LogLevel.Trace); + + // validate status + if (metadata.Status == ModMetadataStatus.Failed) + { + this.Monitor.Log($" Failed: {metadata.Error}", LogLevel.Trace); + TrackSkip(metadata, metadata.Error); + continue; + } - // validate assembly - try - { - int modEntries = modAssembly.DefinedTypes.Count(type => typeof(Mod).IsAssignableFrom(type) && !type.IsAbstract); - if (modEntries == 0) + // preprocess & load mod assembly + Assembly modAssembly; + try { - LogSkip(metadata, $"its DLL has no '{nameof(Mod)}' subclass."); + modAssembly = modAssemblyLoader.Load(assemblyPath, assumeCompatible: metadata.Compatibility?.Compatibility == ModCompatibilityType.AssumeCompatible); + } + catch (IncompatibleInstructionException ex) + { + TrackSkip(metadata, $"it's not compatible with the latest version of the game or SMAPI (detected {ex.NounPhrase}). Please check for a newer version of the mod."); continue; } - if (modEntries > 1) + catch (Exception ex) { - LogSkip(metadata, $"its DLL contains multiple '{nameof(Mod)}' subclasses."); + TrackSkip(metadata, $"its DLL '{manifest.EntryDll}' couldn't be loaded:\n{ex.GetLogSummary()}"); continue; } - } - catch (Exception ex) - { - LogSkip(metadata, $"its DLL couldn't be loaded:\n{ex.GetLogSummary()}"); - continue; - } - // initialise mod - try - { - // get implementation - TypeInfo modEntryType = modAssembly.DefinedTypes.First(type => typeof(Mod).IsAssignableFrom(type) && !type.IsAbstract); - Mod mod = (Mod)modAssembly.CreateInstance(modEntryType.ToString()); - if (mod == null) + // validate assembly + try { - LogSkip(metadata, "its entry class couldn't be instantiated."); + int modEntries = modAssembly.DefinedTypes.Count(type => typeof(Mod).IsAssignableFrom(type) && !type.IsAbstract); + if (modEntries == 0) + { + TrackSkip(metadata, $"its DLL has no '{nameof(Mod)}' subclass."); + continue; + } + if (modEntries > 1) + { + TrackSkip(metadata, $"its DLL contains multiple '{nameof(Mod)}' subclasses."); + continue; + } + } + catch (Exception ex) + { + TrackSkip(metadata, $"its DLL couldn't be loaded:\n{ex.GetLogSummary()}"); continue; } - // inject data - mod.ModManifest = manifest; - mod.Helper = new ModHelper(metadata.DisplayName, metadata.DirectoryPath, jsonHelper, this.ModRegistry, this.CommandManager, contentManager, this.Reflection); - mod.Monitor = this.GetSecondaryMonitor(metadata.DisplayName); - mod.PathOnDisk = metadata.DirectoryPath; - - // track mod - metadata.SetMod(mod); - this.ModRegistry.Add(metadata); - modsLoaded++; - this.Monitor.Log($"Loaded {metadata.DisplayName} by {manifest.Author}, v{manifest.Version} | {manifest.Description}", LogLevel.Info); + // initialise mod + try + { + // get implementation + TypeInfo modEntryType = modAssembly.DefinedTypes.First(type => typeof(Mod).IsAssignableFrom(type) && !type.IsAbstract); + Mod mod = (Mod)modAssembly.CreateInstance(modEntryType.ToString()); + if (mod == null) + { + TrackSkip(metadata, "its entry class couldn't be instantiated."); + continue; + } + +#if !SMAPI_2_0 + // prevent mods from using SMAPI 2.0 content interception before release + // ReSharper disable SuspiciousTypeConversion.Global + if (mod is IAssetEditor || mod is IAssetLoader) + { + TrackSkip(metadata, $"its entry class implements {nameof(IAssetEditor)} or {nameof(IAssetLoader)}. These are part of a prototype API that isn't available for mods to use yet."); + } + // ReSharper restore SuspiciousTypeConversion.Global +#endif + + // inject data + { + ICommandHelper commandHelper = new CommandHelper(manifest.UniqueID, metadata.DisplayName, this.CommandManager); + IContentHelper contentHelper = new ContentHelper(contentManager, metadata.DirectoryPath, manifest.UniqueID, metadata.DisplayName); + IReflectionHelper reflectionHelper = new ReflectionHelper(manifest.UniqueID, this.Reflection); + IModRegistry modRegistryHelper = new ModRegistryHelper(manifest.UniqueID, this.ModRegistry); + ITranslationHelper translationHelper = new TranslationHelper(manifest.UniqueID, manifest.Name, contentManager.GetLocale(), contentManager.GetCurrentLanguage()); + + mod.ModManifest = manifest; + mod.Helper = new ModHelper(manifest.UniqueID, metadata.DirectoryPath, jsonHelper, contentHelper, commandHelper, modRegistryHelper, reflectionHelper, translationHelper); + mod.Monitor = this.GetSecondaryMonitor(metadata.DisplayName); +#if !SMAPI_2_0 + mod.PathOnDisk = metadata.DirectoryPath; +#endif + } + + // track mod + metadata.SetMod(mod); + this.ModRegistry.Add(metadata); + } + catch (Exception ex) + { + TrackSkip(metadata, $"initialisation failed:\n{ex.GetLogSummary()}"); + } } - catch (Exception ex) + } + IModMetadata[] loadedMods = this.ModRegistry.GetMods().ToArray(); + + // log skipped mods +#if SMAPI_2_0 + this.Monitor.Newline(); +#endif + if (skippedMods.Any()) + { + this.Monitor.Log($"Skipped {skippedMods.Count} mods:", LogLevel.Error); + foreach (var pair in skippedMods.OrderBy(p => p.Key.DisplayName)) { - LogSkip(metadata, $"initialisation failed:\n{ex.GetLogSummary()}"); + IModMetadata mod = pair.Key; + string reason = pair.Value; + + if (mod.Manifest?.Version != null) + this.Monitor.Log($" {mod.DisplayName} {mod.Manifest.Version} because {reason}", LogLevel.Error); + else + this.Monitor.Log($" {mod.DisplayName} because {reason}", LogLevel.Error); } +#if SMAPI_2_0 + this.Monitor.Newline(); +#endif } + // log loaded mods + this.Monitor.Log($"Loaded {loadedMods.Length} mods" + (loadedMods.Length > 0 ? ":" : "."), LogLevel.Info); + foreach (IModMetadata metadata in loadedMods.OrderBy(p => p.DisplayName)) + { + IManifest manifest = metadata.Manifest; + this.Monitor.Log( + $" {metadata.DisplayName} {manifest.Version}" + + (!string.IsNullOrWhiteSpace(manifest.Author) ? $" by {manifest.Author}" : "") + + (!string.IsNullOrWhiteSpace(manifest.Description) ? $" | {manifest.Description}" : ""), + LogLevel.Info + ); + } +#if SMAPI_2_0 + this.Monitor.Newline(); +#endif + // initialise translations this.ReloadTranslations(); // initialise loaded mods - foreach (IModMetadata metadata in this.ModRegistry.GetMods()) + foreach (IModMetadata metadata in loadedMods) { + // add interceptors + if (metadata.Mod.Helper.Content is ContentHelper helper) + { + this.ContentManager.Editors[metadata] = helper.ObservableAssetEditors; + this.ContentManager.Loaders[metadata] = helper.ObservableAssetLoaders; + } + + // call entry method try { IMod mod = metadata.Mod; - - // call entry methods - (mod as Mod)?.Entry(); // deprecated since 1.0 mod.Entry(mod.Helper); +#if !SMAPI_2_0 + (mod as Mod)?.Entry(); // deprecated since 1.0 // raise deprecation warning for old Entry() methods if (this.DeprecationManager.IsVirtualMethodImplemented(mod.GetType(), typeof(Mod), nameof(Mod.Entry), new[] { typeof(object[]) })) - deprecationWarnings.Add(() => this.DeprecationManager.Warn(metadata.DisplayName, $"{nameof(Mod)}.{nameof(Mod.Entry)}(object[]) instead of {nameof(Mod)}.{nameof(Mod.Entry)}({nameof(IModHelper)})", "1.0", DeprecationLevel.Info)); + deprecationWarnings.Add(() => this.DeprecationManager.Warn(metadata.DisplayName, $"{nameof(Mod)}.{nameof(Mod.Entry)}(object[]) instead of {nameof(Mod)}.{nameof(Mod.Entry)}({nameof(IModHelper)})", "1.0", DeprecationLevel.PendingRemoval)); +#endif } catch (Exception ex) { - this.Monitor.Log($"The {metadata.DisplayName} mod failed on entry initialisation. It will still be loaded, but may not function correctly.\n{ex.GetLogSummary()}", LogLevel.Warn); + this.Monitor.Log($"{metadata.DisplayName} failed on entry and might not work correctly. Technical details:\n{ex.GetLogSummary()}", LogLevel.Error); } } - // print result - this.Monitor.Log($"Loaded {modsLoaded} mods."); - return modsLoaded; + // reset cache when needed + // only register listeners after Entry to avoid repeatedly reloading assets during load + foreach (IModMetadata metadata in loadedMods) + { + if (metadata.Mod.Helper.Content is ContentHelper helper) + { + helper.ObservableAssetEditors.CollectionChanged += (sender, e) => + { + if (e.NewItems.Count > 0) + this.ContentManager.Reset(); + }; + helper.ObservableAssetLoaders.CollectionChanged += (sender, e) => + { + if (e.NewItems.Count > 0) + this.ContentManager.Reset(); + }; + } + } + this.ContentManager.Reset(); } /// <summary>Reload translations for all mods.</summary> @@ -737,8 +869,22 @@ namespace StardewModdingAPI } else { +#if SMAPI_2_0 + string message = "The following commands are registered:\n"; + IGrouping<string, string>[] groups = (from command in this.CommandManager.GetAll() orderby command.ModName, command.Name group command.Name by command.ModName).ToArray(); + foreach (var group in groups) + { + string modName = group.Key; + string[] commandNames = group.ToArray(); + message += $"{modName}:\n {string.Join("\n ", commandNames)}\n\n"; + } + message += "For more information about a command, type 'help command_name'."; + + this.Monitor.Log(message, LogLevel.Info); +#else this.Monitor.Log("The following commands are registered: " + string.Join(", ", this.CommandManager.GetAll().Select(p => p.Name)) + ".", LogLevel.Info); this.Monitor.Log("For more information about a command, type 'help command_name'.", LogLevel.Info); +#endif } break; @@ -783,7 +929,14 @@ namespace StardewModdingAPI /// <param name="name">The name of the module which will log messages with this instance.</param> private Monitor GetSecondaryMonitor(string name) { - return new Monitor(name, this.ConsoleManager, this.LogFile, this.CancellationTokenSource) { WriteToConsole = this.Monitor.WriteToConsole, ShowTraceInConsole = this.Settings.DeveloperMode }; + return new Monitor(name, this.ConsoleManager, this.LogFile, this.CancellationTokenSource) + { + WriteToConsole = this.Monitor.WriteToConsole, + ShowTraceInConsole = this.Settings.DeveloperMode, +#if SMAPI_2_0 + ShowFullStampInConsole = this.Settings.DeveloperMode +#endif + }; } /// <summary>Get a human-readable name for the current platform.</summary> diff --git a/src/StardewModdingAPI/SemanticVersion.cs b/src/StardewModdingAPI/SemanticVersion.cs index a2adb657..4b27c819 100644 --- a/src/StardewModdingAPI/SemanticVersion.cs +++ b/src/StardewModdingAPI/SemanticVersion.cs @@ -10,8 +10,14 @@ namespace StardewModdingAPI ** Properties *********/ /// <summary>A regular expression matching a semantic version string.</summary> - /// <remarks>Derived from https://github.com/maxhauser/semver.</remarks> - private static readonly Regex Regex = new Regex(@"^(?<major>\d+)(\.(?<minor>\d+))?(\.(?<patch>\d+))?(?<build>.*)$", RegexOptions.CultureInvariant | RegexOptions.ExplicitCapture); + /// <remarks> + /// This pattern is derived from the BNF documentation in the <a href="https://github.com/mojombo/semver">semver repo</a>, + /// with three important deviations intended to support Stardew Valley mod conventions: + /// - allows short-form "x.y" versions; + /// - allows hyphens in prerelease tags as synonyms for dots (like "-unofficial-update.3"); + /// - doesn't allow '+build' suffixes. + /// </remarks> + private static readonly Regex Regex = new Regex(@"^(?<major>0|[1-9]\d*)\.(?<minor>0|[1-9]\d*)(\.(?<patch>0|[1-9]\d*))?(?:-(?<prerelease>([a-z0-9]+[\-\.]?)+))?$", RegexOptions.CultureInvariant | RegexOptions.IgnoreCase | RegexOptions.Compiled | RegexOptions.ExplicitCapture); /********* @@ -48,17 +54,22 @@ namespace StardewModdingAPI /// <summary>Construct an instance.</summary> /// <param name="version">The semantic version string.</param> + /// <exception cref="ArgumentNullException">The <paramref name="version"/> is null.</exception> /// <exception cref="FormatException">The <paramref name="version"/> is not a valid semantic version.</exception> public SemanticVersion(string version) { - var match = SemanticVersion.Regex.Match(version); + // parse + if (version == null) + throw new ArgumentNullException(nameof(version), "The input version string can't be null."); + var match = SemanticVersion.Regex.Match(version.Trim()); if (!match.Success) - throw new FormatException($"The input '{version}' is not a valid semantic version."); + throw new FormatException($"The input '{version}' isn't a valid semantic version."); + // initialise this.MajorVersion = int.Parse(match.Groups["major"].Value); this.MinorVersion = match.Groups["minor"].Success ? int.Parse(match.Groups["minor"].Value) : 0; this.PatchVersion = match.Groups["patch"].Success ? int.Parse(match.Groups["patch"].Value) : 0; - this.Build = match.Groups["build"].Success ? this.GetNormalisedTag(match.Groups["build"].Value) : null; + this.Build = match.Groups["prerelease"].Success ? this.GetNormalisedTag(match.Groups["prerelease"].Value) : null; } /// <summary>Get an integer indicating whether this version precedes (less than 0), supercedes (more than 0), or is equivalent to (0) the specified version.</summary> @@ -93,8 +104,8 @@ namespace StardewModdingAPI return curOlder; // compare two pre-release tag values - string[] curParts = this.Build.Split('.'); - string[] otherParts = other.Build.Split('.'); + string[] curParts = this.Build.Split('.', '-'); + string[] otherParts = other.Build.Split('.', '-'); for (int i = 0; i < curParts.Length; i++) { // longer prerelease tag supercedes if otherwise equal @@ -200,6 +211,7 @@ namespace StardewModdingAPI } } + /********* ** Private methods *********/ @@ -207,11 +219,9 @@ namespace StardewModdingAPI /// <param name="tag">The tag to normalise.</param> private string GetNormalisedTag(string tag) { - tag = tag?.Trim().Trim('-', '.'); - if (string.IsNullOrWhiteSpace(tag)) + tag = tag?.Trim(); + if (string.IsNullOrWhiteSpace(tag) || tag == "0") // '0' from incorrect examples in old SMAPI documentation return null; - if (tag == "0") - return null; // from incorrect examples in old SMAPI documentation return tag; } } diff --git a/src/StardewModdingAPI/StardewModdingAPI.config.json b/src/StardewModdingAPI/StardewModdingAPI.config.json index f62db90c..4e871636 100644 --- a/src/StardewModdingAPI/StardewModdingAPI.config.json +++ b/src/StardewModdingAPI/StardewModdingAPI.config.json @@ -27,6 +27,23 @@ This file contains advanced configuration for SMAPI. You generally shouldn't cha "VerboseLogging": false, /** + * A list of mods SMAPI should consider obsolete and not load. Changing this field is not + * recommended and may destabilise your game. + */ + "DisabledMods": [ + { + "Name": "Modder Serialization Utility", + "ID": [ "SerializerUtils-0-1" ], + "ReasonPhrase": "it's no longer used by any mods, and is no longer maintained." + }, + { + "Name": "StarDustCore", + "ID": [ "StarDustCore" ], + "ReasonPhrase": "it was only used by earlier versions of Save Anywhere (which no longer uses it), and is no longer maintained." + } + ], + + /** * A list of mod versions SMAPI should consider compatible or broken regardless of whether it * detects incompatible code. Each record can be set to `AssumeCompatible` or `AssumeBroken`. * Changing this field is not recommended and may destabilise your game. @@ -316,14 +333,6 @@ This file contains advanced configuration for SMAPI. You generally shouldn't cha "Notes": "Needs update for SDV 1.2." }, { - "Name": "StarDustCore", - "ID": [ "StarDustCore" ], - "UpperVersion": "1.0", - "Compatibility": "AssumeBroken", - "UpdateUrl": "http://www.nexusmods.com/stardewvalley/mods/683", - "Notes": "Obsolete (originally needed by Save Anywhere); broken in SDV 1.2." - }, - { "Name": "Teleporter", "ID": [ "Teleporter" ], "UpperVersion": "1.0.2", diff --git a/src/StardewModdingAPI/StardewModdingAPI.csproj b/src/StardewModdingAPI/StardewModdingAPI.csproj index ae454a35..f778660d 100644 --- a/src/StardewModdingAPI/StardewModdingAPI.csproj +++ b/src/StardewModdingAPI/StardewModdingAPI.csproj @@ -93,7 +93,10 @@ <Compile Include="Command.cs" /> <Compile Include="ContentSource.cs" /> <Compile Include="Events\ContentEvents.cs" /> + <Compile Include="Events\EventArgsInput.cs" /> <Compile Include="Events\EventArgsValueChanged.cs" /> + <Compile Include="Events\InputEvents.cs" /> + <Compile Include="Framework\Content\AssetInfo.cs" /> <Compile Include="Framework\Exceptions\SContentLoadException.cs" /> <Compile Include="Framework\Command.cs" /> <Compile Include="Config.cs" /> @@ -124,6 +127,14 @@ <Compile Include="Events\GraphicsEvents.cs" /> <Compile Include="Framework\Countdown.cs" /> <Compile Include="Framework\IModMetadata.cs" /> + <Compile Include="Framework\Models\DisabledMod.cs" /> + <Compile Include="Framework\ModHelpers\BaseHelper.cs" /> + <Compile Include="Framework\ModHelpers\CommandHelper.cs" /> + <Compile Include="Framework\ModHelpers\ContentHelper.cs" /> + <Compile Include="Framework\ModHelpers\ModHelper.cs" /> + <Compile Include="Framework\ModHelpers\ModRegistryHelper.cs" /> + <Compile Include="Framework\ModHelpers\ReflectionHelper.cs" /> + <Compile Include="Framework\ModHelpers\TranslationHelper.cs" /> <Compile Include="Framework\ModLoading\InvalidModStateException.cs" /> <Compile Include="Framework\ModLoading\ModDependencyStatus.cs" /> <Compile Include="Framework\ModLoading\ModMetadataStatus.cs" /> @@ -131,15 +142,13 @@ <Compile Include="Framework\ModLoading\AssemblyDefinitionResolver.cs" /> <Compile Include="Framework\ModLoading\AssemblyParseResult.cs" /> <Compile Include="Framework\CommandManager.cs" /> - <Compile Include="Framework\ContentHelper.cs" /> - <Compile Include="Framework\Content\ContentEventData.cs" /> - <Compile Include="Framework\Content\ContentEventHelper.cs" /> - <Compile Include="Framework\Content\ContentEventHelperForDictionary.cs" /> - <Compile Include="Framework\Content\ContentEventHelperForImage.cs" /> + <Compile Include="Framework\Content\AssetData.cs" /> + <Compile Include="Framework\Content\AssetDataForObject.cs" /> + <Compile Include="Framework\Content\AssetDataForDictionary.cs" /> + <Compile Include="Framework\Content\AssetDataForImage.cs" /> <Compile Include="Context.cs" /> <Compile Include="Framework\Logging\ConsoleInterceptionManager.cs" /> <Compile Include="Framework\Logging\InterceptingTextWriter.cs" /> - <Compile Include="Framework\CommandHelper.cs" /> <Compile Include="Framework\Models\ManifestDependency.cs" /> <Compile Include="Framework\Models\ModCompatibilityType.cs" /> <Compile Include="Framework\Models\SConfig.cs" /> @@ -147,15 +156,17 @@ <Compile Include="Framework\Reflection\PrivateProperty.cs" /> <Compile Include="Framework\RequestExitDelegate.cs" /> <Compile Include="Framework\SContentManager.cs" /> + <Compile Include="Framework\Exceptions\SParseException.cs" /> <Compile Include="Framework\Serialisation\JsonHelper.cs" /> <Compile Include="Framework\Serialisation\SelectiveStringEnumConverter.cs" /> <Compile Include="Framework\Serialisation\ManifestFieldConverter.cs" /> - <Compile Include="Framework\TranslationHelper.cs" /> + <Compile Include="IAssetEditor.cs" /> + <Compile Include="IAssetInfo.cs" /> + <Compile Include="IAssetLoader.cs" /> <Compile Include="ICommandHelper.cs" /> - <Compile Include="IContentEventData.cs" /> - <Compile Include="IContentEventHelper.cs" /> - <Compile Include="IContentEventHelperForDictionary.cs" /> - <Compile Include="IContentEventHelperForImage.cs" /> + <Compile Include="IAssetData.cs" /> + <Compile Include="IAssetDataForDictionary.cs" /> + <Compile Include="IAssetDataForImage.cs" /> <Compile Include="IContentHelper.cs" /> <Compile Include="IManifestDependency.cs" /> <Compile Include="IModRegistry.cs" /> @@ -173,10 +184,11 @@ <Compile Include="Framework\Reflection\CacheEntry.cs" /> <Compile Include="Framework\Reflection\PrivateField.cs" /> <Compile Include="Framework\Reflection\PrivateMethod.cs" /> - <Compile Include="Framework\Reflection\ReflectionHelper.cs" /> + <Compile Include="Framework\Reflection\Reflector.cs" /> <Compile Include="IManifest.cs" /> <Compile Include="IMod.cs" /> <Compile Include="IModHelper.cs" /> + <Compile Include="IModLinked.cs" /> <Compile Include="Framework\Logging\LogFileManager.cs" /> <Compile Include="IPrivateProperty.cs" /> <Compile Include="ISemanticVersion.cs" /> @@ -192,7 +204,6 @@ <Compile Include="Framework\Monitor.cs" /> <Compile Include="Framework\Models\Manifest.cs" /> <Compile Include="Mod.cs" /> - <Compile Include="Framework\ModHelper.cs" /> <Compile Include="PatchMode.cs" /> <Compile Include="Program.cs" /> <Compile Include="Properties\AssemblyInfo.cs" /> @@ -202,6 +213,10 @@ <Compile Include="IReflectionHelper.cs" /> <Compile Include="SemanticVersion.cs" /> <Compile Include="Translation.cs" /> + <Compile Include="ICursorPosition.cs" /> + <Compile Include="Utilities\SDate.cs" /> + <Compile Include="Utilities\SButton.cs" /> + <Compile Include="Framework\CursorPosition.cs" /> </ItemGroup> <ItemGroup> <None Include="App.config"> @@ -269,8 +284,8 @@ <StartProgram>$(GamePath)\StardewModdingAPI.exe</StartProgram> <StartWorkingDirectory>$(GamePath)</StartWorkingDirectory> </PropertyGroup> - + <!-- Somehow this makes Visual Studio for Mac recognise the previous section. --> <!-- Nobody knows why. --> <PropertyGroup Condition="'$(RunConfiguration)' == 'Default'" /> -</Project> +</Project>
\ No newline at end of file diff --git a/src/StardewModdingAPI/Utilities/SButton.cs b/src/StardewModdingAPI/Utilities/SButton.cs new file mode 100644 index 00000000..f4fccfff --- /dev/null +++ b/src/StardewModdingAPI/Utilities/SButton.cs @@ -0,0 +1,659 @@ +using System; +using Microsoft.Xna.Framework.Input; + +namespace StardewModdingAPI.Utilities +{ + /// <summary>A unified button constant which includes all controller, keyboard, and mouse buttons.</summary> + /// <remarks>Derived from <see cref="Keys"/>, <see cref="Buttons"/>, and <see cref="System.Windows.Forms.MouseButtons"/>.</remarks> +#if SMAPI_2_0 + public +#else + internal +#endif + enum SButton + { + /// <summary>No valid key.</summary> + None = 0, + + /********* + ** Mouse + *********/ + /// <summary>The left mouse button.</summary> + MouseLeft = 1000, + + /// <summary>The right mouse button.</summary> + MouseRight = 1001, + + /// <summary>The middle mouse button.</summary> + MouseMiddle = 1002, + + /// <summary>The first mouse XButton.</summary> + MouseX1 = 1003, + + /// <summary>The second mouse XButton.</summary> + MouseX2 = 1004, + + /********* + ** Controller + *********/ + /// <summary>The 'A' button on a controller.</summary> + ControllerA = SButtonExtensions.ControllerOffset + Buttons.A, + + /// <summary>The 'B' button on a controller.</summary> + ControllerB = SButtonExtensions.ControllerOffset + Buttons.B, + + /// <summary>The 'X' button on a controller.</summary> + ControllerX = SButtonExtensions.ControllerOffset + Buttons.X, + + /// <summary>The 'Y' button on a controller.</summary> + ControllerY = SButtonExtensions.ControllerOffset + Buttons.Y, + + /// <summary>The back button on a controller.</summary> + ControllerBack = SButtonExtensions.ControllerOffset + Buttons.Back, + + /// <summary>The start button on a controller.</summary> + ControllerStart = SButtonExtensions.ControllerOffset + Buttons.Start, + + /// <summary>The up button on the directional pad of a controller.</summary> + DPadUp = SButtonExtensions.ControllerOffset + Buttons.DPadUp, + + /// <summary>The down button on the directional pad of a controller.</summary> + DPadDown = SButtonExtensions.ControllerOffset + Buttons.DPadDown, + + /// <summary>The left button on the directional pad of a controller.</summary> + DPadLeft = SButtonExtensions.ControllerOffset + Buttons.DPadLeft, + + /// <summary>The right button on the directional pad of a controller.</summary> + DPadRight = SButtonExtensions.ControllerOffset + Buttons.DPadRight, + + /// <summary>The left bumper (shoulder) button on a controller.</summary> + LeftShoulder = SButtonExtensions.ControllerOffset + Buttons.LeftShoulder, + + /// <summary>The right bumper (shoulder) button on a controller.</summary> + RightShoulder = SButtonExtensions.ControllerOffset + Buttons.RightShoulder, + + /// <summary>The left trigger on a controller.</summary> + LeftTrigger = SButtonExtensions.ControllerOffset + Buttons.LeftTrigger, + + /// <summary>The right trigger on a controller.</summary> + RightTrigger = SButtonExtensions.ControllerOffset + Buttons.RightTrigger, + + /// <summary>The left analog stick on a controller (when pressed).</summary> + LeftStick = SButtonExtensions.ControllerOffset + Buttons.LeftStick, + + /// <summary>The right analog stick on a controller (when pressed).</summary> + RightStick = SButtonExtensions.ControllerOffset + Buttons.RightStick, + + /// <summary>The 'big button' on a controller.</summary> + BigButton = SButtonExtensions.ControllerOffset + Buttons.BigButton, + + /// <summary>The left analog stick on a controller (when pushed left).</summary> + LeftThumbstickLeft = SButtonExtensions.ControllerOffset + Buttons.LeftThumbstickLeft, + + /// <summary>The left analog stick on a controller (when pushed right).</summary> + LeftThumbstickRight = SButtonExtensions.ControllerOffset + Buttons.LeftThumbstickRight, + + /// <summary>The left analog stick on a controller (when pushed down).</summary> + LeftThumbstickDown = SButtonExtensions.ControllerOffset + Buttons.LeftThumbstickDown, + + /// <summary>The left analog stick on a controller (when pushed up).</summary> + LeftThumbstickUp = SButtonExtensions.ControllerOffset + Buttons.LeftThumbstickUp, + + /// <summary>The right analog stick on a controller (when pushed left).</summary> + RightThumbstickLeft = SButtonExtensions.ControllerOffset + Buttons.RightThumbstickLeft, + + /// <summary>The right analog stick on a controller (when pushed right).</summary> + RightThumbstickRight = SButtonExtensions.ControllerOffset + Buttons.RightThumbstickRight, + + /// <summary>The right analog stick on a controller (when pushed down).</summary> + RightThumbstickDown = SButtonExtensions.ControllerOffset + Buttons.RightThumbstickDown, + + /// <summary>The right analog stick on a controller (when pushed up).</summary> + RightThumbstickUp = SButtonExtensions.ControllerOffset + Buttons.RightThumbstickUp, + + /********* + ** Keyboard + *********/ + /// <summary>The A button on a keyboard.</summary> + A = Keys.A, + + /// <summary>The Add button on a keyboard.</summary> + Add = Keys.Add, + + /// <summary>The Applications button on a keyboard.</summary> + Apps = Keys.Apps, + + /// <summary>The Attn button on a keyboard.</summary> + Attn = Keys.Attn, + + /// <summary>The B button on a keyboard.</summary> + B = Keys.B, + + /// <summary>The Backspace button on a keyboard.</summary> + Back = Keys.Back, + + /// <summary>The Browser Back button on a keyboard in Windows 2000/XP.</summary> + BrowserBack = Keys.BrowserBack, + + /// <summary>The Browser Favorites button on a keyboard in Windows 2000/XP.</summary> + BrowserFavorites = Keys.BrowserFavorites, + + /// <summary>The Browser Favorites button on a keyboard in Windows 2000/XP.</summary> + BrowserForward = Keys.BrowserForward, + + /// <summary>The Browser Home button on a keyboard in Windows 2000/XP.</summary> + BrowserHome = Keys.BrowserHome, + + /// <summary>The Browser Refresh button on a keyboard in Windows 2000/XP.</summary> + BrowserRefresh = Keys.BrowserRefresh, + + /// <summary>The Browser Search button on a keyboard in Windows 2000/XP.</summary> + BrowserSearch = Keys.BrowserSearch, + + /// <summary>The Browser Stop button on a keyboard in Windows 2000/XP.</summary> + BrowserStop = Keys.BrowserStop, + + /// <summary>The C button on a keyboard.</summary> + C = Keys.C, + + /// <summary>The Caps Lock button on a keyboard.</summary> + CapsLock = Keys.CapsLock, + + /// <summary>The Green ChatPad button on a keyboard.</summary> + ChatPadGreen = Keys.ChatPadGreen, + + /// <summary>The Orange ChatPad button on a keyboard.</summary> + ChatPadOrange = Keys.ChatPadOrange, + + /// <summary>The CrSel button on a keyboard.</summary> + Crsel = Keys.Crsel, + + /// <summary>The D button on a keyboard.</summary> + D = Keys.D, + + /// <summary>A miscellaneous button on a keyboard; can vary by keyboard.</summary> + D0 = Keys.D0, + + /// <summary>A miscellaneous button on a keyboard; can vary by keyboard.</summary> + D1 = Keys.D1, + + /// <summary>A miscellaneous button on a keyboard; can vary by keyboard.</summary> + D2 = Keys.D2, + + /// <summary>A miscellaneous button on a keyboard; can vary by keyboard.</summary> + D3 = Keys.D3, + + /// <summary>A miscellaneous button on a keyboard; can vary by keyboard.</summary> + D4 = Keys.D4, + + /// <summary>A miscellaneous button on a keyboard; can vary by keyboard.</summary> + D5 = Keys.D5, + + /// <summary>A miscellaneous button on a keyboard; can vary by keyboard.</summary> + D6 = Keys.D6, + + /// <summary>A miscellaneous button on a keyboard; can vary by keyboard.</summary> + D7 = Keys.D7, + + /// <summary>A miscellaneous button on a keyboard; can vary by keyboard.</summary> + D8 = Keys.D8, + + /// <summary>A miscellaneous button on a keyboard; can vary by keyboard.</summary> + D9 = Keys.D9, + + /// <summary>The Decimal button on a keyboard.</summary> + Decimal = Keys.Decimal, + + /// <summary>The Delete button on a keyboard.</summary> + Delete = Keys.Delete, + + /// <summary>The Divide button on a keyboard.</summary> + Divide = Keys.Divide, + + /// <summary>The Down arrow button on a keyboard.</summary> + Down = Keys.Down, + + /// <summary>The E button on a keyboard.</summary> + E = Keys.E, + + /// <summary>The End button on a keyboard.</summary> + End = Keys.End, + + /// <summary>The Enter button on a keyboard.</summary> + Enter = Keys.Enter, + + /// <summary>The Erase EOF button on a keyboard.</summary> + EraseEof = Keys.EraseEof, + + /// <summary>The Escape button on a keyboard.</summary> + Escape = Keys.Escape, + + /// <summary>The Execute button on a keyboard.</summary> + Execute = Keys.Execute, + + /// <summary>The ExSel button on a keyboard.</summary> + Exsel = Keys.Exsel, + + /// <summary>The F button on a keyboard.</summary> + F = Keys.F, + + /// <summary>The F1 button on a keyboard.</summary> + F1 = Keys.F1, + + /// <summary>The F10 button on a keyboard.</summary> + F10 = Keys.F10, + + /// <summary>The F11 button on a keyboard.</summary> + F11 = Keys.F11, + + /// <summary>The F12 button on a keyboard.</summary> + F12 = Keys.F12, + + /// <summary>The F13 button on a keyboard.</summary> + F13 = Keys.F13, + + /// <summary>The F14 button on a keyboard.</summary> + F14 = Keys.F14, + + /// <summary>The F15 button on a keyboard.</summary> + F15 = Keys.F15, + + /// <summary>The F16 button on a keyboard.</summary> + F16 = Keys.F16, + + /// <summary>The F17 button on a keyboard.</summary> + F17 = Keys.F17, + + /// <summary>The F18 button on a keyboard.</summary> + F18 = Keys.F18, + + /// <summary>The F19 button on a keyboard.</summary> + F19 = Keys.F19, + + /// <summary>The F2 button on a keyboard.</summary> + F2 = Keys.F2, + + /// <summary>The F20 button on a keyboard.</summary> + F20 = Keys.F20, + + /// <summary>The F21 button on a keyboard.</summary> + F21 = Keys.F21, + + /// <summary>The F22 button on a keyboard.</summary> + F22 = Keys.F22, + + /// <summary>The F23 button on a keyboard.</summary> + F23 = Keys.F23, + + /// <summary>The F24 button on a keyboard.</summary> + F24 = Keys.F24, + + /// <summary>The F3 button on a keyboard.</summary> + F3 = Keys.F3, + + /// <summary>The F4 button on a keyboard.</summary> + F4 = Keys.F4, + + /// <summary>The F5 button on a keyboard.</summary> + F5 = Keys.F5, + + /// <summary>The F6 button on a keyboard.</summary> + F6 = Keys.F6, + + /// <summary>The F7 button on a keyboard.</summary> + F7 = Keys.F7, + + /// <summary>The F8 button on a keyboard.</summary> + F8 = Keys.F8, + + /// <summary>The F9 button on a keyboard.</summary> + F9 = Keys.F9, + + /// <summary>The G button on a keyboard.</summary> + G = Keys.G, + + /// <summary>The H button on a keyboard.</summary> + H = Keys.H, + + /// <summary>The Help button on a keyboard.</summary> + Help = Keys.Help, + + /// <summary>The Home button on a keyboard.</summary> + Home = Keys.Home, + + /// <summary>The I button on a keyboard.</summary> + I = Keys.I, + + /// <summary>The IME Convert button on a keyboard.</summary> + ImeConvert = Keys.ImeConvert, + + /// <summary>The IME NoConvert button on a keyboard.</summary> + ImeNoConvert = Keys.ImeNoConvert, + + /// <summary>The INS button on a keyboard.</summary> + Insert = Keys.Insert, + + /// <summary>The J button on a keyboard.</summary> + J = Keys.J, + + /// <summary>The K button on a keyboard.</summary> + K = Keys.K, + + /// <summary>The Kana button on a Japanese keyboard.</summary> + Kana = Keys.Kana, + + /// <summary>The Kanji button on a Japanese keyboard.</summary> + Kanji = Keys.Kanji, + + /// <summary>The L button on a keyboard.</summary> + L = Keys.L, + + /// <summary>The Start Applications 1 button on a keyboard in Windows 2000/XP.</summary> + LaunchApplication1 = Keys.LaunchApplication1, + + /// <summary>The Start Applications 2 button on a keyboard in Windows 2000/XP.</summary> + LaunchApplication2 = Keys.LaunchApplication2, + + /// <summary>The Start Mail button on a keyboard in Windows 2000/XP.</summary> + LaunchMail = Keys.LaunchMail, + + /// <summary>The Left arrow button on a keyboard.</summary> + Left = Keys.Left, + + /// <summary>The Left Alt button on a keyboard.</summary> + LeftAlt = Keys.LeftAlt, + + /// <summary>The Left Control button on a keyboard.</summary> + LeftControl = Keys.LeftControl, + + /// <summary>The Left Shift button on a keyboard.</summary> + LeftShift = Keys.LeftShift, + + /// <summary>The Left Windows button on a keyboard.</summary> + LeftWindows = Keys.LeftWindows, + + /// <summary>The M button on a keyboard.</summary> + M = Keys.M, + + /// <summary>The MediaNextTrack button on a keyboard in Windows 2000/XP.</summary> + MediaNextTrack = Keys.MediaNextTrack, + + /// <summary>The MediaPlayPause button on a keyboard in Windows 2000/XP.</summary> + MediaPlayPause = Keys.MediaPlayPause, + + /// <summary>The MediaPreviousTrack button on a keyboard in Windows 2000/XP.</summary> + MediaPreviousTrack = Keys.MediaPreviousTrack, + + /// <summary>The MediaStop button on a keyboard in Windows 2000/XP.</summary> + MediaStop = Keys.MediaStop, + + /// <summary>The Multiply button on a keyboard.</summary> + Multiply = Keys.Multiply, + + /// <summary>The N button on a keyboard.</summary> + N = Keys.N, + + /// <summary>The Num Lock button on a keyboard.</summary> + NumLock = Keys.NumLock, + + /// <summary>The Numeric keypad 0 button on a keyboard.</summary> + NumPad0 = Keys.NumPad0, + + /// <summary>The Numeric keypad 1 button on a keyboard.</summary> + NumPad1 = Keys.NumPad1, + + /// <summary>The Numeric keypad 2 button on a keyboard.</summary> + NumPad2 = Keys.NumPad2, + + /// <summary>The Numeric keypad 3 button on a keyboard.</summary> + NumPad3 = Keys.NumPad3, + + /// <summary>The Numeric keypad 4 button on a keyboard.</summary> + NumPad4 = Keys.NumPad4, + + /// <summary>The Numeric keypad 5 button on a keyboard.</summary> + NumPad5 = Keys.NumPad5, + + /// <summary>The Numeric keypad 6 button on a keyboard.</summary> + NumPad6 = Keys.NumPad6, + + /// <summary>The Numeric keypad 7 button on a keyboard.</summary> + NumPad7 = Keys.NumPad7, + + /// <summary>The Numeric keypad 8 button on a keyboard.</summary> + NumPad8 = Keys.NumPad8, + + /// <summary>The Numeric keypad 9 button on a keyboard.</summary> + NumPad9 = Keys.NumPad9, + + /// <summary>The O button on a keyboard.</summary> + O = Keys.O, + + /// <summary>A miscellaneous button on a keyboard; can vary by keyboard.</summary> + Oem8 = Keys.Oem8, + + /// <summary>The OEM Auto button on a keyboard.</summary> + OemAuto = Keys.OemAuto, + + /// <summary>The OEM Angle Bracket or Backslash button on the RT 102 keyboard in Windows 2000/XP.</summary> + OemBackslash = Keys.OemBackslash, + + /// <summary>The Clear button on a keyboard.</summary> + OemClear = Keys.OemClear, + + /// <summary>The OEM Close Bracket button on a US standard keyboard in Windows 2000/XP.</summary> + OemCloseBrackets = Keys.OemCloseBrackets, + + /// <summary>The ',' button on a keyboard in any country/region in Windows 2000/XP.</summary> + OemComma = Keys.OemComma, + + /// <summary>The OEM Copy button on a keyboard.</summary> + OemCopy = Keys.OemCopy, + + /// <summary>The OEM Enlarge Window button on a keyboard.</summary> + OemEnlW = Keys.OemEnlW, + + /// <summary>The '-' button on a keyboard in any country/region in Windows 2000/XP.</summary> + OemMinus = Keys.OemMinus, + + /// <summary>The OEM Open Bracket button on a US standard keyboard in Windows 2000/XP.</summary> + OemOpenBrackets = Keys.OemOpenBrackets, + + /// <summary>The '.' button on a keyboard in any country/region.</summary> + OemPeriod = Keys.OemPeriod, + + /// <summary>The OEM Pipe button on a US standard keyboard.</summary> + OemPipe = Keys.OemPipe, + + /// <summary>The '+' button on a keyboard in Windows 2000/XP.</summary> + OemPlus = Keys.OemPlus, + + /// <summary>The OEM Question Mark button on a US standard keyboard.</summary> + OemQuestion = Keys.OemQuestion, + + /// <summary>The OEM Single/Double Quote button on a US standard keyboard.</summary> + OemQuotes = Keys.OemQuotes, + + /// <summary>The OEM Semicolon button on a US standard keyboard.</summary> + OemSemicolon = Keys.OemSemicolon, + + /// <summary>The OEM Tilde button on a US standard keyboard.</summary> + OemTilde = Keys.OemTilde, + + /// <summary>The P button on a keyboard.</summary> + P = Keys.P, + + /// <summary>The PA1 button on a keyboard.</summary> + Pa1 = Keys.Pa1, + + /// <summary>The Page Down button on a keyboard.</summary> + PageDown = Keys.PageDown, + + /// <summary>The Page Up button on a keyboard.</summary> + PageUp = Keys.PageUp, + + /// <summary>The Pause button on a keyboard.</summary> + Pause = Keys.Pause, + + /// <summary>The Play button on a keyboard.</summary> + Play = Keys.Play, + + /// <summary>The Print button on a keyboard.</summary> + Print = Keys.Print, + + /// <summary>The Print Screen button on a keyboard.</summary> + PrintScreen = Keys.PrintScreen, + + /// <summary>The IME Process button on a keyboard in Windows 95/98/ME/NT 4.0/2000/XP.</summary> + ProcessKey = Keys.ProcessKey, + + /// <summary>The Q button on a keyboard.</summary> + Q = Keys.Q, + + /// <summary>The R button on a keyboard.</summary> + R = Keys.R, + + /// <summary>The Right Arrow button on a keyboard.</summary> + Right = Keys.Right, + + /// <summary>The Right Alt button on a keyboard.</summary> + RightAlt = Keys.RightAlt, + + /// <summary>The Right Control button on a keyboard.</summary> + RightControl = Keys.RightControl, + + /// <summary>The Right Shift button on a keyboard.</summary> + RightShift = Keys.RightShift, + + /// <summary>The Right Windows button on a keyboard.</summary> + RightWindows = Keys.RightWindows, + + /// <summary>The S button on a keyboard.</summary> + S = Keys.S, + + /// <summary>The Scroll Lock button on a keyboard.</summary> + Scroll = Keys.Scroll, + + /// <summary>The Select button on a keyboard.</summary> + Select = Keys.Select, + + /// <summary>The Select Media button on a keyboard in Windows 2000/XP.</summary> + SelectMedia = Keys.SelectMedia, + + /// <summary>The Separator button on a keyboard.</summary> + Separator = Keys.Separator, + + /// <summary>The Computer Sleep button on a keyboard.</summary> + Sleep = Keys.Sleep, + + /// <summary>The Space bar on a keyboard.</summary> + Space = Keys.Space, + + /// <summary>The Subtract button on a keyboard.</summary> + Subtract = Keys.Subtract, + + /// <summary>The T button on a keyboard.</summary> + T = Keys.T, + + /// <summary>The Tab button on a keyboard.</summary> + Tab = Keys.Tab, + + /// <summary>The U button on a keyboard.</summary> + U = Keys.U, + + /// <summary>The Up Arrow button on a keyboard.</summary> + Up = Keys.Up, + + /// <summary>The V button on a keyboard.</summary> + V = Keys.V, + + /// <summary>The Volume Down button on a keyboard in Windows 2000/XP.</summary> + VolumeDown = Keys.VolumeDown, + + /// <summary>The Volume Mute button on a keyboard in Windows 2000/XP.</summary> + VolumeMute = Keys.VolumeMute, + + /// <summary>The Volume Up button on a keyboard in Windows 2000/XP.</summary> + VolumeUp = Keys.VolumeUp, + + /// <summary>The W button on a keyboard.</summary> + W = Keys.W, + + /// <summary>The X button on a keyboard.</summary> + X = Keys.X, + + /// <summary>The Y button on a keyboard.</summary> + Y = Keys.Y, + + /// <summary>The Z button on a keyboard.</summary> + Z = Keys.Z, + + /// <summary>The Zoom button on a keyboard.</summary> + Zoom = Keys.Zoom + } + + /// <summary>Provides extension methods for <see cref="SButton"/>.</summary> +#if SMAPI_2_0 + public +#else + internal +#endif + static class SButtonExtensions + { + /********* + ** Accessors + *********/ + /// <summary>The offset added to <see cref="Buttons"/> values when converting them to <see cref="SButton"/> to avoid collisions with <see cref="Keys"/> values.</summary> + internal const int ControllerOffset = 2000; + + + /********* + ** Public methods + *********/ + /// <summary>Get the <see cref="SButton"/> equivalent for the given button.</summary> + /// <param name="key">The keyboard button to convert.</param> + internal static SButton ToSButton(this Keys key) + { + return (SButton)key; + } + + /// <summary>Get the <see cref="SButton"/> equivalent for the given button.</summary> + /// <param name="key">The controller button to convert.</param> + internal static SButton ToSButton(this Buttons key) + { + return (SButton)(SButtonExtensions.ControllerOffset + key); + } + + /// <summary>Get the <see cref="Keys"/> equivalent for the given button.</summary> + /// <param name="input">The button to convert.</param> + /// <param name="key">The keyboard equivalent.</param> + /// <returns>Returns whether the value was converted successfully.</returns> + public static bool TryGetKeyboard(this SButton input, out Keys key) + { + if (Enum.IsDefined(typeof(Keys), (int)input)) + { + key = (Keys)input; + return true; + } + + key = Keys.None; + return false; + } + + /// <summary>Get the <see cref="Buttons"/> equivalent for the given button.</summary> + /// <param name="input">The button to convert.</param> + /// <param name="button">The controller equivalent.</param> + /// <returns>Returns whether the value was converted successfully.</returns> + public static bool TryGetController(this SButton input, out Buttons button) + { + if (Enum.IsDefined(typeof(Keys), (int)input - SButtonExtensions.ControllerOffset)) + { + button = (Buttons)(input - SButtonExtensions.ControllerOffset); + return true; + } + + button = 0; + return false; + } + } +} diff --git a/src/StardewModdingAPI/Utilities/SDate.cs b/src/StardewModdingAPI/Utilities/SDate.cs new file mode 100644 index 00000000..e0613491 --- /dev/null +++ b/src/StardewModdingAPI/Utilities/SDate.cs @@ -0,0 +1,222 @@ +using System; +using System.Linq; +using StardewValley; + +namespace StardewModdingAPI.Utilities +{ + /// <summary>Represents a Stardew Valley date.</summary> + public class SDate : IEquatable<SDate> + { + /********* + ** Properties + *********/ + /// <summary>The internal season names in order.</summary> + private readonly string[] Seasons = { "spring", "summer", "fall", "winter" }; + + /// <summary>The number of seasons in a year.</summary> + private int SeasonsInYear => this.Seasons.Length; + + /// <summary>The number of days in a season.</summary> + private readonly int DaysInSeason = 28; + + + /********* + ** Accessors + *********/ + /// <summary>The day of month.</summary> + public int Day { get; } + + /// <summary>The season name.</summary> + public string Season { get; } + + /// <summary>The year.</summary> + public int Year { get; } + + + /********* + ** Public methods + *********/ + /// <summary>Construct an instance.</summary> + /// <param name="day">The day of month.</param> + /// <param name="season">The season name.</param> + /// <exception cref="ArgumentException">One of the arguments has an invalid value (like day 35).</exception> + public SDate(int day, string season) + : this(day, season, Game1.year) { } + + /// <summary>Construct an instance.</summary> + /// <param name="day">The day of month.</param> + /// <param name="season">The season name.</param> + /// <param name="year">The year.</param> + /// <exception cref="ArgumentException">One of the arguments has an invalid value (like day 35).</exception> + public SDate(int day, string season, int year) + { + // validate + if (season == null) + throw new ArgumentNullException(nameof(season)); + if (!this.Seasons.Contains(season)) + throw new ArgumentException($"Unknown season '{season}', must be one of [{string.Join(", ", this.Seasons)}]."); + if (day < 1 || day > this.DaysInSeason) + throw new ArgumentException($"Invalid day '{day}', must be a value from 1 to {this.DaysInSeason}."); + if (year < 1) + throw new ArgumentException($"Invalid year '{year}', must be at least 1."); + + // initialise + this.Day = day; + this.Season = season; + this.Year = year; + } + + /// <summary>Get the current in-game date.</summary> + public static SDate Now() + { + return new SDate(Game1.dayOfMonth, Game1.currentSeason, Game1.year); + } + + /// <summary>Get a new date with the given number of days added.</summary> + /// <param name="offset">The number of days to add.</param> + /// <returns>Returns the resulting date.</returns> + /// <exception cref="ArithmeticException">The offset would result in an invalid date (like year 0).</exception> + public SDate AddDays(int offset) + { + // simple case + int day = this.Day + offset; + string season = this.Season; + int year = this.Year; + + // handle season transition + if (day > this.DaysInSeason || day < 1) + { + // get season index + int curSeasonIndex = this.GetSeasonIndex(); + + // get season offset + int seasonOffset = day / this.DaysInSeason; + if (day < 1) + seasonOffset -= 1; + + // get new date + day = this.GetWrappedIndex(day, this.DaysInSeason); + season = this.Seasons[this.GetWrappedIndex(curSeasonIndex + seasonOffset, this.Seasons.Length)]; + year += seasonOffset / this.Seasons.Length; + } + + // validate + if (year < 1) + throw new ArithmeticException($"Adding {offset} days to {this} would result in invalid date {day:00} {season} {year}."); + + // return new date + return new SDate(day, season, year); + } + + /// <summary>Get a string representation of the date. This is mainly intended for debugging or console messages.</summary> + public override string ToString() + { + return $"{this.Day:00} {this.Season} Y{this.Year}"; + } + + /**** + ** IEquatable + ****/ + /// <summary>Get whether this instance is equal to another.</summary> + /// <param name="other">The other value to compare.</param> + public bool Equals(SDate other) + { + return this == other; + } + + /// <summary>Get whether this instance is equal to another.</summary> + /// <param name="obj">The other value to compare.</param> + public override bool Equals(object obj) + { + return obj is SDate other && this == other; + } + + /// <summary>Get a hash code which uniquely identifies a date.</summary> + public override int GetHashCode() + { + // return the number of days since 01 spring Y1 + int yearIndex = this.Year - 1; + return + yearIndex * this.DaysInSeason * this.SeasonsInYear + + this.GetSeasonIndex() * this.DaysInSeason + + this.Day; + } + + /**** + ** Operators + ****/ + /// <summary>Get whether one date is equal to another.</summary> + /// <param name="date">The base date to compare.</param> + /// <param name="other">The other date to compare.</param> + /// <returns>The equality of the dates</returns> + public static bool operator ==(SDate date, SDate other) + { + return date?.GetHashCode() == other?.GetHashCode(); + } + + /// <summary>Get whether one date is not equal to another.</summary> + /// <param name="date">The base date to compare.</param> + /// <param name="other">The other date to compare.</param> + public static bool operator !=(SDate date, SDate other) + { + return date?.GetHashCode() != other?.GetHashCode(); + } + + /// <summary>Get whether one date is more than another.</summary> + /// <param name="date">The base date to compare.</param> + /// <param name="other">The other date to compare.</param> + public static bool operator >(SDate date, SDate other) + { + return date?.GetHashCode() > other?.GetHashCode(); + } + + /// <summary>Get whether one date is more than or equal to another.</summary> + /// <param name="date">The base date to compare.</param> + /// <param name="other">The other date to compare.</param> + public static bool operator >=(SDate date, SDate other) + { + return date?.GetHashCode() >= other?.GetHashCode(); + } + + /// <summary>Get whether one date is less than or equal to another.</summary> + /// <param name="date">The base date to compare.</param> + /// <param name="other">The other date to compare.</param> + public static bool operator <=(SDate date, SDate other) + { + return date?.GetHashCode() <= other?.GetHashCode(); + } + + /// <summary>Get whether one date is less than another.</summary> + /// <param name="date">The base date to compare.</param> + /// <param name="other">The other date to compare.</param> + public static bool operator <(SDate date, SDate other) + { + return date?.GetHashCode() < other?.GetHashCode(); + } + + + /********* + ** Private methods + *********/ + /// <summary>Get the current season index.</summary> + /// <exception cref="InvalidOperationException">The current season wasn't recognised.</exception> + private int GetSeasonIndex() + { + int index = Array.IndexOf(this.Seasons, this.Season); + if (index == -1) + throw new InvalidOperationException($"The current season '{this.Season}' wasn't recognised."); + return index; + } + + /// <summary>Get the real index in an array which should be treated as a two-way loop.</summary> + /// <param name="index">The index in the looped array.</param> + /// <param name="length">The number of elements in the array.</param> + private int GetWrappedIndex(int index, int length) + { + int wrapped = index % length; + if (wrapped < 0) + wrapped += length; + return wrapped; + } + } +} diff --git a/src/TrainerMod/Framework/Commands/ArgumentParser.cs b/src/TrainerMod/Framework/Commands/ArgumentParser.cs new file mode 100644 index 00000000..6bcd3ff8 --- /dev/null +++ b/src/TrainerMod/Framework/Commands/ArgumentParser.cs @@ -0,0 +1,159 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using System.Linq; +using StardewModdingAPI; + +namespace TrainerMod.Framework.Commands +{ + /// <summary>Provides methods for parsing command-line arguments.</summary> + internal class ArgumentParser : IReadOnlyList<string> + { + /********* + ** Properties + *********/ + /// <summary>The command name for errors.</summary> + private readonly string CommandName; + + /// <summary>The arguments to parse.</summary> + private readonly string[] Args; + + /// <summary>Writes messages to the console and log file.</summary> + private readonly IMonitor Monitor; + + + /********* + ** Accessors + *********/ + /// <summary>Get the number of arguments.</summary> + public int Count => this.Args.Length; + + /// <summary>Get the argument at the specified index in the list.</summary> + /// <param name="index">The zero-based index of the element to get.</param> + public string this[int index] => this.Args[index]; + + /// <summary>A method which parses a string argument into the given value.</summary> + /// <typeparam name="T">The expected argument type.</typeparam> + /// <param name="input">The argument to parse.</param> + /// <param name="output">The parsed value.</param> + /// <returns>Returns whether the argument was successfully parsed.</returns> + public delegate bool ParseDelegate<T>(string input, out T output); + + + /********* + ** Public methods + *********/ + /// <summary>Construct an instance.</summary> + /// <param name="commandName">The command name for errors.</param> + /// <param name="args">The arguments to parse.</param> + /// <param name="monitor">Writes messages to the console and log file.</param> + public ArgumentParser(string commandName, string[] args, IMonitor monitor) + { + this.CommandName = commandName; + this.Args = args; + this.Monitor = monitor; + } + + /// <summary>Try to read a string argument.</summary> + /// <param name="index">The argument index.</param> + /// <param name="name">The argument name for error messages.</param> + /// <param name="value">The parsed value.</param> + /// <param name="required">Whether to show an error if the argument is missing.</param> + /// <param name="oneOf">Require that the argument match one of the given values (case-insensitive).</param> + public bool TryGet(int index, string name, out string value, bool required = true, string[] oneOf = null) + { + value = null; + + // validate + if (this.Args.Length < index + 1) + { + if (required) + this.LogError($"Argument {index} ({name}) is required."); + return false; + } + if (oneOf?.Any() == true && !oneOf.Contains(this.Args[index], StringComparer.InvariantCultureIgnoreCase)) + { + this.LogError($"Argument {index} ({name}) must be one of {string.Join(", ", oneOf)}."); + return false; + } + + // get value + value = this.Args[index]; + return true; + } + + /// <summary>Try to read an integer argument.</summary> + /// <param name="index">The argument index.</param> + /// <param name="name">The argument name for error messages.</param> + /// <param name="value">The parsed value.</param> + /// <param name="required">Whether to show an error if the argument is missing.</param> + /// <param name="min">The minimum value allowed.</param> + /// <param name="max">The maximum value allowed.</param> + public bool TryGetInt(int index, string name, out int value, bool required = true, int? min = null, int? max = null) + { + value = 0; + + // get argument + if (!this.TryGet(index, name, out string raw, required)) + return false; + + // parse + if (!int.TryParse(raw, out value)) + { + this.LogIntFormatError(index, name, min, max); + return false; + } + + // validate + if ((min.HasValue && value < min) || (max.HasValue && value > max)) + { + this.LogIntFormatError(index, name, min, max); + return false; + } + + return true; + } + + /// <summary>Returns an enumerator that iterates through the collection.</summary> + /// <returns>An enumerator that can be used to iterate through the collection.</returns> + public IEnumerator<string> GetEnumerator() + { + return ((IEnumerable<string>)this.Args).GetEnumerator(); + } + + /// <summary>Returns an enumerator that iterates through a collection.</summary> + /// <returns>An <see cref="T:System.Collections.IEnumerator" /> object that can be used to iterate through the collection.</returns> + IEnumerator IEnumerable.GetEnumerator() + { + return this.GetEnumerator(); + } + + + /********* + ** Private methods + *********/ + /// <summary>Log a usage error.</summary> + /// <param name="message">The message describing the error.</param> + private void LogError(string message) + { + this.Monitor.Log($"{message} Type 'help {this.CommandName}' for usage.", LogLevel.Error); + } + + /// <summary>Print an error for an invalid int argument.</summary> + /// <param name="index">The argument index.</param> + /// <param name="name">The argument name for error messages.</param> + /// <param name="min">The minimum value allowed.</param> + /// <param name="max">The maximum value allowed.</param> + private void LogIntFormatError(int index, string name, int? min, int? max) + { + if (min.HasValue && max.HasValue) + this.LogError($"Argument {index} ({name}) must be an integer between {min} and {max}."); + else if (min.HasValue) + this.LogError($"Argument {index} ({name}) must be an integer and at least {min}."); + else if (max.HasValue) + this.LogError($"Argument {index} ({name}) must be an integer and at most {max}."); + else + this.LogError($"Argument {index} ({name}) must be an integer."); + } + } +} diff --git a/src/TrainerMod/Framework/Commands/ITrainerCommand.cs b/src/TrainerMod/Framework/Commands/ITrainerCommand.cs new file mode 100644 index 00000000..3d97e799 --- /dev/null +++ b/src/TrainerMod/Framework/Commands/ITrainerCommand.cs @@ -0,0 +1,34 @@ +using StardewModdingAPI; + +namespace TrainerMod.Framework.Commands +{ + /// <summary>A TrainerMod command to register.</summary> + internal interface ITrainerCommand + { + /********* + ** Accessors + *********/ + /// <summary>The command name the user must type.</summary> + string Name { get; } + + /// <summary>The command description.</summary> + string Description { get; } + + /// <summary>Whether the command needs to perform logic when the game updates.</summary> + bool NeedsUpdate { get; } + + + /********* + ** Public methods + *********/ + /// <summary>Handle the command.</summary> + /// <param name="monitor">Writes messages to the console and log file.</param> + /// <param name="command">The command name.</param> + /// <param name="args">The command arguments.</param> + void Handle(IMonitor monitor, string command, ArgumentParser args); + + /// <summary>Perform any logic needed on update tick.</summary> + /// <param name="monitor">Writes messages to the console and log file.</param> + void Update(IMonitor monitor); + } +} diff --git a/src/TrainerMod/Framework/Commands/Other/DebugCommand.cs b/src/TrainerMod/Framework/Commands/Other/DebugCommand.cs new file mode 100644 index 00000000..8c6e9f3b --- /dev/null +++ b/src/TrainerMod/Framework/Commands/Other/DebugCommand.cs @@ -0,0 +1,33 @@ +using StardewModdingAPI; +using StardewValley; + +namespace TrainerMod.Framework.Commands.Other +{ + /// <summary>A command which sends a debug command to the game.</summary> + internal class DebugCommand : TrainerCommand + { + /********* + ** Public methods + *********/ + /// <summary>Construct an instance.</summary> + public DebugCommand() + : base("debug", "Run one of the game's debug commands; for example, 'debug warp FarmHouse 1 1' warps the player to the farmhouse.") { } + + /// <summary>Handle the command.</summary> + /// <param name="monitor">Writes messages to the console and log file.</param> + /// <param name="command">The command name.</param> + /// <param name="args">The command arguments.</param> + public override void Handle(IMonitor monitor, string command, ArgumentParser args) + { + // submit command + string debugCommand = string.Join(" ", args); + string oldOutput = Game1.debugOutput; + Game1.game1.parseDebugInput(debugCommand); + + // show result + monitor.Log(Game1.debugOutput != oldOutput + ? $"> {Game1.debugOutput}" + : "Sent debug command to the game, but there was no output.", LogLevel.Info); + } + } +} diff --git a/src/TrainerMod/Framework/Commands/Other/ShowDataFilesCommand.cs b/src/TrainerMod/Framework/Commands/Other/ShowDataFilesCommand.cs new file mode 100644 index 00000000..367a70c6 --- /dev/null +++ b/src/TrainerMod/Framework/Commands/Other/ShowDataFilesCommand.cs @@ -0,0 +1,26 @@ +using System.Diagnostics; +using StardewModdingAPI; + +namespace TrainerMod.Framework.Commands.Other +{ + /// <summary>A command which shows the data files.</summary> + internal class ShowDataFilesCommand : TrainerCommand + { + /********* + ** Public methods + *********/ + /// <summary>Construct an instance.</summary> + public ShowDataFilesCommand() + : base("show_data_files", "Opens the folder containing the save and log files.") { } + + /// <summary>Handle the command.</summary> + /// <param name="monitor">Writes messages to the console and log file.</param> + /// <param name="command">The command name.</param> + /// <param name="args">The command arguments.</param> + public override void Handle(IMonitor monitor, string command, ArgumentParser args) + { + Process.Start(Constants.DataPath); + monitor.Log($"OK, opening {Constants.DataPath}.", LogLevel.Info); + } + } +} diff --git a/src/TrainerMod/Framework/Commands/Other/ShowGameFilesCommand.cs b/src/TrainerMod/Framework/Commands/Other/ShowGameFilesCommand.cs new file mode 100644 index 00000000..67fa83a3 --- /dev/null +++ b/src/TrainerMod/Framework/Commands/Other/ShowGameFilesCommand.cs @@ -0,0 +1,26 @@ +using System.Diagnostics; +using StardewModdingAPI; + +namespace TrainerMod.Framework.Commands.Other +{ + /// <summary>A command which shows the game files.</summary> + internal class ShowGameFilesCommand : TrainerCommand + { + /********* + ** Public methods + *********/ + /// <summary>Construct an instance.</summary> + public ShowGameFilesCommand() + : base("show_game_files", "Opens the game folder.") { } + + /// <summary>Handle the command.</summary> + /// <param name="monitor">Writes messages to the console and log file.</param> + /// <param name="command">The command name.</param> + /// <param name="args">The command arguments.</param> + public override void Handle(IMonitor monitor, string command, ArgumentParser args) + { + Process.Start(Constants.ExecutionPath); + monitor.Log($"OK, opening {Constants.ExecutionPath}.", LogLevel.Info); + } + } +} diff --git a/src/TrainerMod/Framework/Commands/Player/AddCommand.cs b/src/TrainerMod/Framework/Commands/Player/AddCommand.cs new file mode 100644 index 00000000..47840202 --- /dev/null +++ b/src/TrainerMod/Framework/Commands/Player/AddCommand.cs @@ -0,0 +1,81 @@ +using System; +using System.Linq; +using StardewModdingAPI; +using StardewValley; +using TrainerMod.Framework.ItemData; +using Object = StardewValley.Object; + +namespace TrainerMod.Framework.Commands.Player +{ + /// <summary>A command which adds an item to the player inventory.</summary> + internal class AddCommand : TrainerCommand + { + /********* + ** Properties + *********/ + /// <summary>Provides methods for searching and constructing items.</summary> + private readonly ItemRepository Items = new ItemRepository(); + + + /********* + ** Public methods + *********/ + /// <summary>Construct an instance.</summary> + public AddCommand() + : base("player_add", AddCommand.GetDescription()) + { } + + /// <summary>Handle the command.</summary> + /// <param name="monitor">Writes messages to the console and log file.</param> + /// <param name="command">The command name.</param> + /// <param name="args">The command arguments.</param> + public override void Handle(IMonitor monitor, string command, ArgumentParser args) + { + // read arguments + if (!args.TryGet(0, "item type", out string rawType, oneOf: Enum.GetNames(typeof(ItemType)))) + return; + if (!args.TryGetInt(1, "item ID", out int id, min: 0)) + return; + if (!args.TryGetInt(2, "count", out int count, min: 1, required: false)) + count = 1; + if (!args.TryGetInt(3, "quality", out int quality, min: Object.lowQuality, max: Object.bestQuality, required: false)) + quality = Object.lowQuality; + ItemType type = (ItemType)Enum.Parse(typeof(ItemType), rawType, ignoreCase: true); + + // find matching item + SearchableItem match = this.Items.GetAll().FirstOrDefault(p => p.Type == type && p.ID == id); + if (match == null) + { + monitor.Log($"There's no {type} item with ID {id}.", LogLevel.Error); + return; + } + + // apply count & quality + match.Item.Stack = count; + if (match.Item is Object obj) + obj.quality = quality; + + // add to inventory + Game1.player.addItemByMenuIfNecessary(match.Item); + monitor.Log($"OK, added {match.Name} ({match.Type} #{match.ID}) to your inventory.", LogLevel.Info); + } + + /********* + ** Private methods + *********/ + private static string GetDescription() + { + string[] typeValues = Enum.GetNames(typeof(ItemType)); + return "Gives the player an item.\n" + + "\n" + + "Usage: player_add <type> <item> [count] [quality]\n" + + $"- type: the item type (one of {string.Join(", ", typeValues)}).\n" + + "- item: the item ID (use the 'list_items' command to see a list).\n" + + "- count (optional): how many of the item to give.\n" + + $"- quality (optional): one of {Object.lowQuality} (normal), {Object.medQuality} (silver), {Object.highQuality} (gold), or {Object.bestQuality} (iridium).\n" + + "\n" + + "This example adds the galaxy sword to your inventory:\n" + + " player_add weapon 4"; + } + } +} diff --git a/src/TrainerMod/Framework/Commands/Player/ListItemTypesCommand.cs b/src/TrainerMod/Framework/Commands/Player/ListItemTypesCommand.cs new file mode 100644 index 00000000..5f14edbb --- /dev/null +++ b/src/TrainerMod/Framework/Commands/Player/ListItemTypesCommand.cs @@ -0,0 +1,53 @@ +using System.Linq; +using StardewModdingAPI; +using TrainerMod.Framework.ItemData; + +namespace TrainerMod.Framework.Commands.Player +{ + /// <summary>A command which list item types.</summary> + internal class ListItemTypesCommand : TrainerCommand + { + /********* + ** Properties + *********/ + /// <summary>Provides methods for searching and constructing items.</summary> + private readonly ItemRepository Items = new ItemRepository(); + + + /********* + ** Public methods + *********/ + /// <summary>Construct an instance.</summary> + public ListItemTypesCommand() + : base("list_item_types", "Lists item types you can filter in other commands.\n\nUsage: list_item_types") { } + + /// <summary>Handle the command.</summary> + /// <param name="monitor">Writes messages to the console and log file.</param> + /// <param name="command">The command name.</param> + /// <param name="args">The command arguments.</param> + public override void Handle(IMonitor monitor, string command, ArgumentParser args) + { + // validate + if (!Context.IsWorldReady) + { + monitor.Log("You need to load a save to use this command.", LogLevel.Error); + return; + } + + // handle + ItemType[] matches = + ( + from item in this.Items.GetAll() + orderby item.Type.ToString() + select item.Type + ) + .Distinct() + .ToArray(); + string summary = "Searching...\n"; + if (matches.Any()) + monitor.Log(summary + this.GetTableString(matches, new[] { "type" }, val => new[] { val.ToString() }), LogLevel.Info); + else + monitor.Log(summary + "No item types found.", LogLevel.Info); + } + } +} diff --git a/src/TrainerMod/Framework/Commands/Player/ListItemsCommand.cs b/src/TrainerMod/Framework/Commands/Player/ListItemsCommand.cs new file mode 100644 index 00000000..7f4f454c --- /dev/null +++ b/src/TrainerMod/Framework/Commands/Player/ListItemsCommand.cs @@ -0,0 +1,76 @@ +using System; +using System.Collections.Generic; +using System.Linq; +using StardewModdingAPI; +using TrainerMod.Framework.ItemData; + +namespace TrainerMod.Framework.Commands.Player +{ + /// <summary>A command which list items available to spawn.</summary> + internal class ListItemsCommand : TrainerCommand + { + /********* + ** Properties + *********/ + /// <summary>Provides methods for searching and constructing items.</summary> + private readonly ItemRepository Items = new ItemRepository(); + + + /********* + ** Public methods + *********/ + /// <summary>Construct an instance.</summary> + public ListItemsCommand() + : base("list_items", "Lists and searches items in the game data.\n\nUsage: list_items [search]\n- search (optional): an arbitrary search string to filter by.") { } + + /// <summary>Handle the command.</summary> + /// <param name="monitor">Writes messages to the console and log file.</param> + /// <param name="command">The command name.</param> + /// <param name="args">The command arguments.</param> + public override void Handle(IMonitor monitor, string command, ArgumentParser args) + { + // validate + if (!Context.IsWorldReady) + { + monitor.Log("You need to load a save to use this command.", LogLevel.Error); + return; + } + + // handle + SearchableItem[] matches = + ( + from item in this.GetItems(args.ToArray()) + orderby item.Type.ToString(), item.Name + select item + ) + .ToArray(); + string summary = "Searching...\n"; + if (matches.Any()) + monitor.Log(summary + this.GetTableString(matches, new[] { "type", "name", "id" }, val => new[] { val.Type.ToString(), val.Name, val.ID.ToString() }), LogLevel.Info); + else + monitor.Log(summary + "No items found", LogLevel.Info); + } + + + /********* + ** Private methods + *********/ + /// <summary>Get all items which can be searched and added to the player's inventory through the console.</summary> + /// <param name="searchWords">The search string to find.</param> + private IEnumerable<SearchableItem> GetItems(string[] searchWords) + { + // normalise search term + searchWords = searchWords?.Where(word => !string.IsNullOrWhiteSpace(word)).ToArray(); + if (searchWords?.Any() == false) + searchWords = null; + + // find matches + return ( + from item in this.Items.GetAll() + let term = $"{item.ID}|{item.Type}|{item.Name}|{item.DisplayName}" + where searchWords == null || searchWords.All(word => term.IndexOf(word, StringComparison.CurrentCultureIgnoreCase) != -1) + select item + ); + } + } +} diff --git a/src/TrainerMod/Framework/Commands/Player/SetColorCommand.cs b/src/TrainerMod/Framework/Commands/Player/SetColorCommand.cs new file mode 100644 index 00000000..28ace0df --- /dev/null +++ b/src/TrainerMod/Framework/Commands/Player/SetColorCommand.cs @@ -0,0 +1,76 @@ +using Microsoft.Xna.Framework; +using StardewModdingAPI; +using StardewValley; + +namespace TrainerMod.Framework.Commands.Player +{ + /// <summary>A command which edits the color of a player feature.</summary> + internal class SetColorCommand : TrainerCommand + { + /********* + ** Public methods + *********/ + /// <summary>Construct an instance.</summary> + public SetColorCommand() + : base("player_changecolor", "Sets the color of a player feature.\n\nUsage: player_changecolor <target> <color>\n- target: what to change (one of 'hair', 'eyes', or 'pants').\n- color: a color value in RGB format, like (255,255,255).") { } + + /// <summary>Handle the command.</summary> + /// <param name="monitor">Writes messages to the console and log file.</param> + /// <param name="command">The command name.</param> + /// <param name="args">The command arguments.</param> + public override void Handle(IMonitor monitor, string command, ArgumentParser args) + { + // parse arguments + if (!args.TryGet(0, "target", out string target, oneOf: new[] { "hair", "eyes", "pants" })) + return; + if (!args.TryGet(1, "color", out string rawColor)) + return; + + // parse color + if (!this.TryParseColor(rawColor, out Color color)) + { + this.LogUsageError(monitor, "Argument 1 (color) must be an RBG value like '255,150,0'."); + return; + } + + // handle + switch (target) + { + case "hair": + Game1.player.hairstyleColor = color; + monitor.Log("OK, your hair color is updated.", LogLevel.Info); + break; + + case "eyes": + Game1.player.changeEyeColor(color); + monitor.Log("OK, your eye color is updated.", LogLevel.Info); + break; + + case "pants": + Game1.player.pantsColor = color; + monitor.Log("OK, your pants color is updated.", LogLevel.Info); + break; + } + } + + + /********* + ** Private methods + *********/ + /// <summary>Try to parse a color from a string.</summary> + /// <param name="input">The input string.</param> + /// <param name="color">The color to set.</param> + private bool TryParseColor(string input, out Color color) + { + string[] colorHexes = input.Split(new[] { ',' }, 3); + if (int.TryParse(colorHexes[0], out int r) && int.TryParse(colorHexes[1], out int g) && int.TryParse(colorHexes[2], out int b)) + { + color = new Color(r, g, b); + return true; + } + + color = Color.Transparent; + return false; + } + } +} diff --git a/src/TrainerMod/Framework/Commands/Player/SetHealthCommand.cs b/src/TrainerMod/Framework/Commands/Player/SetHealthCommand.cs new file mode 100644 index 00000000..f64e9035 --- /dev/null +++ b/src/TrainerMod/Framework/Commands/Player/SetHealthCommand.cs @@ -0,0 +1,72 @@ +using System.Linq; +using StardewModdingAPI; +using StardewValley; + +namespace TrainerMod.Framework.Commands.Player +{ + /// <summary>A command which edits the player's current health.</summary> + internal class SetHealthCommand : TrainerCommand + { + /********* + ** Properties + *********/ + /// <summary>Whether to keep the player's health at its maximum.</summary> + private bool InfiniteHealth; + + + /********* + ** Accessors + *********/ + /// <summary>Whether the command needs to perform logic when the game updates.</summary> + public override bool NeedsUpdate => this.InfiniteHealth; + + + /********* + ** Public methods + *********/ + /// <summary>Construct an instance.</summary> + public SetHealthCommand() + : base("player_sethealth", "Sets the player's health.\n\nUsage: player_sethealth [value]\n- value: an integer amount, or 'inf' for infinite health.") { } + + /// <summary>Handle the command.</summary> + /// <param name="monitor">Writes messages to the console and log file.</param> + /// <param name="command">The command name.</param> + /// <param name="args">The command arguments.</param> + public override void Handle(IMonitor monitor, string command, ArgumentParser args) + { + // no-argument mode + if (!args.Any()) + { + monitor.Log($"You currently have {(this.InfiniteHealth ? "infinite" : Game1.player.health.ToString())} health. Specify a value to change it.", LogLevel.Info); + return; + } + + // handle + string amountStr = args[0]; + if (amountStr == "inf") + { + this.InfiniteHealth = true; + monitor.Log("OK, you now have infinite health.", LogLevel.Info); + } + else + { + this.InfiniteHealth = false; + if (int.TryParse(amountStr, out int amount)) + { + Game1.player.health = amount; + monitor.Log($"OK, you now have {Game1.player.health} health.", LogLevel.Info); + } + else + this.LogArgumentNotInt(monitor); + } + } + + /// <summary>Perform any logic needed on update tick.</summary> + /// <param name="monitor">Writes messages to the console and log file.</param> + public override void Update(IMonitor monitor) + { + if (this.InfiniteHealth) + Game1.player.health = Game1.player.maxHealth; + } + } +} diff --git a/src/TrainerMod/Framework/Commands/Player/SetImmunityCommand.cs b/src/TrainerMod/Framework/Commands/Player/SetImmunityCommand.cs new file mode 100644 index 00000000..59b28a3c --- /dev/null +++ b/src/TrainerMod/Framework/Commands/Player/SetImmunityCommand.cs @@ -0,0 +1,38 @@ +using System.Linq; +using StardewModdingAPI; +using StardewValley; + +namespace TrainerMod.Framework.Commands.Player +{ + /// <summary>A command which edits the player's current immunity.</summary> + internal class SetImmunityCommand : TrainerCommand + { + /********* + ** Public methods + *********/ + /// <summary>Construct an instance.</summary> + public SetImmunityCommand() + : base("player_setimmunity", "Sets the player's immunity.\n\nUsage: player_setimmunity [value]\n- value: an integer amount.") { } + + /// <summary>Handle the command.</summary> + /// <param name="monitor">Writes messages to the console and log file.</param> + /// <param name="command">The command name.</param> + /// <param name="args">The command arguments.</param> + public override void Handle(IMonitor monitor, string command, ArgumentParser args) + { + // validate + if (!args.Any()) + { + monitor.Log($"You currently have {Game1.player.immunity} immunity. Specify a value to change it.", LogLevel.Info); + return; + } + + // handle + if (args.TryGetInt(0, "amount", out int amount, min: 0)) + { + Game1.player.immunity = amount; + monitor.Log($"OK, you now have {Game1.player.immunity} immunity.", LogLevel.Info); + } + } + } +} diff --git a/src/TrainerMod/Framework/Commands/Player/SetLevelCommand.cs b/src/TrainerMod/Framework/Commands/Player/SetLevelCommand.cs new file mode 100644 index 00000000..b223aa9f --- /dev/null +++ b/src/TrainerMod/Framework/Commands/Player/SetLevelCommand.cs @@ -0,0 +1,63 @@ +using StardewModdingAPI; +using StardewValley; + +namespace TrainerMod.Framework.Commands.Player +{ + /// <summary>A command which edits the player's current level for a skill.</summary> + internal class SetLevelCommand : TrainerCommand + { + /********* + ** Public methods + *********/ + /// <summary>Construct an instance.</summary> + public SetLevelCommand() + : base("player_setlevel", "Sets the player's specified skill to the specified value.\n\nUsage: player_setlevel <skill> <value>\n- skill: the skill to set (one of 'luck', 'mining', 'combat', 'farming', 'fishing', or 'foraging').\n- value: the target level (a number from 1 to 10).") { } + + /// <summary>Handle the command.</summary> + /// <param name="monitor">Writes messages to the console and log file.</param> + /// <param name="command">The command name.</param> + /// <param name="args">The command arguments.</param> + public override void Handle(IMonitor monitor, string command, ArgumentParser args) + { + // validate + if (!args.TryGet(0, "skill", out string skill, oneOf: new[] { "luck", "mining", "combat", "farming", "fishing", "foraging" })) + return; + if (!args.TryGetInt(1, "level", out int level, min: 0, max: 10)) + return; + + // handle + switch (skill) + { + case "luck": + Game1.player.LuckLevel = level; + monitor.Log($"OK, your luck skill is now {Game1.player.LuckLevel}.", LogLevel.Info); + break; + + case "mining": + Game1.player.MiningLevel = level; + monitor.Log($"OK, your mining skill is now {Game1.player.MiningLevel}.", LogLevel.Info); + break; + + case "combat": + Game1.player.CombatLevel = level; + monitor.Log($"OK, your combat skill is now {Game1.player.CombatLevel}.", LogLevel.Info); + break; + + case "farming": + Game1.player.FarmingLevel = level; + monitor.Log($"OK, your farming skill is now {Game1.player.FarmingLevel}.", LogLevel.Info); + break; + + case "fishing": + Game1.player.FishingLevel = level; + monitor.Log($"OK, your fishing skill is now {Game1.player.FishingLevel}.", LogLevel.Info); + break; + + case "foraging": + Game1.player.ForagingLevel = level; + monitor.Log($"OK, your foraging skill is now {Game1.player.ForagingLevel}.", LogLevel.Info); + break; + } + } + } +} diff --git a/src/TrainerMod/Framework/Commands/Player/SetMaxHealthCommand.cs b/src/TrainerMod/Framework/Commands/Player/SetMaxHealthCommand.cs new file mode 100644 index 00000000..4b9d87dc --- /dev/null +++ b/src/TrainerMod/Framework/Commands/Player/SetMaxHealthCommand.cs @@ -0,0 +1,38 @@ +using System.Linq; +using StardewModdingAPI; +using StardewValley; + +namespace TrainerMod.Framework.Commands.Player +{ + /// <summary>A command which edits the player's maximum health.</summary> + internal class SetMaxHealthCommand : TrainerCommand + { + /********* + ** Public methods + *********/ + /// <summary>Construct an instance.</summary> + public SetMaxHealthCommand() + : base("player_setmaxhealth", "Sets the player's max health.\n\nUsage: player_setmaxhealth [value]\n- value: an integer amount.") { } + + /// <summary>Handle the command.</summary> + /// <param name="monitor">Writes messages to the console and log file.</param> + /// <param name="command">The command name.</param> + /// <param name="args">The command arguments.</param> + public override void Handle(IMonitor monitor, string command, ArgumentParser args) + { + // validate + if (!args.Any()) + { + monitor.Log($"You currently have {Game1.player.maxHealth} max health. Specify a value to change it.", LogLevel.Info); + return; + } + + // handle + if (args.TryGetInt(0, "amount", out int amount, min: 1)) + { + Game1.player.maxHealth = amount; + monitor.Log($"OK, you now have {Game1.player.maxHealth} max health.", LogLevel.Info); + } + } + } +} diff --git a/src/TrainerMod/Framework/Commands/Player/SetMaxStaminaCommand.cs b/src/TrainerMod/Framework/Commands/Player/SetMaxStaminaCommand.cs new file mode 100644 index 00000000..3997bb1b --- /dev/null +++ b/src/TrainerMod/Framework/Commands/Player/SetMaxStaminaCommand.cs @@ -0,0 +1,38 @@ +using System.Linq; +using StardewModdingAPI; +using StardewValley; + +namespace TrainerMod.Framework.Commands.Player +{ + /// <summary>A command which edits the player's maximum stamina.</summary> + internal class SetMaxStaminaCommand : TrainerCommand + { + /********* + ** Public methods + *********/ + /// <summary>Construct an instance.</summary> + public SetMaxStaminaCommand() + : base("player_setmaxstamina", "Sets the player's max stamina.\n\nUsage: player_setmaxstamina [value]\n- value: an integer amount.") { } + + /// <summary>Handle the command.</summary> + /// <param name="monitor">Writes messages to the console and log file.</param> + /// <param name="command">The command name.</param> + /// <param name="args">The command arguments.</param> + public override void Handle(IMonitor monitor, string command, ArgumentParser args) + { + // validate + if (!args.Any()) + { + monitor.Log($"You currently have {Game1.player.MaxStamina} max stamina. Specify a value to change it.", LogLevel.Info); + return; + } + + // handle + if (args.TryGetInt(0, "amount", out int amount, min: 1)) + { + Game1.player.MaxStamina = amount; + monitor.Log($"OK, you now have {Game1.player.MaxStamina} max stamina.", LogLevel.Info); + } + } + } +} diff --git a/src/TrainerMod/Framework/Commands/Player/SetMoneyCommand.cs b/src/TrainerMod/Framework/Commands/Player/SetMoneyCommand.cs new file mode 100644 index 00000000..55e069a4 --- /dev/null +++ b/src/TrainerMod/Framework/Commands/Player/SetMoneyCommand.cs @@ -0,0 +1,72 @@ +using System.Linq; +using StardewModdingAPI; +using StardewValley; + +namespace TrainerMod.Framework.Commands.Player +{ + /// <summary>A command which edits the player's current money.</summary> + internal class SetMoneyCommand : TrainerCommand + { + /********* + ** Properties + *********/ + /// <summary>Whether to keep the player's money at a set value.</summary> + private bool InfiniteMoney; + + + /********* + ** Accessors + *********/ + /// <summary>Whether the command needs to perform logic when the game updates.</summary> + public override bool NeedsUpdate => this.InfiniteMoney; + + + /********* + ** Public methods + *********/ + /// <summary>Construct an instance.</summary> + public SetMoneyCommand() + : base("player_setmoney", "Sets the player's money.\n\nUsage: player_setmoney <value>\n- value: an integer amount, or 'inf' for infinite money.") { } + + /// <summary>Handle the command.</summary> + /// <param name="monitor">Writes messages to the console and log file.</param> + /// <param name="command">The command name.</param> + /// <param name="args">The command arguments.</param> + public override void Handle(IMonitor monitor, string command, ArgumentParser args) + { + // validate + if (!args.Any()) + { + monitor.Log($"You currently have {(this.InfiniteMoney ? "infinite" : Game1.player.Money.ToString())} gold. Specify a value to change it.", LogLevel.Info); + return; + } + + // handle + string amountStr = args[0]; + if (amountStr == "inf") + { + this.InfiniteMoney = true; + monitor.Log("OK, you now have infinite money.", LogLevel.Info); + } + else + { + this.InfiniteMoney = false; + if (int.TryParse(amountStr, out int amount)) + { + Game1.player.Money = amount; + monitor.Log($"OK, you now have {Game1.player.Money} gold.", LogLevel.Info); + } + else + this.LogArgumentNotInt(monitor); + } + } + + /// <summary>Perform any logic needed on update tick.</summary> + /// <param name="monitor">Writes messages to the console and log file.</param> + public override void Update(IMonitor monitor) + { + if (this.InfiniteMoney) + Game1.player.money = 999999; + } + } +} diff --git a/src/TrainerMod/Framework/Commands/Player/SetNameCommand.cs b/src/TrainerMod/Framework/Commands/Player/SetNameCommand.cs new file mode 100644 index 00000000..3fd4475c --- /dev/null +++ b/src/TrainerMod/Framework/Commands/Player/SetNameCommand.cs @@ -0,0 +1,52 @@ +using StardewModdingAPI; +using StardewValley; + +namespace TrainerMod.Framework.Commands.Player +{ + /// <summary>A command which edits the player's name.</summary> + internal class SetNameCommand : TrainerCommand + { + /********* + ** Public methods + *********/ + /// <summary>Construct an instance.</summary> + public SetNameCommand() + : base("player_setname", "Sets the player's name.\n\nUsage: player_setname <target> <name>\n- target: what to rename (one of 'player' or 'farm').\n- name: the new name to set.") { } + + /// <summary>Handle the command.</summary> + /// <param name="monitor">Writes messages to the console and log file.</param> + /// <param name="command">The command name.</param> + /// <param name="args">The command arguments.</param> + public override void Handle(IMonitor monitor, string command, ArgumentParser args) + { + // parse arguments + if (!args.TryGet(0, "target", out string target, oneOf: new[] { "player", "farm" })) + return; + args.TryGet(1, "name", out string name, required: false); + + // handle + switch (target) + { + case "player": + if (!string.IsNullOrWhiteSpace(name)) + { + Game1.player.Name = args[1]; + monitor.Log($"OK, your name is now {Game1.player.Name}.", LogLevel.Info); + } + else + monitor.Log($"Your name is currently '{Game1.player.Name}'. Type 'help player_setname' for usage.", LogLevel.Info); + break; + + case "farm": + if (!string.IsNullOrWhiteSpace(name)) + { + Game1.player.farmName = args[1]; + monitor.Log($"OK, your farm's name is now {Game1.player.farmName}.", LogLevel.Info); + } + else + monitor.Log($"Your farm's name is currently '{Game1.player.farmName}'. Type 'help player_setname' for usage.", LogLevel.Info); + break; + } + } + } +} diff --git a/src/TrainerMod/Framework/Commands/Player/SetSpeedCommand.cs b/src/TrainerMod/Framework/Commands/Player/SetSpeedCommand.cs new file mode 100644 index 00000000..40b87b62 --- /dev/null +++ b/src/TrainerMod/Framework/Commands/Player/SetSpeedCommand.cs @@ -0,0 +1,31 @@ +using StardewModdingAPI; +using StardewValley; + +namespace TrainerMod.Framework.Commands.Player +{ + /// <summary>A command which edits the player's current added speed.</summary> + internal class SetSpeedCommand : TrainerCommand + { + /********* + ** Public methods + *********/ + /// <summary>Construct an instance.</summary> + public SetSpeedCommand() + : base("player_setspeed", "Sets the player's added speed to the specified value.\n\nUsage: player_setspeed <value>\n- value: an integer amount (0 is normal).") { } + + /// <summary>Handle the command.</summary> + /// <param name="monitor">Writes messages to the console and log file.</param> + /// <param name="command">The command name.</param> + /// <param name="args">The command arguments.</param> + public override void Handle(IMonitor monitor, string command, ArgumentParser args) + { + // parse arguments + if (!args.TryGetInt(0, "added speed", out int amount, min: 0)) + return; + + // handle + Game1.player.addedSpeed = amount; + monitor.Log($"OK, your added speed is now {Game1.player.addedSpeed}.", LogLevel.Info); + } + } +} diff --git a/src/TrainerMod/Framework/Commands/Player/SetStaminaCommand.cs b/src/TrainerMod/Framework/Commands/Player/SetStaminaCommand.cs new file mode 100644 index 00000000..d44d1370 --- /dev/null +++ b/src/TrainerMod/Framework/Commands/Player/SetStaminaCommand.cs @@ -0,0 +1,72 @@ +using System.Linq; +using StardewModdingAPI; +using StardewValley; + +namespace TrainerMod.Framework.Commands.Player +{ + /// <summary>A command which edits the player's current stamina.</summary> + internal class SetStaminaCommand : TrainerCommand + { + /********* + ** Properties + *********/ + /// <summary>Whether to keep the player's stamina at its maximum.</summary> + private bool InfiniteStamina; + + + /********* + ** Accessors + *********/ + /// <summary>Whether the command needs to perform logic when the game updates.</summary> + public override bool NeedsUpdate => this.InfiniteStamina; + + + /********* + ** Public methods + *********/ + /// <summary>Construct an instance.</summary> + public SetStaminaCommand() + : base("player_setstamina", "Sets the player's stamina.\n\nUsage: player_setstamina [value]\n- value: an integer amount, or 'inf' for infinite stamina.") { } + + /// <summary>Handle the command.</summary> + /// <param name="monitor">Writes messages to the console and log file.</param> + /// <param name="command">The command name.</param> + /// <param name="args">The command arguments.</param> + public override void Handle(IMonitor monitor, string command, ArgumentParser args) + { + // validate + if (!args.Any()) + { + monitor.Log($"You currently have {(this.InfiniteStamina ? "infinite" : Game1.player.Stamina.ToString())} stamina. Specify a value to change it.", LogLevel.Info); + return; + } + + // handle + string amountStr = args[0]; + if (amountStr == "inf") + { + this.InfiniteStamina = true; + monitor.Log("OK, you now have infinite stamina.", LogLevel.Info); + } + else + { + this.InfiniteStamina = false; + if (int.TryParse(amountStr, out int amount)) + { + Game1.player.Stamina = amount; + monitor.Log($"OK, you now have {Game1.player.Stamina} stamina.", LogLevel.Info); + } + else + this.LogArgumentNotInt(monitor); + } + } + + /// <summary>Perform any logic needed on update tick.</summary> + /// <param name="monitor">Writes messages to the console and log file.</param> + public override void Update(IMonitor monitor) + { + if (this.InfiniteStamina) + Game1.player.stamina = Game1.player.MaxStamina; + } + } +} diff --git a/src/TrainerMod/Framework/Commands/Player/SetStyleCommand.cs b/src/TrainerMod/Framework/Commands/Player/SetStyleCommand.cs new file mode 100644 index 00000000..96e34af2 --- /dev/null +++ b/src/TrainerMod/Framework/Commands/Player/SetStyleCommand.cs @@ -0,0 +1,92 @@ +using StardewModdingAPI; +using StardewValley; + +namespace TrainerMod.Framework.Commands.Player +{ + /// <summary>A command which edits a player style.</summary> + internal class SetStyleCommand : TrainerCommand + { + /********* + ** Public methods + *********/ + /// <summary>Construct an instance.</summary> + public SetStyleCommand() + : base("player_changestyle", "Sets the style of a player feature.\n\nUsage: player_changecolor <target> <value>.\n- target: what to change (one of 'hair', 'shirt', 'skin', 'acc', 'shoe', 'swim', or 'gender').\n- value: the integer style ID.") { } + + /// <summary>Handle the command.</summary> + /// <param name="monitor">Writes messages to the console and log file.</param> + /// <param name="command">The command name.</param> + /// <param name="args">The command arguments.</param> + public override void Handle(IMonitor monitor, string command, ArgumentParser args) + { + // parse arguments + if (!args.TryGet(0, "target", out string target, oneOf: new[] { "hair", "shirt", "acc", "skin", "shoe", "swim", "gender" })) + return; + if (!args.TryGetInt(1, "style ID", out int styleID)) + return; + + // handle + switch (target) + { + case "hair": + Game1.player.changeHairStyle(styleID); + monitor.Log("OK, your hair style is updated.", LogLevel.Info); + break; + + case "shirt": + Game1.player.changeShirt(styleID); + monitor.Log("OK, your shirt style is updated.", LogLevel.Info); + break; + + case "acc": + Game1.player.changeAccessory(styleID); + monitor.Log("OK, your accessory style is updated.", LogLevel.Info); + break; + + case "skin": + Game1.player.changeSkinColor(styleID); + monitor.Log("OK, your skin color is updated.", LogLevel.Info); + break; + + case "shoe": + Game1.player.changeShoeColor(styleID); + monitor.Log("OK, your shoe style is updated.", LogLevel.Info); + break; + + case "swim": + switch (styleID) + { + case 0: + Game1.player.changeOutOfSwimSuit(); + monitor.Log("OK, you're no longer in your swimming suit.", LogLevel.Info); + break; + case 1: + Game1.player.changeIntoSwimsuit(); + monitor.Log("OK, you're now in your swimming suit.", LogLevel.Info); + break; + default: + this.LogUsageError(monitor, "The swim value should be 0 (no swimming suit) or 1 (swimming suit)."); + break; + } + break; + + case "gender": + switch (styleID) + { + case 0: + Game1.player.changeGender(true); + monitor.Log("OK, you're now male.", LogLevel.Info); + break; + case 1: + Game1.player.changeGender(false); + monitor.Log("OK, you're now female.", LogLevel.Info); + break; + default: + this.LogUsageError(monitor, "The gender value should be 0 (male) or 1 (female)."); + break; + } + break; + } + } + } +} diff --git a/src/TrainerMod/Framework/Commands/Saves/LoadCommand.cs b/src/TrainerMod/Framework/Commands/Saves/LoadCommand.cs new file mode 100644 index 00000000..121ad9a6 --- /dev/null +++ b/src/TrainerMod/Framework/Commands/Saves/LoadCommand.cs @@ -0,0 +1,28 @@ +using StardewModdingAPI; +using StardewValley; +using StardewValley.Menus; + +namespace TrainerMod.Framework.Commands.Saves +{ + /// <summary>A command which shows the load screen.</summary> + internal class LoadCommand : TrainerCommand + { + /********* + ** Public methods + *********/ + /// <summary>Construct an instance.</summary> + public LoadCommand() + : base("load", "Shows the load screen.") { } + + /// <summary>Handle the command.</summary> + /// <param name="monitor">Writes messages to the console and log file.</param> + /// <param name="command">The command name.</param> + /// <param name="args">The command arguments.</param> + public override void Handle(IMonitor monitor, string command, ArgumentParser args) + { + monitor.Log("Triggering load menu...", LogLevel.Info); + Game1.hasLoadedGame = false; + Game1.activeClickableMenu = new LoadGameMenu(); + } + } +} diff --git a/src/TrainerMod/Framework/Commands/Saves/SaveCommand.cs b/src/TrainerMod/Framework/Commands/Saves/SaveCommand.cs new file mode 100644 index 00000000..5f6941e9 --- /dev/null +++ b/src/TrainerMod/Framework/Commands/Saves/SaveCommand.cs @@ -0,0 +1,27 @@ +using StardewModdingAPI; +using StardewValley; + +namespace TrainerMod.Framework.Commands.Saves +{ + /// <summary>A command which saves the game.</summary> + internal class SaveCommand : TrainerCommand + { + /********* + ** Public methods + *********/ + /// <summary>Construct an instance.</summary> + public SaveCommand() + : base("save", "Saves the game? Doesn't seem to work.") { } + + + /// <summary>Handle the command.</summary> + /// <param name="monitor">Writes messages to the console and log file.</param> + /// <param name="command">The command name.</param> + /// <param name="args">The command arguments.</param> + public override void Handle(IMonitor monitor, string command, ArgumentParser args) + { + monitor.Log("Saving the game...", LogLevel.Info); + SaveGame.Save(); + } + } +} diff --git a/src/TrainerMod/Framework/Commands/TrainerCommand.cs b/src/TrainerMod/Framework/Commands/TrainerCommand.cs new file mode 100644 index 00000000..abe9ee41 --- /dev/null +++ b/src/TrainerMod/Framework/Commands/TrainerCommand.cs @@ -0,0 +1,103 @@ +using System; +using System.Collections.Generic; +using System.Linq; +using StardewModdingAPI; + +namespace TrainerMod.Framework.Commands +{ + /// <summary>The base implementation for a trainer command.</summary> + internal abstract class TrainerCommand : ITrainerCommand + { + /********* + ** Accessors + *********/ + /// <summary>The command name the user must type.</summary> + public string Name { get; } + + /// <summary>The command description.</summary> + public string Description { get; } + + /// <summary>Whether the command needs to perform logic when the game updates.</summary> + public virtual bool NeedsUpdate { get; } = false; + + + /********* + ** Public methods + *********/ + /// <summary>Handle the command.</summary> + /// <param name="monitor">Writes messages to the console and log file.</param> + /// <param name="command">The command name.</param> + /// <param name="args">The command arguments.</param> + public abstract void Handle(IMonitor monitor, string command, ArgumentParser args); + + /// <summary>Perform any logic needed on update tick.</summary> + /// <param name="monitor">Writes messages to the console and log file.</param> + public virtual void Update(IMonitor monitor) { } + + + /********* + ** Protected methods + *********/ + /// <summary>Construct an instance.</summary> + /// <param name="name">The command name the user must type.</param> + /// <param name="description">The command description.</param> + protected TrainerCommand(string name, string description) + { + this.Name = name; + this.Description = description; + } + + /// <summary>Log an error indicating incorrect usage.</summary> + /// <param name="monitor">Writes messages to the console and log file.</param> + /// <param name="error">A sentence explaining the problem.</param> + protected void LogUsageError(IMonitor monitor, string error) + { + monitor.Log($"{error} Type 'help {this.Name}' for usage.", LogLevel.Error); + } + + /// <summary>Log an error indicating a value must be an integer.</summary> + /// <param name="monitor">Writes messages to the console and log file.</param> + protected void LogArgumentNotInt(IMonitor monitor) + { + this.LogUsageError(monitor, "The value must be a whole number."); + } + + /// <summary>Get an ASCII table to show tabular data in the console.</summary> + /// <typeparam name="T">The data type.</typeparam> + /// <param name="data">The data to display.</param> + /// <param name="header">The table header.</param> + /// <param name="getRow">Returns a set of fields for a data value.</param> + protected string GetTableString<T>(IEnumerable<T> data, string[] header, Func<T, string[]> getRow) + { + // get table data + int[] widths = header.Select(p => p.Length).ToArray(); + string[][] rows = data + .Select(item => + { + string[] fields = getRow(item); + if (fields.Length != widths.Length) + throw new InvalidOperationException($"Expected {widths.Length} columns, but found {fields.Length}: {string.Join(", ", fields)}"); + + for (int i = 0; i < fields.Length; i++) + widths[i] = Math.Max(widths[i], fields[i].Length); + + return fields; + }) + .ToArray(); + + // render fields + List<string[]> lines = new List<string[]>(rows.Length + 2) + { + header, + header.Select((value, i) => "".PadRight(widths[i], '-')).ToArray() + }; + lines.AddRange(rows); + + return string.Join( + Environment.NewLine, + lines.Select(line => string.Join(" | ", line.Select((field, i) => field.PadRight(widths[i], ' ')).ToArray()) + ) + ); + } + } +} diff --git a/src/TrainerMod/Framework/Commands/World/DownMineLevelCommand.cs b/src/TrainerMod/Framework/Commands/World/DownMineLevelCommand.cs new file mode 100644 index 00000000..4e62cf77 --- /dev/null +++ b/src/TrainerMod/Framework/Commands/World/DownMineLevelCommand.cs @@ -0,0 +1,28 @@ +using StardewModdingAPI; +using StardewValley; +using StardewValley.Locations; + +namespace TrainerMod.Framework.Commands.World +{ + /// <summary>A command which moves the player to the next mine level.</summary> + internal class DownMineLevelCommand : TrainerCommand + { + /********* + ** Public methods + *********/ + /// <summary>Construct an instance.</summary> + public DownMineLevelCommand() + : base("world_downminelevel", "Goes down one mine level.") { } + + /// <summary>Handle the command.</summary> + /// <param name="monitor">Writes messages to the console and log file.</param> + /// <param name="command">The command name.</param> + /// <param name="args">The command arguments.</param> + public override void Handle(IMonitor monitor, string command, ArgumentParser args) + { + int level = (Game1.currentLocation as MineShaft)?.mineLevel ?? 0; + monitor.Log($"OK, warping you to mine level {level + 1}.", LogLevel.Info); + Game1.enterMine(false, level + 1, ""); + } + } +} diff --git a/src/TrainerMod/Framework/Commands/World/FreezeTimeCommand.cs b/src/TrainerMod/Framework/Commands/World/FreezeTimeCommand.cs new file mode 100644 index 00000000..13d08398 --- /dev/null +++ b/src/TrainerMod/Framework/Commands/World/FreezeTimeCommand.cs @@ -0,0 +1,67 @@ +using System.Linq; +using StardewModdingAPI; +using StardewValley; + +namespace TrainerMod.Framework.Commands.World +{ + /// <summary>A command which freezes the current time.</summary> + internal class FreezeTimeCommand : TrainerCommand + { + /********* + ** Properties + *********/ + /// <summary>The time of day at which to freeze time.</summary> + internal static int FrozenTime; + + /// <summary>Whether to freeze time.</summary> + private bool FreezeTime; + + + /********* + ** Accessors + *********/ + /// <summary>Whether the command needs to perform logic when the game updates.</summary> + public override bool NeedsUpdate => this.FreezeTime; + + + /********* + ** Public methods + *********/ + /// <summary>Construct an instance.</summary> + public FreezeTimeCommand() + : base("world_freezetime", "Freezes or resumes time.\n\nUsage: world_freezetime [value]\n- value: one of 0 (resume), 1 (freeze), or blank (toggle).") { } + + /// <summary>Handle the command.</summary> + /// <param name="monitor">Writes messages to the console and log file.</param> + /// <param name="command">The command name.</param> + /// <param name="args">The command arguments.</param> + public override void Handle(IMonitor monitor, string command, ArgumentParser args) + { + if (args.Any()) + { + // parse arguments + if (!args.TryGetInt(0, "value", out int value, min: 0, max: 1)) + return; + + // handle + this.FreezeTime = value == 1; + FreezeTimeCommand.FrozenTime = Game1.timeOfDay; + monitor.Log($"OK, time is now {(this.FreezeTime ? "frozen" : "resumed")}.", LogLevel.Info); + } + else + { + this.FreezeTime = !this.FreezeTime; + FreezeTimeCommand.FrozenTime = Game1.timeOfDay; + monitor.Log($"OK, time is now {(this.FreezeTime ? "frozen" : "resumed")}.", LogLevel.Info); + } + } + + /// <summary>Perform any logic needed on update tick.</summary> + /// <param name="monitor">Writes messages to the console and log file.</param> + public override void Update(IMonitor monitor) + { + if (this.FreezeTime) + Game1.timeOfDay = FreezeTimeCommand.FrozenTime; + } + } +} diff --git a/src/TrainerMod/Framework/Commands/World/SetDayCommand.cs b/src/TrainerMod/Framework/Commands/World/SetDayCommand.cs new file mode 100644 index 00000000..54267384 --- /dev/null +++ b/src/TrainerMod/Framework/Commands/World/SetDayCommand.cs @@ -0,0 +1,39 @@ +using System.Linq; +using StardewModdingAPI; +using StardewValley; + +namespace TrainerMod.Framework.Commands.World +{ + /// <summary>A command which sets the current day.</summary> + internal class SetDayCommand : TrainerCommand + { + /********* + ** Public methods + *********/ + /// <summary>Construct an instance.</summary> + public SetDayCommand() + : base("world_setday", "Sets the day to the specified value.\n\nUsage: world_setday <value>.\n- value: the target day (a number from 1 to 28).") { } + + /// <summary>Handle the command.</summary> + /// <param name="monitor">Writes messages to the console and log file.</param> + /// <param name="command">The command name.</param> + /// <param name="args">The command arguments.</param> + public override void Handle(IMonitor monitor, string command, ArgumentParser args) + { + // no-argument mode + if (!args.Any()) + { + monitor.Log($"The current date is {Game1.currentSeason} {Game1.dayOfMonth}. Specify a value to change the day.", LogLevel.Info); + return; + } + + // parse arguments + if (!args.TryGetInt(0, "day", out int day, min: 1, max: 28)) + return; + + // handle + Game1.dayOfMonth = day; + monitor.Log($"OK, the date is now {Game1.currentSeason} {Game1.dayOfMonth}.", LogLevel.Info); + } + } +} diff --git a/src/TrainerMod/Framework/Commands/World/SetMineLevelCommand.cs b/src/TrainerMod/Framework/Commands/World/SetMineLevelCommand.cs new file mode 100644 index 00000000..225ec091 --- /dev/null +++ b/src/TrainerMod/Framework/Commands/World/SetMineLevelCommand.cs @@ -0,0 +1,33 @@ +using System; +using StardewModdingAPI; +using StardewValley; + +namespace TrainerMod.Framework.Commands.World +{ + /// <summary>A command which moves the player to the given mine level.</summary> + internal class SetMineLevelCommand : TrainerCommand + { + /********* + ** Public methods + *********/ + /// <summary>Construct an instance.</summary> + public SetMineLevelCommand() + : base("world_setminelevel", "Sets the mine level?\n\nUsage: world_setminelevel <value>\n- value: The target level (a number starting at 1).") { } + + /// <summary>Handle the command.</summary> + /// <param name="monitor">Writes messages to the console and log file.</param> + /// <param name="command">The command name.</param> + /// <param name="args">The command arguments.</param> + public override void Handle(IMonitor monitor, string command, ArgumentParser args) + { + // parse arguments + if (!args.TryGetInt(0, "mine level", out int level, min: 1)) + return; + + // handle + level = Math.Max(1, level); + monitor.Log($"OK, warping you to mine level {level}.", LogLevel.Info); + Game1.enterMine(true, level, ""); + } + } +} diff --git a/src/TrainerMod/Framework/Commands/World/SetSeasonCommand.cs b/src/TrainerMod/Framework/Commands/World/SetSeasonCommand.cs new file mode 100644 index 00000000..96c3d920 --- /dev/null +++ b/src/TrainerMod/Framework/Commands/World/SetSeasonCommand.cs @@ -0,0 +1,46 @@ +using System.Linq; +using StardewModdingAPI; +using StardewValley; + +namespace TrainerMod.Framework.Commands.World +{ + /// <summary>A command which sets the current season.</summary> + internal class SetSeasonCommand : TrainerCommand + { + /********* + ** Properties + *********/ + /// <summary>The valid season names.</summary> + private readonly string[] ValidSeasons = { "winter", "spring", "summer", "fall" }; + + + /********* + ** Public methods + *********/ + /// <summary>Construct an instance.</summary> + public SetSeasonCommand() + : base("world_setseason", "Sets the season to the specified value.\n\nUsage: world_setseason <season>\n- season: the target season (one of 'spring', 'summer', 'fall', 'winter').") { } + + /// <summary>Handle the command.</summary> + /// <param name="monitor">Writes messages to the console and log file.</param> + /// <param name="command">The command name.</param> + /// <param name="args">The command arguments.</param> + public override void Handle(IMonitor monitor, string command, ArgumentParser args) + { + // no-argument mode + if (!args.Any()) + { + monitor.Log($"The current season is {Game1.currentSeason}. Specify a value to change it.", LogLevel.Info); + return; + } + + // parse arguments + if (!args.TryGet(0, "season", out string season, oneOf: this.ValidSeasons)) + return; + + // handle + Game1.currentSeason = season; + monitor.Log($"OK, the date is now {Game1.currentSeason} {Game1.dayOfMonth}.", LogLevel.Info); + } + } +} diff --git a/src/TrainerMod/Framework/Commands/World/SetTimeCommand.cs b/src/TrainerMod/Framework/Commands/World/SetTimeCommand.cs new file mode 100644 index 00000000..c827ea5e --- /dev/null +++ b/src/TrainerMod/Framework/Commands/World/SetTimeCommand.cs @@ -0,0 +1,40 @@ +using System.Linq; +using StardewModdingAPI; +using StardewValley; + +namespace TrainerMod.Framework.Commands.World +{ + /// <summary>A command which sets the current time.</summary> + internal class SetTimeCommand : TrainerCommand + { + /********* + ** Public methods + *********/ + /// <summary>Construct an instance.</summary> + public SetTimeCommand() + : base("world_settime", "Sets the time to the specified value.\n\nUsage: world_settime <value>\n- value: the target time in military time (like 0600 for 6am and 1800 for 6pm).") { } + + /// <summary>Handle the command.</summary> + /// <param name="monitor">Writes messages to the console and log file.</param> + /// <param name="command">The command name.</param> + /// <param name="args">The command arguments.</param> + public override void Handle(IMonitor monitor, string command, ArgumentParser args) + { + // no-argument mode + if (!args.Any()) + { + monitor.Log($"The current time is {Game1.timeOfDay}. Specify a value to change it.", LogLevel.Info); + return; + } + + // parse arguments + if (!args.TryGetInt(0, "time", out int time, min: 600, max: 2600)) + return; + + // handle + Game1.timeOfDay = time; + FreezeTimeCommand.FrozenTime = Game1.timeOfDay; + monitor.Log($"OK, the time is now {Game1.timeOfDay.ToString().PadLeft(4, '0')}.", LogLevel.Info); + } + } +} diff --git a/src/TrainerMod/Framework/Commands/World/SetYearCommand.cs b/src/TrainerMod/Framework/Commands/World/SetYearCommand.cs new file mode 100644 index 00000000..760fc170 --- /dev/null +++ b/src/TrainerMod/Framework/Commands/World/SetYearCommand.cs @@ -0,0 +1,39 @@ +using System.Linq; +using StardewModdingAPI; +using StardewValley; + +namespace TrainerMod.Framework.Commands.World +{ + /// <summary>A command which sets the current year.</summary> + internal class SetYearCommand : TrainerCommand + { + /********* + ** Public methods + *********/ + /// <summary>Construct an instance.</summary> + public SetYearCommand() + : base("world_setyear", "Sets the year to the specified value.\n\nUsage: world_setyear <year>\n- year: the target year (a number starting from 1).") { } + + /// <summary>Handle the command.</summary> + /// <param name="monitor">Writes messages to the console and log file.</param> + /// <param name="command">The command name.</param> + /// <param name="args">The command arguments.</param> + public override void Handle(IMonitor monitor, string command, ArgumentParser args) + { + // no-argument mode + if (!args.Any()) + { + monitor.Log($"The current year is {Game1.year}. Specify a value to change the year.", LogLevel.Info); + return; + } + + // parse arguments + if (!args.TryGetInt(0, "year", out int year, min: 1)) + return; + + // handle + Game1.year = year; + monitor.Log($"OK, the year is now {Game1.year}.", LogLevel.Info); + } + } +} diff --git a/src/TrainerMod/Framework/ItemData/ItemType.cs b/src/TrainerMod/Framework/ItemData/ItemType.cs new file mode 100644 index 00000000..423455e9 --- /dev/null +++ b/src/TrainerMod/Framework/ItemData/ItemType.cs @@ -0,0 +1,39 @@ +namespace TrainerMod.Framework.ItemData +{ + /// <summary>An item type that can be searched and added to the player through the console.</summary> + internal enum ItemType + { + /// <summary>A big craftable object in <see cref="StardewValley.Game1.bigCraftablesInformation"/></summary> + BigCraftable, + + /// <summary>A <see cref="Boots"/> item.</summary> + Boots, + + /// <summary>A fish item.</summary> + Fish, + + /// <summary>A <see cref="Wallpaper"/> flooring item.</summary> + Flooring, + + /// <summary>A <see cref="Furniture"/> item.</summary> + Furniture, + + /// <summary>A <see cref="Hat"/> item.</summary> + Hat, + + /// <summary>Any object in <see cref="StardewValley.Game1.objectInformation"/> (except rings).</summary> + Object, + + /// <summary>A <see cref="Ring"/> item.</summary> + Ring, + + /// <summary>A <see cref="Tool"/> tool.</summary> + Tool, + + /// <summary>A <see cref="Wallpaper"/> wall item.</summary> + Wallpaper, + + /// <summary>A <see cref="StardewValley.Tools.MeleeWeapon"/> or <see cref="StardewValley.Tools.Slingshot"/> item.</summary> + Weapon + } +} diff --git a/src/TrainerMod/Framework/ItemData/SearchableItem.cs b/src/TrainerMod/Framework/ItemData/SearchableItem.cs new file mode 100644 index 00000000..146da1a8 --- /dev/null +++ b/src/TrainerMod/Framework/ItemData/SearchableItem.cs @@ -0,0 +1,41 @@ +using StardewValley; + +namespace TrainerMod.Framework.ItemData +{ + /// <summary>A game item with metadata.</summary> + internal class SearchableItem + { + /********* + ** Accessors + *********/ + /// <summary>The item type.</summary> + public ItemType Type { get; } + + /// <summary>The item instance.</summary> + public Item Item { get; } + + /// <summary>The item's unique ID for its type.</summary> + public int ID { get; } + + /// <summary>The item's default name.</summary> + public string Name => this.Item.Name; + + /// <summary>The item's display name for the current language.</summary> + public string DisplayName => this.Item.DisplayName; + + + /********* + ** Public methods + *********/ + /// <summary>Construct an instance.</summary> + /// <param name="type">The item type.</param> + /// <param name="id">The unique ID (if different from the item's parent sheet index).</param> + /// <param name="item">The item instance.</param> + public SearchableItem(ItemType type, int id, Item item) + { + this.Type = type; + this.ID = id; + this.Item = item; + } + } +} diff --git a/src/TrainerMod/Framework/ItemRepository.cs b/src/TrainerMod/Framework/ItemRepository.cs new file mode 100644 index 00000000..96d3159e --- /dev/null +++ b/src/TrainerMod/Framework/ItemRepository.cs @@ -0,0 +1,179 @@ +using System.Collections.Generic; +using Microsoft.Xna.Framework; +using StardewValley; +using StardewValley.Objects; +using StardewValley.Tools; +using TrainerMod.Framework.ItemData; +using SObject = StardewValley.Object; + +namespace TrainerMod.Framework +{ + /// <summary>Provides methods for searching and constructing items.</summary> + internal class ItemRepository + { + /********* + ** Properties + *********/ + /// <summary>The custom ID offset for items don't have a unique ID in the game.</summary> + private readonly int CustomIDOffset = 1000; + + + /********* + ** Public methods + *********/ + /// <summary>Get all spawnable items.</summary> + public IEnumerable<SearchableItem> GetAll() + { + // get tools + for (int quality = Tool.stone; quality <= Tool.iridium; quality++) + { + yield return new SearchableItem(ItemType.Tool, ToolFactory.axe, ToolFactory.getToolFromDescription(ToolFactory.axe, quality)); + yield return new SearchableItem(ItemType.Tool, ToolFactory.hoe, ToolFactory.getToolFromDescription(ToolFactory.hoe, quality)); + yield return new SearchableItem(ItemType.Tool, ToolFactory.pickAxe, ToolFactory.getToolFromDescription(ToolFactory.pickAxe, quality)); + yield return new SearchableItem(ItemType.Tool, ToolFactory.wateringCan, ToolFactory.getToolFromDescription(ToolFactory.wateringCan, quality)); + if (quality != Tool.iridium) + yield return new SearchableItem(ItemType.Tool, ToolFactory.fishingRod, ToolFactory.getToolFromDescription(ToolFactory.fishingRod, quality)); + } + yield return new SearchableItem(ItemType.Tool, this.CustomIDOffset, new MilkPail()); // these don't have any sort of ID, so we'll just assign some arbitrary ones + yield return new SearchableItem(ItemType.Tool, this.CustomIDOffset + 1, new Shears()); + yield return new SearchableItem(ItemType.Tool, this.CustomIDOffset + 2, new Pan()); + + // wallpapers + for (int id = 0; id < 112; id++) + yield return new SearchableItem(ItemType.Wallpaper, id, new Wallpaper(id)); + + // flooring + for (int id = 0; id < 40; id++) + yield return new SearchableItem(ItemType.Flooring, id, new Wallpaper(id, isFloor: true)); + + // equipment + foreach (int id in Game1.content.Load<Dictionary<int, string>>("Data\\Boots").Keys) + yield return new SearchableItem(ItemType.Boots, id, new Boots(id)); + foreach (int id in Game1.content.Load<Dictionary<int, string>>("Data\\hats").Keys) + yield return new SearchableItem(ItemType.Hat, id, new Hat(id)); + foreach (int id in Game1.objectInformation.Keys) + { + if (id >= Ring.ringLowerIndexRange && id <= Ring.ringUpperIndexRange) + yield return new SearchableItem(ItemType.Ring, id, new Ring(id)); + } + + // weapons + foreach (int id in Game1.content.Load<Dictionary<int, string>>("Data\\weapons").Keys) + { + Item weapon = (id >= 32 && id <= 34) + ? (Item)new Slingshot(id) + : new MeleeWeapon(id); + yield return new SearchableItem(ItemType.Weapon, id, weapon); + } + + // furniture + foreach (int id in Game1.content.Load<Dictionary<int, string>>("Data\\Furniture").Keys) + { + if (id == 1466 || id == 1468) + yield return new SearchableItem(ItemType.Furniture, id, new TV(id, Vector2.Zero)); + else + yield return new SearchableItem(ItemType.Furniture, id, new Furniture(id, Vector2.Zero)); + } + + // fish + foreach (int id in Game1.content.Load<Dictionary<int, string>>("Data\\Fish").Keys) + yield return new SearchableItem(ItemType.Fish, id, new SObject(id, 999)); + + // craftables + foreach (int id in Game1.bigCraftablesInformation.Keys) + yield return new SearchableItem(ItemType.BigCraftable, id, new SObject(Vector2.Zero, id)); + + // objects + foreach (int id in Game1.objectInformation.Keys) + { + if (id >= Ring.ringLowerIndexRange && id <= Ring.ringUpperIndexRange) + continue; // handled separated + + SObject item = new SObject(id, 1); + yield return new SearchableItem(ItemType.Object, id, item); + + // fruit products + if (item.category == SObject.FruitsCategory) + { + yield return new SearchableItem(ItemType.Object, this.CustomIDOffset + id, 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) + { + name = $"{item.Name} Jelly", + price = 50 + item.Price * 2, + preserve = SObject.PreserveType.Jelly, + preservedParentSheetIndex = item.parentSheetIndex + }); + } + + // vegetable products + else if (item.category == SObject.VegetableCategory) + { + yield return new SearchableItem(ItemType.Object, this.CustomIDOffset * 3 + id, 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) + { + name = $"Pickled {item.Name}", + price = 50 + item.Price * 2, + preserve = SObject.PreserveType.Pickle, + preservedParentSheetIndex = item.parentSheetIndex + }); + } + + // flower honey + else if (item.category == SObject.flowersCategory) + { + // get honey type + SObject.HoneyType? type = null; + switch (item.parentSheetIndex) + { + case 376: + type = SObject.HoneyType.Poppy; + break; + case 591: + type = SObject.HoneyType.Tulip; + break; + case 593: + type = SObject.HoneyType.SummerSpangle; + break; + case 595: + type = SObject.HoneyType.FairyRose; + break; + case 597: + type = SObject.HoneyType.BlueJazz; + break; + case 421: // sunflower standing in for all other flowers + type = SObject.HoneyType.Wild; + break; + } + + // yield honey + if (type != null) + { + SObject honey = new SObject(Vector2.Zero, 340, item.Name + " Honey", false, true, false, false) + { + name = "Wild Honey", + honeyType = type + }; + if (type != SObject.HoneyType.Wild) + { + honey.name = $"{item.Name} Honey"; + honey.price += item.price * 2; + } + yield return new SearchableItem(ItemType.Object, this.CustomIDOffset * 5 + id, honey); + } + } + } + } + } +} diff --git a/src/TrainerMod/ItemData/ISearchItem.cs b/src/TrainerMod/ItemData/ISearchItem.cs deleted file mode 100644 index b2f7c2b8..00000000 --- a/src/TrainerMod/ItemData/ISearchItem.cs +++ /dev/null @@ -1,21 +0,0 @@ -namespace TrainerMod.ItemData -{ - /// <summary>An item that can be searched and added to the player's inventory through the console.</summary> - internal interface ISearchItem - { - /********* - ** Accessors - *********/ - /// <summary>Whether the item is valid.</summary> - bool IsValid { get; } - - /// <summary>The item ID.</summary> - int ID { get; } - - /// <summary>The item name.</summary> - string Name { get; } - - /// <summary>The item type.</summary> - ItemType Type { get; } - } -}
\ No newline at end of file diff --git a/src/TrainerMod/ItemData/ItemType.cs b/src/TrainerMod/ItemData/ItemType.cs deleted file mode 100644 index 2e049aa1..00000000 --- a/src/TrainerMod/ItemData/ItemType.cs +++ /dev/null @@ -1,15 +0,0 @@ -namespace TrainerMod.ItemData -{ - /// <summary>An item type that can be searched and added to the player through the console.</summary> - internal enum ItemType - { - /// <summary>Any object in <see cref="StardewValley.Game1.objectInformation"/> (except rings).</summary> - Object, - - /// <summary>A ring in <see cref="StardewValley.Game1.objectInformation"/>.</summary> - Ring, - - /// <summary>A weapon from <c>Data\weapons</c>.</summary> - Weapon - } -} diff --git a/src/TrainerMod/ItemData/SearchableObject.cs b/src/TrainerMod/ItemData/SearchableObject.cs deleted file mode 100644 index 30362f54..00000000 --- a/src/TrainerMod/ItemData/SearchableObject.cs +++ /dev/null @@ -1,48 +0,0 @@ -using StardewValley; - -namespace TrainerMod.ItemData -{ - /// <summary>An object that can be searched and added to the player's inventory through the console.</summary> - internal class SearchableObject : ISearchItem - { - /********* - ** Properties - *********/ - /// <summary>The underlying item.</summary> - private readonly Item Item; - - - /********* - ** Accessors - *********/ - /// <summary>Whether the item is valid.</summary> - public bool IsValid => this.Item != null && this.Item.Name != "Broken Item"; - - /// <summary>The item ID.</summary> - public int ID => this.Item.parentSheetIndex; - - /// <summary>The item name.</summary> - public string Name => this.Item.Name; - - /// <summary>The item type.</summary> - public ItemType Type => ItemType.Object; - - - /********* - ** Accessors - *********/ - /// <summary>Construct an instance.</summary> - /// <param name="id">The item ID.</param> - public SearchableObject(int id) - { - try - { - this.Item = new Object(id, 1); - } - catch - { - // invalid - } - } - } -}
\ No newline at end of file diff --git a/src/TrainerMod/ItemData/SearchableRing.cs b/src/TrainerMod/ItemData/SearchableRing.cs deleted file mode 100644 index 7751e6aa..00000000 --- a/src/TrainerMod/ItemData/SearchableRing.cs +++ /dev/null @@ -1,48 +0,0 @@ -using StardewValley.Objects; - -namespace TrainerMod.ItemData -{ - /// <summary>A ring that can be searched and added to the player's inventory through the console.</summary> - internal class SearchableRing : ISearchItem - { - /********* - ** Properties - *********/ - /// <summary>The underlying item.</summary> - private readonly Ring Ring; - - - /********* - ** Accessors - *********/ - /// <summary>Whether the item is valid.</summary> - public bool IsValid => this.Ring != null; - - /// <summary>The item ID.</summary> - public int ID => this.Ring.parentSheetIndex; - - /// <summary>The item name.</summary> - public string Name => this.Ring.Name; - - /// <summary>The item type.</summary> - public ItemType Type => ItemType.Ring; - - - /********* - ** Accessors - *********/ - /// <summary>Construct an instance.</summary> - /// <param name="id">The ring ID.</param> - public SearchableRing(int id) - { - try - { - this.Ring = new Ring(id); - } - catch - { - // invalid - } - } - } -}
\ No newline at end of file diff --git a/src/TrainerMod/ItemData/SearchableWeapon.cs b/src/TrainerMod/ItemData/SearchableWeapon.cs deleted file mode 100644 index cc9ef459..00000000 --- a/src/TrainerMod/ItemData/SearchableWeapon.cs +++ /dev/null @@ -1,48 +0,0 @@ -using StardewValley.Tools; - -namespace TrainerMod.ItemData -{ - /// <summary>A weapon that can be searched and added to the player's inventory through the console.</summary> - internal class SearchableWeapon : ISearchItem - { - /********* - ** Properties - *********/ - /// <summary>The underlying item.</summary> - private readonly MeleeWeapon Weapon; - - - /********* - ** Accessors - *********/ - /// <summary>Whether the item is valid.</summary> - public bool IsValid => this.Weapon != null; - - /// <summary>The item ID.</summary> - public int ID => this.Weapon.initialParentTileIndex; - - /// <summary>The item name.</summary> - public string Name => this.Weapon.Name; - - /// <summary>The item type.</summary> - public ItemType Type => ItemType.Weapon; - - - /********* - ** Accessors - *********/ - /// <summary>Construct an instance.</summary> - /// <param name="id">The weapon ID.</param> - public SearchableWeapon(int id) - { - try - { - this.Weapon = new MeleeWeapon(id); - } - catch - { - // invalid - } - } - } -}
\ No newline at end of file diff --git a/src/TrainerMod/TrainerMod.cs b/src/TrainerMod/TrainerMod.cs index 9a3a8d0b..5db02cd6 100644 --- a/src/TrainerMod/TrainerMod.cs +++ b/src/TrainerMod/TrainerMod.cs @@ -1,17 +1,9 @@ using System; using System.Collections.Generic; -using System.Diagnostics; using System.Linq; -using Microsoft.Xna.Framework; using StardewModdingAPI; using StardewModdingAPI.Events; -using StardewValley; -using StardewValley.Locations; -using StardewValley.Menus; -using StardewValley.Objects; -using StardewValley.Tools; -using TrainerMod.ItemData; -using Object = StardewValley.Object; +using TrainerMod.Framework.Commands; namespace TrainerMod { @@ -21,20 +13,8 @@ namespace TrainerMod /********* ** Properties *********/ - /// <summary>The time of day at which to freeze time.</summary> - private int FrozenTime; - - /// <summary>Whether to keep the player's health at its maximum.</summary> - private bool InfiniteHealth; - - /// <summary>Whether to keep the player's stamina at its maximum.</summary> - private bool InfiniteStamina; - - /// <summary>Whether to keep the player's money at a set value.</summary> - private bool InfiniteMoney; - - /// <summary>Whether to freeze time.</summary> - private bool FreezeTime; + /// <summary>The commands to handle.</summary> + private ITrainerCommand[] Commands; /********* @@ -44,829 +24,52 @@ namespace TrainerMod /// <param name="helper">Provides simplified APIs for writing mods.</param> public override void Entry(IModHelper helper) { - this.RegisterCommands(helper); - GameEvents.UpdateTick += this.ReceiveUpdateTick; + // register commands + this.Commands = this.ScanForCommands().ToArray(); + foreach (ITrainerCommand command in this.Commands) + helper.ConsoleCommands.Add(command.Name, command.Description, (name, args) => this.HandleCommand(command, name, args)); + + // hook events + GameEvents.UpdateTick += this.GameEvents_UpdateTick; } /********* ** Private methods *********/ - /**** - ** Implementation - ****/ /// <summary>The method invoked when the game updates its state.</summary> /// <param name="sender">The event sender.</param> /// <param name="e">The event arguments.</param> - private void ReceiveUpdateTick(object sender, EventArgs e) + private void GameEvents_UpdateTick(object sender, EventArgs e) { - if (Game1.player == null) + if (!Context.IsWorldReady) return; - if (this.InfiniteHealth) - Game1.player.health = Game1.player.maxHealth; - if (this.InfiniteStamina) - Game1.player.stamina = Game1.player.MaxStamina; - if (this.InfiniteMoney) - Game1.player.money = 999999; - if (this.FreezeTime) - Game1.timeOfDay = this.FrozenTime; - } - - /**** - ** Command definitions - ****/ - /// <summary>Register all trainer commands.</summary> - /// <param name="helper">Provides simplified APIs for writing mods.</param> - private void RegisterCommands(IModHelper helper) - { - helper.ConsoleCommands - .Add("save", "Saves the game? Doesn't seem to work.", this.HandleCommand) - .Add("load", "Shows the load screen.", this.HandleCommand) - .Add("player_setname", "Sets the player's name.\n\nUsage: player_setname <target> <name>\n- target: what to rename (one of 'player' or 'farm').\n- name: the new name to set.", this.HandleCommand) - .Add("player_setmoney", "Sets the player's money.\n\nUsage: player_setmoney <value>\n- value: an integer amount, or 'inf' for infinite money.", this.HandleCommand) - .Add("player_setstamina", "Sets the player's stamina.\n\nUsage: player_setstamina [value]\n- value: an integer amount, or 'inf' for infinite stamina.", this.HandleCommand) - .Add("player_setmaxstamina", "Sets the player's max stamina.\n\nUsage: player_setmaxstamina [value]\n- value: an integer amount.", this.HandleCommand) - .Add("player_sethealth", "Sets the player's health.\n\nUsage: player_sethealth [value]\n- value: an integer amount, or 'inf' for infinite health.", this.HandleCommand) - .Add("player_setmaxhealth", "Sets the player's max health.\n\nUsage: player_setmaxhealth [value]\n- value: an integer amount.", this.HandleCommand) - .Add("player_setimmunity", "Sets the player's immunity.\n\nUsage: player_setimmunity [value]\n- value: an integer amount.", this.HandleCommand) - - .Add("player_setlevel", "Sets the player's specified skill to the specified value.\n\nUsage: player_setlevel <skill> <value>\n- skill: the skill to set (one of 'luck', 'mining', 'combat', 'farming', 'fishing', or 'foraging').\n- value: the target level (a number from 1 to 10).", this.HandleCommand) - .Add("player_setspeed", "Sets the player's speed to the specified value?\n\nUsage: player_setspeed <value>\n- value: an integer amount (0 is normal).", this.HandleCommand) - .Add("player_changecolor", "Sets the color of a player feature.\n\nUsage: player_changecolor <target> <color>\n- target: what to change (one of 'hair', 'eyes', or 'pants').\n- color: a color value in RGB format, like (255,255,255).", this.HandleCommand) - .Add("player_changestyle", "Sets the style of a player feature.\n\nUsage: player_changecolor <target> <value>.\n- target: what to change (one of 'hair', 'shirt', 'skin', 'acc', 'shoe', 'swim', or 'gender').\n- value: the integer style ID.", this.HandleCommand) - - .Add("player_additem", $"Gives the player an item.\n\nUsage: player_additem <item> [count] [quality]\n- item: the item ID (use the 'list_items' command to see a list).\n- count (optional): how many of the item to give.\n- quality (optional): one of {Object.lowQuality} (normal), {Object.medQuality} (silver), {Object.highQuality} (gold), or {Object.bestQuality} (iridium).", this.HandleCommand) - .Add("player_addweapon", "Gives the player a weapon.\n\nUsage: player_addweapon <item>\n- item: the weapon ID (use the 'list_items' command to see a list).", this.HandleCommand) - .Add("player_addring", "Gives the player a ring.\n\nUsage: player_addring <item>\n- item: the ring ID (use the 'list_items' command to see a list).", this.HandleCommand) - - .Add("list_items", "Lists and searches items in the game data.\n\nUsage: list_items [search]\n- search (optional): an arbitrary search string to filter by.", this.HandleCommand) - - .Add("world_freezetime", "Freezes or resumes time.\n\nUsage: world_freezetime [value]\n- value: one of 0 (resume), 1 (freeze), or blank (toggle).", this.HandleCommand) - .Add("world_settime", "Sets the time to the specified value.\n\nUsage: world_settime <value>\n- value: the target time in military time (like 0600 for 6am and 1800 for 6pm)", this.HandleCommand) - .Add("world_setday", "Sets the day to the specified value.\n\nUsage: world_setday <value>.\n- value: the target day (a number from 1 to 28).", this.HandleCommand) - .Add("world_setseason", "Sets the season to the specified value.\n\nUsage: world_setseason <season>\n- season: the target season (one of 'spring', 'summer', 'fall', 'winter').", this.HandleCommand) - .Add("world_setyear", "Sets the year to the specified value.\n\nUsage: world_setyear <year>\n- year: the target year (a number starting from 1).", this.HandleCommand) - .Add("world_downminelevel", "Goes down one mine level?", this.HandleCommand) - .Add("world_setminelevel", "Sets the mine level?\n\nUsage: world_setminelevel <value>\n- value: The target level (a number between 1 and 120).", this.HandleCommand) - - .Add("show_game_files", "Opens the game folder.", this.HandleCommand) - .Add("show_data_files", "Opens the folder containing the save and log files.", this.HandleCommand) - - .Add("debug", "Run one of the game's debug commands; for example, 'debug warp FarmHouse 1 1' warps the player to the farmhouse.", this.HandleCommand); + foreach (ITrainerCommand command in this.Commands) + { + if (command.NeedsUpdate) + command.Update(this.Monitor); + } } /// <summary>Handle a TrainerMod command.</summary> - /// <param name="command">The command name.</param> + /// <param name="command">The command to invoke.</param> + /// <param name="commandName">The command name specified by the user.</param> /// <param name="args">The command arguments.</param> - private void HandleCommand(string command, string[] args) + private void HandleCommand(ITrainerCommand command, string commandName, string[] args) { - switch (command) - { - case "debug": - // submit command - string debugCommand = string.Join(" ", args); - string oldOutput = Game1.debugOutput; - Game1.game1.parseDebugInput(debugCommand); - - // show result - this.Monitor.Log(Game1.debugOutput != oldOutput - ? $"> {Game1.debugOutput}" - : "Sent debug command to the game, but there was no output.", LogLevel.Info); - break; - - case "save": - this.Monitor.Log("Saving the game...", LogLevel.Info); - SaveGame.Save(); - break; - - case "load": - this.Monitor.Log("Triggering load menu...", LogLevel.Info); - Game1.hasLoadedGame = false; - Game1.activeClickableMenu = new LoadGameMenu(); - break; - - case "player_setname": - if (args.Length > 1) - { - string target = args[0]; - string[] validTargets = { "player", "farm" }; - if (validTargets.Contains(target)) - { - switch (target) - { - case "player": - Game1.player.Name = args[1]; - this.Monitor.Log($"OK, your player's name is now {Game1.player.Name}.", LogLevel.Info); - break; - case "farm": - Game1.player.farmName = args[1]; - this.Monitor.Log($"OK, your farm's name is now {Game1.player.Name}.", LogLevel.Info); - break; - } - } - else - this.LogArgumentsInvalid(command); - } - else - this.Monitor.Log($"Your name is currently '{Game1.player.Name}'. Type 'help player_setname' for usage.", LogLevel.Info); - break; - - case "player_setmoney": - if (args.Any()) - { - string amountStr = args[0]; - if (amountStr == "inf") - { - this.InfiniteMoney = true; - this.Monitor.Log("OK, you now have infinite money.", LogLevel.Info); - } - else - { - this.InfiniteMoney = false; - int amount; - if (int.TryParse(amountStr, out amount)) - { - Game1.player.Money = amount; - this.Monitor.Log($"OK, you now have {Game1.player.Money} gold.", LogLevel.Info); - } - else - this.LogArgumentNotInt(command); - } - } - else - this.Monitor.Log($"You currently have {(this.InfiniteMoney ? "infinite" : Game1.player.Money.ToString())} gold. Specify a value to change it.", LogLevel.Info); - break; - - case "player_setstamina": - if (args.Any()) - { - string amountStr = args[0]; - if (amountStr == "inf") - { - this.InfiniteStamina = true; - this.Monitor.Log("OK, you now have infinite stamina.", LogLevel.Info); - } - else - { - this.InfiniteStamina = false; - int amount; - if (int.TryParse(amountStr, out amount)) - { - Game1.player.Stamina = amount; - this.Monitor.Log($"OK, you now have {Game1.player.Stamina} stamina.", LogLevel.Info); - } - else - this.LogArgumentNotInt(command); - } - } - else - this.Monitor.Log($"You currently have {(this.InfiniteStamina ? "infinite" : Game1.player.Stamina.ToString())} stamina. Specify a value to change it.", LogLevel.Info); - break; - - case "player_setmaxstamina": - if (args.Any()) - { - int amount; - if (int.TryParse(args[0], out amount)) - { - Game1.player.MaxStamina = amount; - this.Monitor.Log($"OK, you now have {Game1.player.MaxStamina} max stamina.", LogLevel.Info); - } - else - this.LogArgumentNotInt(command); - } - else - this.Monitor.Log($"You currently have {Game1.player.MaxStamina} max stamina. Specify a value to change it.", LogLevel.Info); - break; - - case "player_setlevel": - if (args.Length > 1) - { - string skill = args[0]; - string[] skills = { "luck", "mining", "combat", "farming", "fishing", "foraging" }; - if (skills.Contains(skill)) - { - int level; - if (int.TryParse(args[1], out level)) - { - switch (skill) - { - case "luck": - Game1.player.LuckLevel = level; - this.Monitor.Log($"OK, your luck skill is now {Game1.player.LuckLevel}.", LogLevel.Info); - break; - case "mining": - Game1.player.MiningLevel = level; - this.Monitor.Log($"OK, your mining skill is now {Game1.player.MiningLevel}.", LogLevel.Info); - break; - case "combat": - Game1.player.CombatLevel = level; - this.Monitor.Log($"OK, your combat skill is now {Game1.player.CombatLevel}.", LogLevel.Info); - break; - case "farming": - Game1.player.FarmingLevel = level; - this.Monitor.Log($"OK, your farming skill is now {Game1.player.FarmingLevel}.", LogLevel.Info); - break; - case "fishing": - Game1.player.FishingLevel = level; - this.Monitor.Log($"OK, your fishing skill is now {Game1.player.FishingLevel}.", LogLevel.Info); - break; - case "foraging": - Game1.player.ForagingLevel = level; - this.Monitor.Log($"OK, your foraging skill is now {Game1.player.ForagingLevel}.", LogLevel.Info); - break; - } - } - else - this.LogArgumentNotInt(command); - } - else - this.LogUsageError("That isn't a valid skill.", command); - } - else - this.LogArgumentsInvalid(command); - break; - - case "player_setspeed": - if (args.Any()) - { - int addedSpeed; - if (int.TryParse(args[0], out addedSpeed)) - { - Game1.player.addedSpeed = addedSpeed; - this.Monitor.Log($"OK, your added speed is now {Game1.player.addedSpeed}.", LogLevel.Info); - } - else - this.LogArgumentNotInt(command); - } - else - this.Monitor.Log($"You currently have {Game1.player.addedSpeed} added speed. Specify a value to change it.", LogLevel.Info); - break; - - case "player_changecolor": - if (args.Length > 1) - { - string target = args[0]; - string[] validTargets = { "hair", "eyes", "pants" }; - if (validTargets.Contains(target)) - { - string[] colorHexes = args[1].Split(new[] { ',' }, 3); - int r, g, b; - if (int.TryParse(colorHexes[0], out r) && int.TryParse(colorHexes[1], out g) && int.TryParse(colorHexes[2], out b)) - { - Color color = new Color(r, g, b); - switch (target) - { - case "hair": - Game1.player.hairstyleColor = color; - this.Monitor.Log("OK, your hair color is updated.", LogLevel.Info); - break; - case "eyes": - Game1.player.changeEyeColor(color); - this.Monitor.Log("OK, your eye color is updated.", LogLevel.Info); - break; - case "pants": - Game1.player.pantsColor = color; - this.Monitor.Log("OK, your pants color is updated.", LogLevel.Info); - break; - } - } - else - this.LogUsageError("The color should be an RBG value like '255,150,0'.", command); - } - else - this.LogArgumentsInvalid(command); - } - else - this.LogArgumentsInvalid(command); - break; - - case "player_changestyle": - if (args.Length > 1) - { - string target = args[0]; - string[] validTargets = { "hair", "shirt", "skin", "acc", "shoe", "swim", "gender" }; - if (validTargets.Contains(target)) - { - int styleID; - if (int.TryParse(args[1], out styleID)) - { - switch (target) - { - case "hair": - Game1.player.changeHairStyle(styleID); - this.Monitor.Log("OK, your hair style is updated.", LogLevel.Info); - break; - case "shirt": - Game1.player.changeShirt(styleID); - this.Monitor.Log("OK, your shirt style is updated.", LogLevel.Info); - break; - case "acc": - Game1.player.changeAccessory(styleID); - this.Monitor.Log("OK, your accessory style is updated.", LogLevel.Info); - break; - case "skin": - Game1.player.changeSkinColor(styleID); - this.Monitor.Log("OK, your skin color is updated.", LogLevel.Info); - break; - case "shoe": - Game1.player.changeShoeColor(styleID); - this.Monitor.Log("OK, your shoe style is updated.", LogLevel.Info); - break; - case "swim": - switch (styleID) - { - case 0: - Game1.player.changeOutOfSwimSuit(); - this.Monitor.Log("OK, you're no longer in your swimming suit.", LogLevel.Info); - break; - case 1: - Game1.player.changeIntoSwimsuit(); - this.Monitor.Log("OK, you're now in your swimming suit.", LogLevel.Info); - break; - default: - this.LogUsageError("The swim value should be 0 (no swimming suit) or 1 (swimming suit).", command); - break; - } - break; - case "gender": - switch (styleID) - { - case 0: - Game1.player.changeGender(true); - this.Monitor.Log("OK, you're now male.", LogLevel.Info); - break; - case 1: - Game1.player.changeGender(false); - this.Monitor.Log("OK, you're now female.", LogLevel.Info); - break; - default: - this.LogUsageError("The gender value should be 0 (male) or 1 (female).", command); - break; - } - break; - } - } - else - this.LogArgumentsInvalid(command); - } - else - this.LogArgumentsInvalid(command); - } - else - this.LogArgumentsInvalid(command); - break; - - case "world_freezetime": - if (args.Any()) - { - int value; - if (int.TryParse(args[0], out value)) - { - if (value == 0 || value == 1) - { - this.FreezeTime = value == 1; - this.FrozenTime = this.FreezeTime ? Game1.timeOfDay : 0; - this.Monitor.Log($"OK, time is now {(this.FreezeTime ? "frozen" : "resumed")}.", LogLevel.Info); - } - else - this.LogUsageError("The value should be 0 (not frozen), 1 (frozen), or empty (toggle).", command); - } - else - this.LogArgumentNotInt(command); - } - else - { - this.FreezeTime = !this.FreezeTime; - this.FrozenTime = this.FreezeTime ? Game1.timeOfDay : 0; - this.Monitor.Log($"OK, time is now {(this.FreezeTime ? "frozen" : "resumed")}.", LogLevel.Info); - } - break; - - case "world_settime": - if (args.Any()) - { - int time; - if (int.TryParse(args[0], out time)) - { - if (time <= 2600 && time >= 600) - { - Game1.timeOfDay = time; - this.FrozenTime = this.FreezeTime ? Game1.timeOfDay : 0; - this.Monitor.Log($"OK, the time is now {Game1.timeOfDay.ToString().PadLeft(4, '0')}.", LogLevel.Info); - } - else - this.LogUsageError("That isn't a valid time.", command); - } - else - this.LogArgumentNotInt(command); - } - else - this.Monitor.Log($"The current time is {Game1.timeOfDay}. Specify a value to change it.", LogLevel.Info); - break; - - case "world_setday": - if (args.Any()) - { - int day; - if (int.TryParse(args[0], out day)) - { - if (day <= 28 && day > 0) - { - Game1.dayOfMonth = day; - this.Monitor.Log($"OK, the date is now {Game1.currentSeason} {Game1.dayOfMonth}.", LogLevel.Info); - } - else - this.LogUsageError("That isn't a valid day.", command); - } - else - this.LogArgumentNotInt(command); - } - else - this.Monitor.Log($"The current date is {Game1.currentSeason} {Game1.dayOfMonth}. Specify a value to change the day.", LogLevel.Info); - break; - - case "world_setseason": - if (args.Any()) - { - string season = args[0]; - string[] validSeasons = { "winter", "spring", "summer", "fall" }; - if (validSeasons.Contains(season)) - { - Game1.currentSeason = season; - this.Monitor.Log($"OK, the date is now {Game1.currentSeason} {Game1.dayOfMonth}.", LogLevel.Info); - } - else - this.LogUsageError("That isn't a valid season name.", command); - } - else - this.Monitor.Log($"The current season is {Game1.currentSeason}. Specify a value to change it.", LogLevel.Info); - break; - - case "world_setyear": - if (args.Any()) - { - int year; - if (int.TryParse(args[0], out year)) - { - if (year >= 1) - { - Game1.year = year; - this.Monitor.Log($"OK, the year is now {Game1.year}.", LogLevel.Info); - } - else - this.LogUsageError("That isn't a valid year.", command); - } - else - this.LogArgumentNotInt(command); - } - else - this.Monitor.Log($"The current year is {Game1.year}. Specify a value to change the year.", LogLevel.Info); - break; - - case "player_sethealth": - if (args.Any()) - { - string amountStr = args[0]; - - if (amountStr == "inf") - { - this.InfiniteHealth = true; - this.Monitor.Log("OK, you now have infinite health.", LogLevel.Info); - } - else - { - this.InfiniteHealth = false; - int amount; - if (int.TryParse(amountStr, out amount)) - { - Game1.player.health = amount; - this.Monitor.Log($"OK, you now have {Game1.player.health} health.", LogLevel.Info); - } - else - this.LogArgumentNotInt(command); - } - } - else - this.Monitor.Log($"You currently have {(this.InfiniteHealth ? "infinite" : Game1.player.health.ToString())} health. Specify a value to change it.", LogLevel.Info); - break; - - case "player_setmaxhealth": - if (args.Any()) - { - int maxHealth; - if (int.TryParse(args[0], out maxHealth)) - { - Game1.player.maxHealth = maxHealth; - this.Monitor.Log($"OK, you now have {Game1.player.maxHealth} max health.", LogLevel.Info); - } - else - this.LogArgumentNotInt(command); - } - else - this.Monitor.Log($"You currently have {Game1.player.maxHealth} max health. Specify a value to change it.", LogLevel.Info); - break; - - case "player_setimmunity": - if (args.Any()) - { - int amount; - if (int.TryParse(args[0], out amount)) - { - Game1.player.immunity = amount; - this.Monitor.Log($"OK, you now have {Game1.player.immunity} immunity.", LogLevel.Info); - } - else - this.LogArgumentNotInt(command); - } - else - this.Monitor.Log($"You currently have {Game1.player.immunity} immunity. Specify a value to change it.", LogLevel.Info); - break; - - case "player_additem": - if (args.Any()) - { - int itemID; - if (int.TryParse(args[0], out itemID)) - { - int count = 1; - int quality = 0; - if (args.Length > 1) - { - if (!int.TryParse(args[1], out count)) - { - this.LogUsageError("The optional count is invalid.", command); - return; - } - - if (args.Length > 2 && !int.TryParse(args[2], out quality)) - { - this.LogUsageError("The optional quality is invalid.", command); - return; - } - } - - var item = new Object(itemID, count) { quality = quality }; - if (item.Name == "Error Item") - this.Monitor.Log("There is no such item ID.", LogLevel.Error); - else - { - Game1.player.addItemByMenuIfNecessary(item); - this.Monitor.Log($"OK, added {item.Name} to your inventory.", LogLevel.Info); - } - } - else - this.LogUsageError("The item ID must be an integer.", command); - } - else - this.LogArgumentsInvalid(command); - break; - - case "player_addweapon": - if (args.Any()) - { - int weaponID; - if (int.TryParse(args[0], out weaponID)) - { - // get raw weapon data - string data; - if (!Game1.content.Load<Dictionary<int, string>>("Data\\weapons").TryGetValue(weaponID, out data)) - { - this.Monitor.Log("There is no such weapon ID.", LogLevel.Error); - return; - } - - // get raw weapon type - int type; - { - string[] fields = data.Split('/'); - string typeStr = fields.Length > 8 ? fields[8] : null; - if (!int.TryParse(typeStr, out type)) - { - this.Monitor.Log("Could not parse the data for the weapon with that ID.", LogLevel.Error); - return; - } - } - - // get weapon - Tool weapon; - switch (type) - { - case MeleeWeapon.stabbingSword: - case MeleeWeapon.dagger: - case MeleeWeapon.club: - case MeleeWeapon.defenseSword: - weapon = new MeleeWeapon(weaponID); - break; - - case 4: - weapon = new Slingshot(weaponID); - break; - - default: - this.Monitor.Log($"The specified weapon has unknown type '{type}' in the game data.", LogLevel.Error); - return; - } - - // validate - if (weapon.Name == null) - { - this.Monitor.Log("That weapon doesn't seem to be valid.", LogLevel.Error); - return; - } - - // add weapon - Game1.player.addItemByMenuIfNecessary(weapon); - this.Monitor.Log($"OK, added {weapon.Name} to your inventory.", LogLevel.Info); - } - else - this.LogUsageError("The weapon ID must be an integer.", command); - } - else - this.LogArgumentsInvalid(command); - break; - - case "player_addring": - if (args.Any()) - { - int ringID; - if (int.TryParse(args[0], out ringID)) - { - if (ringID < Ring.ringLowerIndexRange || ringID > Ring.ringUpperIndexRange) - this.Monitor.Log($"There is no such ring ID (must be between {Ring.ringLowerIndexRange} and {Ring.ringUpperIndexRange}).", LogLevel.Error); - else - { - Ring ring = new Ring(ringID); - Game1.player.addItemByMenuIfNecessary(ring); - this.Monitor.Log($"OK, added {ring.Name} to your inventory.", LogLevel.Info); - } - } - else - this.Monitor.Log("<item> is invalid", LogLevel.Error); - } - else - this.LogArgumentsInvalid(command); - break; - - case "list_items": - { - var matches = this.GetItems(args).ToArray(); - - // show matches - string summary = "Searching...\n"; - if (matches.Any()) - this.Monitor.Log(summary + this.GetTableString(matches, new[] { "type", "id", "name" }, val => new[] { val.Type.ToString(), val.ID.ToString(), val.Name }), LogLevel.Info); - else - this.Monitor.Log(summary + "No items found", LogLevel.Info); - } - break; - - case "world_downminelevel": - { - int level = (Game1.currentLocation as MineShaft)?.mineLevel ?? 0; - this.Monitor.Log($"OK, warping you to mine level {level + 1}.", LogLevel.Info); - Game1.enterMine(false, level + 1, ""); - break; - } - - case "world_setminelevel": - if (args.Any()) - { - int level; - if (int.TryParse(args[0], out level)) - { - level = Math.Max(1, level); - this.Monitor.Log($"OK, warping you to mine level {level}.", LogLevel.Info); - Game1.enterMine(true, level, ""); - } - else - this.LogArgumentNotInt(command); - } - else - this.LogArgumentsInvalid(command); - break; - - case "show_game_files": - Process.Start(Constants.ExecutionPath); - this.Monitor.Log($"OK, opening {Constants.ExecutionPath}.", LogLevel.Info); - break; - - case "show_data_files": - Process.Start(Constants.DataPath); - this.Monitor.Log($"OK, opening {Constants.DataPath}.", LogLevel.Info); - break; - - default: - throw new NotImplementedException($"TrainerMod received unknown command '{command}'."); - } + ArgumentParser argParser = new ArgumentParser(commandName, args, this.Monitor); + command.Handle(this.Monitor, commandName, argParser); } - /**** - ** Helpers - ****/ - /// <summary>Get all items which can be searched and added to the player's inventory through the console.</summary> - /// <param name="searchWords">The search string to find.</param> - private IEnumerable<ISearchItem> GetItems(string[] searchWords) + /// <summary>Find all commands in the assembly.</summary> + private IEnumerable<ITrainerCommand> ScanForCommands() { - // normalise search term - searchWords = searchWords?.Where(word => !string.IsNullOrWhiteSpace(word)).ToArray(); - if (searchWords?.Any() == false) - searchWords = null; - - // find matches return ( - from item in this.GetItems() - let term = $"{item.ID}|{item.Type}|{item.Name}" - where searchWords == null || searchWords.All(word => term.IndexOf(word, StringComparison.CurrentCultureIgnoreCase) != -1) - select item - ); - } - - /// <summary>Get all items which can be searched and added to the player's inventory through the console.</summary> - private IEnumerable<ISearchItem> GetItems() - { - // objects - foreach (int id in Game1.objectInformation.Keys) - { - ISearchItem obj = id >= Ring.ringLowerIndexRange && id <= Ring.ringUpperIndexRange - ? new SearchableRing(id) - : (ISearchItem)new SearchableObject(id); - if (obj.IsValid) - yield return obj; - } - - // weapons - foreach (int id in Game1.content.Load<Dictionary<int, string>>("Data\\weapons").Keys) - { - ISearchItem weapon = new SearchableWeapon(id); - if (weapon.IsValid) - yield return weapon; - } - } - - /// <summary>Get an ASCII table for a set of tabular data.</summary> - /// <typeparam name="T">The data type.</typeparam> - /// <param name="data">The data to display.</param> - /// <param name="header">The table header.</param> - /// <param name="getRow">Returns a set of fields for a data value.</param> - private string GetTableString<T>(IEnumerable<T> data, string[] header, Func<T, string[]> getRow) - { - // get table data - int[] widths = header.Select(p => p.Length).ToArray(); - string[][] rows = data - .Select(item => - { - string[] fields = getRow(item); - if (fields.Length != widths.Length) - throw new InvalidOperationException($"Expected {widths.Length} columns, but found {fields.Length}: {string.Join(", ", fields)}"); - - for (int i = 0; i < fields.Length; i++) - widths[i] = Math.Max(widths[i], fields[i].Length); - - return fields; - }) - .ToArray(); - - // render fields - List<string[]> lines = new List<string[]>(rows.Length + 2) - { - header, - header.Select((value, i) => "".PadRight(widths[i], '-')).ToArray() - }; - lines.AddRange(rows); - - return string.Join( - Environment.NewLine, - lines.Select(line => string.Join(" | ", - line.Select((field, i) => field.PadRight(widths[i], ' ')).ToArray()) - ) + from type in this.GetType().Assembly.GetTypes() + where !type.IsAbstract && typeof(ITrainerCommand).IsAssignableFrom(type) + select (ITrainerCommand)Activator.CreateInstance(type) ); } - - /**** - ** Logging - ****/ - /// <summary>Log an error indicating incorrect usage.</summary> - /// <param name="error">A sentence explaining the problem.</param> - /// <param name="command">The name of the command.</param> - private void LogUsageError(string error, string command) - { - this.Monitor.Log($"{error} Type 'help {command}' for usage.", LogLevel.Error); - } - - /// <summary>Log an error indicating a value must be an integer.</summary> - /// <param name="command">The name of the command.</param> - private void LogArgumentNotInt(string command) - { - this.LogUsageError("The value must be a whole number.", command); - } - - /// <summary>Log an error indicating a value is invalid.</summary> - /// <param name="command">The name of the command.</param> - private void LogArgumentsInvalid(string command) - { - this.LogUsageError("The arguments are invalid.", command); - } } } diff --git a/src/TrainerMod/TrainerMod.csproj b/src/TrainerMod/TrainerMod.csproj index 46d8bef9..99a15c8f 100644 --- a/src/TrainerMod/TrainerMod.csproj +++ b/src/TrainerMod/TrainerMod.csproj @@ -51,11 +51,38 @@ <Compile Include="..\GlobalAssemblyInfo.cs"> <Link>Properties\GlobalAssemblyInfo.cs</Link> </Compile> - <Compile Include="ItemData\ISearchItem.cs" /> - <Compile Include="ItemData\ItemType.cs" /> - <Compile Include="ItemData\SearchableObject.cs" /> - <Compile Include="ItemData\SearchableRing.cs" /> - <Compile Include="ItemData\SearchableWeapon.cs" /> + <Compile Include="Framework\Commands\ArgumentParser.cs" /> + <Compile Include="Framework\Commands\Other\ShowDataFilesCommand.cs" /> + <Compile Include="Framework\Commands\Other\ShowGameFilesCommand.cs" /> + <Compile Include="Framework\Commands\Other\DebugCommand.cs" /> + <Compile Include="Framework\Commands\Player\ListItemTypesCommand.cs" /> + <Compile Include="Framework\Commands\Player\ListItemsCommand.cs" /> + <Compile Include="Framework\Commands\Player\AddCommand.cs" /> + <Compile Include="Framework\Commands\Player\SetStyleCommand.cs" /> + <Compile Include="Framework\Commands\Player\SetColorCommand.cs" /> + <Compile Include="Framework\Commands\Player\SetSpeedCommand.cs" /> + <Compile Include="Framework\Commands\Player\SetLevelCommand.cs" /> + <Compile Include="Framework\Commands\Player\SetMaxHealthCommand.cs" /> + <Compile Include="Framework\Commands\Player\SetMaxStaminaCommand.cs" /> + <Compile Include="Framework\Commands\Player\SetHealthCommand.cs" /> + <Compile Include="Framework\Commands\Player\SetImmunityCommand.cs" /> + <Compile Include="Framework\Commands\Player\SetStaminaCommand.cs" /> + <Compile Include="Framework\Commands\Player\SetNameCommand.cs" /> + <Compile Include="Framework\Commands\Player\SetMoneyCommand.cs" /> + <Compile Include="Framework\Commands\Saves\LoadCommand.cs" /> + <Compile Include="Framework\Commands\Saves\SaveCommand.cs" /> + <Compile Include="Framework\Commands\TrainerCommand.cs" /> + <Compile Include="Framework\Commands\World\SetMineLevelCommand.cs" /> + <Compile Include="Framework\Commands\World\DownMineLevelCommand.cs" /> + <Compile Include="Framework\Commands\World\SetYearCommand.cs" /> + <Compile Include="Framework\Commands\World\SetSeasonCommand.cs" /> + <Compile Include="Framework\Commands\World\SetDayCommand.cs" /> + <Compile Include="Framework\Commands\World\SetTimeCommand.cs" /> + <Compile Include="Framework\Commands\World\FreezeTimeCommand.cs" /> + <Compile Include="Framework\ItemData\ItemType.cs" /> + <Compile Include="Framework\Commands\ITrainerCommand.cs" /> + <Compile Include="Framework\ItemData\SearchableItem.cs" /> + <Compile Include="Framework\ItemRepository.cs" /> <Compile Include="TrainerMod.cs" /> <Compile Include="Properties\AssemblyInfo.cs" /> </ItemGroup> diff --git a/src/TrainerMod/manifest.json b/src/TrainerMod/manifest.json index 40eb3237..f1665a45 100644 --- a/src/TrainerMod/manifest.json +++ b/src/TrainerMod/manifest.json @@ -3,8 +3,8 @@ "Author": "SMAPI", "Version": { "MajorVersion": 1, - "MinorVersion": 14, - "PatchVersion": 1, + "MinorVersion": 15, + "PatchVersion": 0, "Build": null }, "Description": "Adds SMAPI console commands that let you manipulate the game.", diff --git a/src/crossplatform.targets b/src/crossplatform.targets index 31d4722d..929aac6c 100644 --- a/src/crossplatform.targets +++ b/src/crossplatform.targets @@ -1,4 +1,6 @@ <Project xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> + <Import Condition="$(OS) != 'Windows_NT' AND Exists('$(HOME)\stardewvalley.targets')" Project="$(HOME)\stardewvalley.targets" /> + <Import Condition="$(OS) == 'Windows_NT' AND Exists('$(USERPROFILE)\stardewvalley.targets')" Project="$(USERPROFILE)\stardewvalley.targets" /> <PropertyGroup> <!-- Linux paths --> <GamePath Condition="!Exists('$(GamePath)')">$(HOME)/GOG Games/Stardew Valley/game</GamePath> |