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authorJesse Plamondon-Willard <github@jplamondonw.com>2018-08-22 01:44:38 -0400
committerJesse Plamondon-Willard <github@jplamondonw.com>2018-08-22 01:44:38 -0400
commita4ecb49a44559f2ca9c3f00049a1c8a7862cc0c9 (patch)
treea5e1f8b95423fecdbb6651392a1c073c828f166e /src
parentd2b6a71aa4cc3383d55350e346e27c1ab2ff134b (diff)
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update for Stardew Valley 1.3.29 beta (#585)
Diffstat (limited to 'src')
-rw-r--r--src/SMAPI/Framework/SGame.cs240
-rw-r--r--src/SMAPI/Framework/StateTracking/FieldWatchers/NetCollectionWatcher.cs2
-rw-r--r--src/SMAPI/Framework/StateTracking/FieldWatchers/WatcherFactory.cs2
-rw-r--r--src/SMAPI/Framework/StateTracking/PlayerTracker.cs1
-rw-r--r--src/SMAPI/Program.cs6
5 files changed, 161 insertions, 90 deletions
diff --git a/src/SMAPI/Framework/SGame.cs b/src/SMAPI/Framework/SGame.cs
index 83e8c9a7..3af4beb1 100644
--- a/src/SMAPI/Framework/SGame.cs
+++ b/src/SMAPI/Framework/SGame.cs
@@ -17,7 +17,6 @@ using StardewModdingAPI.Framework.Input;
using StardewModdingAPI.Framework.Reflection;
using StardewModdingAPI.Framework.StateTracking;
using StardewModdingAPI.Framework.Utilities;
-using StardewModdingAPI.Toolkit.Serialisation;
using StardewValley;
using StardewValley.BellsAndWhistles;
using StardewValley.Buildings;
@@ -74,9 +73,6 @@ namespace StardewModdingAPI.Framework
/// <summary>Simplifies access to private game code.</summary>
private readonly Reflector Reflection;
- /// <summary>Encapsulates SMAPI's JSON file parsing.</summary>
- private readonly JsonHelper JsonHelper;
-
/****
** Game state
****/
@@ -95,6 +91,10 @@ namespace StardewModdingAPI.Framework
/// <summary>Whether the next content manager requested by the game will be for <see cref="Game1.content"/>.</summary>
private bool NextContentManagerIsMain;
+ /// <summary>A reference to the private <c>_farmerShadows</c> field on <see cref="Game1"/>.</summary>
+ [SuppressMessage("ReSharper", "InconsistentNaming", Justification = "Deliberately named to match original game code as closely as possible.")]
+ private readonly List<Farmer> __farmerShadows;
+
/*********
** Accessors
@@ -129,10 +129,9 @@ namespace StardewModdingAPI.Framework
/// <param name="monitor">Encapsulates monitoring and logging.</param>
/// <param name="reflection">Simplifies access to private game code.</param>
/// <param name="eventManager">Manages SMAPI events for mods.</param>
- /// <param name="jsonHelper">Encapsulates SMAPI's JSON file parsing.</param>
/// <param name="onGameInitialised">A callback to invoke after the game finishes initialising.</param>
/// <param name="onGameExiting">A callback to invoke when the game exits.</param>
- internal SGame(IMonitor monitor, Reflector reflection, EventManager eventManager, JsonHelper jsonHelper, Action onGameInitialised, Action onGameExiting)
+ internal SGame(IMonitor monitor, Reflector reflection, EventManager eventManager, Action onGameInitialised, Action onGameExiting)
{
SGame.ConstructorHack = null;
@@ -147,12 +146,14 @@ namespace StardewModdingAPI.Framework
this.Monitor = monitor;
this.Events = eventManager;
this.Reflection = reflection;
- this.JsonHelper = jsonHelper;
this.OnGameInitialised = onGameInitialised;
this.OnGameExiting = onGameExiting;
Game1.input = new SInputState();
Game1.multiplayer = new SMultiplayer(monitor, eventManager);
+ // init reflection
+ this.__farmerShadows = reflection.GetField<List<Farmer>>(this, "_farmerShadows").GetValue();
+
// init observables
Game1.locations = new ObservableCollection<GameLocation>();
}
@@ -796,32 +797,9 @@ namespace StardewModdingAPI.Framework
[SuppressMessage("SMAPI.CommonErrors", "AvoidImplicitNetFieldCast", Justification = "copied from game code as-is")]
private void DrawImpl(GameTime gameTime)
{
- if (Game1.debugMode)
- {
- if (Game1._fpsStopwatch.IsRunning)
- {
- float totalSeconds = (float)Game1._fpsStopwatch.Elapsed.TotalSeconds;
- Game1._fpsList.Add(totalSeconds);
- while (Game1._fpsList.Count >= 120)
- Game1._fpsList.RemoveAt(0);
- float num = 0.0f;
- foreach (float fps in Game1._fpsList)
- num += fps;
- Game1._fps = (float)(1.0 / ((double)num / (double)Game1._fpsList.Count));
- }
- Game1._fpsStopwatch.Restart();
- }
- else
- {
- if (Game1._fpsStopwatch.IsRunning)
- Game1._fpsStopwatch.Reset();
- Game1._fps = 0.0f;
- Game1._fpsList.Clear();
- }
if (Game1._newDayTask != null)
{
this.GraphicsDevice.Clear(this.bgColor);
- //base.Draw(gameTime);
}
else
{
@@ -854,7 +832,6 @@ namespace StardewModdingAPI.Framework
Game1.overlayMenu.draw(Game1.spriteBatch);
Game1.spriteBatch.End();
}
- //base.Draw(gameTime);
this.renderScreenBuffer();
}
else
@@ -882,14 +859,19 @@ namespace StardewModdingAPI.Framework
{
this.GraphicsDevice.SetRenderTarget((RenderTarget2D)null);
this.GraphicsDevice.Clear(this.bgColor);
- Game1.spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullNone);
+ Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullNone);
Game1.spriteBatch.Draw((Texture2D)this.screen, Vector2.Zero, new Microsoft.Xna.Framework.Rectangle?(this.screen.Bounds), Color.White, 0.0f, Vector2.Zero, Game1.options.zoomLevel, SpriteEffects.None, 1f);
Game1.spriteBatch.End();
}
+ if (Game1.overlayMenu == null)
+ return;
+ Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
+ Game1.overlayMenu.draw(Game1.spriteBatch);
+ Game1.spriteBatch.End();
}
else if (Game1.gameMode == (byte)11)
{
- Game1.spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
+ Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
Game1.spriteBatch.DrawString(Game1.dialogueFont, Game1.content.LoadString("Strings\\StringsFromCSFiles:Game1.cs.3685"), new Vector2(16f, 16f), Color.HotPink);
Game1.spriteBatch.DrawString(Game1.dialogueFont, Game1.content.LoadString("Strings\\StringsFromCSFiles:Game1.cs.3686"), new Vector2(16f, 32f), new Color(0, (int)byte.MaxValue, 0));
Game1.spriteBatch.DrawString(Game1.dialogueFont, Game1.parseText(Game1.errorMessage, Game1.dialogueFont, Game1.graphics.GraphicsDevice.Viewport.Width), new Vector2(16f, 48f), Color.White);
@@ -907,14 +889,13 @@ namespace StardewModdingAPI.Framework
}
this.drawOverlays(Game1.spriteBatch);
this.RaisePostRender(needsNewBatch: true);
- if ((double)Game1.options.zoomLevel != 1.0)
- {
- this.GraphicsDevice.SetRenderTarget((RenderTarget2D)null);
- this.GraphicsDevice.Clear(this.bgColor);
- Game1.spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullNone);
- Game1.spriteBatch.Draw((Texture2D)this.screen, Vector2.Zero, new Microsoft.Xna.Framework.Rectangle?(this.screen.Bounds), Color.White, 0.0f, Vector2.Zero, Game1.options.zoomLevel, SpriteEffects.None, 1f);
- Game1.spriteBatch.End();
- }
+ if ((double)Game1.options.zoomLevel == 1.0)
+ return;
+ this.GraphicsDevice.SetRenderTarget((RenderTarget2D)null);
+ this.GraphicsDevice.Clear(this.bgColor);
+ Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullNone);
+ Game1.spriteBatch.Draw((Texture2D)this.screen, Vector2.Zero, new Microsoft.Xna.Framework.Rectangle?(this.screen.Bounds), Color.White, 0.0f, Vector2.Zero, Game1.options.zoomLevel, SpriteEffects.None, 1f);
+ Game1.spriteBatch.End();
}
else if (Game1.showingEndOfNightStuff)
{
@@ -936,14 +917,13 @@ namespace StardewModdingAPI.Framework
this.RaisePostRender();
Game1.spriteBatch.End();
this.drawOverlays(Game1.spriteBatch);
- if ((double)Game1.options.zoomLevel != 1.0)
- {
- this.GraphicsDevice.SetRenderTarget((RenderTarget2D)null);
- this.GraphicsDevice.Clear(this.bgColor);
- Game1.spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullNone);
- Game1.spriteBatch.Draw((Texture2D)this.screen, Vector2.Zero, new Microsoft.Xna.Framework.Rectangle?(this.screen.Bounds), Color.White, 0.0f, Vector2.Zero, Game1.options.zoomLevel, SpriteEffects.None, 1f);
- Game1.spriteBatch.End();
- }
+ if ((double)Game1.options.zoomLevel == 1.0)
+ return;
+ this.GraphicsDevice.SetRenderTarget((RenderTarget2D)null);
+ this.GraphicsDevice.Clear(this.bgColor);
+ Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullNone);
+ Game1.spriteBatch.Draw((Texture2D)this.screen, Vector2.Zero, new Microsoft.Xna.Framework.Rectangle?(this.screen.Bounds), Color.White, 0.0f, Vector2.Zero, Game1.options.zoomLevel, SpriteEffects.None, 1f);
+ Game1.spriteBatch.End();
}
else if (Game1.gameMode == (byte)6 || Game1.gameMode == (byte)3 && Game1.currentLocation == null)
{
@@ -965,15 +945,22 @@ namespace StardewModdingAPI.Framework
{
this.GraphicsDevice.SetRenderTarget((RenderTarget2D)null);
this.GraphicsDevice.Clear(this.bgColor);
- Game1.spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullNone);
+ Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullNone);
Game1.spriteBatch.Draw((Texture2D)this.screen, Vector2.Zero, new Microsoft.Xna.Framework.Rectangle?(this.screen.Bounds), Color.White, 0.0f, Vector2.Zero, Game1.options.zoomLevel, SpriteEffects.None, 1f);
Game1.spriteBatch.End();
}
+ if (Game1.overlayMenu != null)
+ {
+ Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
+ Game1.overlayMenu.draw(Game1.spriteBatch);
+ Game1.spriteBatch.End();
+ }
//base.Draw(gameTime);
}
else
{
Microsoft.Xna.Framework.Rectangle rectangle;
+ Viewport viewport;
if (Game1.gameMode == (byte)0)
{
Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
@@ -1004,15 +991,23 @@ namespace StardewModdingAPI.Framework
Game1.mapDisplayDevice.BeginScene(Game1.spriteBatch);
Game1.currentLocation.Map.GetLayer("Back").Draw(Game1.mapDisplayDevice, Game1.viewport, Location.Origin, false, 4);
Game1.currentLocation.drawWater(Game1.spriteBatch);
- IEnumerable<Farmer> source = Game1.currentLocation.farmers;
+ this.__farmerShadows.Clear();
if (Game1.currentLocation.currentEvent != null && !Game1.currentLocation.currentEvent.isFestival && Game1.currentLocation.currentEvent.farmerActors.Count > 0)
- source = (IEnumerable<Farmer>)Game1.currentLocation.currentEvent.farmerActors;
- IEnumerable<Farmer> farmers = source.Where<Farmer>((Func<Farmer, bool>)(farmer =>
{
- if (!farmer.IsLocalPlayer)
- return !(bool)((NetFieldBase<bool, NetBool>)farmer.hidden);
- return true;
- }));
+ foreach (Farmer farmerActor in Game1.currentLocation.currentEvent.farmerActors)
+ {
+ if (farmerActor.IsLocalPlayer && Game1.displayFarmer || !(bool)((NetFieldBase<bool, NetBool>)farmerActor.hidden))
+ this.__farmerShadows.Add(farmerActor);
+ }
+ }
+ else
+ {
+ foreach (Farmer farmer in Game1.currentLocation.farmers)
+ {
+ if (farmer.IsLocalPlayer && Game1.displayFarmer || !(bool)((NetFieldBase<bool, NetBool>)farmer.hidden))
+ this.__farmerShadows.Add(farmer);
+ }
+ }
if (!Game1.currentLocation.shouldHideCharacters())
{
if (Game1.CurrentEvent == null)
@@ -1031,13 +1026,13 @@ namespace StardewModdingAPI.Framework
Game1.spriteBatch.Draw(Game1.shadowTexture, Game1.GlobalToLocal(Game1.viewport, actor.Position + new Vector2((float)(actor.Sprite.SpriteWidth * 4) / 2f, (float)(actor.GetBoundingBox().Height + (actor.IsMonster ? 0 : (actor.Sprite.SpriteHeight <= 16 ? -4 : 12))))), new Microsoft.Xna.Framework.Rectangle?(Game1.shadowTexture.Bounds), Color.White, 0.0f, new Vector2((float)Game1.shadowTexture.Bounds.Center.X, (float)Game1.shadowTexture.Bounds.Center.Y), (float)(4.0 + (double)actor.yJumpOffset / 40.0) * (float)((NetFieldBase<float, NetFloat>)actor.scale), SpriteEffects.None, Math.Max(0.0f, (float)actor.getStandingY() / 10000f) - 1E-06f);
}
}
- foreach (Farmer farmer in farmers)
+ foreach (Farmer farmerShadow in this.__farmerShadows)
{
- if (!(bool)((NetFieldBase<bool, NetBool>)farmer.swimming) && !farmer.isRidingHorse() && (Game1.currentLocation == null || !Game1.currentLocation.shouldShadowBeDrawnAboveBuildingsLayer(farmer.getTileLocation())))
+ if (!(bool)((NetFieldBase<bool, NetBool>)farmerShadow.swimming) && !farmerShadow.isRidingHorse() && (Game1.currentLocation == null || !Game1.currentLocation.shouldShadowBeDrawnAboveBuildingsLayer(farmerShadow.getTileLocation())))
{
SpriteBatch spriteBatch = Game1.spriteBatch;
Texture2D shadowTexture = Game1.shadowTexture;
- Vector2 local = Game1.GlobalToLocal(farmer.Position + new Vector2(32f, 24f));
+ Vector2 local = Game1.GlobalToLocal(farmerShadow.Position + new Vector2(32f, 24f));
Microsoft.Xna.Framework.Rectangle? sourceRectangle = new Microsoft.Xna.Framework.Rectangle?(Game1.shadowTexture.Bounds);
Color white = Color.White;
double num1 = 0.0;
@@ -1046,7 +1041,7 @@ namespace StardewModdingAPI.Framework
bounds = Game1.shadowTexture.Bounds;
double y = (double)bounds.Center.Y;
Vector2 origin = new Vector2((float)x, (float)y);
- double num2 = 4.0 - (!farmer.running && !farmer.UsingTool || farmer.FarmerSprite.currentAnimationIndex <= 1 ? 0.0 : (double)Math.Abs(FarmerRenderer.featureYOffsetPerFrame[farmer.FarmerSprite.CurrentFrame]) * 0.5);
+ double num2 = 4.0 - (!farmerShadow.running && !farmerShadow.UsingTool || farmerShadow.FarmerSprite.currentAnimationIndex <= 1 ? 0.0 : (double)Math.Abs(FarmerRenderer.featureYOffsetPerFrame[farmerShadow.FarmerSprite.CurrentFrame]) * 0.5);
int num3 = 0;
double num4 = 0.0;
spriteBatch.Draw(shadowTexture, local, sourceRectangle, white, (float)num1, origin, (float)num2, (SpriteEffects)num3, (float)num4);
@@ -1075,13 +1070,13 @@ namespace StardewModdingAPI.Framework
Game1.spriteBatch.Draw(Game1.shadowTexture, Game1.GlobalToLocal(Game1.viewport, actor.Position + new Vector2((float)(actor.Sprite.SpriteWidth * 4) / 2f, (float)(actor.GetBoundingBox().Height + (actor.IsMonster ? 0 : 12)))), new Microsoft.Xna.Framework.Rectangle?(Game1.shadowTexture.Bounds), Color.White, 0.0f, new Vector2((float)Game1.shadowTexture.Bounds.Center.X, (float)Game1.shadowTexture.Bounds.Center.Y), (float)(4.0 + (double)actor.yJumpOffset / 40.0) * (float)((NetFieldBase<float, NetFloat>)actor.scale), SpriteEffects.None, Math.Max(0.0f, (float)actor.getStandingY() / 10000f) - 1E-06f);
}
}
- foreach (Farmer farmer in farmers)
+ foreach (Farmer farmerShadow in this.__farmerShadows)
{
- if (!(bool)((NetFieldBase<bool, NetBool>)farmer.swimming) && !farmer.isRidingHorse() && (Game1.currentLocation != null && Game1.currentLocation.shouldShadowBeDrawnAboveBuildingsLayer(farmer.getTileLocation())))
+ if (!(bool)((NetFieldBase<bool, NetBool>)farmerShadow.swimming) && !farmerShadow.isRidingHorse() && (Game1.currentLocation != null && Game1.currentLocation.shouldShadowBeDrawnAboveBuildingsLayer(farmerShadow.getTileLocation())))
{
SpriteBatch spriteBatch = Game1.spriteBatch;
Texture2D shadowTexture = Game1.shadowTexture;
- Vector2 local = Game1.GlobalToLocal(farmer.Position + new Vector2(32f, 24f));
+ Vector2 local = Game1.GlobalToLocal(farmerShadow.Position + new Vector2(32f, 24f));
Microsoft.Xna.Framework.Rectangle? sourceRectangle = new Microsoft.Xna.Framework.Rectangle?(Game1.shadowTexture.Bounds);
Color white = Color.White;
double num1 = 0.0;
@@ -1090,7 +1085,7 @@ namespace StardewModdingAPI.Framework
bounds = Game1.shadowTexture.Bounds;
double y = (double)bounds.Center.Y;
Vector2 origin = new Vector2((float)x, (float)y);
- double num2 = 4.0 - (!farmer.running && !farmer.UsingTool || farmer.FarmerSprite.currentAnimationIndex <= 1 ? 0.0 : (double)Math.Abs(FarmerRenderer.featureYOffsetPerFrame[farmer.FarmerSprite.CurrentFrame]) * 0.5);
+ double num2 = 4.0 - (!farmerShadow.running && !farmerShadow.UsingTool || farmerShadow.FarmerSprite.currentAnimationIndex <= 1 ? 0.0 : (double)Math.Abs(FarmerRenderer.featureYOffsetPerFrame[farmerShadow.FarmerSprite.CurrentFrame]) * 0.5);
int num3 = 0;
double num4 = 0.0;
spriteBatch.Draw(shadowTexture, local, sourceRectangle, white, (float)num1, origin, (float)num2, (SpriteEffects)num3, (float)num4);
@@ -1141,14 +1136,14 @@ namespace StardewModdingAPI.Framework
Location mapDisplayLocation2 = new Location(rectangle.Right, (int)Game1.player.Position.Y - 38);
Size size2 = Game1.viewport.Size;
if (layer2.PickTile(mapDisplayLocation2, size2).TileIndexProperties.ContainsKey("FrontAlways"))
- goto label_139;
+ goto label_129;
}
else
- goto label_139;
+ goto label_129;
}
Game1.drawPlayerHeldObject(Game1.player);
}
- label_139:
+ label_129:
if ((Game1.player.UsingTool || Game1.pickingTool) && Game1.player.CurrentTool != null && ((!Game1.player.CurrentTool.Name.Equals("Seeds") || Game1.pickingTool) && (Game1.currentLocation.Map.GetLayer("Front").PickTile(new Location(Game1.player.getStandingX(), (int)Game1.player.Position.Y - 38), Game1.viewport.Size) != null && Game1.currentLocation.Map.GetLayer("Front").PickTile(new Location(Game1.player.getStandingX(), Game1.player.getStandingY()), Game1.viewport.Size) == null)))
Game1.drawTool(Game1.player);
if (Game1.currentLocation.Map.GetLayer("AlwaysFront") != null)
@@ -1186,9 +1181,23 @@ namespace StardewModdingAPI.Framework
if (Game1.farmEvent != null)
Game1.farmEvent.draw(Game1.spriteBatch);
if ((double)Game1.currentLocation.LightLevel > 0.0 && Game1.timeOfDay < 2000)
- Game1.spriteBatch.Draw(Game1.fadeToBlackRect, Game1.graphics.GraphicsDevice.Viewport.Bounds, Color.Black * Game1.currentLocation.LightLevel);
+ {
+ SpriteBatch spriteBatch = Game1.spriteBatch;
+ Texture2D fadeToBlackRect = Game1.fadeToBlackRect;
+ viewport = Game1.graphics.GraphicsDevice.Viewport;
+ Microsoft.Xna.Framework.Rectangle bounds = viewport.Bounds;
+ Color color = Color.Black * Game1.currentLocation.LightLevel;
+ spriteBatch.Draw(fadeToBlackRect, bounds, color);
+ }
if (Game1.screenGlow)
- Game1.spriteBatch.Draw(Game1.fadeToBlackRect, Game1.graphics.GraphicsDevice.Viewport.Bounds, Game1.screenGlowColor * Game1.screenGlowAlpha);
+ {
+ SpriteBatch spriteBatch = Game1.spriteBatch;
+ Texture2D fadeToBlackRect = Game1.fadeToBlackRect;
+ viewport = Game1.graphics.GraphicsDevice.Viewport;
+ Microsoft.Xna.Framework.Rectangle bounds = viewport.Bounds;
+ Color color = Game1.screenGlowColor * Game1.screenGlowAlpha;
+ spriteBatch.Draw(fadeToBlackRect, bounds, color);
+ }
Game1.currentLocation.drawAboveAlwaysFrontLayer(Game1.spriteBatch);
if (Game1.player.CurrentTool != null && Game1.player.CurrentTool is FishingRod && ((Game1.player.CurrentTool as FishingRod).isTimingCast || (double)(Game1.player.CurrentTool as FishingRod).castingChosenCountdown > 0.0 || ((Game1.player.CurrentTool as FishingRod).fishCaught || (Game1.player.CurrentTool as FishingRod).showingTreasure)))
Game1.player.CurrentTool.draw(Game1.spriteBatch);
@@ -1221,25 +1230,66 @@ namespace StardewModdingAPI.Framework
Game1.spriteBatch.Begin(SpriteSortMode.Deferred, this.lightingBlend, SamplerState.LinearClamp, (DepthStencilState)null, (RasterizerState)null);
Game1.spriteBatch.Draw((Texture2D)Game1.lightmap, Vector2.Zero, new Microsoft.Xna.Framework.Rectangle?(Game1.lightmap.Bounds), Color.White, 0.0f, Vector2.Zero, (float)(Game1.options.lightingQuality / 2), SpriteEffects.None, 1f);
if (Game1.isRaining && (bool)((NetFieldBase<bool, NetBool>)Game1.currentLocation.isOutdoors) && !(Game1.currentLocation is Desert))
- Game1.spriteBatch.Draw(Game1.staminaRect, Game1.graphics.GraphicsDevice.Viewport.Bounds, Color.OrangeRed * 0.45f);
+ {
+ SpriteBatch spriteBatch = Game1.spriteBatch;
+ Texture2D staminaRect = Game1.staminaRect;
+ viewport = Game1.graphics.GraphicsDevice.Viewport;
+ Microsoft.Xna.Framework.Rectangle bounds = viewport.Bounds;
+ Color color = Color.OrangeRed * 0.45f;
+ spriteBatch.Draw(staminaRect, bounds, color);
+ }
Game1.spriteBatch.End();
}
Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
if (Game1.drawGrid)
{
- int x1 = -Game1.viewport.X % 64;
- float num1 = (float)(-Game1.viewport.Y % 64);
- int x2 = x1;
- while (x2 < Game1.graphics.GraphicsDevice.Viewport.Width)
+ int num1 = -Game1.viewport.X % 64;
+ float num2 = (float)(-Game1.viewport.Y % 64);
+ int num3 = num1;
+ while (true)
{
- Game1.spriteBatch.Draw(Game1.staminaRect, new Microsoft.Xna.Framework.Rectangle(x2, (int)num1, 1, Game1.graphics.GraphicsDevice.Viewport.Height), Color.Red * 0.5f);
- x2 += 64;
+ int num4 = num3;
+ viewport = Game1.graphics.GraphicsDevice.Viewport;
+ int width1 = viewport.Width;
+ if (num4 < width1)
+ {
+ SpriteBatch spriteBatch = Game1.spriteBatch;
+ Texture2D staminaRect = Game1.staminaRect;
+ int x = num3;
+ int y = (int)num2;
+ int width2 = 1;
+ viewport = Game1.graphics.GraphicsDevice.Viewport;
+ int height = viewport.Height;
+ Microsoft.Xna.Framework.Rectangle destinationRectangle = new Microsoft.Xna.Framework.Rectangle(x, y, width2, height);
+ Color color = Color.Red * 0.5f;
+ spriteBatch.Draw(staminaRect, destinationRectangle, color);
+ num3 += 64;
+ }
+ else
+ break;
}
- float num2 = num1;
- while ((double)num2 < (double)Game1.graphics.GraphicsDevice.Viewport.Height)
+ float num5 = num2;
+ while (true)
{
- Game1.spriteBatch.Draw(Game1.staminaRect, new Microsoft.Xna.Framework.Rectangle(x1, (int)num2, Game1.graphics.GraphicsDevice.Viewport.Width, 1), Color.Red * 0.5f);
- num2 += 64f;
+ double num4 = (double)num5;
+ viewport = Game1.graphics.GraphicsDevice.Viewport;
+ double height1 = (double)viewport.Height;
+ if (num4 < height1)
+ {
+ SpriteBatch spriteBatch = Game1.spriteBatch;
+ Texture2D staminaRect = Game1.staminaRect;
+ int x = num1;
+ int y = (int)num5;
+ viewport = Game1.graphics.GraphicsDevice.Viewport;
+ int width = viewport.Width;
+ int height2 = 1;
+ Microsoft.Xna.Framework.Rectangle destinationRectangle = new Microsoft.Xna.Framework.Rectangle(x, y, width, height2);
+ Color color = Color.Red * 0.5f;
+ spriteBatch.Draw(staminaRect, destinationRectangle, color);
+ num5 += 64f;
+ }
+ else
+ break;
}
}
if (Game1.currentBillboard != 0)
@@ -1288,13 +1338,34 @@ namespace StardewModdingAPI.Framework
if (Game1.eventUp && Game1.currentLocation != null && Game1.currentLocation.currentEvent != null)
Game1.currentLocation.currentEvent.drawAfterMap(Game1.spriteBatch);
if (Game1.isRaining && Game1.currentLocation != null && ((bool)((NetFieldBase<bool, NetBool>)Game1.currentLocation.isOutdoors) && !(Game1.currentLocation is Desert)))
- Game1.spriteBatch.Draw(Game1.staminaRect, Game1.graphics.GraphicsDevice.Viewport.Bounds, Color.Blue * 0.2f);
+ {
+ SpriteBatch spriteBatch = Game1.spriteBatch;
+ Texture2D staminaRect = Game1.staminaRect;
+ viewport = Game1.graphics.GraphicsDevice.Viewport;
+ Microsoft.Xna.Framework.Rectangle bounds = viewport.Bounds;
+ Color color = Color.Blue * 0.2f;
+ spriteBatch.Draw(staminaRect, bounds, color);
+ }
if ((Game1.fadeToBlack || Game1.globalFade) && !Game1.menuUp && (!Game1.nameSelectUp || Game1.messagePause))
- Game1.spriteBatch.Draw(Game1.fadeToBlackRect, Game1.graphics.GraphicsDevice.Viewport.Bounds, Color.Black * (Game1.gameMode == (byte)0 ? 1f - Game1.fadeToBlackAlpha : Game1.fadeToBlackAlpha));
+ {
+ SpriteBatch spriteBatch = Game1.spriteBatch;
+ Texture2D fadeToBlackRect = Game1.fadeToBlackRect;
+ viewport = Game1.graphics.GraphicsDevice.Viewport;
+ Microsoft.Xna.Framework.Rectangle bounds = viewport.Bounds;
+ Color color = Color.Black * (Game1.gameMode == (byte)0 ? 1f - Game1.fadeToBlackAlpha : Game1.fadeToBlackAlpha);
+ spriteBatch.Draw(fadeToBlackRect, bounds, color);
+ }
else if ((double)Game1.flashAlpha > 0.0)
{
if (Game1.options.screenFlash)
- Game1.spriteBatch.Draw(Game1.fadeToBlackRect, Game1.graphics.GraphicsDevice.Viewport.Bounds, Color.White * Math.Min(1f, Game1.flashAlpha));
+ {
+ SpriteBatch spriteBatch = Game1.spriteBatch;
+ Texture2D fadeToBlackRect = Game1.fadeToBlackRect;
+ viewport = Game1.graphics.GraphicsDevice.Viewport;
+ Microsoft.Xna.Framework.Rectangle bounds = viewport.Bounds;
+ Color color = Color.White * Math.Min(1f, Game1.flashAlpha);
+ spriteBatch.Draw(fadeToBlackRect, bounds, color);
+ }
Game1.flashAlpha -= 0.1f;
}
if ((Game1.messagePause || Game1.globalFade) && Game1.dialogueUp)
@@ -1356,7 +1427,6 @@ namespace StardewModdingAPI.Framework
Game1.spriteBatch.End();
this.drawOverlays(Game1.spriteBatch);
this.renderScreenBuffer();
- //base.Draw(gameTime);
}
}
}
diff --git a/src/SMAPI/Framework/StateTracking/FieldWatchers/NetCollectionWatcher.cs b/src/SMAPI/Framework/StateTracking/FieldWatchers/NetCollectionWatcher.cs
index f92edb90..8a841a79 100644
--- a/src/SMAPI/Framework/StateTracking/FieldWatchers/NetCollectionWatcher.cs
+++ b/src/SMAPI/Framework/StateTracking/FieldWatchers/NetCollectionWatcher.cs
@@ -5,7 +5,7 @@ namespace StardewModdingAPI.Framework.StateTracking.FieldWatchers
{
/// <summary>A watcher which detects changes to a Netcode collection.</summary>
internal class NetCollectionWatcher<TValue> : BaseDisposableWatcher, ICollectionWatcher<TValue>
- where TValue : INetObject<INetSerializable>
+ where TValue : class, INetObject<INetSerializable>
{
/*********
** Properties
diff --git a/src/SMAPI/Framework/StateTracking/FieldWatchers/WatcherFactory.cs b/src/SMAPI/Framework/StateTracking/FieldWatchers/WatcherFactory.cs
index d7a02668..ab4ab0d5 100644
--- a/src/SMAPI/Framework/StateTracking/FieldWatchers/WatcherFactory.cs
+++ b/src/SMAPI/Framework/StateTracking/FieldWatchers/WatcherFactory.cs
@@ -56,7 +56,7 @@ namespace StardewModdingAPI.Framework.StateTracking.FieldWatchers
/// <summary>Get a watcher for a net collection.</summary>
/// <typeparam name="T">The value type.</typeparam>
/// <param name="collection">The net collection.</param>
- public static NetCollectionWatcher<T> ForNetCollection<T>(NetCollection<T> collection) where T : INetObject<INetSerializable>
+ public static NetCollectionWatcher<T> ForNetCollection<T>(NetCollection<T> collection) where T : class, INetObject<INetSerializable>
{
return new NetCollectionWatcher<T>(collection);
}
diff --git a/src/SMAPI/Framework/StateTracking/PlayerTracker.cs b/src/SMAPI/Framework/StateTracking/PlayerTracker.cs
index 3814e534..59e80d8a 100644
--- a/src/SMAPI/Framework/StateTracking/PlayerTracker.cs
+++ b/src/SMAPI/Framework/StateTracking/PlayerTracker.cs
@@ -5,6 +5,7 @@ using StardewModdingAPI.Events;
using StardewModdingAPI.Framework.StateTracking.FieldWatchers;
using StardewValley;
using StardewValley.Locations;
+using ChangeType = StardewModdingAPI.Events.ChangeType;
namespace StardewModdingAPI.Framework.StateTracking
{
diff --git a/src/SMAPI/Program.cs b/src/SMAPI/Program.cs
index f5a32b4f..b39077c1 100644
--- a/src/SMAPI/Program.cs
+++ b/src/SMAPI/Program.cs
@@ -98,8 +98,8 @@ namespace StardewModdingAPI
new Regex(@"^(?:FRUIT )?TREE: IsClient:(?:True|False) randomOutput: \d+$", RegexOptions.Compiled | RegexOptions.CultureInvariant),
new Regex(@"^loadPreferences\(\); begin", RegexOptions.Compiled | RegexOptions.CultureInvariant),
new Regex(@"^savePreferences\(\); async=", RegexOptions.Compiled | RegexOptions.CultureInvariant),
- new Regex(@"^Multiplayer auth success$", RegexOptions.Compiled | RegexOptions.CultureInvariant),
- new Regex(@"^DebugOutput: (?:added CLOUD|dismount tile|Ping|playerPos)", RegexOptions.Compiled | RegexOptions.CultureInvariant)
+ new Regex(@"^DebugOutput: (?:added CLOUD|dismount tile|Ping|playerPos)", RegexOptions.Compiled | RegexOptions.CultureInvariant),
+ new Regex(@"^static SerializableDictionary<.+>\(\) called\.$", RegexOptions.Compiled | RegexOptions.CultureInvariant),
};
/// <summary>The mod toolkit used for generic mod interactions.</summary>
@@ -275,7 +275,7 @@ namespace StardewModdingAPI
// override game
SGame.ConstructorHack = new SGameConstructorHack(this.Monitor, this.Reflection, this.Toolkit.JsonHelper);
- this.GameInstance = new SGame(this.Monitor, this.Reflection, this.EventManager, this.Toolkit.JsonHelper, this.InitialiseAfterGameStart, this.Dispose);
+ this.GameInstance = new SGame(this.Monitor, this.Reflection, this.EventManager, this.InitialiseAfterGameStart, this.Dispose);
StardewValley.Program.gamePtr = this.GameInstance;
// add exit handler