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-rw-r--r--release-notes.md2
-rw-r--r--src/StardewModdingAPI/Context.cs17
-rw-r--r--src/StardewModdingAPI/Framework/SGame.cs10
3 files changed, 20 insertions, 9 deletions
diff --git a/release-notes.md b/release-notes.md
index d9d6a12a..507fb1af 100644
--- a/release-notes.md
+++ b/release-notes.md
@@ -22,6 +22,8 @@ For players:
* Updated mod compatibility list for Stardew Valley 1.2.
For mod developers:
+* Added a `Context.IsWorldReady` flag.
+ _<small>This is set to `true` when the player has loaded a save and the world is finished initialising. This is set at the same point that `SaveEvents.AfterLoad` and `TimeEvents.AfterDayStarted` are raised, and is mainly useful with events which can be raised before the world is loaded.</small>_
* Added log entries for basic context changes (e.g. loaded save) to simplify troubleshooting.
* Added a `debug` console command to TrainerMod which lets you pass debug commands to the game (e.g. `debug warp FarmHouse 1 1` warps the player to the farmhouse).
* Added a deprecation warning for mods that don't set the `UniqueID` manifest field, which will be required in SMAPI 2.0.
diff --git a/src/StardewModdingAPI/Context.cs b/src/StardewModdingAPI/Context.cs
index 45f6a05f..6bc5ae56 100644
--- a/src/StardewModdingAPI/Context.cs
+++ b/src/StardewModdingAPI/Context.cs
@@ -4,18 +4,27 @@ using StardewValley.Menus;
namespace StardewModdingAPI
{
/// <summary>Provides information about the current game state.</summary>
- internal static class Context
+ public static class Context
{
/*********
** Accessors
*********/
+ /****
+ ** Public
+ ****/
+ /// <summary>Whether the player has loaded a save and the world has finished initialising.</summary>
+ public static bool IsWorldReady { get; internal set; }
+
+ /****
+ ** Internal
+ ****/
/// <summary>Whether a player save has been loaded.</summary>
- public static bool IsSaveLoaded => Game1.hasLoadedGame && !string.IsNullOrEmpty(Game1.player.name);
+ internal static bool IsSaveLoaded => Game1.hasLoadedGame && !string.IsNullOrEmpty(Game1.player.name);
/// <summary>Whether the game is currently writing to the save file.</summary>
- public static bool IsSaving => Game1.activeClickableMenu is SaveGameMenu || Game1.activeClickableMenu is ShippingMenu; // saving is performed by SaveGameMenu, but it's wrapped by ShippingMenu on days when the player shipping something
+ internal static bool IsSaving => Game1.activeClickableMenu is SaveGameMenu || Game1.activeClickableMenu is ShippingMenu; // saving is performed by SaveGameMenu, but it's wrapped by ShippingMenu on days when the player shipping something
/// <summary>Whether the game is currently running the draw loop.</summary>
- public static bool IsInDrawLoop { get; set; }
+ internal static bool IsInDrawLoop { get; set; }
}
}
diff --git a/src/StardewModdingAPI/Framework/SGame.cs b/src/StardewModdingAPI/Framework/SGame.cs
index f318517d..4f3a29fc 100644
--- a/src/StardewModdingAPI/Framework/SGame.cs
+++ b/src/StardewModdingAPI/Framework/SGame.cs
@@ -39,9 +39,6 @@ namespace StardewModdingAPI.Framework
/// <summary>The number of consecutive failed draws.</summary>
private int FailedDraws;
- /// <summary>Whether the player has loaded a save and the world has finished initialising.</summary>
- private bool IsWorldReady => this.AfterLoadTimer < 0;
-
/// <summary>Whether the game is returning to the menu.</summary>
private bool IsExiting;
@@ -309,6 +306,7 @@ namespace StardewModdingAPI.Framework
if (this.AfterLoadTimer == 0)
{
this.Monitor.Log($"Context: loaded saved game '{Constants.SaveFolderName}', starting {Game1.currentSeason} {Game1.dayOfMonth} Y{Game1.year}.", LogLevel.Trace);
+ Context.IsWorldReady = true;
SaveEvents.InvokeAfterLoad(this.Monitor);
PlayerEvents.InvokeLoadedGame(this.Monitor, new EventArgsLoadedGameChanged(Game1.hasLoadedGame));
@@ -325,9 +323,11 @@ namespace StardewModdingAPI.Framework
this.IsExiting = true;
// after exit to title
- if (this.IsWorldReady && this.IsExiting && Game1.activeClickableMenu is TitleMenu)
+ if (Context.IsWorldReady && this.IsExiting && Game1.activeClickableMenu is TitleMenu)
{
this.Monitor.Log("Context: returned to title", LogLevel.Trace);
+ Context.IsWorldReady = false;
+
SaveEvents.InvokeAfterReturnToTitle(this.Monitor);
this.AfterLoadTimer = 5;
this.IsExiting = false;
@@ -421,7 +421,7 @@ namespace StardewModdingAPI.Framework
/*********
** World & player events
*********/
- if (this.IsWorldReady)
+ if (Context.IsWorldReady)
{
// raise events (only when something changes, not on the initial load)
if (Game1.uniqueIDForThisGame == this.PreviousSaveID)