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-rw-r--r--docs/release-notes.md1
-rw-r--r--src/SMAPI.Mods.ConsoleCommands/Framework/ItemRepository.cs59
2 files changed, 41 insertions, 19 deletions
diff --git a/docs/release-notes.md b/docs/release-notes.md
index 304423fc..666dc8e4 100644
--- a/docs/release-notes.md
+++ b/docs/release-notes.md
@@ -10,6 +10,7 @@
## Upcoming release
* For players:
* Fixed error when running the Windows installer as administrator (thanks to LostLogic!).
+ * Fixed `player_add` and `list_items` console commands not including some shirts _(in Console Commands)_.
* For mod authors:
* Added validation for the manifest `Dependencies` field.
diff --git a/src/SMAPI.Mods.ConsoleCommands/Framework/ItemRepository.cs b/src/SMAPI.Mods.ConsoleCommands/Framework/ItemRepository.cs
index 34149209..69194f75 100644
--- a/src/SMAPI.Mods.ConsoleCommands/Framework/ItemRepository.cs
+++ b/src/SMAPI.Mods.ConsoleCommands/Framework/ItemRepository.cs
@@ -62,25 +62,8 @@ namespace StardewModdingAPI.Mods.ConsoleCommands.Framework
yield return this.TryCreate(ItemType.Tool, this.CustomIDOffset + 3, _ => new Wand());
// clothing
- {
- // items
- HashSet<int> clothingIds = new HashSet<int>();
- foreach (int id in Game1.clothingInformation.Keys)
- {
- if (id < 0)
- continue; // placeholder data for character customization clothing below
-
- clothingIds.Add(id);
- yield return this.TryCreate(ItemType.Clothing, id, p => new Clothing(p.ID));
- }
-
- // character customization shirts (some shirts in this range have no data, but game has special logic to handle them)
- for (int id = 1000; id <= 1111; id++)
- {
- if (!clothingIds.Contains(id))
- yield return this.TryCreate(ItemType.Clothing, id, p => new Clothing(p.ID));
- }
- }
+ foreach (int id in this.GetShirtIds())
+ yield return this.TryCreate(ItemType.Clothing, id, p => new Clothing(p.ID));
// wallpapers
for (int id = 0; id < 112; id++)
@@ -333,5 +316,43 @@ namespace StardewModdingAPI.Mods.ConsoleCommands.Framework
? new Color(61, 55, 42)
: (TailoringMenu.GetDyeColor(fish) ?? Color.Orange);
}
+
+ /// <summary>Get valid shirt IDs.</summary>
+ /// <remarks>
+ /// Shirts have a possible range of 1000–1999, but not all of those IDs are valid. There are two sets of IDs:
+ ///
+ /// <list type="number">
+ /// <item>
+ /// Shirts which exist in <see cref="Game1.clothingInformation"/>.
+ /// </item>
+ /// <item>
+ /// Shirts with a dynamic ID and no entry in <see cref="Game1.clothingInformation"/>. These automatically
+ /// use the generic shirt entry with ID <c>-1</c> and are mapped to a calculated position in the
+ /// <c>Characters/Farmer/shirts</c> spritesheet. There's no constant we can use, but some known valid
+ /// ranges are 1000–1111 (used in <see cref="Farmer.changeShirt"/> for the customization screen and
+ /// 1000–1127 (used in <see cref="Utility.getShopStock"/> and <see cref="GameLocation.sandyShopStock"/>).
+ /// Based on the spritesheet, the max valid ID is 1299.
+ /// </item>
+ /// </list>
+ /// </remarks>
+ private IEnumerable<int> GetShirtIds()
+ {
+ // defined shirt items
+ foreach (int id in Game1.clothingInformation.Keys)
+ {
+ if (id < 0)
+ continue; // placeholder data for character customization clothing below
+
+ yield return id;
+ }
+
+ // dynamic shirts
+ HashSet<int> clothingIds = new HashSet<int>(Game1.clothingInformation.Keys);
+ for (int id = 1000; id <= 1299; id++)
+ {
+ if (!clothingIds.Contains(id))
+ yield return id;
+ }
+ }
}
}