diff options
Diffstat (limited to 'StardewModdingAPI')
-rw-r--r-- | StardewModdingAPI/Command.cs | 2 | ||||
-rw-r--r-- | StardewModdingAPI/Program.cs | 540 | ||||
-rw-r--r-- | StardewModdingAPI/StardewModdingAPI.csproj | 104 | ||||
-rw-r--r-- | StardewModdingAPI/obj/x86/Debug/StardewModdingAPI.csproj.FileListAbsolute.txt | 39 |
4 files changed, 15 insertions, 670 deletions
diff --git a/StardewModdingAPI/Command.cs b/StardewModdingAPI/Command.cs index f0162a4d..bb18a9a6 100644 --- a/StardewModdingAPI/Command.cs +++ b/StardewModdingAPI/Command.cs @@ -104,7 +104,7 @@ namespace StardewModdingAPI Program.LogError("Command failed to fire because it's fire event is null: " + CommandName); return; } - CommandFired.Invoke(this, null); + CommandFired.Invoke(this, new EventArgsCommand(this)); } } } diff --git a/StardewModdingAPI/Program.cs b/StardewModdingAPI/Program.cs index dccc9ef3..a7065c69 100644 --- a/StardewModdingAPI/Program.cs +++ b/StardewModdingAPI/Program.cs @@ -1,4 +1,3 @@ -<<<<<<< HEAD using System; using System.CodeDom.Compiler; using System.Collections.Generic; @@ -237,7 +236,8 @@ namespace StardewModdingAPI LogInfo("Initializing Console Input Thread..."); consoleInputThread = new Thread(ConsoleInputThread); - //The only command in the API (at least it should be, for now) + //The only command in the API (at least it should be, for now)\ + Command.RegisterCommand("help", "Lists all commands | 'help <cmd>' returns command description").CommandFired += help_CommandFired; //Command.RegisterCommand("crash", "crashes sdv").CommandFired += delegate { Game1.player.draw(null); }; @@ -324,533 +324,21 @@ namespace StardewModdingAPI StardewForm = Control.FromHandle(Program.gamePtr.Window.Handle).FindForm(); StardewForm.Closing += StardewForm_Closing; - StardewGameInfo.SetValue(StardewProgramType, gamePtr); ready = true; if (StardewInjectorLoaded) { //StardewInjectorMod.Entry(true); - StardewAssembly.EntryPoint.Invoke(null, new object[] { new string[0] }); + StardewAssembly.EntryPoint.Invoke(null, new object[] {new string[0]}); + StardewGameInfo.SetValue(StardewProgramType, gamePtr); } - - gamePtr.Run(); - } - catch (Exception ex) - { - LogError("Game failed to start: " + ex); - } - } - - static void StardewForm_Closing(object sender, CancelEventArgs e) - { - e.Cancel = true; - gamePtr.Exit(); - gamePtr.Dispose(); - StardewForm.Hide(); - ready = false; - } - - public static void LoadMods() - { - LogColour(ConsoleColor.Green, "LOADING MODS"); - int loadedMods = 0; - foreach (string ModPath in ModPaths) - { - foreach (String s in Directory.GetFiles(ModPath, "*.dll")) - { - if (s.Contains("StardewInjector")) - continue; - LogColour(ConsoleColor.Green, "Found DLL: " + s); - try - { - Assembly mod = Assembly.UnsafeLoadFrom(s); //to combat internet-downloaded DLLs - - if (mod.DefinedTypes.Count(x => x.BaseType == typeof (Mod)) > 0) - { - LogColour(ConsoleColor.Green, "Loading Mod DLL..."); - TypeInfo tar = mod.DefinedTypes.First(x => x.BaseType == typeof (Mod)); - Mod m = (Mod) mod.CreateInstance(tar.ToString()); - Console.WriteLine("LOADED MOD: {0} by {1} - Version {2} | Description: {3}", m.Name, m.Authour, m.Version, m.Description); - loadedMods += 1; - m.Entry(); - } - else - { - LogError("Invalid Mod DLL"); - } - } - catch (Exception ex) - { - LogError("Failed to load mod '{0}'. Exception details:\n" + ex, s); - } - } - } - LogColour(ConsoleColor.Green, "LOADED {0} MODS", loadedMods); - } - - public static void ConsoleInputThread() - { - string input = string.Empty; - - while (true) - { - Command.CallCommand(Console.ReadLine()); - } - } - - static void Events_LoadContent() - { - LogInfo("Initializing Debug Assets..."); - DebugPixel = new Texture2D(Game1.graphics.GraphicsDevice, 1, 1); - DebugPixel.SetData(new Color[] { Color.White }); - - if (debug) - { - LogColour(ConsoleColor.Magenta, "REGISTERING BASE CUSTOM ITEM"); - SObject so = new SObject(); - so.Name = "Mario Block"; - so.CategoryName = "SMAPI Test Mod"; - so.Description = "It's a block from Mario!\nLoaded in realtime by SMAPI."; - so.Texture = Texture2D.FromStream(Game1.graphics.GraphicsDevice, new FileStream(ModContentPaths[0] + "\\Test.png", FileMode.Open)); - so.IsPassable = true; - so.IsPlaceable = true; - LogColour(ConsoleColor.Cyan, "REGISTERED WITH ID OF: " + SGame.RegisterModItem(so)); - - LogColour(ConsoleColor.Magenta, "REGISTERING SECOND CUSTOM ITEM"); - SObject so2 = new SObject(); - so2.Name = "Mario Painting"; - so2.CategoryName = "SMAPI Test Mod"; - so2.Description = "It's a painting of a creature from Mario!\nLoaded in realtime by SMAPI."; - so2.Texture = Texture2D.FromStream(Game1.graphics.GraphicsDevice, new FileStream(ModContentPaths[0] + "\\PaintingTest.png", FileMode.Open)); - so2.IsPassable = true; - so2.IsPlaceable = true; - LogColour(ConsoleColor.Cyan, "REGISTERED WITH ID OF: " + SGame.RegisterModItem(so2)); - } - - if (debug) - Command.CallCommand("load"); - } - - static void Events_KeyPressed(Keys key) - { - - } - - static void Events_MenuChanged(IClickableMenu newMenu) - { - LogInfo("NEW MENU: " + newMenu.GetType()); - if (newMenu is GameMenu) - { - Game1.activeClickableMenu = SGameMenu.ConstructFromBaseClass(Game1.activeClickableMenu as GameMenu); - } - } - - static void Events_LocationsChanged(List<GameLocation> newLocations) - { - if (debug) - { - SGame.ModLocations = SGameLocation.ConstructFromBaseClasses(Game1.locations); - } - } - - static void Events_CurrentLocationChanged(GameLocation newLocation) - { - //SGame.CurrentLocation = null; - //System.Threading.Thread.Sleep(10); - if (debug) - { - Console.WriteLine(newLocation.name); - SGame.CurrentLocation = SGame.LoadOrCreateSGameLocationFromName(newLocation.name); - } - //Game1.currentLocation = SGame.CurrentLocation; - //LogInfo(((SGameLocation) newLocation).name); - //LogInfo("LOC CHANGED: " + SGame.currentLocation.name); - } - - public static void StardewInvoke(Action a) - { - StardewForm.Invoke(a); - } - - static void CurrentDomain_UnhandledException(object sender, UnhandledExceptionEventArgs e) - { - Console.WriteLine("An exception has been caught"); - File.WriteAllText(Program.LogPath + "\\MODDED_ErrorLog_" + Extensions.Random.Next(100000000, 999999999) + ".txt", e.ExceptionObject.ToString()); - } - - static void Application_ThreadException(object sender, ThreadExceptionEventArgs e) - { - Console.WriteLine("A thread exception has been caught"); - File.WriteAllText(Program.LogPath + "\\MODDED_ErrorLog_" + Extensions.Random.Next(100000000, 999999999) + ".txt", e.Exception.ToString()); - } - - static void help_CommandFired(Command cmd) - { - if (cmd.CalledArgs.Length > 0) - { - Command fnd = Command.FindCommand(cmd.CalledArgs[0]); - if (fnd == null) - LogError("The command specified could not be found"); else { - if (fnd.CommandArgs.Length > 0) - LogInfo("{0}: {1} - {2}", fnd.CommandName, fnd.CommandDesc, fnd.CommandArgs.ToSingular()); - else - LogInfo("{0}: {1}", fnd.CommandName, fnd.CommandDesc); - } - } - else - LogInfo("Commands: " + Command.RegisteredCommands.Select(x => x.CommandName).ToSingular()); - } - - #region Logging - - public static void Log(object o, params object[] format) - { - if (format.Length > 0) - { - if (format[0] is bool) - { - if ((bool)format[0] == false) - { - //suppress logging to file - Console.WriteLine("[{0}] {1}", System.DateTime.Now.ToLongTimeString(), String.Format(o.ToString(), format)); - return; - } - } - } - string toLog = string.Format("[{0}] {1}", System.DateTime.Now.ToLongTimeString(), String.Format(o.ToString(), format)); - Console.WriteLine(toLog); - - if (!disableLogging) - { - LogStream.WriteLine(toLog); - LogStream.Flush(); - } - } - - public static void LogColour(ConsoleColor c, object o, params object[] format) - { - Console.ForegroundColor = c; - Log(o.ToString(), format); - Console.ForegroundColor = ConsoleColor.Gray; - } - - public static void LogInfo(object o, params object[] format) - { - Console.ForegroundColor = ConsoleColor.Yellow; - Log(o.ToString(), format); - Console.ForegroundColor = ConsoleColor.Gray; - } - - public static void LogError(object o, params object[] format) - { - Console.ForegroundColor = ConsoleColor.Red; - Log(o.ToString(), format); - Console.ForegroundColor = ConsoleColor.Gray; - } - - public static void LogDebug(object o, params object[] format) - { - if (!debug) - return; - Console.ForegroundColor = ConsoleColor.DarkYellow; - Log(o.ToString(), format); - Console.ForegroundColor = ConsoleColor.Gray; - } - - public static void LogValueNotSpecified() - { - LogError("<value> must be specified"); - } - - public static void LogObjectValueNotSpecified() - { - LogError("<object> and <value> must be specified"); - } - - public static void LogValueInvalid() - { - LogError("<value> is invalid"); - } - - public static void LogObjectInvalid() - { - LogError("<object> is invalid"); - } - - public static void LogValueNotInt32() - { - LogError("<value> must be a whole number (Int32)"); - } - - #endregion - } -} -======= -using System; -using System.CodeDom.Compiler; -using System.Collections.Generic; -using System.ComponentModel; -using System.IO; -using System.Linq; -using System.Reflection; -using System.Reflection.Emit; -using System.Text; -using System.Threading; -using System.Threading.Tasks; -using System.Windows.Forms; -using Microsoft.CSharp; -using Microsoft.Xna.Framework; -using Microsoft.Xna.Framework.Graphics; -using Microsoft.Xna.Framework.Input; -using StardewModdingAPI.Inheritance; -using StardewModdingAPI.Inheritance.Menus; -using StardewValley; -using StardewValley.Menus; -using StardewValley.Minigames; -using StardewValley.Network; -using StardewValley.Tools; -using Keys = Microsoft.Xna.Framework.Input.Keys; -using Object = StardewValley.Object; - -namespace StardewModdingAPI -{ - public class Program - { - public static string ExecutionPath { get; private set; } - public static string DataPath = Path.Combine(Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), "StardewValley")); - public static List<string> ModPaths = new List<string>(); - public static List<string> ModContentPaths = new List<string>(); - public static string LogPath = Path.Combine(Path.Combine(Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), "StardewValley")), "ErrorLogs"); - public static string CurrentLog { get; private set; } - public static StreamWriter LogStream { get; private set; } - - public static Texture2D DebugPixel { get; private set; } - - public static SGame gamePtr; - public static bool ready; - - public static Assembly StardewAssembly; - public static Type StardewProgramType; - public static FieldInfo StardewGameInfo; - public static Form StardewForm; - - public static Thread gameThread; - public static Thread consoleInputThread; - - public const string Version = "0.36 Alpha"; - public const bool debug = true; - public static bool disableLogging { get; private set; } - - ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// - - [STAThread] - private static void Main(string[] args) - { - Console.Title = "Stardew Modding API Console"; - - Console.Title += " - Version " + Version; - if (debug) - Console.Title += " - DEBUG IS NOT FALSE, AUTHOUR NEEDS TO REUPLOAD THIS VERSION"; - - //TODO: Have an app.config and put the paths inside it so users can define locations to load mods from - ExecutionPath = Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location); - ModPaths.Add(Path.Combine(Path.Combine(Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), "StardewValley")), "Mods")); - ModPaths.Add(Path.Combine(ExecutionPath, "Mods")); - ModPaths.Add(Path.Combine(Path.Combine(ExecutionPath, "Mods"), "Content")); - ModContentPaths.Add(Path.Combine(Path.Combine(Path.Combine(Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), "StardewValley")), "Mods"), "Content")); - - //Checks that all defined modpaths exist as directories - foreach (string ModPath in ModPaths) - { - try - { - if (File.Exists(ModPath)) - File.Delete(ModPath); - if (!Directory.Exists(ModPath)) - Directory.CreateDirectory(ModPath); - } - catch (Exception ex) - { - - LogError("Could not create a missing ModPath: " + ModPath + "\n\n" + ex); - } - } - //Same for content - foreach (string ModContentPath in ModContentPaths) - { - try - { - if (!Directory.Exists(ModContentPath)) - Directory.CreateDirectory(ModContentPath); - } - catch (Exception ex) - { - LogError("Could not create a missing ModContentPath: " + ModContentPath + "\n\n" + ex); + StardewGameInfo.SetValue(StardewProgramType, gamePtr); + gamePtr.Run(); } } - //And then make sure we have an errorlog dir - try - { - if (!Directory.Exists(LogPath)) - Directory.CreateDirectory(LogPath); - } - catch (Exception ex) - { - LogError("Could not create the missing ErrorLogs path: " + LogPath + "\n\n" + ex); - } - - //Define the path to the current log file - CurrentLog = LogPath + "\\MODDED_ProgramLog_LATEST"/* + System.DateTime.Now.Ticks + */ + ".txt"; - - Log(ExecutionPath, false); - - //Create a writer to the log file - try - { - LogStream = new StreamWriter(CurrentLog, false); - } - catch (Exception ex) - { - disableLogging = true; - LogError("Could not initialize LogStream - Logging is disabled"); - } - - - LogInfo("Initializing SDV Assembly..."); - if (!File.Exists(ExecutionPath + "\\Stardew Valley.exe")) - { - //If the api isn't next to SDV.exe then terminate. Though it'll crash before we even get here w/o sdv.exe. Perplexing. - LogError("Could not find: " + ExecutionPath + "\\Stardew Valley.exe"); - LogError("The API will now terminate."); - Console.ReadKey(); - Environment.Exit(-4); - } - - //Load in that assembly. Also, ignore security :D - StardewAssembly = Assembly.UnsafeLoadFrom(ExecutionPath + "\\Stardew Valley.exe"); - StardewProgramType = StardewAssembly.GetType("StardewValley.Program", true); - StardewGameInfo = StardewProgramType.GetField("gamePtr"); - - //Change the game's version - LogInfo("Injecting New SDV Version..."); - Game1.version += "-Z_MODDED | SMAPI " + Version; - - //Create the thread for the game to run in. - gameThread = new Thread(RunGame); - LogInfo("Starting SDV..."); - gameThread.Start(); - - //I forget. - SGame.GetStaticFields(); - - while (!ready) - { - //Wait for the game to load up - } - - //SDV is running - Log("SDV Loaded Into Memory"); - - //Create definition to listen for input - LogInfo("Initializing Console Input Thread..."); - consoleInputThread = new Thread(ConsoleInputThread); - - //The only command in the API (at least it should be, for now) - Command.RegisterCommand("help", "Lists all commands | 'help <cmd>' returns command description").CommandFired += help_CommandFired; - //Command.RegisterCommand("crash", "crashes sdv").CommandFired += delegate { Game1.player.draw(null); }; - - //Subscribe to events - Events.KeyPressed += Events_KeyPressed; - Events.LoadContent += Events_LoadContent; - //Events.MenuChanged += Events_MenuChanged; //Idk right now - if (debug) - { - //Experimental - //Events.LocationsChanged += Events_LocationsChanged; - //Events.CurrentLocationChanged += Events_CurrentLocationChanged; - } - - //Do tweaks using winforms invoke because I'm lazy - LogInfo("Applying Final SDV Tweaks..."); - StardewInvoke(() => - { - gamePtr.IsMouseVisible = false; - gamePtr.Window.Title = "Stardew Valley - Version " + Game1.version; - StardewForm.Resize += Events.InvokeResize; - }); - - //Game's in memory now, send the event - LogInfo("Game Loaded"); - Events.InvokeGameLoaded(); - - LogColour(ConsoleColor.Cyan, "Type 'help' for help, or 'help <cmd>' for a command's usage"); - //Begin listening to input - consoleInputThread.Start(); - - - while (ready) - { - //Check if the game is still running 10 times a second - Thread.Sleep(1000 / 10); - } - - //abort the thread, we're closing - if (consoleInputThread != null && consoleInputThread.ThreadState == ThreadState.Running) - consoleInputThread.Abort(); - - LogInfo("Game Execution Finished"); - LogInfo("Shutting Down..."); - Thread.Sleep(100); - /* - int time = 0; - int step = 100; - int target = 1000; - while (true) - { - time += step; - Thread.Sleep(step); - - Console.Write("."); - - if (time >= target) - break; - } - */ - Environment.Exit(0); - } - - - - ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// - - - - public static void RunGame() - { - //Does this even do anything??? - Application.ThreadException += Application_ThreadException; - Application.SetUnhandledExceptionMode(UnhandledExceptionMode.CatchException); - AppDomain.CurrentDomain.UnhandledException += CurrentDomain_UnhandledException; - //I've yet to see it called :| - - try - { - gamePtr = new SGame(); - LogInfo("Patching SDV Graphics Profile..."); - Game1.graphics.GraphicsProfile = GraphicsProfile.HiDef; - LoadMods(); - - StardewForm = Control.FromHandle(Program.gamePtr.Window.Handle).FindForm(); - StardewForm.Closing += StardewForm_Closing; - StardewGameInfo.SetValue(StardewProgramType, gamePtr); - - ready = true; - - gamePtr.Run(); - } catch (Exception ex) { LogError("Game failed to start: " + ex); @@ -874,6 +362,8 @@ namespace StardewModdingAPI { foreach (String s in Directory.GetFiles(ModPath, "*.dll")) { + if (s.Contains("StardewInjector")) + continue; LogColour(ConsoleColor.Green, "Found DLL: " + s); try { @@ -912,7 +402,7 @@ namespace StardewModdingAPI } } - static void Events_LoadContent(object sender, EventArgs e) + static void Events_LoadContent(object o, EventArgs e) { LogInfo("Initializing Debug Assets..."); DebugPixel = new Texture2D(Game1.graphics.GraphicsDevice, 1, 1); @@ -945,7 +435,7 @@ namespace StardewModdingAPI Command.CallCommand("load"); } - static void Events_KeyPressed(object key, EventArgs e) + static void Events_KeyPressed(object o, EventArgsKeyPressed e) { } @@ -998,12 +488,11 @@ namespace StardewModdingAPI File.WriteAllText(Program.LogPath + "\\MODDED_ErrorLog_" + Extensions.Random.Next(100000000, 999999999) + ".txt", e.Exception.ToString()); } - static void help_CommandFired(object sender, EventArgs e) + static void help_CommandFired(object o, EventArgsCommand e) { - Command cmd = sender as Command; - if (cmd.CalledArgs.Length > 0) + if (e.Command.CalledArgs.Length > 0) { - Command fnd = Command.FindCommand(cmd.CalledArgs[0]); + Command fnd = Command.FindCommand(e.Command.CalledArgs[0]); if (fnd == null) LogError("The command specified could not be found"); else @@ -1101,5 +590,4 @@ namespace StardewModdingAPI #endregion } -} ->>>>>>> origin/master +}
\ No newline at end of file diff --git a/StardewModdingAPI/StardewModdingAPI.csproj b/StardewModdingAPI/StardewModdingAPI.csproj index 79747b7e..3e39ce98 100644 --- a/StardewModdingAPI/StardewModdingAPI.csproj +++ b/StardewModdingAPI/StardewModdingAPI.csproj @@ -1,4 +1,3 @@ -<<<<<<< HEAD <?xml version="1.0" encoding="utf-8"?> <Project ToolsVersion="12.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> <Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" /> @@ -52,108 +51,6 @@ <Reference Include="Microsoft.Xna.Framework.Game, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553, processorArchitecture=x86" /> <Reference Include="Microsoft.Xna.Framework.Graphics, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553, processorArchitecture=x86" /> <Reference Include="Microsoft.Xna.Framework.Xact, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553, processorArchitecture=x86" /> - <Reference Include="Stardew Valley"> - <HintPath>Z:\Games\Stardew Valley\Stardew Valley.exe</HintPath> - </Reference> - <Reference Include="System" /> - <Reference Include="System.Core" /> - <Reference Include="System.Drawing" /> - <Reference Include="System.Windows.Forms" /> - <Reference Include="System.Xml.Linq" /> - <Reference Include="System.Data.DataSetExtensions" /> - <Reference Include="Microsoft.CSharp" /> - <Reference Include="System.Data" /> - <Reference Include="System.Xml" /> - <Reference Include="xTile"> - <HintPath>Z:\Games\Stardew Valley\xTile.dll</HintPath> - </Reference> - </ItemGroup> - <ItemGroup> - <Compile Include="Command.cs" /> - <Compile Include="Events.cs" /> - <Compile Include="Extensions.cs" /> - <Compile Include="Inheritance\Menus\SBobberBar.cs" /> - <Compile Include="Inheritance\Menus\SGameMenu.cs" /> - <Compile Include="Inheritance\Menus\SInventoryPage.cs" /> - <Compile Include="Inheritance\Minigames\SMinigameBase.cs" /> - <Compile Include="Inheritance\SGameLocation.cs" /> - <Compile Include="Inheritance\SObject.cs" /> - <Compile Include="Mod.cs" /> - <Compile Include="ModItem.cs" /> - <Compile Include="Program.cs" /> - <Compile Include="Properties\AssemblyInfo.cs" /> - <Compile Include="Inheritance\SGame.cs" /> - </ItemGroup> - <ItemGroup> - <None Include="App.config" /> - </ItemGroup> - <ItemGroup> - <Content Include="icon.ico" /> - <Content Include="steam_appid.txt"> - <CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory> - </Content> - </ItemGroup> - <Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" /> - <PropertyGroup> - <PostBuildEvent>copy /y "$(SolutionDir)$(ProjectName)\$(OutDir)StardewModdingAPI.exe" "$(SolutionDir)Release\"</PostBuildEvent> - </PropertyGroup> -======= -<?xml version="1.0" encoding="utf-8"?> -<Project ToolsVersion="12.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> - <Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" /> - <PropertyGroup> - <Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration> - <Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform> - <ProjectGuid>{F1A573B0-F436-472C-AE29-0B91EA6B9F8F}</ProjectGuid> - <OutputType>Exe</OutputType> - <AppDesignerFolder>Properties</AppDesignerFolder> - <RootNamespace>StardewModdingAPI</RootNamespace> - <AssemblyName>StardewModdingAPI</AssemblyName> - <TargetFrameworkVersion>v4.5</TargetFrameworkVersion> - <FileAlignment>512</FileAlignment> - <SccProjectName>SAK</SccProjectName> - <SccLocalPath>SAK</SccLocalPath> - <SccAuxPath>SAK</SccAuxPath> - <SccProvider>SAK</SccProvider> - </PropertyGroup> - <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' "> - <PlatformTarget>AnyCPU</PlatformTarget> - <DebugSymbols>true</DebugSymbols> - <DebugType>full</DebugType> - <Optimize>false</Optimize> - <OutputPath>bin\Debug\</OutputPath> - <DefineConstants>DEBUG;TRACE</DefineConstants> - <ErrorReport>prompt</ErrorReport> - <WarningLevel>4</WarningLevel> - </PropertyGroup> - <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' "> - <PlatformTarget>AnyCPU</PlatformTarget> - <DebugType>pdbonly</DebugType> - <Optimize>true</Optimize> - <OutputPath>bin\Release\</OutputPath> - <DefineConstants>TRACE</DefineConstants> - <ErrorReport>prompt</ErrorReport> - <WarningLevel>4</WarningLevel> - </PropertyGroup> - <PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'Debug|x86'"> - <PlatformTarget>x86</PlatformTarget> - <OutputPath>bin\x86\Debug\</OutputPath> - </PropertyGroup> - <PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'Release|x86'"> - <PlatformTarget>x86</PlatformTarget> - <OutputPath>bin\x86\Release\</OutputPath> - </PropertyGroup> - <PropertyGroup> - <ApplicationIcon>icon.ico</ApplicationIcon> - </PropertyGroup> - <ItemGroup> - <Reference Include="Microsoft.QualityTools.Testing.Fakes, Version=12.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a, processorArchitecture=MSIL"> - <Private>False</Private> - </Reference> - <Reference Include="Microsoft.Xna.Framework, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553, processorArchitecture=x86" /> - <Reference Include="Microsoft.Xna.Framework.Game, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553, processorArchitecture=x86" /> - <Reference Include="Microsoft.Xna.Framework.Graphics, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553, processorArchitecture=x86" /> - <Reference Include="Microsoft.Xna.Framework.Xact, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553, processorArchitecture=x86" /> <Reference Include="Stardew Valley, Version=1.0.5900.38427, Culture=neutral, processorArchitecture=x86"> <SpecificVersion>False</SpecificVersion> <HintPath>..\..\..\..\..\..\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Stardew Valley.exe</HintPath> @@ -205,7 +102,6 @@ <PropertyGroup> <PostBuildEvent>copy /y "$(SolutionDir)$(ProjectName)\$(OutDir)StardewModdingAPI.exe" "$(SolutionDir)Release\"</PostBuildEvent> </PropertyGroup> ->>>>>>> origin/master <!-- To modify your build process, add your task inside one of the targets below and uncomment it. Other similar extension points exist, see Microsoft.Common.targets. <Target Name="BeforeBuild"> diff --git a/StardewModdingAPI/obj/x86/Debug/StardewModdingAPI.csproj.FileListAbsolute.txt b/StardewModdingAPI/obj/x86/Debug/StardewModdingAPI.csproj.FileListAbsolute.txt index ec8294d3..f3d2ad4d 100644 --- a/StardewModdingAPI/obj/x86/Debug/StardewModdingAPI.csproj.FileListAbsolute.txt +++ b/StardewModdingAPI/obj/x86/Debug/StardewModdingAPI.csproj.FileListAbsolute.txt @@ -1,4 +1,3 @@ -<<<<<<< HEAD C:\Users\Zoryn\Documents\Visual Studio 2013\Projects\StardewModdingAPI\StardewModdingAPI\bin\x86\Debug\Stardew Valley.exe C:\Users\Zoryn\Documents\Visual Studio 2013\Projects\StardewModdingAPI\StardewModdingAPI\bin\x86\Debug\xTile.dll C:\Users\Zoryn\Documents\Visual Studio 2013\Projects\StardewModdingAPI\StardewModdingAPI\bin\x86\Debug\Lidgren.Network.dll @@ -35,50 +34,12 @@ C:\Users\zoryn\Documents\GitHub\SMAPI\StardewModdingAPI\bin\x86\Debug\StardewMod C:\Users\zoryn\Documents\GitHub\SMAPI\StardewModdingAPI\bin\x86\Debug\steam_appid.txt C:\Users\zoryn\Documents\GitHub\SMAPI\StardewModdingAPI\bin\x86\Debug\StardewModdingAPI.exe C:\Users\zoryn\Documents\GitHub\SMAPI\StardewModdingAPI\bin\x86\Debug\StardewModdingAPI.pdb -C:\Users\zoryn\Documents\GitHub\SMAPI\StardewModdingAPI\bin\x86\Debug\Stardew Valley.exe -C:\Users\zoryn\Documents\GitHub\SMAPI\StardewModdingAPI\bin\x86\Debug\xTile.dll -C:\Users\zoryn\Documents\GitHub\SMAPI\StardewModdingAPI\bin\x86\Debug\Lidgren.Network.dll -C:\Users\zoryn\Documents\GitHub\SMAPI\StardewModdingAPI\bin\x86\Debug\Steamworks.NET.dll C:\Users\zoryn\Documents\GitHub\SMAPI\StardewModdingAPI\obj\x86\Debug\StardewModdingAPI.csprojResolveAssemblyReference.cache C:\Users\zoryn\Documents\GitHub\SMAPI\StardewModdingAPI\obj\x86\Debug\StardewModdingAPI.exe C:\Users\zoryn\Documents\GitHub\SMAPI\StardewModdingAPI\obj\x86\Debug\StardewModdingAPI.pdb -======= -C:\Users\Zoryn\Documents\Visual Studio 2013\Projects\StardewModdingAPI\StardewModdingAPI\bin\x86\Debug\Stardew Valley.exe -C:\Users\Zoryn\Documents\Visual Studio 2013\Projects\StardewModdingAPI\StardewModdingAPI\bin\x86\Debug\xTile.dll -C:\Users\Zoryn\Documents\Visual Studio 2013\Projects\StardewModdingAPI\StardewModdingAPI\bin\x86\Debug\Lidgren.Network.dll -C:\Users\Zoryn\Documents\Visual Studio 2013\Projects\StardewModdingAPI\StardewModdingAPI\bin\x86\Debug\Steamworks.NET.dll -C:\Users\Zoryn\Documents\Visual Studio 2013\Projects\StardewModdingAPI\StardewModdingAPI\obj\x86\Debug\StardewModdingAPI.csprojResolveAssemblyReference.cache -C:\Users\Zoryn\Documents\Visual Studio 2013\Projects\StardewModdingAPI\StardewModdingAPI\bin\x86\Debug\WindowsGame1.exe -C:\Users\Zoryn\Documents\Visual Studio 2013\Projects\StardewModdingAPI\StardewModdingAPI\bin\x86\Debug\WindowsGame1.pdb -C:\Users\Zoryn\Documents\Visual Studio 2013\Projects\StardewModdingAPI\StardewModdingAPI\bin\x86\Debug\StardewModdingAPI.exe.config -C:\Users\Zoryn\Documents\Visual Studio 2013\Projects\StardewModdingAPI\StardewModdingAPI\bin\x86\Debug\StardewModdingAPI.exe -C:\Users\Zoryn\Documents\Visual Studio 2013\Projects\StardewModdingAPI\StardewModdingAPI\bin\x86\Debug\StardewModdingAPI.pdb -C:\Users\Zoryn\Documents\Visual Studio 2013\Projects\StardewModdingAPI\StardewModdingAPI\obj\x86\Debug\StardewModdingAPI.exe -C:\Users\Zoryn\Documents\Visual Studio 2013\Projects\StardewModdingAPI\StardewModdingAPI\obj\x86\Debug\StardewModdingAPI.pdb -C:\Users\Zoryn\Documents\Visual Studio 2013\Projects\StardewModdingAPI\StardewModdingAPI\bin\x86\Debug\Stardew Valley.pdb -C:\Users\zoryn\Desktop\SDV\StardewModdingAPI\StardewModdingAPI\bin\x86\Debug\StardewModdingAPI.exe.config -C:\Users\zoryn\Desktop\SDV\StardewModdingAPI\StardewModdingAPI\obj\x86\Debug\StardewModdingAPI.exe -C:\Users\zoryn\Desktop\SDV\StardewModdingAPI\StardewModdingAPI\obj\x86\Debug\StardewModdingAPI.pdb -C:\Users\zoryn\Desktop\SDV\StardewModdingAPI\StardewModdingAPI\bin\x86\Debug\StardewModdingAPI.exe -C:\Users\zoryn\Desktop\SDV\StardewModdingAPI\StardewModdingAPI\bin\x86\Debug\StardewModdingAPI.pdb -C:\Users\zoryn\Desktop\SDV\StardewModdingAPI\StardewModdingAPI\bin\x86\Debug\Stardew Valley.exe -C:\Users\zoryn\Desktop\SDV\StardewModdingAPI\StardewModdingAPI\bin\x86\Debug\WindowsGame1.exe -C:\Users\zoryn\Desktop\SDV\StardewModdingAPI\StardewModdingAPI\bin\x86\Debug\xTile.dll -C:\Users\zoryn\Desktop\SDV\StardewModdingAPI\StardewModdingAPI\bin\x86\Debug\Lidgren.Network.dll -C:\Users\zoryn\Desktop\SDV\StardewModdingAPI\StardewModdingAPI\bin\x86\Debug\Steamworks.NET.dll -C:\Users\zoryn\Desktop\SDV\StardewModdingAPI\StardewModdingAPI\bin\x86\Debug\WindowsGame1.pdb -C:\Users\zoryn\Desktop\SDV\StardewModdingAPI\StardewModdingAPI\obj\x86\Debug\StardewModdingAPI.csprojResolveAssemblyReference.cache -C:\TFSource\Master-Collection\StardewModdingAPI\StardewModdingAPI\bin\x86\Debug\steam_appid.txt -C:\TFSource\Master-Collection\StardewModdingAPI\StardewModdingAPI\bin\x86\Debug\StardewModdingAPI.exe.config -C:\TFSource\Master-Collection\StardewModdingAPI\StardewModdingAPI\bin\x86\Debug\StardewModdingAPI.exe -C:\TFSource\Master-Collection\StardewModdingAPI\StardewModdingAPI\bin\x86\Debug\StardewModdingAPI.pdb -C:\TFSource\Master-Collection\StardewModdingAPI\StardewModdingAPI\obj\x86\Debug\StardewModdingAPI.exe -C:\TFSource\Master-Collection\StardewModdingAPI\StardewModdingAPI\obj\x86\Debug\StardewModdingAPI.pdb -C:\TFSource\Master-Collection\StardewModdingAPI\StardewModdingAPI\obj\x86\Debug\StardewModdingAPI.csprojResolveAssemblyReference.cache Z:\Projects\C#\SMAPI\StardewModdingAPI\obj\x86\Debug\StardewModdingAPI.exe Z:\Projects\C#\SMAPI\StardewModdingAPI\obj\x86\Debug\StardewModdingAPI.pdb Z:\Projects\C#\SMAPI\StardewModdingAPI\bin\x86\Debug\steam_appid.txt Z:\Projects\C#\SMAPI\StardewModdingAPI\bin\x86\Debug\StardewModdingAPI.exe.config Z:\Projects\C#\SMAPI\StardewModdingAPI\bin\x86\Debug\StardewModdingAPI.exe Z:\Projects\C#\SMAPI\StardewModdingAPI\bin\x86\Debug\StardewModdingAPI.pdb ->>>>>>> origin/master |