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-rw-r--r--src/SMAPI/Framework/SGame.cs1192
1 files changed, 555 insertions, 637 deletions
diff --git a/src/SMAPI/Framework/SGame.cs b/src/SMAPI/Framework/SGame.cs
index be98aeb1..182b90fc 100644
--- a/src/SMAPI/Framework/SGame.cs
+++ b/src/SMAPI/Framework/SGame.cs
@@ -1,6 +1,6 @@
using System;
-using System.Collections;
using System.Collections.Generic;
+using System.Collections.ObjectModel;
using System.Diagnostics.CodeAnalysis;
using System.Linq;
using System.Text;
@@ -13,6 +13,8 @@ using StardewModdingAPI.Events;
using StardewModdingAPI.Framework.Events;
using StardewModdingAPI.Framework.Input;
using StardewModdingAPI.Framework.Reflection;
+using StardewModdingAPI.Framework.StateTracking;
+using StardewModdingAPI.Framework.StateTracking.FieldWatchers;
using StardewModdingAPI.Framework.Utilities;
using StardewValley;
using StardewValley.BellsAndWhistles;
@@ -20,7 +22,9 @@ using StardewValley.Locations;
using StardewValley.Menus;
using StardewValley.Tools;
using xTile.Dimensions;
+using xTile.Layers;
using SFarmer = StardewValley.Farmer;
+using SObject = StardewValley.Object;
namespace StardewModdingAPI.Framework
{
@@ -49,6 +53,9 @@ namespace StardewModdingAPI.Framework
/// <summary>Manages SMAPI events for mods.</summary>
private readonly EventManager Events;
+ /// <summary>Manages input visible to the game.</summary>
+ private SInputState Input => (SInputState)Game1.input;
+
/// <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
@@ -59,6 +66,9 @@ namespace StardewModdingAPI.Framework
/// <remarks>Skipping a few frames ensures the game finishes initialising the world before mods try to change it.</remarks>
private int AfterLoadTimer = 5;
+ /// <summary>Whether the after-load events were raised for this session.</summary>
+ private bool RaisedAfterLoadEvent;
+
/// <summary>Whether the game is returning to the menu.</summary>
private bool IsExitingToTitle;
@@ -71,53 +81,26 @@ namespace StardewModdingAPI.Framework
/****
** Game state
****/
- /// <summary>The player input as of the previous tick.</summary>
- private InputState PreviousInput = new InputState();
-
- /// <summary>The window size value at last check.</summary>
- private Point PreviousWindowSize;
-
- /// <summary>The save ID at last check.</summary>
- private ulong PreviousSaveID;
-
- /// <summary>A hash of <see cref="Game1.locations"/> at last check.</summary>
- private int PreviousGameLocations;
-
- /// <summary>A hash of the current location's <see cref="GameLocation.objects"/> at last check.</summary>
- private int PreviousLocationObjects;
-
- /// <summary>The player's inventory at last check.</summary>
- private IDictionary<Item, int> PreviousItems;
-
- /// <summary>The player's combat skill level at last check.</summary>
- private int PreviousCombatLevel;
+ /// <summary>The underlying watchers for convenience. These are accessible individually as separate properties.</summary>
+ private readonly List<IWatcher> Watchers = new List<IWatcher>();
- /// <summary>The player's farming skill level at last check.</summary>
- private int PreviousFarmingLevel;
+ /// <summary>Tracks changes to the window size.</summary>
+ private readonly IValueWatcher<Point> WindowSizeWatcher;
- /// <summary>The player's fishing skill level at last check.</summary>
- private int PreviousFishingLevel;
+ /// <summary>Tracks changes to the current player.</summary>
+ private PlayerTracker CurrentPlayerTracker;
- /// <summary>The player's foraging skill level at last check.</summary>
- private int PreviousForagingLevel;
+ /// <summary>Tracks changes to the time of day (in 24-hour military format).</summary>
+ private readonly IValueWatcher<int> TimeWatcher;
- /// <summary>The player's mining skill level at last check.</summary>
- private int PreviousMiningLevel;
+ /// <summary>Tracks changes to the save ID.</summary>
+ private readonly IValueWatcher<ulong> SaveIdWatcher;
- /// <summary>The player's luck skill level at last check.</summary>
- private int PreviousLuckLevel;
+ /// <summary>Tracks changes to the location list.</summary>
+ private readonly ICollectionWatcher<GameLocation> LocationsWatcher;
- /// <summary>The player's location at last check.</summary>
- private GameLocation PreviousGameLocation;
-
- /// <summary>The active game menu at last check.</summary>
- private IClickableMenu PreviousActiveMenu;
-
- /// <summary>The mine level at last check.</summary>
- private int PreviousMineLevel;
-
- /// <summary>The time of day (in 24-hour military format) at last check.</summary>
- private int PreviousTime;
+ /// <summary>Tracks changes to <see cref="Game1.activeClickableMenu"/>.</summary>
+ private readonly IValueWatcher<IClickableMenu> ActiveMenuWatcher;
/// <summary>The previous content locale.</summary>
private LocalizedContentManager.LanguageCode? PreviousLocale;
@@ -131,15 +114,11 @@ namespace StardewModdingAPI.Framework
/// <summary>A callback to invoke after the game finishes initialising.</summary>
private readonly Action OnGameInitialised;
- /****
- ** Private wrappers
- ****/
- /// <summary>Simplifies access to private game code.</summary>
- private static Reflector Reflection;
+ /// <summary>A callback to invoke when the game exits.</summary>
+ private readonly Action OnGameExiting;
- // ReSharper disable ArrangeStaticMemberQualifier, ArrangeThisQualifier, InconsistentNaming
- private static StringBuilder _debugStringBuilder => SGame.Reflection.GetField<StringBuilder>(typeof(Game1), nameof(_debugStringBuilder)).GetValue();
- // ReSharper restore ArrangeStaticMemberQualifier, ArrangeThisQualifier, InconsistentNaming
+ /// <summary>Simplifies access to private game code.</summary>
+ private readonly Reflector Reflection;
/*********
@@ -160,19 +139,48 @@ namespace StardewModdingAPI.Framework
/// <param name="reflection">Simplifies access to private game code.</param>
/// <param name="eventManager">Manages SMAPI events for mods.</param>
/// <param name="onGameInitialised">A callback to invoke after the game finishes initialising.</param>
- internal SGame(IMonitor monitor, Reflector reflection, EventManager eventManager, Action onGameInitialised)
+ /// <param name="onGameExiting">A callback to invoke when the game exits.</param>
+ internal SGame(IMonitor monitor, Reflector reflection, EventManager eventManager, Action onGameInitialised, Action onGameExiting)
{
- // initialise
+ // init XNA
+ Game1.graphics.GraphicsProfile = GraphicsProfile.HiDef;
+
+ // init SMAPI
this.Monitor = monitor;
this.Events = eventManager;
this.FirstUpdate = true;
- SGame.Reflection = reflection;
+ this.Reflection = reflection;
this.OnGameInitialised = onGameInitialised;
+ this.OnGameExiting = onGameExiting;
if (this.ContentCore == null) // shouldn't happen since CreateContentManager is called first, but let's init here just in case
- this.ContentCore = new ContentCore(this.Content.ServiceProvider, this.Content.RootDirectory, Thread.CurrentThread.CurrentUICulture, null, this.Monitor, reflection);
+ this.ContentCore = new ContentCore(this.Content.ServiceProvider, this.Content.RootDirectory, Thread.CurrentThread.CurrentUICulture, this.Monitor, reflection);
+ Game1.input = new SInputState();
+
+ // init watchers
+ Game1.locations = new ObservableCollection<GameLocation>();
+ this.SaveIdWatcher = WatcherFactory.ForEquatable(() => Game1.hasLoadedGame ? Game1.uniqueIDForThisGame : 0);
+ this.WindowSizeWatcher = WatcherFactory.ForEquatable(() => new Point(Game1.viewport.Width, Game1.viewport.Height));
+ this.TimeWatcher = WatcherFactory.ForEquatable(() => Game1.timeOfDay);
+ this.ActiveMenuWatcher = WatcherFactory.ForReference(() => Game1.activeClickableMenu);
+ this.LocationsWatcher = WatcherFactory.ForObservableCollection((ObservableCollection<GameLocation>)Game1.locations);
+ this.Watchers.AddRange(new IWatcher[]
+ {
+ this.SaveIdWatcher,
+ this.WindowSizeWatcher,
+ this.TimeWatcher,
+ this.ActiveMenuWatcher,
+ this.LocationsWatcher
+ });
+ }
- // set XNA option required by Stardew Valley
- Game1.graphics.GraphicsProfile = GraphicsProfile.HiDef;
+ /// <summary>Perform cleanup logic when the game exits.</summary>
+ /// <param name="sender">The event sender.</param>
+ /// <param name="args">The event args.</param>
+ /// <remarks>This overrides the logic in <see cref="Game1.exitEvent"/> to let SMAPI clean up before exit.</remarks>
+ protected override void OnExiting(object sender, EventArgs args)
+ {
+ Game1.multiplayer.Disconnect();
+ this.OnGameExiting?.Invoke();
}
/****
@@ -187,7 +195,7 @@ namespace StardewModdingAPI.Framework
// Don't depend on anything being initialised at this point.
if (this.ContentCore == null)
{
- this.ContentCore = new ContentCore(serviceProvider, rootDirectory, Thread.CurrentThread.CurrentUICulture, null, SGame.MonitorDuringInitialisation, SGame.ReflectorDuringInitialisation);
+ this.ContentCore = new ContentCore(serviceProvider, rootDirectory, Thread.CurrentThread.CurrentUICulture, SGame.MonitorDuringInitialisation, SGame.ReflectorDuringInitialisation);
SGame.MonitorDuringInitialisation = null;
}
return this.ContentCore.CreateContentManager("(generated)", rootDirectory);
@@ -209,25 +217,16 @@ namespace StardewModdingAPI.Framework
return;
}
- // While a background new-day task is in progress, the game skips its own update logic
- // and defers to the XNA Update method. Running mod code in parallel to the background
- // update is risky, because data changes can conflict (e.g. collection changed during
- // enumeration errors) and data may change unexpectedly from one mod instruction to the
- // next.
+ // While a background task is in progress, the game may make changes to the game
+ // state while mods are running their code. This is risky, because data changes can
+ // conflict (e.g. collection changed during enumeration errors) and data may change
+ // unexpectedly from one mod instruction to the next.
//
// Therefore we can just run Game1.Update here without raising any SMAPI events. There's
// a small chance that the task will finish after we defer but before the game checks,
// which means technically events should be raised, but the effects of missing one
// update tick are neglible and not worth the complications of bypassing Game1.Update.
- if (Game1._newDayTask != null)
- {
- base.Update(gameTime);
- this.Events.Specialised_UnvalidatedUpdateTick.Raise();
- return;
- }
-
- // game is asynchronously loading a save, block mod events to avoid conflicts
- if (Game1.gameMode == Game1.loadingMode)
+ if (Game1._newDayTask != null || Game1.gameMode == Game1.loadingMode)
{
base.Update(gameTime);
this.Events.Specialised_UnvalidatedUpdateTick.Raise();
@@ -287,6 +286,43 @@ namespace StardewModdingAPI.Framework
if (this.FirstUpdate)
this.OnGameInitialised();
+
+ /*********
+ ** Update context
+ *********/
+ if (Context.IsSaveLoaded && !SaveGame.IsProcessing /*still loading save*/ && this.AfterLoadTimer >= 0)
+ {
+ if (Game1.dayOfMonth != 0) // wait until new-game intro finishes (world not fully initialised yet)
+ this.AfterLoadTimer--;
+ Context.IsWorldReady = this.AfterLoadTimer <= 0;
+ }
+
+ /*********
+ ** Update watchers
+ *********/
+ // reset player
+ if (Context.IsWorldReady)
+ {
+ if (this.CurrentPlayerTracker == null || this.CurrentPlayerTracker.Player != Game1.player)
+ {
+ this.CurrentPlayerTracker?.Dispose();
+ this.CurrentPlayerTracker = new PlayerTracker(Game1.player);
+ }
+ }
+ else
+ {
+ if (this.CurrentPlayerTracker != null)
+ {
+ this.CurrentPlayerTracker.Dispose();
+ this.CurrentPlayerTracker = null;
+ }
+ }
+
+ // update values
+ foreach (IWatcher watcher in this.Watchers)
+ watcher.Update();
+ this.CurrentPlayerTracker?.Update();
+
/*********
** Locale changed events
*********/
@@ -306,19 +342,12 @@ namespace StardewModdingAPI.Framework
/*********
** After load events
*********/
- if (Context.IsSaveLoaded && !SaveGame.IsProcessing /*still loading save*/ && this.AfterLoadTimer >= 0)
+ if (!this.RaisedAfterLoadEvent && Context.IsWorldReady)
{
- if (Game1.dayOfMonth != 0) // wait until new-game intro finishes (world not fully initialised yet)
- this.AfterLoadTimer--;
-
- if (this.AfterLoadTimer == 0)
- {
- this.Monitor.Log($"Context: loaded saved game '{Constants.SaveFolderName}', starting {Game1.currentSeason} {Game1.dayOfMonth} Y{Game1.year}.", LogLevel.Trace);
- Context.IsWorldReady = true;
-
- this.Events.Save_AfterLoad.Raise();
- this.Events.Time_AfterDayStarted.Raise();
- }
+ this.RaisedAfterLoadEvent = true;
+ this.Monitor.Log($"Context: loaded saved game '{Constants.SaveFolderName}', starting {Game1.currentSeason} {Game1.dayOfMonth} Y{Game1.year}.", LogLevel.Trace);
+ this.Events.Save_AfterLoad.Raise();
+ this.Events.Time_AfterDayStarted.Raise();
}
/*********
@@ -345,11 +374,12 @@ namespace StardewModdingAPI.Framework
// event because we need to notify mods after the game handles the resize, so the
// game's metadata (like Game1.viewport) are updated. That's a bit complicated
// since the game adds & removes its own handler on the fly.
- if (Game1.viewport.Width != this.PreviousWindowSize.X || Game1.viewport.Height != this.PreviousWindowSize.Y)
+ if (this.WindowSizeWatcher.IsChanged)
{
- Point size = new Point(Game1.viewport.Width, Game1.viewport.Height);
+ if (this.VerboseLogging)
+ this.Monitor.Log($"Context: window size changed to {this.WindowSizeWatcher.CurrentValue}.", LogLevel.Trace);
this.Events.Graphics_Resize.Raise();
- this.PreviousWindowSize = size;
+ this.WindowSizeWatcher.Reset();
}
/*********
@@ -357,111 +387,95 @@ namespace StardewModdingAPI.Framework
*********/
if (Game1.game1.IsActive)
{
- // get input state
- InputState inputState;
- try
- {
- inputState = InputState.GetState(this.PreviousInput);
- }
- catch (InvalidOperationException) // GetState() may crash for some players if window doesn't have focus but game1.IsActive == true
- {
- inputState = this.PreviousInput;
- }
+ SInputState previousInputState = this.Input.Clone();
+ SInputState inputState = this.Input;
+ inputState.TrueUpdate();
- // get cursor position
- ICursorPosition cursor;
+ // raise events
+ bool isChatInput = Game1.IsChatting || (Context.IsMultiplayer && Context.IsWorldReady && Game1.activeClickableMenu == null && Game1.currentMinigame == null && inputState.IsAnyDown(Game1.options.chatButton));
+ if (!isChatInput)
{
- // cursor position
- Vector2 screenPixels = new Vector2(Game1.getMouseX(), Game1.getMouseY());
- Vector2 tile = new Vector2((int)((Game1.viewport.X + screenPixels.X) / Game1.tileSize), (int)((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);
- }
-
- // raise input events
- foreach (var pair in inputState.ActiveButtons)
- {
- SButton button = pair.Key;
- InputStatus status = pair.Value;
-
- if (status == InputStatus.Pressed)
+ // get cursor position
+ ICursorPosition cursor;
{
- this.Events.Input_ButtonPressed.Raise(new EventArgsInput(button, cursor, button.IsActionButton(), button.IsUseToolButton()));
-
- // legacy events
- if (button.TryGetKeyboard(out Keys key))
- {
- if (key != Keys.None)
- this.Events.Control_KeyPressed.Raise(new EventArgsKeyPressed(key));
- }
- else if (button.TryGetController(out Buttons controllerButton))
- {
- if (controllerButton == Buttons.LeftTrigger || controllerButton == Buttons.RightTrigger)
- this.Events.Control_ControllerTriggerPressed.Raise(new EventArgsControllerTriggerPressed(PlayerIndex.One, controllerButton, controllerButton == Buttons.LeftTrigger ? inputState.ControllerState.Triggers.Left : inputState.ControllerState.Triggers.Right));
- else
- this.Events.Control_ControllerButtonPressed.Raise(new EventArgsControllerButtonPressed(PlayerIndex.One, controllerButton));
- }
+ // cursor position
+ Vector2 screenPixels = new Vector2(Game1.getMouseX(), Game1.getMouseY());
+ Vector2 tile = new Vector2((int)((Game1.viewport.X + screenPixels.X) / Game1.tileSize), (int)((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);
}
- else if (status == InputStatus.Released)
+
+ // raise input events
+ foreach (var pair in inputState.ActiveButtons)
{
- this.Events.Input_ButtonReleased.Raise(new EventArgsInput(button, cursor, button.IsActionButton(), button.IsUseToolButton()));
+ SButton button = pair.Key;
+ InputStatus status = pair.Value;
- // legacy events
- if (button.TryGetKeyboard(out Keys key))
+ if (status == InputStatus.Pressed)
{
- if (key != Keys.None)
- this.Events.Control_KeyReleased.Raise(new EventArgsKeyPressed(key));
+ this.Events.Input_ButtonPressed.Raise(new EventArgsInput(button, cursor, button.IsActionButton(), button.IsUseToolButton(), inputState.SuppressButtons));
+
+ // legacy events
+ if (button.TryGetKeyboard(out Keys key))
+ {
+ if (key != Keys.None)
+ this.Events.Control_KeyPressed.Raise(new EventArgsKeyPressed(key));
+ }
+ else if (button.TryGetController(out Buttons controllerButton))
+ {
+ if (controllerButton == Buttons.LeftTrigger || controllerButton == Buttons.RightTrigger)
+ this.Events.Control_ControllerTriggerPressed.Raise(new EventArgsControllerTriggerPressed(PlayerIndex.One, controllerButton, controllerButton == Buttons.LeftTrigger ? inputState.RealController.Triggers.Left : inputState.RealController.Triggers.Right));
+ else
+ this.Events.Control_ControllerButtonPressed.Raise(new EventArgsControllerButtonPressed(PlayerIndex.One, controllerButton));
+ }
}
- else if (button.TryGetController(out Buttons controllerButton))
+ else if (status == InputStatus.Released)
{
- if (controllerButton == Buttons.LeftTrigger || controllerButton == Buttons.RightTrigger)
- this.Events.Control_ControllerTriggerReleased.Raise(new EventArgsControllerTriggerReleased(PlayerIndex.One, controllerButton, controllerButton == Buttons.LeftTrigger ? inputState.ControllerState.Triggers.Left : inputState.ControllerState.Triggers.Right));
- else
- this.Events.Control_ControllerButtonReleased.Raise(new EventArgsControllerButtonReleased(PlayerIndex.One, controllerButton));
+ this.Events.Input_ButtonReleased.Raise(new EventArgsInput(button, cursor, button.IsActionButton(), button.IsUseToolButton(), inputState.SuppressButtons));
+
+ // legacy events
+ if (button.TryGetKeyboard(out Keys key))
+ {
+ if (key != Keys.None)
+ this.Events.Control_KeyReleased.Raise(new EventArgsKeyPressed(key));
+ }
+ else if (button.TryGetController(out Buttons controllerButton))
+ {
+ if (controllerButton == Buttons.LeftTrigger || controllerButton == Buttons.RightTrigger)
+ this.Events.Control_ControllerTriggerReleased.Raise(new EventArgsControllerTriggerReleased(PlayerIndex.One, controllerButton, controllerButton == Buttons.LeftTrigger ? inputState.RealController.Triggers.Left : inputState.RealController.Triggers.Right));
+ else
+ this.Events.Control_ControllerButtonReleased.Raise(new EventArgsControllerButtonReleased(PlayerIndex.One, controllerButton));
+ }
}
}
- }
- // raise legacy state-changed events
- if (inputState.KeyboardState != this.PreviousInput.KeyboardState)
- this.Events.Control_KeyboardChanged.Raise(new EventArgsKeyboardStateChanged(this.PreviousInput.KeyboardState, inputState.KeyboardState));
- if (inputState.MouseState != this.PreviousInput.MouseState)
- this.Events.Control_MouseChanged.Raise(new EventArgsMouseStateChanged(this.PreviousInput.MouseState, inputState.MouseState, this.PreviousInput.MousePosition, inputState.MousePosition));
-
- // track state
- this.PreviousInput = inputState;
+ // raise legacy state-changed events
+ if (inputState.RealKeyboard != previousInputState.RealKeyboard)
+ this.Events.Control_KeyboardChanged.Raise(new EventArgsKeyboardStateChanged(previousInputState.RealKeyboard, inputState.RealKeyboard));
+ if (inputState.RealMouse != previousInputState.RealMouse)
+ this.Events.Control_MouseChanged.Raise(new EventArgsMouseStateChanged(previousInputState.RealMouse, inputState.RealMouse, previousInputState.MousePosition, inputState.MousePosition));
+ }
}
/*********
** Menu events
*********/
- if (Game1.activeClickableMenu != this.PreviousActiveMenu)
+ if (this.ActiveMenuWatcher.IsChanged)
{
- IClickableMenu previousMenu = this.PreviousActiveMenu;
- IClickableMenu newMenu = Game1.activeClickableMenu;
+ IClickableMenu previousMenu = this.ActiveMenuWatcher.PreviousValue;
+ IClickableMenu newMenu = this.ActiveMenuWatcher.CurrentValue;
+ this.ActiveMenuWatcher.Reset(); // reset here so a mod changing the menu will be raised as a new event afterwards
- // log context
if (this.VerboseLogging)
- {
- if (previousMenu == null)
- this.Monitor.Log($"Context: opened menu {newMenu?.GetType().FullName ?? "(none)"}.", LogLevel.Trace);
- else if (newMenu == null)
- this.Monitor.Log($"Context: closed menu {previousMenu.GetType().FullName}.", LogLevel.Trace);
- else
- this.Monitor.Log($"Context: changed menu from {previousMenu.GetType().FullName} to {newMenu.GetType().FullName}.", LogLevel.Trace);
- }
+ this.Monitor.Log($"Context: menu changed from {previousMenu?.GetType().FullName ?? "none"} to {newMenu?.GetType().FullName ?? "none"}.", LogLevel.Trace);
// raise menu events
if (newMenu != null)
this.Events.Menu_Changed.Raise(new EventArgsClickableMenuChanged(previousMenu, newMenu));
else
this.Events.Menu_Closed.Raise(new EventArgsClickableMenuClosed(previousMenu));
-
- // update previous menu
- // (if the menu was changed in one of the handlers, deliberately defer detection until the next update so mods can be notified of the new menu change)
- this.PreviousActiveMenu = newMenu;
}
/*********
@@ -469,70 +483,83 @@ namespace StardewModdingAPI.Framework
*********/
if (Context.IsWorldReady)
{
+ // update player info
+ PlayerTracker curPlayer = this.CurrentPlayerTracker;
+
// raise current location changed
- // ReSharper disable once PossibleUnintendedReferenceComparison
- if (Game1.currentLocation != this.PreviousGameLocation)
+ if (curPlayer.TryGetNewLocation(out GameLocation newLocation))
{
if (this.VerboseLogging)
- this.Monitor.Log($"Context: set location to {Game1.currentLocation?.Name ?? "(none)"}.", LogLevel.Trace);
- this.Events.Location_CurrentLocationChanged.Raise(new EventArgsCurrentLocationChanged(this.PreviousGameLocation, Game1.currentLocation));
+ this.Monitor.Log($"Context: set location to {newLocation.Name}.", LogLevel.Trace);
+ this.Events.Location_CurrentLocationChanged.Raise(new EventArgsCurrentLocationChanged(curPlayer.LocationWatcher.PreviousValue, newLocation));
}
// raise location list changed
- if (this.GetHash(Game1.locations) != this.PreviousGameLocations)
+ if (this.LocationsWatcher.IsChanged)
+ {
+ if (this.VerboseLogging)
+ {
+ string added = this.LocationsWatcher.Added.Any() ? string.Join(", ", this.LocationsWatcher.Added.Select(p => p.Name)) : "none";
+ string removed = this.LocationsWatcher.Removed.Any() ? string.Join(", ", this.LocationsWatcher.Removed.Select(p => p.Name)) : "none";
+ this.Monitor.Log($"Context: location list changed (added {added}; removed {removed}).", LogLevel.Trace);
+ }
+
this.Events.Location_LocationsChanged.Raise(new EventArgsGameLocationsChanged(Game1.locations));
+ }
// raise events that shouldn't be triggered on initial load
- if (Game1.uniqueIDForThisGame == this.PreviousSaveID)
+ if (!this.SaveIdWatcher.IsChanged)
{
// raise player leveled up a skill
- if (Game1.player.combatLevel != this.PreviousCombatLevel)
- this.Events.Player_LeveledUp.Raise(new EventArgsLevelUp(EventArgsLevelUp.LevelType.Combat, Game1.player.combatLevel));
- if (Game1.player.farmingLevel != this.PreviousFarmingLevel)
- this.Events.Player_LeveledUp.Raise(new EventArgsLevelUp(EventArgsLevelUp.LevelType.Farming, Game1.player.farmingLevel));
- if (Game1.player.fishingLevel != this.PreviousFishingLevel)
- this.Events.Player_LeveledUp.Raise(new EventArgsLevelUp(EventArgsLevelUp.LevelType.Fishing, Game1.player.fishingLevel));
- if (Game1.player.foragingLevel != this.PreviousForagingLevel)
- this.Events.Player_LeveledUp.Raise(new EventArgsLevelUp(EventArgsLevelUp.LevelType.Foraging, Game1.player.foragingLevel));
- if (Game1.player.miningLevel != this.PreviousMiningLevel)
- this.Events.Player_LeveledUp.Raise(new EventArgsLevelUp(EventArgsLevelUp.LevelType.Mining, Game1.player.miningLevel));
- if (Game1.player.luckLevel != this.PreviousLuckLevel)
- this.Events.Player_LeveledUp.Raise(new EventArgsLevelUp(EventArgsLevelUp.LevelType.Luck, Game1.player.luckLevel));
+ foreach (KeyValuePair<EventArgsLevelUp.LevelType, IValueWatcher<int>> pair in curPlayer.GetChangedSkills())
+ {
+ if (this.VerboseLogging)
+ this.Monitor.Log($"Context: player skill '{pair.Key}' changed from {pair.Value.PreviousValue} to {pair.Value.CurrentValue}.", LogLevel.Trace);
+ this.Events.Player_LeveledUp.Raise(new EventArgsLevelUp(pair.Key, pair.Value.CurrentValue));
+ }
// raise player inventory changed
- ItemStackChange[] changedItems = this.GetInventoryChanges(Game1.player.Items, this.PreviousItems).ToArray();
+ ItemStackChange[] changedItems = curPlayer.GetInventoryChanges().ToArray();
if (changedItems.Any())
+ {
+ if (this.VerboseLogging)
+ this.Monitor.Log("Context: player inventory changed.", LogLevel.Trace);
this.Events.Player_InventoryChanged.Raise(new EventArgsInventoryChanged(Game1.player.Items, changedItems.ToList()));
+ }
// raise current location's object list changed
- if (this.GetHash(Game1.currentLocation.objects) != this.PreviousLocationObjects)
- this.Events.Location_LocationObjectsChanged.Raise(new EventArgsLocationObjectsChanged(Game1.currentLocation.objects.FieldDict));
+ if (curPlayer.TryGetLocationChanges(out IDictionaryWatcher<Vector2, SObject> _))
+ {
+ if (this.VerboseLogging)
+ this.Monitor.Log("Context: current location objects changed.", LogLevel.Trace);
+
+ this.Events.Location_LocationObjectsChanged.Raise(new EventArgsLocationObjectsChanged(curPlayer.GetCurrentLocation().objects.FieldDict));
+ }
// raise time changed
- if (Game1.timeOfDay != this.PreviousTime)
- this.Events.Time_TimeOfDayChanged.Raise(new EventArgsIntChanged(this.PreviousTime, Game1.timeOfDay));
+ if (this.TimeWatcher.IsChanged)
+ {
+ if (this.VerboseLogging)
+ this.Monitor.Log($"Context: time changed from {this.TimeWatcher.PreviousValue} to {this.TimeWatcher.CurrentValue}.", LogLevel.Trace);
+ this.Events.Time_TimeOfDayChanged.Raise(new EventArgsIntChanged(this.TimeWatcher.PreviousValue, this.TimeWatcher.CurrentValue));
+ }
// raise mine level changed
- if (Game1.mine != null && Game1.mine.mineLevel != this.PreviousMineLevel)
- this.Events.Mine_LevelChanged.Raise(new EventArgsMineLevelChanged(this.PreviousMineLevel, Game1.mine.mineLevel));
+ if (curPlayer.TryGetNewMineLevel(out int mineLevel))
+ {
+ if (this.VerboseLogging)
+ this.Monitor.Log($"Context: mine level changed to {mineLevel}.", LogLevel.Trace);
+ this.Events.Mine_LevelChanged.Raise(new EventArgsMineLevelChanged(curPlayer.MineLevelWatcher.PreviousValue, mineLevel));
+ }
}
-
- // update state
- this.PreviousGameLocations = this.GetHash(Game1.locations);
- this.PreviousGameLocation = Game1.currentLocation;
- this.PreviousCombatLevel = Game1.player.combatLevel;
- this.PreviousFarmingLevel = Game1.player.farmingLevel;
- this.PreviousFishingLevel = Game1.player.fishingLevel;
- this.PreviousForagingLevel = Game1.player.foragingLevel;
- this.PreviousMiningLevel = Game1.player.miningLevel;
- this.PreviousLuckLevel = Game1.player.luckLevel;
- this.PreviousItems = Game1.player.Items.Where(n => n != null).Distinct().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;
}
+ // update state
+ this.CurrentPlayerTracker?.Reset();
+ this.LocationsWatcher.Reset();
+ this.SaveIdWatcher.Reset();
+ this.TimeWatcher.Reset();
+
/*********
** Game update
*********/
@@ -609,7 +636,7 @@ namespace StardewModdingAPI.Framework
// recover sprite batch
try
{
- if (Game1.spriteBatch.IsOpen(SGame.Reflection))
+ if (Game1.spriteBatch.IsOpen(this.Reflection))
{
this.Monitor.Log("Recovering sprite batch from error...", LogLevel.Trace);
Game1.spriteBatch.End();
@@ -785,119 +812,82 @@ namespace StardewModdingAPI.Framework
}
this.drawOverlays(Game1.spriteBatch);
}
- else
+ else if ((int)Game1.gameMode == 6 || (int)Game1.gameMode == 3 && Game1.currentLocation == null)
{
- int num1;
- switch (Game1.gameMode)
+ Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
+ string str1 = "";
+ for (int index = 0; (double)index < gameTime.TotalGameTime.TotalMilliseconds % 999.0 / 333.0; ++index)
+ str1 += ".";
+ string str2 = Game1.content.LoadString("Strings\\StringsFromCSFiles:Game1.cs.3688");
+ string s = str2 + str1;
+ string str3 = str2 + "... ";
+ int widthOfString = SpriteText.getWidthOfString(str3);
+ int height = 64;
+ int x = 64;
+ int y = Game1.graphics.GraphicsDevice.Viewport.GetTitleSafeArea().Bottom - height;
+ SpriteText.drawString(Game1.spriteBatch, s, x, y, 999999, widthOfString, height, 1f, 0.88f, false, 0, str3, -1);
+ Game1.spriteBatch.End();
+ if ((double)Game1.options.zoomLevel != 1.0)
{
- case 3:
- num1 = Game1.currentLocation == null ? 1 : 0;
- break;
- case 6:
- num1 = 1;
- break;
- default:
- num1 = 0;
- break;
+ 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 (num1 != 0)
+ this.drawOverlays(Game1.spriteBatch);
+ //base.Draw(gameTime);
+ }
+ else
+ {
+ Microsoft.Xna.Framework.Rectangle rectangle;
+ if ((int)Game1.gameMode == 0)
{
Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
- string str1 = "";
- for (int index = 0; (double)index < gameTime.TotalGameTime.TotalMilliseconds % 999.0 / 333.0; ++index)
- str1 += ".";
- string str2 = Game1.content.LoadString("Strings\\StringsFromCSFiles:Game1.cs.3688");
- string s = str2 + str1;
- string str3 = str2 + "... ";
- int widthOfString = SpriteText.getWidthOfString(str3);
- int height = 64;
- int x = 64;
- int y = Game1.graphics.GraphicsDevice.Viewport.GetTitleSafeArea().Bottom - height;
- SpriteText.drawString(Game1.spriteBatch, s, x, y, 999999, widthOfString, height, 1f, 0.88f, false, 0, str3, -1);
- Game1.spriteBatch.End();
- 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();
- }
- this.drawOverlays(Game1.spriteBatch);
- //base.Draw(gameTime);
}
else
{
- Viewport viewport1;
- if ((int)Game1.gameMode == 0)
- {
- Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
- }
- else
+ if (Game1.drawLighting)
{
- Microsoft.Xna.Framework.Rectangle bounds;
- if (Game1.drawLighting)
+ this.GraphicsDevice.SetRenderTarget(Game1.lightmap);
+ this.GraphicsDevice.Clear(Color.White * 0.0f);
+ Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
+ Game1.spriteBatch.Draw(Game1.staminaRect, Game1.lightmap.Bounds, Game1.currentLocation.Name.StartsWith("UndergroundMine") ? Game1.mine.getLightingColor(gameTime) : (Game1.ambientLight.Equals(Color.White) || Game1.isRaining && (bool)((NetFieldBase<bool, NetBool>)Game1.currentLocation.isOutdoors) ? Game1.outdoorLight : Game1.ambientLight));
+ for (int index = 0; index < Game1.currentLightSources.Count; ++index)
{
- this.GraphicsDevice.SetRenderTarget(Game1.lightmap);
- this.GraphicsDevice.Clear(Color.White * 0.0f);
- Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
- Game1.spriteBatch.Draw(Game1.staminaRect, Game1.lightmap.Bounds, Game1.currentLocation.Name.StartsWith("UndergroundMine") ? Game1.mine.getLightingColor(gameTime) : (Game1.ambientLight.Equals(Color.White) || Game1.isRaining && (bool)((NetFieldBase<bool, NetBool>)Game1.currentLocation.isOutdoors) ? Game1.outdoorLight : Game1.ambientLight));
- for (int index = 0; index < Game1.currentLightSources.Count; ++index)
- {
- if (Utility.isOnScreen((Vector2)((NetFieldBase<Vector2, NetVector2>)Game1.currentLightSources.ElementAt<LightSource>(index).position), (int)((double)(float)((NetFieldBase<float, NetFloat>)Game1.currentLightSources.ElementAt<LightSource>(index).radius) * 64.0 * 4.0)))
- {
- SpriteBatch spriteBatch = Game1.spriteBatch;
- Texture2D lightTexture = Game1.currentLightSources.ElementAt<LightSource>(index).lightTexture;
- Vector2 position = Game1.GlobalToLocal(Game1.viewport, (Vector2)((NetFieldBase<Vector2, NetVector2>)Game1.currentLightSources.ElementAt<LightSource>(index).position)) / (float)(Game1.options.lightingQuality / 2);
- Microsoft.Xna.Framework.Rectangle? sourceRectangle = new Microsoft.Xna.Framework.Rectangle?(Game1.currentLightSources.ElementAt<LightSource>(index).lightTexture.Bounds);
- Color color = (Color)((NetFieldBase<Color, NetColor>)Game1.currentLightSources.ElementAt<LightSource>(index).color);
- double num2 = 0.0;
- bounds = Game1.currentLightSources.ElementAt<LightSource>(index).lightTexture.Bounds;
- double x = (double)bounds.Center.X;
- bounds = Game1.currentLightSources.ElementAt<LightSource>(index).lightTexture.Bounds;
- double y = (double)bounds.Center.Y;
- Vector2 origin = new Vector2((float)x, (float)y);
- double num3 = (double)(float)((NetFieldBase<float, NetFloat>)Game1.currentLightSources.ElementAt<LightSource>(index).radius) / (double)(Game1.options.lightingQuality / 2);
- int num4 = 0;
- double num5 = 0.899999976158142;
- spriteBatch.Draw(lightTexture, position, sourceRectangle, color, (float)num2, origin, (float)num3, (SpriteEffects)num4, (float)num5);
- }
- }
- Game1.spriteBatch.End();
- this.GraphicsDevice.SetRenderTarget((double)Game1.options.zoomLevel == 1.0 ? (RenderTarget2D)null : this.screen);
+ if (Utility.isOnScreen((Vector2)((NetFieldBase<Vector2, NetVector2>)Game1.currentLightSources.ElementAt<LightSource>(index).position), (int)((double)(float)((NetFieldBase<float, NetFloat>)Game1.currentLightSources.ElementAt<LightSource>(index).radius) * 64.0 * 4.0)))
+ Game1.spriteBatch.Draw(Game1.currentLightSources.ElementAt<LightSource>(index).lightTexture, Game1.GlobalToLocal(Game1.viewport, (Vector2)((NetFieldBase<Vector2, NetVector2>)Game1.currentLightSources.ElementAt<LightSource>(index).position)) / (float)(Game1.options.lightingQuality / 2), new Microsoft.Xna.Framework.Rectangle?(Game1.currentLightSources.ElementAt<LightSource>(index).lightTexture.Bounds), (Color)((NetFieldBase<Color, NetColor>)Game1.currentLightSources.ElementAt<LightSource>(index).color), 0.0f, new Vector2((float)Game1.currentLightSources.ElementAt<LightSource>(index).lightTexture.Bounds.Center.X, (float)Game1.currentLightSources.ElementAt<LightSource>(index).lightTexture.Bounds.Center.Y), (float)((NetFieldBase<float, NetFloat>)Game1.currentLightSources.ElementAt<LightSource>(index).radius) / (float)(Game1.options.lightingQuality / 2), SpriteEffects.None, 0.9f);
}
- if (Game1.bloomDay && Game1.bloom != null)
- Game1.bloom.BeginDraw();
- this.GraphicsDevice.Clear(this.bgColor);
- Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
- this.Events.Graphics_OnPreRenderEvent.Raise();
- if (Game1.background != null)
- Game1.background.draw(Game1.spriteBatch);
- Game1.mapDisplayDevice.BeginScene(Game1.spriteBatch);
- Game1.currentLocation.Map.GetLayer("Back").Draw(Game1.mapDisplayDevice, Game1.viewport, Location.Origin, false, 4);
- Game1.currentLocation.drawWater(Game1.spriteBatch);
+ Game1.spriteBatch.End();
+ this.GraphicsDevice.SetRenderTarget((double)Game1.options.zoomLevel == 1.0 ? (RenderTarget2D)null : this.screen);
+ }
+ if (Game1.bloomDay && Game1.bloom != null)
+ Game1.bloom.BeginDraw();
+ this.GraphicsDevice.Clear(this.bgColor);
+ Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
+ this.Events.Graphics_OnPreRenderEvent.Raise();
+ if (Game1.background != null)
+ Game1.background.draw(Game1.spriteBatch);
+ 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<SFarmer> source = Game1.currentLocation.farmers;
+ if (Game1.currentLocation.currentEvent != null && !Game1.currentLocation.currentEvent.isFestival && Game1.currentLocation.currentEvent.farmerActors.Count > 0)
+ source = (IEnumerable<SFarmer>)Game1.currentLocation.currentEvent.farmerActors;
+ IEnumerable<SFarmer> farmers = source.Where<SFarmer>((Func<SFarmer, bool>)(farmer =>
+ {
+ if (!farmer.IsLocalPlayer)
+ return !(bool)((NetFieldBase<bool, NetBool>)farmer.hidden);
+ return true;
+ }));
+ if (!Game1.currentLocation.shouldHideCharacters())
+ {
if (Game1.CurrentEvent == null)
{
foreach (NPC character in Game1.currentLocation.characters)
{
- if (!(bool)((NetFieldBase<bool, NetBool>)character.swimming) && !character.HideShadow && !character.IsInvisible && !Game1.currentLocation.shouldShadowBeDrawnAboveBuildingsLayer(character.getTileLocation()))
- {
- SpriteBatch spriteBatch = Game1.spriteBatch;
- Texture2D shadowTexture = Game1.shadowTexture;
- Vector2 local = Game1.GlobalToLocal(Game1.viewport, character.Position + new Vector2((float)(character.Sprite.SpriteWidth * 4) / 2f, (float)(character.GetBoundingBox().Height + (character.IsMonster ? 0 : 12))));
- Microsoft.Xna.Framework.Rectangle? sourceRectangle = new Microsoft.Xna.Framework.Rectangle?(Game1.shadowTexture.Bounds);
- Color white = Color.White;
- double num2 = 0.0;
- bounds = Game1.shadowTexture.Bounds;
- double x = (double)bounds.Center.X;
- bounds = Game1.shadowTexture.Bounds;
- double y = (double)bounds.Center.Y;
- Vector2 origin = new Vector2((float)x, (float)y);
- double num3 = (4.0 + (double)character.yJumpOffset / 40.0) * (double)(float)((NetFieldBase<float, NetFloat>)character.scale);
- int num4 = 0;
- double num5 = (double)Math.Max(0.0f, (float)character.getStandingY() / 10000f) - 9.99999997475243E-07;
- spriteBatch.Draw(shadowTexture, local, sourceRectangle, white, (float)num2, origin, (float)num3, (SpriteEffects)num4, (float)num5);
- }
+ if (!(bool)((NetFieldBase<bool, NetBool>)character.swimming) && !character.HideShadow && (!character.IsInvisible && !Game1.currentLocation.shouldShadowBeDrawnAboveBuildingsLayer(character.getTileLocation())))
+ Game1.spriteBatch.Draw(Game1.shadowTexture, Game1.GlobalToLocal(Game1.viewport, character.Position + new Vector2((float)(character.Sprite.SpriteWidth * 4) / 2f, (float)(character.GetBoundingBox().Height + (character.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)character.yJumpOffset / 40.0) * (float)((NetFieldBase<float, NetFloat>)character.scale), SpriteEffects.None, Math.Max(0.0f, (float)character.getStandingY() / 10000f) - 1E-06f);
}
}
else
@@ -905,26 +895,10 @@ namespace StardewModdingAPI.Framework
foreach (NPC actor in Game1.CurrentEvent.actors)
{
if (!(bool)((NetFieldBase<bool, NetBool>)actor.swimming) && !actor.HideShadow && !Game1.currentLocation.shouldShadowBeDrawnAboveBuildingsLayer(actor.getTileLocation()))
- {
- SpriteBatch spriteBatch = Game1.spriteBatch;
- Texture2D shadowTexture = Game1.shadowTexture;
- Vector2 local = 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)))));
- Microsoft.Xna.Framework.Rectangle? sourceRectangle = new Microsoft.Xna.Framework.Rectangle?(Game1.shadowTexture.Bounds);
- Color white = Color.White;
- double num2 = 0.0;
- bounds = Game1.shadowTexture.Bounds;
- double x = (double)bounds.Center.X;
- bounds = Game1.shadowTexture.Bounds;
- double y = (double)bounds.Center.Y;
- Vector2 origin = new Vector2((float)x, (float)y);
- double num3 = (4.0 + (double)actor.yJumpOffset / 40.0) * (double)(float)((NetFieldBase<float, NetFloat>)actor.scale);
- int num4 = 0;
- double num5 = (double)Math.Max(0.0f, (float)actor.getStandingY() / 10000f) - 9.99999997475243E-07;
- spriteBatch.Draw(shadowTexture, local, sourceRectangle, white, (float)num2, origin, (float)num3, (SpriteEffects)num4, (float)num5);
- }
+ 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 (SFarmer farmer in Game1.currentLocation.getFarmers())
+ foreach (SFarmer farmer in farmers)
{
if (!(bool)((NetFieldBase<bool, NetBool>)farmer.swimming) && !farmer.isRidingHorse() && (Game1.currentLocation == null || !Game1.currentLocation.shouldShadowBeDrawnAboveBuildingsLayer(farmer.getTileLocation())))
{
@@ -933,22 +907,25 @@ namespace StardewModdingAPI.Framework
Vector2 local = Game1.GlobalToLocal(farmer.Position + new Vector2(32f, 24f));
Microsoft.Xna.Framework.Rectangle? sourceRectangle = new Microsoft.Xna.Framework.Rectangle?(Game1.shadowTexture.Bounds);
Color white = Color.White;
- double num2 = 0.0;
- Microsoft.Xna.Framework.Rectangle bounds2 = Game1.shadowTexture.Bounds;
- double x = (double)bounds2.Center.X;
- bounds2 = Game1.shadowTexture.Bounds;
- double y = (double)bounds2.Center.Y;
+ double num1 = 0.0;
+ Microsoft.Xna.Framework.Rectangle bounds = Game1.shadowTexture.Bounds;
+ double x = (double)bounds.Center.X;
+ bounds = Game1.shadowTexture.Bounds;
+ double y = (double)bounds.Center.Y;
Vector2 origin = new Vector2((float)x, (float)y);
- double num3 = 4.0 - (!farmer.running && !farmer.UsingTool || farmer.FarmerSprite.currentAnimationIndex <= 1 ? 0.0 : (double)Math.Abs(FarmerRenderer.featureYOffsetPerFrame[farmer.FarmerSprite.CurrentFrame]) * 0.5);
- int num4 = 0;
- double num5 = 0.0;
- spriteBatch.Draw(shadowTexture, local, sourceRectangle, white, (float)num2, origin, (float)num3, (SpriteEffects)num4, (float)num5);
+ double num2 = 4.0 - (!farmer.running && !farmer.UsingTool || farmer.FarmerSprite.currentAnimationIndex <= 1 ? 0.0 : (double)Math.Abs(FarmerRenderer.featureYOffsetPerFrame[farmer.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);
}
}
- Game1.currentLocation.Map.GetLayer("Buildings").Draw(Game1.mapDisplayDevice, Game1.viewport, Location.Origin, false, 4);
- Game1.mapDisplayDevice.EndScene();
- Game1.spriteBatch.End();
- Game1.spriteBatch.Begin(SpriteSortMode.FrontToBack, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
+ }
+ Game1.currentLocation.Map.GetLayer("Buildings").Draw(Game1.mapDisplayDevice, Game1.viewport, Location.Origin, false, 4);
+ Game1.mapDisplayDevice.EndScene();
+ Game1.spriteBatch.End();
+ Game1.spriteBatch.Begin(SpriteSortMode.FrontToBack, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
+ if (!Game1.currentLocation.shouldHideCharacters())
+ {
if (Game1.CurrentEvent == null)
{
foreach (NPC character in Game1.currentLocation.characters)
@@ -965,7 +942,7 @@ 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 (SFarmer farmer in Game1.currentLocation.getFarmers())
+ foreach (SFarmer farmer in farmers)
{
if (!(bool)((NetFieldBase<bool, NetBool>)farmer.swimming) && !farmer.isRidingHorse() && (Game1.currentLocation != null && Game1.currentLocation.shouldShadowBeDrawnAboveBuildingsLayer(farmer.getTileLocation())))
{
@@ -974,293 +951,279 @@ namespace StardewModdingAPI.Framework
Vector2 local = Game1.GlobalToLocal(farmer.Position + new Vector2(32f, 24f));
Microsoft.Xna.Framework.Rectangle? sourceRectangle = new Microsoft.Xna.Framework.Rectangle?(Game1.shadowTexture.Bounds);
Color white = Color.White;
- double num2 = 0.0;
- Microsoft.Xna.Framework.Rectangle bounds2 = Game1.shadowTexture.Bounds;
- double x = (double)bounds2.Center.X;
- bounds2 = Game1.shadowTexture.Bounds;
- double y = (double)bounds2.Center.Y;
+ double num1 = 0.0;
+ Microsoft.Xna.Framework.Rectangle bounds = Game1.shadowTexture.Bounds;
+ double x = (double)bounds.Center.X;
+ bounds = Game1.shadowTexture.Bounds;
+ double y = (double)bounds.Center.Y;
Vector2 origin = new Vector2((float)x, (float)y);
- double num3 = 4.0 - (!farmer.running && !farmer.UsingTool || farmer.FarmerSprite.currentAnimationIndex <= 1 ? 0.0 : (double)Math.Abs(FarmerRenderer.featureYOffsetPerFrame[farmer.FarmerSprite.CurrentFrame]) * 0.5);
- int num4 = 0;
- double num5 = 0.0;
- spriteBatch.Draw(shadowTexture, local, sourceRectangle, white, (float)num2, origin, (float)num3, (SpriteEffects)num4, (float)num5);
+ double num2 = 4.0 - (!farmer.running && !farmer.UsingTool || farmer.FarmerSprite.currentAnimationIndex <= 1 ? 0.0 : (double)Math.Abs(FarmerRenderer.featureYOffsetPerFrame[farmer.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);
}
}
- if ((Game1.eventUp || Game1.killScreen) && (!Game1.killScreen && Game1.currentLocation.currentEvent != null))
- Game1.currentLocation.currentEvent.draw(Game1.spriteBatch);
- if (Game1.player.currentUpgrade != null && Game1.player.currentUpgrade.daysLeftTillUpgradeDone <= 3 && Game1.currentLocation.Name.Equals("Farm"))
- Game1.spriteBatch.Draw(Game1.player.currentUpgrade.workerTexture, Game1.GlobalToLocal(Game1.viewport, Game1.player.currentUpgrade.positionOfCarpenter), new Microsoft.Xna.Framework.Rectangle?(Game1.player.currentUpgrade.getSourceRectangle()), Color.White, 0.0f, Vector2.Zero, 1f, SpriteEffects.None, (float)(((double)Game1.player.currentUpgrade.positionOfCarpenter.Y + 48.0) / 10000.0));
- Game1.currentLocation.draw(Game1.spriteBatch);
- if (!Game1.eventUp || Game1.currentLocation.currentEvent == null || Game1.currentLocation.currentEvent.messageToScreen == null)
- ;
- if (Game1.player.ActiveObject == null && ((Game1.player.UsingTool || Game1.pickingTool) && Game1.player.CurrentTool != null && (!Game1.player.CurrentTool.Name.Equals("Seeds") || Game1.pickingTool)))
- Game1.drawTool(Game1.player);
- if (Game1.currentLocation.Name.Equals("Farm"))
- this.drawFarmBuildings();
- if (Game1.tvStation >= 0)
- Game1.spriteBatch.Draw(Game1.tvStationTexture, Game1.GlobalToLocal(Game1.viewport, new Vector2(400f, 160f)), new Microsoft.Xna.Framework.Rectangle?(new Microsoft.Xna.Framework.Rectangle(Game1.tvStation * 24, 0, 24, 15)), Color.White, 0.0f, Vector2.Zero, 4f, SpriteEffects.None, 1E-08f);
- if (Game1.panMode)
- {
- Game1.spriteBatch.Draw(Game1.fadeToBlackRect, new Microsoft.Xna.Framework.Rectangle((int)Math.Floor((double)(Game1.getOldMouseX() + Game1.viewport.X) / 64.0) * 64 - Game1.viewport.X, (int)Math.Floor((double)(Game1.getOldMouseY() + Game1.viewport.Y) / 64.0) * 64 - Game1.viewport.Y, 64, 64), Color.Lime * 0.75f);
- foreach (Warp warp in (NetList<Warp, NetRef<Warp>>)Game1.currentLocation.warps)
- Game1.spriteBatch.Draw(Game1.fadeToBlackRect, new Microsoft.Xna.Framework.Rectangle(warp.X * 64 - Game1.viewport.X, warp.Y * 64 - Game1.viewport.Y, 64, 64), Color.Red * 0.75f);
- }
- Game1.mapDisplayDevice.BeginScene(Game1.spriteBatch);
- Game1.currentLocation.Map.GetLayer("Front").Draw(Game1.mapDisplayDevice, Game1.viewport, Location.Origin, false, 4);
- Game1.mapDisplayDevice.EndScene();
- Game1.currentLocation.drawAboveFrontLayer(Game1.spriteBatch);
- Game1.spriteBatch.End();
- Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
- if (Game1.displayFarmer && Game1.player.ActiveObject != null && ((bool)((NetFieldBase<bool, NetBool>)Game1.player.ActiveObject.bigCraftable) && this.checkBigCraftableBoundariesForFrontLayer()) && Game1.currentLocation.Map.GetLayer("Front").PickTile(new Location(Game1.player.getStandingX(), Game1.player.getStandingY()), Game1.viewport.Size) == null)
- Game1.drawPlayerHeldObject(Game1.player);
- else if (Game1.displayFarmer && Game1.player.ActiveObject != null && (Game1.currentLocation.Map.GetLayer("Front").PickTile(new Location((int)Game1.player.Position.X, (int)Game1.player.Position.Y - 38), Game1.viewport.Size) != null && !Game1.currentLocation.Map.GetLayer("Front").PickTile(new Location((int)Game1.player.Position.X, (int)Game1.player.Position.Y - 38), Game1.viewport.Size).TileIndexProperties.ContainsKey("FrontAlways") || Game1.currentLocation.Map.GetLayer("Front").PickTile(new Location(Game1.player.GetBoundingBox().Right, (int)Game1.player.Position.Y - 38), Game1.viewport.Size) != null && !Game1.currentLocation.Map.GetLayer("Front").PickTile(new Location(Game1.player.GetBoundingBox().Right, (int)Game1.player.Position.Y - 38), Game1.viewport.Size).TileIndexProperties.ContainsKey("FrontAlways")))
- Game1.drawPlayerHeldObject(Game1.player);
- 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)
- {
- Game1.mapDisplayDevice.BeginScene(Game1.spriteBatch);
- Game1.currentLocation.Map.GetLayer("AlwaysFront").Draw(Game1.mapDisplayDevice, Game1.viewport, Location.Origin, false, 4);
- Game1.mapDisplayDevice.EndScene();
- }
- if ((double)Game1.toolHold > 400.0 && Game1.player.CurrentTool.UpgradeLevel >= 1 && Game1.player.canReleaseTool)
+ }
+ if ((Game1.eventUp || Game1.killScreen) && (!Game1.killScreen && Game1.currentLocation.currentEvent != null))
+ Game1.currentLocation.currentEvent.draw(Game1.spriteBatch);
+ if (Game1.player.currentUpgrade != null && Game1.player.currentUpgrade.daysLeftTillUpgradeDone <= 3 && Game1.currentLocation.Name.Equals("Farm"))
+ Game1.spriteBatch.Draw(Game1.player.currentUpgrade.workerTexture, Game1.GlobalToLocal(Game1.viewport, Game1.player.currentUpgrade.positionOfCarpenter), new Microsoft.Xna.Framework.Rectangle?(Game1.player.currentUpgrade.getSourceRectangle()), Color.White, 0.0f, Vector2.Zero, 1f, SpriteEffects.None, (float)(((double)Game1.player.currentUpgrade.positionOfCarpenter.Y + 48.0) / 10000.0));
+ Game1.currentLocation.draw(Game1.spriteBatch);
+ if (Game1.eventUp && Game1.currentLocation.currentEvent != null)
+ {
+ string messageToScreen = Game1.currentLocation.currentEvent.messageToScreen;
+ }
+ if (Game1.player.ActiveObject == null && (Game1.player.UsingTool || Game1.pickingTool) && (Game1.player.CurrentTool != null && (!Game1.player.CurrentTool.Name.Equals("Seeds") || Game1.pickingTool)))
+ Game1.drawTool(Game1.player);
+ if (Game1.currentLocation.Name.Equals("Farm"))
+ this.drawFarmBuildings();
+ if (Game1.tvStation >= 0)
+ Game1.spriteBatch.Draw(Game1.tvStationTexture, Game1.GlobalToLocal(Game1.viewport, new Vector2(400f, 160f)), new Microsoft.Xna.Framework.Rectangle?(new Microsoft.Xna.Framework.Rectangle(Game1.tvStation * 24, 0, 24, 15)), Color.White, 0.0f, Vector2.Zero, 4f, SpriteEffects.None, 1E-08f);
+ if (Game1.panMode)
+ {
+ Game1.spriteBatch.Draw(Game1.fadeToBlackRect, new Microsoft.Xna.Framework.Rectangle((int)Math.Floor((double)(Game1.getOldMouseX() + Game1.viewport.X) / 64.0) * 64 - Game1.viewport.X, (int)Math.Floor((double)(Game1.getOldMouseY() + Game1.viewport.Y) / 64.0) * 64 - Game1.viewport.Y, 64, 64), Color.Lime * 0.75f);
+ foreach (Warp warp in (NetList<Warp, NetRef<Warp>>)Game1.currentLocation.warps)
+ Game1.spriteBatch.Draw(Game1.fadeToBlackRect, new Microsoft.Xna.Framework.Rectangle(warp.X * 64 - Game1.viewport.X, warp.Y * 64 - Game1.viewport.Y, 64, 64), Color.Red * 0.75f);
+ }
+ Game1.mapDisplayDevice.BeginScene(Game1.spriteBatch);
+ Game1.currentLocation.Map.GetLayer("Front").Draw(Game1.mapDisplayDevice, Game1.viewport, Location.Origin, false, 4);
+ Game1.mapDisplayDevice.EndScene();
+ Game1.currentLocation.drawAboveFrontLayer(Game1.spriteBatch);
+ Game1.spriteBatch.End();
+ Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
+ if (Game1.displayFarmer && Game1.player.ActiveObject != null && ((bool)((NetFieldBase<bool, NetBool>)Game1.player.ActiveObject.bigCraftable) && this.checkBigCraftableBoundariesForFrontLayer()) && Game1.currentLocation.Map.GetLayer("Front").PickTile(new Location(Game1.player.getStandingX(), Game1.player.getStandingY()), Game1.viewport.Size) == null)
+ Game1.drawPlayerHeldObject(Game1.player);
+ else if (Game1.displayFarmer && Game1.player.ActiveObject != null)
+ {
+ if (Game1.currentLocation.Map.GetLayer("Front").PickTile(new Location((int)Game1.player.Position.X, (int)Game1.player.Position.Y - 38), Game1.viewport.Size) == null || Game1.currentLocation.Map.GetLayer("Front").PickTile(new Location((int)Game1.player.Position.X, (int)Game1.player.Position.Y - 38), Game1.viewport.Size).TileIndexProperties.ContainsKey("FrontAlways"))
{
- Color color = Color.White;
- switch ((int)((double)Game1.toolHold / 600.0) + 2)
+ Layer layer1 = Game1.currentLocation.Map.GetLayer("Front");
+ rectangle = Game1.player.GetBoundingBox();
+ Location mapDisplayLocation1 = new Location(rectangle.Right, (int)Game1.player.Position.Y - 38);
+ Size size1 = Game1.viewport.Size;
+ if (layer1.PickTile(mapDisplayLocation1, size1) != null)
{
- case 1:
- color = Tool.copperColor;
- break;
- case 2:
- color = Tool.steelColor;
- break;
- case 3:
- color = Tool.goldColor;
- break;
- case 4:
- color = Tool.iridiumColor;
- break;
+ Layer layer2 = Game1.currentLocation.Map.GetLayer("Front");
+ rectangle = Game1.player.GetBoundingBox();
+ 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_140;
}
- Game1.spriteBatch.Draw(Game1.littleEffect, new Microsoft.Xna.Framework.Rectangle((int)Game1.player.getLocalPosition(Game1.viewport).X - 2, (int)Game1.player.getLocalPosition(Game1.viewport).Y - (Game1.player.CurrentTool.Name.Equals("Watering Can") ? 0 : 64) - 2, (int)((double)Game1.toolHold % 600.0 * 0.0799999982118607) + 4, 12), Color.Black);
- Game1.spriteBatch.Draw(Game1.littleEffect, new Microsoft.Xna.Framework.Rectangle((int)Game1.player.getLocalPosition(Game1.viewport).X, (int)Game1.player.getLocalPosition(Game1.viewport).Y - (Game1.player.CurrentTool.Name.Equals("Watering Can") ? 0 : 64), (int)((double)Game1.toolHold % 600.0 * 0.0799999982118607), 8), color);
- }
- if (Game1.isDebrisWeather && Game1.currentLocation.IsOutdoors && (!(bool)((NetFieldBase<bool, NetBool>)Game1.currentLocation.ignoreDebrisWeather) && !Game1.currentLocation.Name.Equals("Desert")) && Game1.viewport.X > -10)
- {
- foreach (WeatherDebris weatherDebris in Game1.debrisWeather)
- weatherDebris.draw(Game1.spriteBatch);
+ else
+ goto label_140;
}
- 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);
- if (Game1.screenGlow)
- Game1.spriteBatch.Draw(Game1.fadeToBlackRect, Game1.graphics.GraphicsDevice.Viewport.Bounds, Game1.screenGlowColor * Game1.screenGlowAlpha);
- 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);
- if (Game1.isRaining && Game1.currentLocation.IsOutdoors && (!Game1.currentLocation.Name.Equals("Desert") && !(Game1.currentLocation is Summit)) && (!Game1.eventUp || Game1.currentLocation.isTileOnMap(new Vector2((float)(Game1.viewport.X / 64), (float)(Game1.viewport.Y / 64)))))
+ Game1.drawPlayerHeldObject(Game1.player);
+ }
+ label_140:
+ 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)
+ {
+ Game1.mapDisplayDevice.BeginScene(Game1.spriteBatch);
+ Game1.currentLocation.Map.GetLayer("AlwaysFront").Draw(Game1.mapDisplayDevice, Game1.viewport, Location.Origin, false, 4);
+ Game1.mapDisplayDevice.EndScene();
+ }
+ if ((double)Game1.toolHold > 400.0 && Game1.player.CurrentTool.UpgradeLevel >= 1 && Game1.player.canReleaseTool)
+ {
+ Color color = Color.White;
+ switch ((int)((double)Game1.toolHold / 600.0) + 2)
{
- for (int index = 0; index < Game1.rainDrops.Length; ++index)
- Game1.spriteBatch.Draw(Game1.rainTexture, Game1.rainDrops[index].position, new Microsoft.Xna.Framework.Rectangle?(Game1.getSourceRectForStandardTileSheet(Game1.rainTexture, Game1.rainDrops[index].frame, -1, -1)), Color.White);
+ case 1:
+ color = Tool.copperColor;
+ break;
+ case 2:
+ color = Tool.steelColor;
+ break;
+ case 3:
+ color = Tool.goldColor;
+ break;
+ case 4:
+ color = Tool.iridiumColor;
+ break;
}
- Game1.spriteBatch.End();
- Game1.spriteBatch.Begin(SpriteSortMode.FrontToBack, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
- if (Game1.eventUp && Game1.currentLocation.currentEvent != null)
+ Game1.spriteBatch.Draw(Game1.littleEffect, new Microsoft.Xna.Framework.Rectangle((int)Game1.player.getLocalPosition(Game1.viewport).X - 2, (int)Game1.player.getLocalPosition(Game1.viewport).Y - (Game1.player.CurrentTool.Name.Equals("Watering Can") ? 0 : 64) - 2, (int)((double)Game1.toolHold % 600.0 * 0.0799999982118607) + 4, 12), Color.Black);
+ Game1.spriteBatch.Draw(Game1.littleEffect, new Microsoft.Xna.Framework.Rectangle((int)Game1.player.getLocalPosition(Game1.viewport).X, (int)Game1.player.getLocalPosition(Game1.viewport).Y - (Game1.player.CurrentTool.Name.Equals("Watering Can") ? 0 : 64), (int)((double)Game1.toolHold % 600.0 * 0.0799999982118607), 8), color);
+ }
+ if (Game1.isDebrisWeather && Game1.currentLocation.IsOutdoors && (!(bool)((NetFieldBase<bool, NetBool>)Game1.currentLocation.ignoreDebrisWeather) && !Game1.currentLocation.Name.Equals("Desert")) && Game1.viewport.X > -10)
+ {
+ foreach (WeatherDebris weatherDebris in Game1.debrisWeather)
+ weatherDebris.draw(Game1.spriteBatch);
+ }
+ 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);
+ if (Game1.screenGlow)
+ Game1.spriteBatch.Draw(Game1.fadeToBlackRect, Game1.graphics.GraphicsDevice.Viewport.Bounds, Game1.screenGlowColor * Game1.screenGlowAlpha);
+ 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);
+ if (Game1.isRaining && Game1.currentLocation.IsOutdoors && (!Game1.currentLocation.Name.Equals("Desert") && !(Game1.currentLocation is Summit)) && (!Game1.eventUp || Game1.currentLocation.isTileOnMap(new Vector2((float)(Game1.viewport.X / 64), (float)(Game1.viewport.Y / 64)))))
+ {
+ for (int index = 0; index < Game1.rainDrops.Length; ++index)
+ Game1.spriteBatch.Draw(Game1.rainTexture, Game1.rainDrops[index].position, new Microsoft.Xna.Framework.Rectangle?(Game1.getSourceRectForStandardTileSheet(Game1.rainTexture, Game1.rainDrops[index].frame, -1, -1)), Color.White);
+ }
+ Game1.spriteBatch.End();
+ Game1.spriteBatch.Begin(SpriteSortMode.FrontToBack, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
+ if (Game1.eventUp && Game1.currentLocation.currentEvent != null)
+ {
+ foreach (NPC actor in Game1.currentLocation.currentEvent.actors)
{
- foreach (NPC actor in Game1.currentLocation.currentEvent.actors)
+ if (actor.isEmoting)
{
- if (actor.isEmoting)
- {
- Vector2 localPosition = actor.getLocalPosition(Game1.viewport);
- localPosition.Y -= 140f;
- if (actor.Age == 2)
- localPosition.Y += 32f;
- else if (actor.Gender == 1)
- localPosition.Y += 10f;
- Game1.spriteBatch.Draw(Game1.emoteSpriteSheet, localPosition, new Microsoft.Xna.Framework.Rectangle?(new Microsoft.Xna.Framework.Rectangle(actor.CurrentEmoteIndex * 16 % Game1.emoteSpriteSheet.Width, actor.CurrentEmoteIndex * 16 / Game1.emoteSpriteSheet.Width * 16, 16, 16)), Color.White, 0.0f, Vector2.Zero, 4f, SpriteEffects.None, (float)actor.getStandingY() / 10000f);
- }
+ Vector2 localPosition = actor.getLocalPosition(Game1.viewport);
+ localPosition.Y -= 140f;
+ if (actor.Age == 2)
+ localPosition.Y += 32f;
+ else if (actor.Gender == 1)
+ localPosition.Y += 10f;
+ Game1.spriteBatch.Draw(Game1.emoteSpriteSheet, localPosition, new Microsoft.Xna.Framework.Rectangle?(new Microsoft.Xna.Framework.Rectangle(actor.CurrentEmoteIndex * 16 % Game1.emoteSpriteSheet.Width, actor.CurrentEmoteIndex * 16 / Game1.emoteSpriteSheet.Width * 16, 16, 16)), Color.White, 0.0f, Vector2.Zero, 4f, SpriteEffects.None, (float)actor.getStandingY() / 10000f);
}
}
+ }
+ Game1.spriteBatch.End();
+ if (Game1.drawLighting)
+ {
+ 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);
Game1.spriteBatch.End();
- if (Game1.drawLighting)
- {
- 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);
- Game1.spriteBatch.End();
- }
- Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, (DepthStencilState)null, (RasterizerState)null);
- if (Game1.drawGrid)
- {
- int num2 = -Game1.viewport.X % 64;
- float num3 = (float)(-Game1.viewport.Y % 64);
- int num4 = num2;
- while (true)
- {
- int num5 = num4;
- viewport1 = Game1.graphics.GraphicsDevice.Viewport;
- int width1 = viewport1.Width;
- if (num5 < width1)
- {
- SpriteBatch spriteBatch = Game1.spriteBatch;
- Texture2D staminaRect = Game1.staminaRect;
- int x = num4;
- int y = (int)num3;
- int width2 = 1;
- viewport1 = Game1.graphics.GraphicsDevice.Viewport;
- int height = viewport1.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);
- num4 += 64;
- }
- else
- break;
- }
- float num6 = num3;
- while (true)
- {
- double num5 = (double)num6;
- viewport1 = Game1.graphics.GraphicsDevice.Viewport;
- double height1 = (double)viewport1.Height;
- if (num5 < height1)
- {
- SpriteBatch spriteBatch = Game1.spriteBatch;
- Texture2D staminaRect = Game1.staminaRect;
- int x = num2;
- int y = (int)num6;
- viewport1 = Game1.graphics.GraphicsDevice.Viewport;
- int width = viewport1.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);
- num6 += 64f;
- }
- else
- break;
- }
- }
- if ((uint)Game1.currentBillboard > 0U)
- this.drawBillboard();
- if ((Game1.displayHUD || Game1.eventUp) && (Game1.currentBillboard == 0 && (int)Game1.gameMode == 3) && (!Game1.freezeControls && !Game1.panMode) && !Game1.HostPaused)
+ }
+ 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)
{
- this.Events.Graphics_OnPreRenderHudEvent.Raise();
- this.drawHUD();
- this.Events.Graphics_OnPostRenderHudEvent.Raise();
+ 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;
}
- else if (Game1.activeClickableMenu == null && Game1.farmEvent == null)
- Game1.spriteBatch.Draw(Game1.mouseCursors, new Vector2((float)Game1.getOldMouseX(), (float)Game1.getOldMouseY()), new Microsoft.Xna.Framework.Rectangle?(Game1.getSourceRectForStandardTileSheet(Game1.mouseCursors, 0, 16, 16)), Color.White, 0.0f, Vector2.Zero, (float)(4.0 + (double)Game1.dialogueButtonScale / 150.0), SpriteEffects.None, 1f);
- if (Game1.hudMessages.Count > 0 && (!Game1.eventUp || Game1.isFestival()))
+ float num2 = num1;
+ while ((double)num2 < (double)Game1.graphics.GraphicsDevice.Viewport.Height)
{
- for (int i = Game1.hudMessages.Count - 1; i >= 0; --i)
- Game1.hudMessages[i].draw(Game1.spriteBatch, i);
+ 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;
}
}
- if (Game1.farmEvent != null)
- Game1.farmEvent.draw(Game1.spriteBatch);
- if (Game1.dialogueUp && !Game1.nameSelectUp && !Game1.messagePause && (Game1.activeClickableMenu == null || !(Game1.activeClickableMenu is DialogueBox)))
- this.drawDialogueBox();
- if (Game1.progressBar)
- {
- Game1.spriteBatch.Draw(Game1.fadeToBlackRect, new Microsoft.Xna.Framework.Rectangle((Game1.graphics.GraphicsDevice.Viewport.GetTitleSafeArea().Width - Game1.dialogueWidth) / 2, Game1.graphics.GraphicsDevice.Viewport.GetTitleSafeArea().Bottom - 128, Game1.dialogueWidth, 32), Color.LightGray);
- Game1.spriteBatch.Draw(Game1.staminaRect, new Microsoft.Xna.Framework.Rectangle((Game1.graphics.GraphicsDevice.Viewport.GetTitleSafeArea().Width - Game1.dialogueWidth) / 2, Game1.graphics.GraphicsDevice.Viewport.GetTitleSafeArea().Bottom - 128, (int)((double)Game1.pauseAccumulator / (double)Game1.pauseTime * (double)Game1.dialogueWidth), 32), Color.DimGray);
- }
- 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)))
+ if (Game1.currentBillboard != 0)
+ this.drawBillboard();
+ if ((Game1.displayHUD || Game1.eventUp) && (Game1.currentBillboard == 0 && (int)Game1.gameMode == 3) && (!Game1.freezeControls && !Game1.panMode && !Game1.HostPaused))
{
- SpriteBatch spriteBatch = Game1.spriteBatch;
- Texture2D staminaRect = Game1.staminaRect;
- viewport1 = Game1.graphics.GraphicsDevice.Viewport;
- Microsoft.Xna.Framework.Rectangle bounds = viewport1.Bounds;
- Color color = Color.Blue * 0.2f;
- spriteBatch.Draw(staminaRect, bounds, color);
+ this.Events.Graphics_OnPreRenderHudEvent.Raise();
+ this.drawHUD();
+ this.Events.Graphics_OnPostRenderHudEvent.Raise();
}
- if ((Game1.fadeToBlack || Game1.globalFade) && !Game1.menuUp && (!Game1.nameSelectUp || Game1.messagePause))
+ else if (Game1.activeClickableMenu == null && Game1.farmEvent == null)
+ Game1.spriteBatch.Draw(Game1.mouseCursors, new Vector2((float)Game1.getOldMouseX(), (float)Game1.getOldMouseY()), new Microsoft.Xna.Framework.Rectangle?(Game1.getSourceRectForStandardTileSheet(Game1.mouseCursors, 0, 16, 16)), Color.White, 0.0f, Vector2.Zero, (float)(4.0 + (double)Game1.dialogueButtonScale / 150.0), SpriteEffects.None, 1f);
+ if (Game1.hudMessages.Count > 0 && (!Game1.eventUp || Game1.isFestival()))
{
- SpriteBatch spriteBatch = Game1.spriteBatch;
- Texture2D fadeToBlackRect = Game1.fadeToBlackRect;
- viewport1 = Game1.graphics.GraphicsDevice.Viewport;
- Microsoft.Xna.Framework.Rectangle bounds = viewport1.Bounds;
- Color color = Color.Black * ((int)Game1.gameMode == 0 ? 1f - Game1.fadeToBlackAlpha : Game1.fadeToBlackAlpha);
- spriteBatch.Draw(fadeToBlackRect, bounds, color);
+ for (int i = Game1.hudMessages.Count - 1; i >= 0; --i)
+ Game1.hudMessages[i].draw(Game1.spriteBatch, i);
}
- else if ((double)Game1.flashAlpha > 0.0)
+ }
+ if (Game1.farmEvent != null)
+ Game1.farmEvent.draw(Game1.spriteBatch);
+ if (Game1.dialogueUp && !Game1.nameSelectUp && !Game1.messagePause && (Game1.activeClickableMenu == null || !(Game1.activeClickableMenu is DialogueBox)))
+ this.drawDialogueBox();
+ if (Game1.progressBar)
+ {
+ SpriteBatch spriteBatch1 = Game1.spriteBatch;
+ Texture2D fadeToBlackRect = Game1.fadeToBlackRect;
+ int x1 = (Game1.graphics.GraphicsDevice.Viewport.GetTitleSafeArea().Width - Game1.dialogueWidth) / 2;
+ rectangle = Game1.graphics.GraphicsDevice.Viewport.GetTitleSafeArea();
+ int y1 = rectangle.Bottom - 128;
+ int dialogueWidth = Game1.dialogueWidth;
+ int height1 = 32;
+ Microsoft.Xna.Framework.Rectangle destinationRectangle1 = new Microsoft.Xna.Framework.Rectangle(x1, y1, dialogueWidth, height1);
+ Color lightGray = Color.LightGray;
+ spriteBatch1.Draw(fadeToBlackRect, destinationRectangle1, lightGray);
+ SpriteBatch spriteBatch2 = Game1.spriteBatch;
+ Texture2D staminaRect = Game1.staminaRect;
+ int x2 = (Game1.graphics.GraphicsDevice.Viewport.GetTitleSafeArea().Width - Game1.dialogueWidth) / 2;
+ rectangle = Game1.graphics.GraphicsDevice.Viewport.GetTitleSafeArea();
+ int y2 = rectangle.Bottom - 128;
+ int width = (int)((double)Game1.pauseAccumulator / (double)Game1.pauseTime * (double)Game1.dialogueWidth);
+ int height2 = 32;
+ Microsoft.Xna.Framework.Rectangle destinationRectangle2 = new Microsoft.Xna.Framework.Rectangle(x2, y2, width, height2);
+ Color dimGray = Color.DimGray;
+ spriteBatch2.Draw(staminaRect, destinationRectangle2, dimGray);
+ }
+ 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);
+ if ((Game1.fadeToBlack || Game1.globalFade) && !Game1.menuUp && (!Game1.nameSelectUp || Game1.messagePause))
+ Game1.spriteBatch.Draw(Game1.fadeToBlackRect, Game1.graphics.GraphicsDevice.Viewport.Bounds, Color.Black * ((int)Game1.gameMode == 0 ? 1f - Game1.fadeToBlackAlpha : Game1.fadeToBlackAlpha));
+ 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));
+ Game1.flashAlpha -= 0.1f;
+ }
+ if ((Game1.messagePause || Game1.globalFade) && Game1.dialogueUp)
+ this.drawDialogueBox();
+ foreach (TemporaryAnimatedSprite overlayTempSprite in Game1.screenOverlayTempSprites)
+ overlayTempSprite.draw(Game1.spriteBatch, true, 0, 0, 1f);
+ if (Game1.debugMode)
+ {
+ StringBuilder debugStringBuilder = Game1._debugStringBuilder;
+ debugStringBuilder.Clear();
+ if (Game1.panMode)
{
- if (Game1.options.screenFlash)
- {
- SpriteBatch spriteBatch = Game1.spriteBatch;
- Texture2D fadeToBlackRect = Game1.fadeToBlackRect;
- viewport1 = Game1.graphics.GraphicsDevice.Viewport;
- Microsoft.Xna.Framework.Rectangle bounds = viewport1.Bounds;
- Color color = Color.White * Math.Min(1f, Game1.flashAlpha);
- spriteBatch.Draw(fadeToBlackRect, bounds, color);
- }
- Game1.flashAlpha -= 0.1f;
+ debugStringBuilder.Append((Game1.getOldMouseX() + Game1.viewport.X) / 64);
+ debugStringBuilder.Append(",");
+ debugStringBuilder.Append((Game1.getOldMouseY() + Game1.viewport.Y) / 64);
}
- if ((Game1.messagePause || Game1.globalFade) && Game1.dialogueUp)
- this.drawDialogueBox();
- foreach (TemporaryAnimatedSprite overlayTempSprite in Game1.screenOverlayTempSprites)
- overlayTempSprite.draw(Game1.spriteBatch, true, 0, 0, 1f);
- if (Game1.debugMode)
+ else
{
- StringBuilder debugStringBuilder = SGame._debugStringBuilder;
- debugStringBuilder.Clear();
- if (Game1.panMode)
- {
- debugStringBuilder.Append((Game1.getOldMouseX() + Game1.viewport.X) / 64);
- debugStringBuilder.Append(",");
- debugStringBuilder.Append((Game1.getOldMouseY() + Game1.viewport.Y) / 64);
- }
- else
- {
- debugStringBuilder.Append("player: ");
- debugStringBuilder.Append(Game1.player.getStandingX() / 64);
- debugStringBuilder.Append(", ");
- debugStringBuilder.Append(Game1.player.getStandingY() / 64);
- }
- debugStringBuilder.Append(" mouseTransparency: ");
- debugStringBuilder.Append(Game1.mouseCursorTransparency);
- debugStringBuilder.Append(" mousePosition: ");
- debugStringBuilder.Append(Game1.getMouseX());
- debugStringBuilder.Append(",");
- debugStringBuilder.Append(Game1.getMouseY());
- debugStringBuilder.Append(Environment.NewLine);
- debugStringBuilder.Append("debugOutput: ");
- debugStringBuilder.Append(Game1.debugOutput);
- Game1.spriteBatch.DrawString(Game1.smallFont, debugStringBuilder, new Vector2((float)this.GraphicsDevice.Viewport.GetTitleSafeArea().X, (float)(this.GraphicsDevice.Viewport.GetTitleSafeArea().Y + Game1.smallFont.LineSpacing * 8)), Color.Red, 0.0f, Vector2.Zero, 1f, SpriteEffects.None, 0.9999999f);
+ debugStringBuilder.Append("player: ");
+ debugStringBuilder.Append(Game1.player.getStandingX() / 64);
+ debugStringBuilder.Append(", ");
+ debugStringBuilder.Append(Game1.player.getStandingY() / 64);
}
- if (Game1.showKeyHelp)
- Game1.spriteBatch.DrawString(Game1.smallFont, Game1.keyHelpString, new Vector2(64f, (float)(Game1.viewport.Height - 64 - (Game1.dialogueUp ? 192 + (Game1.isQuestion ? Game1.questionChoices.Count * 64 : 0) : 0)) - Game1.smallFont.MeasureString(Game1.keyHelpString).Y), Color.LightGray, 0.0f, Vector2.Zero, 1f, SpriteEffects.None, 0.9999999f);
- if (Game1.activeClickableMenu != null)
+ debugStringBuilder.Append(" mouseTransparency: ");
+ debugStringBuilder.Append(Game1.mouseCursorTransparency);
+ debugStringBuilder.Append(" mousePosition: ");
+ debugStringBuilder.Append(Game1.getMouseX());
+ debugStringBuilder.Append(",");
+ debugStringBuilder.Append(Game1.getMouseY());
+ debugStringBuilder.Append(Environment.NewLine);
+ debugStringBuilder.Append("debugOutput: ");
+ debugStringBuilder.Append(Game1.debugOutput);
+ Game1.spriteBatch.DrawString(Game1.smallFont, debugStringBuilder, new Vector2((float)this.GraphicsDevice.Viewport.GetTitleSafeArea().X, (float)(this.GraphicsDevice.Viewport.GetTitleSafeArea().Y + Game1.smallFont.LineSpacing * 8)), Color.Red, 0.0f, Vector2.Zero, 1f, SpriteEffects.None, 0.9999999f);
+ }
+ if (Game1.showKeyHelp)
+ Game1.spriteBatch.DrawString(Game1.smallFont, Game1.keyHelpString, new Vector2(64f, (float)(Game1.viewport.Height - 64 - (Game1.dialogueUp ? 192 + (Game1.isQuestion ? Game1.questionChoices.Count * 64 : 0) : 0)) - Game1.smallFont.MeasureString(Game1.keyHelpString).Y), Color.LightGray, 0.0f, Vector2.Zero, 1f, SpriteEffects.None, 0.9999999f);
+ if (Game1.activeClickableMenu != null)
+ {
+ try
{
- try
- {
- this.Events.Graphics_OnPreRenderGuiEvent.Raise();
- Game1.activeClickableMenu.draw(Game1.spriteBatch);
- this.Events.Graphics_OnPostRenderGuiEvent.Raise();
- }
- catch (Exception ex)
- {
- this.Monitor.Log($"The {Game1.activeClickableMenu.GetType().FullName} menu crashed while drawing itself. SMAPI will force it to exit to avoid crashing the game.\n{ex.GetLogSummary()}", LogLevel.Error);
- Game1.activeClickableMenu.exitThisMenu();
- }
+ this.Events.Graphics_OnPreRenderGuiEvent.Raise();
+ Game1.activeClickableMenu.draw(Game1.spriteBatch);
+ this.Events.Graphics_OnPostRenderGuiEvent.Raise();
}
- else if (Game1.farmEvent != null)
- Game1.farmEvent.drawAboveEverything(Game1.spriteBatch);
- if (Game1.HostPaused)
+ catch (Exception ex)
{
- string s = Game1.content.LoadString("Strings\\StringsFromCSFiles:DayTimeMoneyBox.cs.10378");
- SpriteText.drawStringWithScrollBackground(Game1.spriteBatch, s, 96, 32, "", 1f, -1);
+ this.Monitor.Log($"The {Game1.activeClickableMenu.GetType().FullName} menu crashed while drawing itself. SMAPI will force it to exit to avoid crashing the game.\n{ex.GetLogSummary()}", LogLevel.Error);
+ Game1.activeClickableMenu.exitThisMenu();
}
- this.RaisePostRender();
- Game1.spriteBatch.End();
- this.drawOverlays(Game1.spriteBatch);
- this.renderScreenBuffer();
- //base.Draw(gameTime);
}
+ else if (Game1.farmEvent != null)
+ Game1.farmEvent.drawAboveEverything(Game1.spriteBatch);
+ if (Game1.HostPaused)
+ {
+ string s = Game1.content.LoadString("Strings\\StringsFromCSFiles:DayTimeMoneyBox.cs.10378");
+ SpriteText.drawStringWithScrollBackground(Game1.spriteBatch, s, 96, 32, "", 1f, -1);
+ }
+ this.RaisePostRender();
+ Game1.spriteBatch.End();
+ this.drawOverlays(Game1.spriteBatch);
+ this.renderScreenBuffer();
+ //base.Draw(gameTime);
}
}
}
@@ -1274,52 +1237,7 @@ namespace StardewModdingAPI.Framework
{
Context.IsWorldReady = false;
this.AfterLoadTimer = 5;
- this.PreviousSaveID = 0;
- }
-
-
-
- /// <summary>Get the player inventory changes between two states.</summary>
- /// <param name="current">The player's current inventory.</param>
- /// <param name="previous">The player's previous inventory.</param>
- private IEnumerable<ItemStackChange> GetInventoryChanges(IEnumerable<Item> current, IDictionary<Item, int> previous)
- {
- current = current.Where(n => n != null).ToArray();
- foreach (Item item in current)
- {
- // stack size changed
- if (previous != null && previous.ContainsKey(item))
- {
- if (previous[item] != item.Stack)
- yield return new ItemStackChange { Item = item, StackChange = item.Stack - previous[item], ChangeType = ChangeType.StackChange };
- }
-
- // new item
- else
- yield return new ItemStackChange { Item = item, StackChange = item.Stack, ChangeType = ChangeType.Added };
- }
-
- // removed items
- if (previous != null)
- {
- foreach (var entry in previous)
- {
- if (current.Any(i => i == entry.Key))
- continue;
-
- yield return new ItemStackChange { Item = entry.Key, StackChange = -entry.Key.Stack, ChangeType = ChangeType.Removed };
- }
- }
- }
-
- /// <summary>Get a hash value for an enumeration.</summary>
- /// <param name="enumerable">The enumeration of items to hash.</param>
- private int GetHash(IEnumerable enumerable)
- {
- int hash = 0;
- foreach (object v in enumerable)
- hash ^= v.GetHashCode();
- return hash;
+ this.RaisedAfterLoadEvent = false;
}
/// <summary>Raise the <see cref="GraphicsEvents.OnPostRenderEvent"/> if there are any listeners.</summary>