diff options
Diffstat (limited to 'src/SMAPI/Framework/SGame.cs')
-rw-r--r-- | src/SMAPI/Framework/SGame.cs | 1192 |
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> |