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-rw-r--r--src/SMAPI/Framework/ContentCore.cs52
-rw-r--r--src/SMAPI/Framework/ContentManagerShim.cs5
-rw-r--r--src/SMAPI/Framework/IModMetadata.cs6
-rw-r--r--src/SMAPI/Framework/Input/GamePadStateBuilder.cs153
-rw-r--r--src/SMAPI/Framework/Input/InputState.cs163
-rw-r--r--src/SMAPI/Framework/Input/SInputState.cs359
-rw-r--r--src/SMAPI/Framework/ModHelpers/ModRegistryHelper.cs4
-rw-r--r--src/SMAPI/Framework/ModLoading/Finders/ReferenceToMemberWithUnexpectedTypeFinder.cs8
-rw-r--r--src/SMAPI/Framework/ModLoading/ModMetadata.cs16
-rw-r--r--src/SMAPI/Framework/SGame.cs1192
-rw-r--r--src/SMAPI/Framework/StateTracking/Comparers/EquatableComparer.cs32
-rw-r--r--src/SMAPI/Framework/StateTracking/Comparers/ObjectReferenceComparer.cs29
-rw-r--r--src/SMAPI/Framework/StateTracking/FieldWatchers/BaseDisposableWatcher.cs36
-rw-r--r--src/SMAPI/Framework/StateTracking/FieldWatchers/ComparableWatcher.cs62
-rw-r--r--src/SMAPI/Framework/StateTracking/FieldWatchers/NetDictionaryWatcher.cs103
-rw-r--r--src/SMAPI/Framework/StateTracking/FieldWatchers/NetValueWatcher.cs83
-rw-r--r--src/SMAPI/Framework/StateTracking/FieldWatchers/ObservableCollectionWatcher.cs86
-rw-r--r--src/SMAPI/Framework/StateTracking/FieldWatchers/WatcherFactory.cs54
-rw-r--r--src/SMAPI/Framework/StateTracking/ICollectionWatcher.cs17
-rw-r--r--src/SMAPI/Framework/StateTracking/IDictionaryWatcher.cs7
-rw-r--r--src/SMAPI/Framework/StateTracking/IValueWatcher.cs15
-rw-r--r--src/SMAPI/Framework/StateTracking/IWatcher.cs24
-rw-r--r--src/SMAPI/Framework/StateTracking/PlayerTracker.cs202
23 files changed, 1860 insertions, 848 deletions
diff --git a/src/SMAPI/Framework/ContentCore.cs b/src/SMAPI/Framework/ContentCore.cs
index 9da18481..6e915f28 100644
--- a/src/SMAPI/Framework/ContentCore.cs
+++ b/src/SMAPI/Framework/ContentCore.cs
@@ -47,9 +47,6 @@ namespace StardewModdingAPI.Framework
/// <summary>A lookup which indicates whether the asset is localisable (i.e. the filename contains the locale), if previously loaded.</summary>
private readonly IDictionary<string, bool> IsLocalisableLookup;
- /// <summary>The locale codes used in asset keys indexed by enum value.</summary>
- private readonly IDictionary<LocalizedContentManager.LanguageCode, string> Locales;
-
/// <summary>The language enum values indexed by locale code.</summary>
private readonly IDictionary<string, LocalizedContentManager.LanguageCode> LanguageCodes;
@@ -94,21 +91,19 @@ namespace StardewModdingAPI.Framework
/// <param name="serviceProvider">The service provider to use to locate services.</param>
/// <param name="rootDirectory">The root directory to search for content.</param>
/// <param name="currentCulture">The current culture for which to localise content.</param>
- /// <param name="languageCodeOverride">The current language code for which to localise content.</param>
/// <param name="monitor">Encapsulates monitoring and logging.</param>
/// <param name="reflection">Simplifies access to private code.</param>
- public ContentCore(IServiceProvider serviceProvider, string rootDirectory, CultureInfo currentCulture, string languageCodeOverride, IMonitor monitor, Reflector reflection)
+ public ContentCore(IServiceProvider serviceProvider, string rootDirectory, CultureInfo currentCulture, IMonitor monitor, Reflector reflection)
{
// init
this.Monitor = monitor ?? throw new ArgumentNullException(nameof(monitor));
- this.Content = new LocalizedContentManager(serviceProvider, rootDirectory, currentCulture, languageCodeOverride);
+ this.Content = new LocalizedContentManager(serviceProvider, rootDirectory, currentCulture);
this.Cache = new ContentCache(this.Content, reflection);
this.ModContentPrefix = this.GetAssetNameFromFilePath(Constants.ModPath);
// get asset data
this.CoreAssets = new CoreAssetPropagator(this.NormaliseAssetName, reflection);
- this.Locales = this.GetKeyLocales(reflection);
- this.LanguageCodes = this.Locales.ToDictionary(p => p.Value, p => p.Key, StringComparer.InvariantCultureIgnoreCase);
+ this.LanguageCodes = this.GetKeyLocales().ToDictionary(p => p.Value, p => p.Key, StringComparer.InvariantCultureIgnoreCase);
this.IsLocalisableLookup = reflection.GetField<IDictionary<string, bool>>(this.Content, "_localizedAsset").GetValue();
}
@@ -117,7 +112,7 @@ namespace StardewModdingAPI.Framework
/// <param name="rootDirectory">The root directory to search for content (or <c>null</c>. for the default)</param>
public ContentManagerShim CreateContentManager(string name, string rootDirectory = null)
{
- return new ContentManagerShim(this, name, this.Content.ServiceProvider, rootDirectory ?? this.Content.RootDirectory, this.Content.CurrentCulture, this.Content.LanguageCodeOverride);
+ return new ContentManagerShim(this, name, this.Content.ServiceProvider, rootDirectory ?? this.Content.RootDirectory, this.Content.CurrentCulture);
}
/****
@@ -177,7 +172,7 @@ namespace StardewModdingAPI.Framework
/// <param name="language">The language.</param>
public string GetLocale(LocalizedContentManager.LanguageCode language)
{
- return this.Locales[language];
+ return this.Content.LanguageCodeString(language);
}
/// <summary>Get whether the content manager has already loaded and cached the given asset.</summary>
@@ -413,31 +408,14 @@ namespace StardewModdingAPI.Framework
}
/// <summary>Get the locale codes (like <c>ja-JP</c>) used in asset keys.</summary>
- /// <param name="reflection">Simplifies access to private game code.</param>
- private IDictionary<LocalizedContentManager.LanguageCode, string> GetKeyLocales(Reflector reflection)
+ private IDictionary<LocalizedContentManager.LanguageCode, string> GetKeyLocales()
{
- string previousOverride = this.Content.LanguageCodeOverride;
-
- try
- {
- // temporarily disable language override
- this.Content.LanguageCodeOverride = null;
-
- // create locale => code map
- IReflectedMethod languageCodeString = reflection.GetMethod(this.Content, "languageCodeString");
- IDictionary<LocalizedContentManager.LanguageCode, string> map = new Dictionary<LocalizedContentManager.LanguageCode, string>();
- foreach (LocalizedContentManager.LanguageCode code in Enum.GetValues(typeof(LocalizedContentManager.LanguageCode)))
- {
- map[code] = languageCodeString.Invoke<string>(code);
- }
+ // create locale => code map
+ IDictionary<LocalizedContentManager.LanguageCode, string> map = new Dictionary<LocalizedContentManager.LanguageCode, string>();
+ foreach (LocalizedContentManager.LanguageCode code in Enum.GetValues(typeof(LocalizedContentManager.LanguageCode)))
+ map[code] = this.Content.LanguageCodeString(code);
- return map;
- }
- finally
- {
- // restore previous settings
- this.Content.LanguageCodeOverride = previousOverride;
- }
+ return map;
}
/// <summary>Get the asset name from a cache key.</summary>
@@ -482,11 +460,15 @@ namespace StardewModdingAPI.Framework
/// <param name="normalisedAssetName">The normalised asset name.</param>
private bool IsNormalisedKeyLoaded(string normalisedAssetName)
{
+ // default English
+ if (this.Language == LocalizedContentManager.LanguageCode.en)
+ return this.Cache.ContainsKey(normalisedAssetName);
+
+ // translated
if (!this.IsLocalisableLookup.TryGetValue(normalisedAssetName, out bool localisable))
return false;
-
return localisable
- ? this.Cache.ContainsKey($"{normalisedAssetName}.{this.Locales[this.Content.GetCurrentLanguage()]}")
+ ? this.Cache.ContainsKey($"{normalisedAssetName}.{this.GetLocale(this.Content.GetCurrentLanguage())}")
: this.Cache.ContainsKey(normalisedAssetName);
}
diff --git a/src/SMAPI/Framework/ContentManagerShim.cs b/src/SMAPI/Framework/ContentManagerShim.cs
index 2791eb78..66754fd7 100644
--- a/src/SMAPI/Framework/ContentManagerShim.cs
+++ b/src/SMAPI/Framework/ContentManagerShim.cs
@@ -30,9 +30,8 @@ namespace StardewModdingAPI.Framework
/// <param name="serviceProvider">The service provider to use to locate services.</param>
/// <param name="rootDirectory">The root directory to search for content.</param>
/// <param name="currentCulture">The current culture for which to localise content.</param>
- /// <param name="languageCodeOverride">The current language code for which to localise content.</param>
- public ContentManagerShim(ContentCore contentCore, string name, IServiceProvider serviceProvider, string rootDirectory, CultureInfo currentCulture, string languageCodeOverride)
- : base(serviceProvider, rootDirectory, currentCulture, languageCodeOverride)
+ public ContentManagerShim(ContentCore contentCore, string name, IServiceProvider serviceProvider, string rootDirectory, CultureInfo currentCulture)
+ : base(serviceProvider, rootDirectory, currentCulture)
{
this.ContentCore = contentCore;
this.Name = name;
diff --git a/src/SMAPI/Framework/IModMetadata.cs b/src/SMAPI/Framework/IModMetadata.cs
index d1e8eb7d..b7972fe1 100644
--- a/src/SMAPI/Framework/IModMetadata.cs
+++ b/src/SMAPI/Framework/IModMetadata.cs
@@ -64,5 +64,11 @@ namespace StardewModdingAPI.Framework
/// <summary>Set the mod-provided API instance.</summary>
/// <param name="api">The mod-provided API.</param>
IModMetadata SetApi(object api);
+
+ /// <summary>Whether the mod manifest was loaded (regardless of whether the mod itself was loaded).</summary>
+ bool HasManifest();
+
+ /// <summary>Whether the mod has at least one update key set.</summary>
+ bool HasUpdateKeys();
}
}
diff --git a/src/SMAPI/Framework/Input/GamePadStateBuilder.cs b/src/SMAPI/Framework/Input/GamePadStateBuilder.cs
new file mode 100644
index 00000000..5eeb7ef6
--- /dev/null
+++ b/src/SMAPI/Framework/Input/GamePadStateBuilder.cs
@@ -0,0 +1,153 @@
+using System.Collections.Generic;
+using System.Linq;
+using Microsoft.Xna.Framework;
+using Microsoft.Xna.Framework.Input;
+
+namespace StardewModdingAPI.Framework.Input
+{
+ /// <summary>An abstraction for manipulating controller state.</summary>
+ internal class GamePadStateBuilder
+ {
+ /*********
+ ** Properties
+ *********/
+ /// <summary>The current button states.</summary>
+ private readonly IDictionary<SButton, ButtonState> ButtonStates;
+
+ /// <summary>The left trigger value.</summary>
+ private float LeftTrigger;
+
+ /// <summary>The right trigger value.</summary>
+ private float RightTrigger;
+
+ /// <summary>The left thumbstick position.</summary>
+ private Vector2 LeftStickPos;
+
+ /// <summary>The left thumbstick position.</summary>
+ private Vector2 RightStickPos;
+
+
+ /*********
+ ** Public methods
+ *********/
+ /// <summary>Construct an instance.</summary>
+ /// <param name="state">The initial controller state.</param>
+ public GamePadStateBuilder(GamePadState state)
+ {
+ this.ButtonStates = new Dictionary<SButton, ButtonState>
+ {
+ [SButton.DPadUp] = state.DPad.Up,
+ [SButton.DPadDown] = state.DPad.Down,
+ [SButton.DPadLeft] = state.DPad.Left,
+ [SButton.DPadRight] = state.DPad.Right,
+
+ [SButton.ControllerA] = state.Buttons.A,
+ [SButton.ControllerB] = state.Buttons.B,
+ [SButton.ControllerX] = state.Buttons.X,
+ [SButton.ControllerY] = state.Buttons.Y,
+ [SButton.LeftStick] = state.Buttons.LeftStick,
+ [SButton.RightStick] = state.Buttons.RightStick,
+ [SButton.LeftShoulder] = state.Buttons.LeftShoulder,
+ [SButton.RightShoulder] = state.Buttons.RightShoulder,
+ [SButton.ControllerBack] = state.Buttons.Back,
+ [SButton.ControllerStart] = state.Buttons.Start,
+ [SButton.BigButton] = state.Buttons.BigButton
+ };
+ this.LeftTrigger = state.Triggers.Left;
+ this.RightTrigger = state.Triggers.Right;
+ this.LeftStickPos = state.ThumbSticks.Left;
+ this.RightStickPos = state.ThumbSticks.Right;
+ }
+
+ /// <summary>Mark all matching buttons unpressed.</summary>
+ /// <param name="buttons">The buttons.</param>
+ public void SuppressButtons(IEnumerable<SButton> buttons)
+ {
+ foreach (SButton button in buttons)
+ this.SuppressButton(button);
+ }
+
+ /// <summary>Mark a button unpressed.</summary>
+ /// <param name="button">The button.</param>
+ public void SuppressButton(SButton button)
+ {
+ switch (button)
+ {
+ // left thumbstick
+ case SButton.LeftThumbstickUp:
+ if (this.LeftStickPos.Y > 0)
+ this.LeftStickPos.Y = 0;
+ break;
+ case SButton.LeftThumbstickDown:
+ if (this.LeftStickPos.Y < 0)
+ this.LeftStickPos.Y = 0;
+ break;
+ case SButton.LeftThumbstickLeft:
+ if (this.LeftStickPos.X < 0)
+ this.LeftStickPos.X = 0;
+ break;
+ case SButton.LeftThumbstickRight:
+ if (this.LeftStickPos.X > 0)
+ this.LeftStickPos.X = 0;
+ break;
+
+ // right thumbstick
+ case SButton.RightThumbstickUp:
+ if (this.RightStickPos.Y > 0)
+ this.RightStickPos.Y = 0;
+ break;
+ case SButton.RightThumbstickDown:
+ if (this.RightStickPos.Y < 0)
+ this.RightStickPos.Y = 0;
+ break;
+ case SButton.RightThumbstickLeft:
+ if (this.RightStickPos.X < 0)
+ this.RightStickPos.X = 0;
+ break;
+ case SButton.RightThumbstickRight:
+ if (this.RightStickPos.X > 0)
+ this.RightStickPos.X = 0;
+ break;
+
+ // triggers
+ case SButton.LeftTrigger:
+ this.LeftTrigger = 0;
+ break;
+ case SButton.RightTrigger:
+ this.RightTrigger = 0;
+ break;
+
+ // buttons
+ default:
+ if (this.ButtonStates.ContainsKey(button))
+ this.ButtonStates[button] = ButtonState.Released;
+ break;
+ }
+ }
+
+ /// <summary>Construct an equivalent gamepad state.</summary>
+ public GamePadState ToGamePadState()
+ {
+ return new GamePadState(
+ leftThumbStick: this.LeftStickPos,
+ rightThumbStick: this.RightStickPos,
+ leftTrigger: this.LeftTrigger,
+ rightTrigger: this.RightTrigger,
+ buttons: this.GetPressedButtons().ToArray()
+ );
+ }
+
+ /*********
+ ** Private methods
+ *********/
+ /// <summary>Get all pressed buttons.</summary>
+ private IEnumerable<Buttons> GetPressedButtons()
+ {
+ foreach (var pair in this.ButtonStates)
+ {
+ if (pair.Value == ButtonState.Pressed && pair.Key.TryGetController(out Buttons button))
+ yield return button;
+ }
+ }
+ }
+}
diff --git a/src/SMAPI/Framework/Input/InputState.cs b/src/SMAPI/Framework/Input/InputState.cs
deleted file mode 100644
index 8b0108ae..00000000
--- a/src/SMAPI/Framework/Input/InputState.cs
+++ /dev/null
@@ -1,163 +0,0 @@
-using System.Collections.Generic;
-using System.Linq;
-using Microsoft.Xna.Framework;
-using Microsoft.Xna.Framework.Input;
-using StardewValley;
-
-namespace StardewModdingAPI.Framework.Input
-{
- /// <summary>A summary of input changes during an update frame.</summary>
- internal class InputState
- {
- /*********
- ** Accessors
- *********/
- /// <summary>The underlying controller state.</summary>
- public GamePadState ControllerState { get; }
-
- /// <summary>The underlying keyboard state.</summary>
- public KeyboardState KeyboardState { get; }
-
- /// <summary>The underlying mouse state.</summary>
- public MouseState MouseState { get; }
-
- /// <summary>The mouse position on the screen adjusted for the zoom level.</summary>
- public Point MousePosition { get; }
-
- /// <summary>The buttons which were pressed, held, or released.</summary>
- public IDictionary<SButton, InputStatus> ActiveButtons { get; } = new Dictionary<SButton, InputStatus>();
-
-
- /*********
- ** Public methods
- *********/
- /// <summary>Construct an empty instance.</summary>
- public InputState() { }
-
- /// <summary>Construct an instance.</summary>
- /// <param name="previousState">The previous input state.</param>
- /// <param name="controllerState">The current controller state.</param>
- /// <param name="keyboardState">The current keyboard state.</param>
- /// <param name="mouseState">The current mouse state.</param>
- public InputState(InputState previousState, GamePadState controllerState, KeyboardState keyboardState, MouseState mouseState)
- {
- // init properties
- this.ControllerState = controllerState;
- this.KeyboardState = keyboardState;
- this.MouseState = mouseState;
- this.MousePosition = new Point((int)(mouseState.X * (1.0 / Game1.options.zoomLevel)), (int)(mouseState.Y * (1.0 / Game1.options.zoomLevel))); // derived from Game1::getMouseX
-
- // get button states
- SButton[] down = InputState.GetPressedButtons(keyboardState, mouseState, controllerState).ToArray();
- foreach (SButton button in down)
- this.ActiveButtons[button] = this.GetStatus(previousState.GetStatus(button), isDown: true);
- foreach (KeyValuePair<SButton, InputStatus> prev in previousState.ActiveButtons)
- {
- if (prev.Value.IsDown() && !this.ActiveButtons.ContainsKey(prev.Key))
- this.ActiveButtons[prev.Key] = InputStatus.Released;
- }
- }
-
- /// <summary>Get the status of a button.</summary>
- /// <param name="button">The button to check.</param>
- public InputStatus GetStatus(SButton button)
- {
- return this.ActiveButtons.TryGetValue(button, out InputStatus status) ? status : InputStatus.None;
- }
-
- /// <summary>Get whether a given button was pressed or held.</summary>
- /// <param name="button">The button to check.</param>
- public bool IsDown(SButton button)
- {
- return this.GetStatus(button).IsDown();
- }
-
- /// <summary>Get the current input state.</summary>
- /// <param name="previousState">The previous input state.</param>
- public static InputState GetState(InputState previousState)
- {
- GamePadState controllerState = GamePad.GetState(PlayerIndex.One);
- KeyboardState keyboardState = Keyboard.GetState();
- MouseState mouseState = Mouse.GetState();
-
- return new InputState(previousState, controllerState, keyboardState, mouseState);
- }
-
- /*********
- ** Private methods
- *********/
- /// <summary>Get the status of a button.</summary>
- /// <param name="oldStatus">The previous button status.</param>
- /// <param name="isDown">Whether the button is currently down.</param>
- public InputStatus GetStatus(InputStatus oldStatus, bool isDown)
- {
- if (isDown && oldStatus.IsDown())
- return InputStatus.Held;
- if (isDown)
- return InputStatus.Pressed;
- return InputStatus.Released;
- }
-
- /// <summary>Get the buttons pressed in the given stats.</summary>
- /// <param name="keyboard">The keyboard state.</param>
- /// <param name="mouse">The mouse state.</param>
- /// <param name="controller">The controller state.</param>
- private static IEnumerable<SButton> GetPressedButtons(KeyboardState keyboard, MouseState mouse, GamePadState controller)
- {
- // keyboard
- foreach (Keys key in keyboard.GetPressedKeys())
- yield return key.ToSButton();
-
- // mouse
- if (mouse.LeftButton == ButtonState.Pressed)
- yield return SButton.MouseLeft;
- if (mouse.RightButton == ButtonState.Pressed)
- yield return SButton.MouseRight;
- if (mouse.MiddleButton == ButtonState.Pressed)
- yield return SButton.MouseMiddle;
- if (mouse.XButton1 == ButtonState.Pressed)
- yield return SButton.MouseX1;
- if (mouse.XButton2 == ButtonState.Pressed)
- yield return SButton.MouseX2;
-
- // controller
- if (controller.IsConnected)
- {
- if (controller.Buttons.A == ButtonState.Pressed)
- yield return SButton.ControllerA;
- if (controller.Buttons.B == ButtonState.Pressed)
- yield return SButton.ControllerB;
- if (controller.Buttons.Back == ButtonState.Pressed)
- yield return SButton.ControllerBack;
- if (controller.Buttons.BigButton == ButtonState.Pressed)
- yield return SButton.BigButton;
- if (controller.Buttons.LeftShoulder == ButtonState.Pressed)
- yield return SButton.LeftShoulder;
- if (controller.Buttons.LeftStick == ButtonState.Pressed)
- yield return SButton.LeftStick;
- if (controller.Buttons.RightShoulder == ButtonState.Pressed)
- yield return SButton.RightShoulder;
- if (controller.Buttons.RightStick == ButtonState.Pressed)
- yield return SButton.RightStick;
- if (controller.Buttons.Start == ButtonState.Pressed)
- yield return SButton.ControllerStart;
- if (controller.Buttons.X == ButtonState.Pressed)
- yield return SButton.ControllerX;
- if (controller.Buttons.Y == ButtonState.Pressed)
- yield return SButton.ControllerY;
- if (controller.DPad.Up == ButtonState.Pressed)
- yield return SButton.DPadUp;
- if (controller.DPad.Down == ButtonState.Pressed)
- yield return SButton.DPadDown;
- if (controller.DPad.Left == ButtonState.Pressed)
- yield return SButton.DPadLeft;
- if (controller.DPad.Right == ButtonState.Pressed)
- yield return SButton.DPadRight;
- if (controller.Triggers.Left > 0.2f)
- yield return SButton.LeftTrigger;
- if (controller.Triggers.Right > 0.2f)
- yield return SButton.RightTrigger;
- }
- }
- }
-}
diff --git a/src/SMAPI/Framework/Input/SInputState.cs b/src/SMAPI/Framework/Input/SInputState.cs
new file mode 100644
index 00000000..62defa9f
--- /dev/null
+++ b/src/SMAPI/Framework/Input/SInputState.cs
@@ -0,0 +1,359 @@
+using System;
+using System.Collections.Generic;
+using System.Linq;
+using Microsoft.Xna.Framework;
+using Microsoft.Xna.Framework.Input;
+using StardewValley;
+
+#pragma warning disable 809 // obsolete override of non-obsolete method (this is deliberate)
+namespace StardewModdingAPI.Framework.Input
+{
+ /// <summary>A summary of input changes during an update frame.</summary>
+ internal sealed class SInputState : InputState
+ {
+ /*********
+ ** Accessors
+ *********/
+ /// <summary>The maximum amount of direction to ignore for the left thumbstick.</summary>
+ private const float LeftThumbstickDeadZone = 0.2f;
+
+
+ /*********
+ ** Accessors
+ *********/
+ /// <summary>The controller state as of the last update.</summary>
+ public GamePadState RealController { get; private set; }
+
+ /// <summary>The keyboard state as of the last update.</summary>
+ public KeyboardState RealKeyboard { get; private set; }
+
+ /// <summary>The mouse state as of the last update.</summary>
+ public MouseState RealMouse { get; private set; }
+
+ /// <summary>A derivative of <see cref="RealController"/> which suppresses the buttons in <see cref="SuppressButtons"/>.</summary>
+ public GamePadState SuppressedController { get; private set; }
+
+ /// <summary>A derivative of <see cref="RealKeyboard"/> which suppresses the buttons in <see cref="SuppressButtons"/>.</summary>
+ public KeyboardState SuppressedKeyboard { get; private set; }
+
+ /// <summary>A derivative of <see cref="RealMouse"/> which suppresses the buttons in <see cref="SuppressButtons"/>.</summary>
+ public MouseState SuppressedMouse { get; private set; }
+
+ /// <summary>The mouse position on the screen adjusted for the zoom level.</summary>
+ public Point MousePosition { get; private set; }
+
+ /// <summary>The buttons which were pressed, held, or released.</summary>
+ public IDictionary<SButton, InputStatus> ActiveButtons { get; private set; } = new Dictionary<SButton, InputStatus>();
+
+ /// <summary>The buttons to suppress when the game next handles input. Each button is suppressed until it's released.</summary>
+ public HashSet<SButton> SuppressButtons { get; } = new HashSet<SButton>();
+
+
+ /*********
+ ** Public methods
+ *********/
+ /// <summary>Get a copy of the current state.</summary>
+ public SInputState Clone()
+ {
+ return new SInputState
+ {
+ ActiveButtons = this.ActiveButtons,
+ RealController = this.RealController,
+ RealKeyboard = this.RealKeyboard,
+ RealMouse = this.RealMouse,
+ MousePosition = this.MousePosition
+ };
+ }
+
+ /// <summary>This method is called by the game, and does nothing since SMAPI will already have updated by that point.</summary>
+ [Obsolete("This method should only be called by the game itself.")]
+ public override void Update() { }
+
+ /// <summary>Update the current button statuses for the given tick.</summary>
+ public void TrueUpdate()
+ {
+ try
+ {
+ // get new states
+ GamePadState realController = GamePad.GetState(PlayerIndex.One);
+ KeyboardState realKeyboard = Keyboard.GetState();
+ MouseState realMouse = Mouse.GetState();
+ Point mousePosition = new Point((int)(this.RealMouse.X * (1.0 / Game1.options.zoomLevel)), (int)(this.RealMouse.Y * (1.0 / Game1.options.zoomLevel))); // derived from Game1::getMouseX
+ var activeButtons = this.DeriveStatuses(this.ActiveButtons, realKeyboard, realMouse, realController);
+
+ // get suppressed states
+ GamePadState suppressedController = realController;
+ KeyboardState suppressedKeyboard = realKeyboard;
+ MouseState suppressedMouse = realMouse;
+ if (this.SuppressButtons.Count > 0)
+ this.UpdateSuppression(activeButtons, ref suppressedKeyboard, ref suppressedMouse, ref suppressedController);
+
+ // update
+ this.ActiveButtons = activeButtons;
+ this.RealController = realController;
+ this.RealKeyboard = realKeyboard;
+ this.RealMouse = realMouse;
+ this.SuppressedController = suppressedController;
+ this.SuppressedKeyboard = suppressedKeyboard;
+ this.SuppressedMouse = suppressedMouse;
+ this.MousePosition = mousePosition;
+ }
+ catch (InvalidOperationException)
+ {
+ // GetState() may crash for some players if window doesn't have focus but game1.IsActive == true
+ }
+ }
+
+ /// <summary>Get the gamepad state visible to the game.</summary>
+ [Obsolete("This method should only be called by the game itself.")]
+ public override GamePadState GetGamePadState()
+ {
+ return this.ShouldSuppressNow()
+ ? this.SuppressedController
+ : this.RealController;
+ }
+
+ /// <summary>Get the keyboard state visible to the game.</summary>
+ [Obsolete("This method should only be called by the game itself.")]
+ public override KeyboardState GetKeyboardState()
+ {
+ return this.ShouldSuppressNow()
+ ? this.SuppressedKeyboard
+ : this.RealKeyboard;
+ }
+
+ /// <summary>Get the keyboard state visible to the game.</summary>
+ [Obsolete("This method should only be called by the game itself.")]
+ public override MouseState GetMouseState()
+ {
+ return this.ShouldSuppressNow()
+ ? this.SuppressedMouse
+ : this.RealMouse;
+ }
+
+ /// <summary>Get whether a given button was pressed or held.</summary>
+ /// <param name="button">The button to check.</param>
+ public bool IsDown(SButton button)
+ {
+ return this.GetStatus(this.ActiveButtons, button).IsDown();
+ }
+
+ /// <summary>Get whether any of the given buttons were pressed or held.</summary>
+ /// <param name="buttons">The buttons to check.</param>
+ public bool IsAnyDown(InputButton[] buttons)
+ {
+ return buttons.Any(button => this.IsDown(button.ToSButton()));
+ }
+
+ /// <summary>Apply input suppression for the given input states.</summary>
+ /// <param name="activeButtons">The current button states to check.</param>
+ /// <param name="keyboardState">The game's keyboard state for the current tick.</param>
+ /// <param name="mouseState">The game's mouse state for the current tick.</param>
+ /// <param name="gamePadState">The game's controller state for the current tick.</param>
+ public void UpdateSuppression(IDictionary<SButton, InputStatus> activeButtons, ref KeyboardState keyboardState, ref MouseState mouseState, ref GamePadState gamePadState)
+ {
+ // stop suppressing buttons once released
+ if (this.SuppressButtons.Count != 0)
+ this.SuppressButtons.RemoveWhere(p => !this.GetStatus(activeButtons, p).IsDown());
+ if (this.SuppressButtons.Count == 0)
+ return;
+
+ // gather info
+ HashSet<Keys> keyboardButtons = new HashSet<Keys>();
+ HashSet<SButton> controllerButtons = new HashSet<SButton>();
+ HashSet<SButton> mouseButtons = new HashSet<SButton>();
+ foreach (SButton button in this.SuppressButtons)
+ {
+ if (button == SButton.MouseLeft || button == SButton.MouseMiddle || button == SButton.MouseRight || button == SButton.MouseX1 || button == SButton.MouseX2)
+ mouseButtons.Add(button);
+ else if (button.TryGetKeyboard(out Keys key))
+ keyboardButtons.Add(key);
+ else if (gamePadState.IsConnected && button.TryGetController(out Buttons _))
+ controllerButtons.Add(button);
+ }
+
+ // suppress keyboard keys
+ if (keyboardState.GetPressedKeys().Any() && keyboardButtons.Any())
+ keyboardState = new KeyboardState(keyboardState.GetPressedKeys().Except(keyboardButtons).ToArray());
+
+ // suppress controller keys
+ if (gamePadState.IsConnected && controllerButtons.Any())
+ {
+ GamePadStateBuilder builder = new GamePadStateBuilder(gamePadState);
+ builder.SuppressButtons(controllerButtons);
+ gamePadState = builder.ToGamePadState();
+ }
+
+ // suppress mouse buttons
+ if (mouseButtons.Any())
+ {
+ mouseState = new MouseState(
+ x: mouseState.X,
+ y: mouseState.Y,
+ scrollWheel: mouseState.ScrollWheelValue,
+ leftButton: mouseButtons.Contains(SButton.MouseLeft) ? ButtonState.Pressed : mouseState.LeftButton,
+ middleButton: mouseButtons.Contains(SButton.MouseMiddle) ? ButtonState.Pressed : mouseState.MiddleButton,
+ rightButton: mouseButtons.Contains(SButton.MouseRight) ? ButtonState.Pressed : mouseState.RightButton,
+ xButton1: mouseButtons.Contains(SButton.MouseX1) ? ButtonState.Pressed : mouseState.XButton1,
+ xButton2: mouseButtons.Contains(SButton.MouseX2) ? ButtonState.Pressed : mouseState.XButton2
+ );
+ }
+ }
+
+
+ /*********
+ ** Private methods
+ *********/
+ /// <summary>Whether input should be suppressed in the current context.</summary>
+ private bool ShouldSuppressNow()
+ {
+ return Game1.chatBox != null && !Game1.chatBox.isActive();
+ }
+
+ /// <summary>Get the status of all pressed or released buttons relative to their previous status.</summary>
+ /// <param name="previousStatuses">The previous button statuses.</param>
+ /// <param name="keyboard">The keyboard state.</param>
+ /// <param name="mouse">The mouse state.</param>
+ /// <param name="controller">The controller state.</param>
+ private IDictionary<SButton, InputStatus> DeriveStatuses(IDictionary<SButton, InputStatus> previousStatuses, KeyboardState keyboard, MouseState mouse, GamePadState controller)
+ {
+ IDictionary<SButton, InputStatus> activeButtons = new Dictionary<SButton, InputStatus>();
+
+ // handle pressed keys
+ SButton[] down = this.GetPressedButtons(keyboard, mouse, controller).ToArray();
+ foreach (SButton button in down)
+ activeButtons[button] = this.DeriveStatus(this.GetStatus(previousStatuses, button), isDown: true);
+
+ // handle released keys
+ foreach (KeyValuePair<SButton, InputStatus> prev in activeButtons)
+ {
+ if (prev.Value.IsDown() && !activeButtons.ContainsKey(prev.Key))
+ activeButtons[prev.Key] = InputStatus.Released;
+ }
+
+ return activeButtons;
+ }
+
+ /// <summary>Get the status of a button relative to its previous status.</summary>
+ /// <param name="oldStatus">The previous button status.</param>
+ /// <param name="isDown">Whether the button is currently down.</param>
+ private InputStatus DeriveStatus(InputStatus oldStatus, bool isDown)
+ {
+ if (isDown && oldStatus.IsDown())
+ return InputStatus.Held;
+ if (isDown)
+ return InputStatus.Pressed;
+ return InputStatus.Released;
+ }
+
+ /// <summary>Get the status of a button.</summary>
+ /// <param name="activeButtons">The current button states to check.</param>
+ /// <param name="button">The button to check.</param>
+ private InputStatus GetStatus(IDictionary<SButton, InputStatus> activeButtons, SButton button)
+ {
+ return activeButtons.TryGetValue(button, out InputStatus status) ? status : InputStatus.None;
+ }
+
+ /// <summary>Get the buttons pressed in the given stats.</summary>
+ /// <param name="keyboard">The keyboard state.</param>
+ /// <param name="mouse">The mouse state.</param>
+ /// <param name="controller">The controller state.</param>
+ /// <remarks>Thumbstick direction logic derived from <see cref="ButtonCollection"/>.</remarks>
+ private IEnumerable<SButton> GetPressedButtons(KeyboardState keyboard, MouseState mouse, GamePadState controller)
+ {
+ // keyboard
+ foreach (Keys key in keyboard.GetPressedKeys())
+ yield return key.ToSButton();
+
+ // mouse
+ if (mouse.LeftButton == ButtonState.Pressed)
+ yield return SButton.MouseLeft;
+ if (mouse.RightButton == ButtonState.Pressed)
+ yield return SButton.MouseRight;
+ if (mouse.MiddleButton == ButtonState.Pressed)
+ yield return SButton.MouseMiddle;
+ if (mouse.XButton1 == ButtonState.Pressed)
+ yield return SButton.MouseX1;
+ if (mouse.XButton2 == ButtonState.Pressed)
+ yield return SButton.MouseX2;
+
+ // controller
+ if (controller.IsConnected)
+ {
+ // main buttons
+ if (controller.Buttons.A == ButtonState.Pressed)
+ yield return SButton.ControllerA;
+ if (controller.Buttons.B == ButtonState.Pressed)
+ yield return SButton.ControllerB;
+ if (controller.Buttons.X == ButtonState.Pressed)
+ yield return SButton.ControllerX;
+ if (controller.Buttons.Y == ButtonState.Pressed)
+ yield return SButton.ControllerY;
+ if (controller.Buttons.LeftStick == ButtonState.Pressed)
+ yield return SButton.LeftStick;
+ if (controller.Buttons.RightStick == ButtonState.Pressed)
+ yield return SButton.RightStick;
+ if (controller.Buttons.Start == ButtonState.Pressed)
+ yield return SButton.ControllerStart;
+
+ // directional pad
+ if (controller.DPad.Up == ButtonState.Pressed)
+ yield return SButton.DPadUp;
+ if (controller.DPad.Down == ButtonState.Pressed)
+ yield return SButton.DPadDown;
+ if (controller.DPad.Left == ButtonState.Pressed)
+ yield return SButton.DPadLeft;
+ if (controller.DPad.Right == ButtonState.Pressed)
+ yield return SButton.DPadRight;
+
+ // secondary buttons
+ if (controller.Buttons.Back == ButtonState.Pressed)
+ yield return SButton.ControllerBack;
+ if (controller.Buttons.BigButton == ButtonState.Pressed)
+ yield return SButton.BigButton;
+
+ // shoulders
+ if (controller.Buttons.LeftShoulder == ButtonState.Pressed)
+ yield return SButton.LeftShoulder;
+ if (controller.Buttons.RightShoulder == ButtonState.Pressed)
+ yield return SButton.RightShoulder;
+
+ // triggers
+ if (controller.Triggers.Left > 0.2f)
+ yield return SButton.LeftTrigger;
+ if (controller.Triggers.Right > 0.2f)
+ yield return SButton.RightTrigger;
+
+ // left thumbstick direction
+ if (controller.ThumbSticks.Left.Y > SInputState.LeftThumbstickDeadZone)
+ yield return SButton.LeftThumbstickUp;
+ if (controller.ThumbSticks.Left.Y < -SInputState.LeftThumbstickDeadZone)
+ yield return SButton.LeftThumbstickDown;
+ if (controller.ThumbSticks.Left.X > SInputState.LeftThumbstickDeadZone)
+ yield return SButton.LeftThumbstickRight;
+ if (controller.ThumbSticks.Left.X < -SInputState.LeftThumbstickDeadZone)
+ yield return SButton.LeftThumbstickLeft;
+
+ // right thumbstick direction
+ if (this.IsRightThumbstickOutsideDeadZone(controller.ThumbSticks.Right))
+ {
+ if (controller.ThumbSticks.Right.Y > 0)
+ yield return SButton.RightThumbstickUp;
+ if (controller.ThumbSticks.Right.Y < 0)
+ yield return SButton.RightThumbstickDown;
+ if (controller.ThumbSticks.Right.X > 0)
+ yield return SButton.RightThumbstickRight;
+ if (controller.ThumbSticks.Right.X < 0)
+ yield return SButton.RightThumbstickLeft;
+ }
+ }
+ }
+
+ /// <summary>Get whether the right thumbstick should be considered outside the dead zone.</summary>
+ /// <param name="direction">The right thumbstick value.</param>
+ private bool IsRightThumbstickOutsideDeadZone(Vector2 direction)
+ {
+ return direction.Length() > 0.9f;
+ }
+ }
+}
diff --git a/src/SMAPI/Framework/ModHelpers/ModRegistryHelper.cs b/src/SMAPI/Framework/ModHelpers/ModRegistryHelper.cs
index e579a830..008a80f5 100644
--- a/src/SMAPI/Framework/ModHelpers/ModRegistryHelper.cs
+++ b/src/SMAPI/Framework/ModHelpers/ModRegistryHelper.cs
@@ -82,12 +82,12 @@ namespace StardewModdingAPI.Framework.ModHelpers
}
if (!typeof(TInterface).IsInterface)
{
- this.Monitor.Log("Tried to map a mod-provided API to a class; must be a public interface.", LogLevel.Error);
+ this.Monitor.Log($"Tried to map a mod-provided API to class '{typeof(TInterface).FullName}'; must be a public interface.", LogLevel.Error);
return null;
}
if (!typeof(TInterface).IsPublic)
{
- this.Monitor.Log("Tried to map a mod-provided API to a non-public interface; must be a public interface.", LogLevel.Error);
+ this.Monitor.Log($"Tried to map a mod-provided API to non-public interface '{typeof(TInterface).FullName}'; must be a public interface.", LogLevel.Error);
return null;
}
diff --git a/src/SMAPI/Framework/ModLoading/Finders/ReferenceToMemberWithUnexpectedTypeFinder.cs b/src/SMAPI/Framework/ModLoading/Finders/ReferenceToMemberWithUnexpectedTypeFinder.cs
index b5e45742..ecad649a 100644
--- a/src/SMAPI/Framework/ModLoading/Finders/ReferenceToMemberWithUnexpectedTypeFinder.cs
+++ b/src/SMAPI/Framework/ModLoading/Finders/ReferenceToMemberWithUnexpectedTypeFinder.cs
@@ -59,10 +59,6 @@ namespace StardewModdingAPI.Framework.ModLoading.Finders
FieldReference fieldRef = RewriteHelper.AsFieldReference(instruction);
if (fieldRef != null && this.ShouldValidate(fieldRef.DeclaringType))
{
- // can't compare generic type parameters between definition and reference
- if (fieldRef.FieldType.IsGenericInstance || fieldRef.FieldType.IsGenericParameter)
- return InstructionHandleResult.None;
-
// get target field
FieldDefinition targetField = fieldRef.DeclaringType.Resolve()?.Fields.FirstOrDefault(p => p.Name == fieldRef.Name);
if (targetField == null)
@@ -82,10 +78,6 @@ namespace StardewModdingAPI.Framework.ModLoading.Finders
MethodReference methodReference = RewriteHelper.AsMethodReference(instruction);
if (methodReference != null && this.ShouldValidate(methodReference.DeclaringType))
{
- // can't compare generic type parameters between definition and reference
- if (methodReference.ReturnType.IsGenericInstance || methodReference.ReturnType.IsGenericParameter)
- return InstructionHandleResult.None;
-
// get potential targets
MethodDefinition[] candidateMethods = methodReference.DeclaringType.Resolve()?.Methods.Where(found => found.Name == methodReference.Name).ToArray();
if (candidateMethods == null || !candidateMethods.Any())
diff --git a/src/SMAPI/Framework/ModLoading/ModMetadata.cs b/src/SMAPI/Framework/ModLoading/ModMetadata.cs
index 1a0f9994..d3a33e7a 100644
--- a/src/SMAPI/Framework/ModLoading/ModMetadata.cs
+++ b/src/SMAPI/Framework/ModLoading/ModMetadata.cs
@@ -1,4 +1,5 @@
using System;
+using System.Linq;
using StardewModdingAPI.Framework.ModData;
namespace StardewModdingAPI.Framework.ModLoading
@@ -102,5 +103,20 @@ namespace StardewModdingAPI.Framework.ModLoading
this.Api = api;
return this;
}
+
+ /// <summary>Whether the mod manifest was loaded (regardless of whether the mod itself was loaded).</summary>
+ public bool HasManifest()
+ {
+ return this.Manifest != null;
+ }
+
+ /// <summary>Whether the mod has at least one update key set.</summary>
+ public bool HasUpdateKeys()
+ {
+ return
+ this.HasManifest()
+ && this.Manifest.UpdateKeys != null
+ && this.Manifest.UpdateKeys.Any(key => !string.IsNullOrWhiteSpace(key));
+ }
}
}
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>
diff --git a/src/SMAPI/Framework/StateTracking/Comparers/EquatableComparer.cs b/src/SMAPI/Framework/StateTracking/Comparers/EquatableComparer.cs
new file mode 100644
index 00000000..a96ffdb6
--- /dev/null
+++ b/src/SMAPI/Framework/StateTracking/Comparers/EquatableComparer.cs
@@ -0,0 +1,32 @@
+using System;
+using System.Collections.Generic;
+using System.Runtime.CompilerServices;
+
+namespace StardewModdingAPI.Framework.StateTracking.Comparers
+{
+ /// <summary>Compares instances using <see cref="IEqualityComparer{T}.Equals(T,T)"/>.</summary>
+ /// <typeparam name="T">The value type.</typeparam>
+ internal class EquatableComparer<T> : IEqualityComparer<T> where T : IEquatable<T>
+ {
+ /*********
+ ** Public methods
+ *********/
+ /// <summary>Determines whether the specified objects are equal.</summary>
+ /// <returns>true if the specified objects are equal; otherwise, false.</returns>
+ /// <param name="x">The first object to compare.</param>
+ /// <param name="y">The second object to compare.</param>
+ public bool Equals(T x, T y)
+ {
+ if (x == null)
+ return y == null;
+ return x.Equals(y);
+ }
+
+ /// <summary>Get a hash code for the specified object.</summary>
+ /// <param name="obj">The value.</param>
+ public int GetHashCode(T obj)
+ {
+ return RuntimeHelpers.GetHashCode(obj);
+ }
+ }
+}
diff --git a/src/SMAPI/Framework/StateTracking/Comparers/ObjectReferenceComparer.cs b/src/SMAPI/Framework/StateTracking/Comparers/ObjectReferenceComparer.cs
new file mode 100644
index 00000000..ef9adafb
--- /dev/null
+++ b/src/SMAPI/Framework/StateTracking/Comparers/ObjectReferenceComparer.cs
@@ -0,0 +1,29 @@
+using System.Collections.Generic;
+using System.Runtime.CompilerServices;
+
+namespace StardewModdingAPI.Framework.StateTracking.Comparers
+{
+ /// <summary>A comparer which considers two references equal if they point to the same instance.</summary>
+ /// <typeparam name="T">The value type.</typeparam>
+ internal class ObjectReferenceComparer<T> : IEqualityComparer<T>
+ {
+ /*********
+ ** Public methods
+ *********/
+ /// <summary>Determines whether the specified objects are equal.</summary>
+ /// <returns>true if the specified objects are equal; otherwise, false.</returns>
+ /// <param name="x">The first object to compare.</param>
+ /// <param name="y">The second object to compare.</param>
+ public bool Equals(T x, T y)
+ {
+ return object.ReferenceEquals(x, y);
+ }
+
+ /// <summary>Get a hash code for the specified object.</summary>
+ /// <param name="obj">The value.</param>
+ public int GetHashCode(T obj)
+ {
+ return RuntimeHelpers.GetHashCode(obj);
+ }
+ }
+}
diff --git a/src/SMAPI/Framework/StateTracking/FieldWatchers/BaseDisposableWatcher.cs b/src/SMAPI/Framework/StateTracking/FieldWatchers/BaseDisposableWatcher.cs
new file mode 100644
index 00000000..40ec6c57
--- /dev/null
+++ b/src/SMAPI/Framework/StateTracking/FieldWatchers/BaseDisposableWatcher.cs
@@ -0,0 +1,36 @@
+using System;
+
+namespace StardewModdingAPI.Framework.StateTracking.FieldWatchers
+{
+ /// <summary>The base implementation for a disposable watcher.</summary>
+ internal abstract class BaseDisposableWatcher : IDisposable
+ {
+ /*********
+ ** Properties
+ *********/
+ /// <summary>Whether the watcher has been disposed.</summary>
+ protected bool IsDisposed { get; private set; }
+
+
+ /*********
+ ** Public methods
+ *********/
+ /// <summary>Stop watching the field and release all references.</summary>
+ public virtual void Dispose()
+ {
+ this.IsDisposed = true;
+ }
+
+
+ /*********
+ ** Protected methods
+ *********/
+ /// <summary>Throw an exception if the watcher is disposed.</summary>
+ /// <exception cref="ObjectDisposedException">The watcher is disposed.</exception>
+ protected void AssertNotDisposed()
+ {
+ if (this.IsDisposed)
+ throw new ObjectDisposedException(this.GetType().Name);
+ }
+ }
+}
diff --git a/src/SMAPI/Framework/StateTracking/FieldWatchers/ComparableWatcher.cs b/src/SMAPI/Framework/StateTracking/FieldWatchers/ComparableWatcher.cs
new file mode 100644
index 00000000..d51fc2ac
--- /dev/null
+++ b/src/SMAPI/Framework/StateTracking/FieldWatchers/ComparableWatcher.cs
@@ -0,0 +1,62 @@
+using System;
+using System.Collections.Generic;
+
+namespace StardewModdingAPI.Framework.StateTracking.FieldWatchers
+{
+ /// <summary>A watcher which detects changes to a value using a specified <see cref="IEqualityComparer{T}"/> instance.</summary>
+ internal class ComparableWatcher<T> : IValueWatcher<T>
+ {
+ /*********
+ ** Properties
+ *********/
+ /// <summary>Get the current value.</summary>
+ private readonly Func<T> GetValue;
+
+ /// <summary>The equality comparer.</summary>
+ private readonly IEqualityComparer<T> Comparer;
+
+
+ /*********
+ ** Accessors
+ *********/
+ /// <summary>The field value at the last reset.</summary>
+ public T PreviousValue { get; private set; }
+
+ /// <summary>The latest value.</summary>
+ public T CurrentValue { get; private set; }
+
+ /// <summary>Whether the value changed since the last reset.</summary>
+ public bool IsChanged { get; private set; }
+
+
+ /*********
+ ** Public methods
+ *********/
+ /// <summary>Construct an instance.</summary>
+ /// <param name="getValue">Get the current value.</param>
+ /// <param name="comparer">The equality comparer which indicates whether two values are the same.</param>
+ public ComparableWatcher(Func<T> getValue, IEqualityComparer<T> comparer)
+ {
+ this.GetValue = getValue;
+ this.Comparer = comparer;
+ this.PreviousValue = getValue();
+ }
+
+ /// <summary>Update the current value if needed.</summary>
+ public void Update()
+ {
+ this.CurrentValue = this.GetValue();
+ this.IsChanged = !this.Comparer.Equals(this.PreviousValue, this.CurrentValue);
+ }
+
+ /// <summary>Set the current value as the baseline.</summary>
+ public void Reset()
+ {
+ this.PreviousValue = this.CurrentValue;
+ this.IsChanged = false;
+ }
+
+ /// <summary>Release any references if needed when the field is no longer needed.</summary>
+ public void Dispose() { }
+ }
+}
diff --git a/src/SMAPI/Framework/StateTracking/FieldWatchers/NetDictionaryWatcher.cs b/src/SMAPI/Framework/StateTracking/FieldWatchers/NetDictionaryWatcher.cs
new file mode 100644
index 00000000..7a2bf84e
--- /dev/null
+++ b/src/SMAPI/Framework/StateTracking/FieldWatchers/NetDictionaryWatcher.cs
@@ -0,0 +1,103 @@
+using System.Collections.Generic;
+using Netcode;
+
+namespace StardewModdingAPI.Framework.StateTracking.FieldWatchers
+{
+ /// <summary>A watcher which detects changes to a net dictionary field.</summary>
+ /// <typeparam name="TKey">The dictionary key type.</typeparam>
+ /// <typeparam name="TValue">The dictionary value type.</typeparam>
+ /// <typeparam name="TField">The net type equivalent to <typeparamref name="TValue"/>.</typeparam>
+ /// <typeparam name="TSerialDict">The serializable dictionary type that can store the keys and values.</typeparam>
+ /// <typeparam name="TSelf">The net field instance type.</typeparam>
+ internal class NetDictionaryWatcher<TKey, TValue, TField, TSerialDict, TSelf> : BaseDisposableWatcher, IDictionaryWatcher<TKey, TValue>
+ where TField : class, INetObject<INetSerializable>, new()
+ where TSerialDict : IDictionary<TKey, TValue>, new()
+ where TSelf : NetDictionary<TKey, TValue, TField, TSerialDict, TSelf>
+ {
+ /*********
+ ** Properties
+ *********/
+ /// <summary>The pairs added since the last reset.</summary>
+ private readonly IDictionary<TKey, TValue> PairsAdded = new Dictionary<TKey, TValue>();
+
+ /// <summary>The pairs demoved since the last reset.</summary>
+ private readonly IDictionary<TKey, TValue> PairsRemoved = new Dictionary<TKey, TValue>();
+
+ /// <summary>The field being watched.</summary>
+ private readonly NetDictionary<TKey, TValue, TField, TSerialDict, TSelf> Field;
+
+
+ /*********
+ ** Accessors
+ *********/
+ /// <summary>Whether the collection changed since the last reset.</summary>
+ public bool IsChanged => this.PairsAdded.Count > 0 || this.PairsRemoved.Count > 0;
+
+ /// <summary>The values added since the last reset.</summary>
+ public IEnumerable<KeyValuePair<TKey, TValue>> Added => this.PairsAdded;
+
+ /// <summary>The values removed since the last reset.</summary>
+ public IEnumerable<KeyValuePair<TKey, TValue>> Removed => this.PairsRemoved;
+
+
+ /*********
+ ** Public methods
+ *********/
+ /// <summary>Construct an instance.</summary>
+ /// <param name="field">The field to watch.</param>
+ public NetDictionaryWatcher(NetDictionary<TKey, TValue, TField, TSerialDict, TSelf> field)
+ {
+ this.Field = field;
+
+ field.OnValueAdded += this.OnValueAdded;
+ field.OnValueRemoved += this.OnValueRemoved;
+ }
+
+ /// <summary>Update the current value if needed.</summary>
+ public void Update()
+ {
+ this.AssertNotDisposed();
+ }
+
+ /// <summary>Set the current value as the baseline.</summary>
+ public void Reset()
+ {
+ this.AssertNotDisposed();
+
+ this.PairsAdded.Clear();
+ this.PairsRemoved.Clear();
+ }
+
+ /// <summary>Stop watching the field and release all references.</summary>
+ public override void Dispose()
+ {
+ if (!this.IsDisposed)
+ {
+ this.Field.OnValueAdded -= this.OnValueAdded;
+ this.Field.OnValueRemoved -= this.OnValueRemoved;
+ }
+ base.Dispose();
+ }
+
+
+ /*********
+ ** Private methods
+ *********/
+ /// <summary>A callback invoked when an entry is added to the dictionary.</summary>
+ /// <param name="key">The entry key.</param>
+ /// <param name="value">The entry value.</param>
+ private void OnValueAdded(TKey key, TValue value)
+ {
+ this.PairsAdded[key] = value;
+ }
+
+ /// <summary>A callback invoked when an entry is removed from the dictionary.</summary>
+ /// <param name="key">The entry key.</param>
+ /// <param name="value">The entry value.</param>
+ private void OnValueRemoved(TKey key, TValue value)
+ {
+ if (!this.PairsRemoved.ContainsKey(key))
+ this.PairsRemoved[key] = value;
+ }
+ }
+}
diff --git a/src/SMAPI/Framework/StateTracking/FieldWatchers/NetValueWatcher.cs b/src/SMAPI/Framework/StateTracking/FieldWatchers/NetValueWatcher.cs
new file mode 100644
index 00000000..188ed9f3
--- /dev/null
+++ b/src/SMAPI/Framework/StateTracking/FieldWatchers/NetValueWatcher.cs
@@ -0,0 +1,83 @@
+using Netcode;
+
+namespace StardewModdingAPI.Framework.StateTracking.FieldWatchers
+{
+ /// <summary>A watcher which detects changes to a net value field.</summary>
+ internal class NetValueWatcher<T, TSelf> : BaseDisposableWatcher, IValueWatcher<T> where TSelf : NetFieldBase<T, TSelf>
+ {
+ /*********
+ ** Properties
+ *********/
+ /// <summary>The field being watched.</summary>
+ private readonly NetFieldBase<T, TSelf> Field;
+
+
+ /*********
+ ** Accessors
+ *********/
+ /// <summary>Whether the value changed since the last reset.</summary>
+ public bool IsChanged { get; private set; }
+
+ /// <summary>The field value at the last reset.</summary>
+ public T PreviousValue { get; private set; }
+
+ /// <summary>The latest value.</summary>
+ public T CurrentValue { get; private set; }
+
+
+ /*********
+ ** Public methods
+ *********/
+ /// <summary>Construct an instance.</summary>
+ /// <param name="field">The field to watch.</param>
+ public NetValueWatcher(NetFieldBase<T, TSelf> field)
+ {
+ this.Field = field;
+ this.PreviousValue = field.Value;
+ this.CurrentValue = field.Value;
+
+ field.fieldChangeVisibleEvent += this.OnValueChanged;
+ field.fieldChangeEvent += this.OnValueChanged;
+ }
+
+ /// <summary>Update the current value if needed.</summary>
+ public void Update()
+ {
+ this.AssertNotDisposed();
+ }
+
+ /// <summary>Set the current value as the baseline.</summary>
+ public void Reset()
+ {
+ this.AssertNotDisposed();
+
+ this.PreviousValue = this.CurrentValue;
+ this.IsChanged = false;
+ }
+
+ /// <summary>Stop watching the field and release all references.</summary>
+ public override void Dispose()
+ {
+ if (!this.IsDisposed)
+ {
+ this.Field.fieldChangeEvent -= this.OnValueChanged;
+ this.Field.fieldChangeVisibleEvent -= this.OnValueChanged;
+ }
+ base.Dispose();
+ }
+
+
+ /*********
+ ** Private methods
+ *********/
+ /// <summary>A callback invoked when the field's value changes.</summary>
+ /// <param name="field">The field being watched.</param>
+ /// <param name="oldValue">The old field value.</param>
+ /// <param name="newValue">The new field value.</param>
+ private void OnValueChanged(TSelf field, T oldValue, T newValue)
+ {
+ this.CurrentValue = newValue;
+ this.IsChanged = true;
+ }
+ }
+}
diff --git a/src/SMAPI/Framework/StateTracking/FieldWatchers/ObservableCollectionWatcher.cs b/src/SMAPI/Framework/StateTracking/FieldWatchers/ObservableCollectionWatcher.cs
new file mode 100644
index 00000000..34a97097
--- /dev/null
+++ b/src/SMAPI/Framework/StateTracking/FieldWatchers/ObservableCollectionWatcher.cs
@@ -0,0 +1,86 @@
+using System.Collections.Generic;
+using System.Collections.ObjectModel;
+using System.Collections.Specialized;
+using System.Linq;
+
+namespace StardewModdingAPI.Framework.StateTracking.FieldWatchers
+{
+ /// <summary>A watcher which detects changes to an observable collection.</summary>
+ internal class ObservableCollectionWatcher<TValue> : BaseDisposableWatcher, ICollectionWatcher<TValue>
+ {
+ /*********
+ ** Properties
+ *********/
+ /// <summary>The field being watched.</summary>
+ private readonly ObservableCollection<TValue> Field;
+
+ /// <summary>The pairs added since the last reset.</summary>
+ private readonly List<TValue> AddedImpl = new List<TValue>();
+
+ /// <summary>The pairs demoved since the last reset.</summary>
+ private readonly List<TValue> RemovedImpl = new List<TValue>();
+
+
+ /*********
+ ** Accessors
+ *********/
+ /// <summary>Whether the collection changed since the last reset.</summary>
+ public bool IsChanged => this.AddedImpl.Count > 0 || this.RemovedImpl.Count > 0;
+
+ /// <summary>The values added since the last reset.</summary>
+ public IEnumerable<TValue> Added => this.AddedImpl;
+
+ /// <summary>The values removed since the last reset.</summary>
+ public IEnumerable<TValue> Removed => this.RemovedImpl;
+
+
+ /*********
+ ** Public methods
+ *********/
+ /// <summary>Construct an instance.</summary>
+ /// <param name="field">The field to watch.</param>
+ public ObservableCollectionWatcher(ObservableCollection<TValue> field)
+ {
+ this.Field = field;
+ field.CollectionChanged += this.OnCollectionChanged;
+ }
+
+ /// <summary>Update the current value if needed.</summary>
+ public void Update()
+ {
+ this.AssertNotDisposed();
+ }
+
+ /// <summary>Set the current value as the baseline.</summary>
+ public void Reset()
+ {
+ this.AssertNotDisposed();
+
+ this.AddedImpl.Clear();
+ this.RemovedImpl.Clear();
+ }
+
+ /// <summary>Stop watching the field and release all references.</summary>
+ public override void Dispose()
+ {
+ if (!this.IsDisposed)
+ this.Field.CollectionChanged -= this.OnCollectionChanged;
+ base.Dispose();
+ }
+
+
+ /*********
+ ** Private methods
+ *********/
+ /// <summary>A callback invoked when an entry is added or removed from the collection.</summary>
+ /// <param name="sender">The event sender.</param>
+ /// <param name="e">The event arguments.</param>
+ private void OnCollectionChanged(object sender, NotifyCollectionChangedEventArgs e)
+ {
+ if (e.NewItems != null)
+ this.AddedImpl.AddRange(e.NewItems.Cast<TValue>());
+ if (e.OldItems != null)
+ this.RemovedImpl.AddRange(e.OldItems.Cast<TValue>());
+ }
+ }
+}
diff --git a/src/SMAPI/Framework/StateTracking/FieldWatchers/WatcherFactory.cs b/src/SMAPI/Framework/StateTracking/FieldWatchers/WatcherFactory.cs
new file mode 100644
index 00000000..bf261bb5
--- /dev/null
+++ b/src/SMAPI/Framework/StateTracking/FieldWatchers/WatcherFactory.cs
@@ -0,0 +1,54 @@
+using System;
+using System.Collections.Generic;
+using System.Collections.ObjectModel;
+using Netcode;
+using StardewModdingAPI.Framework.StateTracking.Comparers;
+
+namespace StardewModdingAPI.Framework.StateTracking.FieldWatchers
+{
+ /// <summary>Provides convenience wrappers for creating watchers.</summary>
+ internal static class WatcherFactory
+ {
+ /*********
+ ** Public methods
+ *********/
+ /// <summary>Get a watcher for an <see cref="IEquatable{T}"/> value.</summary>
+ /// <typeparam name="T">The value type.</typeparam>
+ /// <param name="getValue">Get the current value.</param>
+ public static ComparableWatcher<T> ForEquatable<T>(Func<T> getValue) where T : IEquatable<T>
+ {
+ return new ComparableWatcher<T>(getValue, new EquatableComparer<T>());
+ }
+
+ /// <summary>Get a watcher which detects when an object reference changes.</summary>
+ /// <typeparam name="T">The value type.</typeparam>
+ /// <param name="getValue">Get the current value.</param>
+ public static ComparableWatcher<T> ForReference<T>(Func<T> getValue)
+ {
+ return new ComparableWatcher<T>(getValue, new ObjectReferenceComparer<T>());
+ }
+
+ /// <summary>Get a watcher for an observable collection.</summary>
+ /// <typeparam name="T">The value type.</typeparam>
+ /// <param name="collection">The observable collection.</param>
+ public static ObservableCollectionWatcher<T> ForObservableCollection<T>(ObservableCollection<T> collection)
+ {
+ return new ObservableCollectionWatcher<T>(collection);
+ }
+
+ /// <summary>Get a watcher for a net dictionary.</summary>
+ /// <typeparam name="TKey">The dictionary key type.</typeparam>
+ /// <typeparam name="TValue">The dictionary value type.</typeparam>
+ /// <typeparam name="TField">The net type equivalent to <typeparamref name="TValue"/>.</typeparam>
+ /// <typeparam name="TSerialDict">The serializable dictionary type that can store the keys and values.</typeparam>
+ /// <typeparam name="TSelf">The net field instance type.</typeparam>
+ /// <param name="field">The net field.</param>
+ public static NetDictionaryWatcher<TKey, TValue, TField, TSerialDict, TSelf> ForNetDictionary<TKey, TValue, TField, TSerialDict, TSelf>(NetDictionary<TKey, TValue, TField, TSerialDict, TSelf> field)
+ where TField : class, INetObject<INetSerializable>, new()
+ where TSerialDict : IDictionary<TKey, TValue>, new()
+ where TSelf : NetDictionary<TKey, TValue, TField, TSerialDict, TSelf>
+ {
+ return new NetDictionaryWatcher<TKey, TValue, TField, TSerialDict, TSelf>(field);
+ }
+ }
+}
diff --git a/src/SMAPI/Framework/StateTracking/ICollectionWatcher.cs b/src/SMAPI/Framework/StateTracking/ICollectionWatcher.cs
new file mode 100644
index 00000000..7a7759e3
--- /dev/null
+++ b/src/SMAPI/Framework/StateTracking/ICollectionWatcher.cs
@@ -0,0 +1,17 @@
+using System.Collections.Generic;
+
+namespace StardewModdingAPI.Framework.StateTracking
+{
+ /// <summary>A watcher which tracks changes to a collection.</summary>
+ internal interface ICollectionWatcher<out TValue> : IWatcher
+ {
+ /*********
+ ** Accessors
+ *********/
+ /// <summary>The values added since the last reset.</summary>
+ IEnumerable<TValue> Added { get; }
+
+ /// <summary>The values removed since the last reset.</summary>
+ IEnumerable<TValue> Removed { get; }
+ }
+}
diff --git a/src/SMAPI/Framework/StateTracking/IDictionaryWatcher.cs b/src/SMAPI/Framework/StateTracking/IDictionaryWatcher.cs
new file mode 100644
index 00000000..691ed377
--- /dev/null
+++ b/src/SMAPI/Framework/StateTracking/IDictionaryWatcher.cs
@@ -0,0 +1,7 @@
+using System.Collections.Generic;
+
+namespace StardewModdingAPI.Framework.StateTracking
+{
+ /// <summary>A watcher which tracks changes to a dictionary.</summary>
+ internal interface IDictionaryWatcher<TKey, TValue> : ICollectionWatcher<KeyValuePair<TKey, TValue>> { }
+}
diff --git a/src/SMAPI/Framework/StateTracking/IValueWatcher.cs b/src/SMAPI/Framework/StateTracking/IValueWatcher.cs
new file mode 100644
index 00000000..4afca972
--- /dev/null
+++ b/src/SMAPI/Framework/StateTracking/IValueWatcher.cs
@@ -0,0 +1,15 @@
+namespace StardewModdingAPI.Framework.StateTracking
+{
+ /// <summary>A watcher which tracks changes to a value.</summary>
+ internal interface IValueWatcher<out T> : IWatcher
+ {
+ /*********
+ ** Accessors
+ *********/
+ /// <summary>The field value at the last reset.</summary>
+ T PreviousValue { get; }
+
+ /// <summary>The latest value.</summary>
+ T CurrentValue { get; }
+ }
+}
diff --git a/src/SMAPI/Framework/StateTracking/IWatcher.cs b/src/SMAPI/Framework/StateTracking/IWatcher.cs
new file mode 100644
index 00000000..8c7fa51c
--- /dev/null
+++ b/src/SMAPI/Framework/StateTracking/IWatcher.cs
@@ -0,0 +1,24 @@
+using System;
+
+namespace StardewModdingAPI.Framework.StateTracking
+{
+ /// <summary>A watcher which detects changes to something.</summary>
+ internal interface IWatcher : IDisposable
+ {
+ /*********
+ ** Accessors
+ *********/
+ /// <summary>Whether the value changed since the last reset.</summary>
+ bool IsChanged { get; }
+
+
+ /*********
+ ** Methods
+ *********/
+ /// <summary>Update the current value if needed.</summary>
+ void Update();
+
+ /// <summary>Set the current value as the baseline.</summary>
+ void Reset();
+ }
+}
diff --git a/src/SMAPI/Framework/StateTracking/PlayerTracker.cs b/src/SMAPI/Framework/StateTracking/PlayerTracker.cs
new file mode 100644
index 00000000..81e074ec
--- /dev/null
+++ b/src/SMAPI/Framework/StateTracking/PlayerTracker.cs
@@ -0,0 +1,202 @@
+using System;
+using System.Collections.Generic;
+using System.Linq;
+using Microsoft.Xna.Framework;
+using StardewModdingAPI.Events;
+using StardewModdingAPI.Framework.StateTracking.FieldWatchers;
+using StardewValley;
+using StardewValley.Locations;
+using SFarmer = StardewValley.Farmer;
+using SObject = StardewValley.Object;
+
+namespace StardewModdingAPI.Framework.StateTracking
+{
+ /// <summary>Tracks changes to a player's data.</summary>
+ internal class PlayerTracker : IDisposable
+ {
+ /*********
+ ** Properties
+ *********/
+ /// <summary>The player's inventory as of the last reset.</summary>
+ private IDictionary<Item, int> PreviousInventory;
+
+ /// <summary>The player's inventory change as of the last update.</summary>
+ private IDictionary<Item, int> CurrentInventory;
+
+ /// <summary>The player's last valid location.</summary>
+ private GameLocation LastValidLocation;
+
+ /// <summary>The underlying watchers.</summary>
+ private readonly List<IWatcher> Watchers = new List<IWatcher>();
+
+
+ /*********
+ ** Accessors
+ *********/
+ /// <summary>The player being tracked.</summary>
+ public SFarmer Player { get; }
+
+ /// <summary>The player's current location.</summary>
+ public IValueWatcher<GameLocation> LocationWatcher { get; }
+
+ /// <summary>Tracks changes to the player's current location's objects.</summary>
+ public IDictionaryWatcher<Vector2, SObject> LocationObjectsWatcher { get; private set; }
+
+ /// <summary>The player's current mine level.</summary>
+ public IValueWatcher<int> MineLevelWatcher { get; }
+
+ /// <summary>Tracks changes to the player's skill levels.</summary>
+ public IDictionary<EventArgsLevelUp.LevelType, IValueWatcher<int>> SkillWatchers { get; }
+
+
+ /*********
+ ** Public methods
+ *********/
+ /// <summary>Construct an instance.</summary>
+ /// <param name="player">The player to track.</param>
+ public PlayerTracker(SFarmer player)
+ {
+ // init player data
+ this.Player = player;
+ this.PreviousInventory = this.GetInventory();
+
+ // init trackers
+ this.LocationWatcher = WatcherFactory.ForReference(this.GetCurrentLocation);
+ this.LocationObjectsWatcher = WatcherFactory.ForNetDictionary(this.GetCurrentLocation().objects);
+ this.MineLevelWatcher = WatcherFactory.ForEquatable(() => this.LastValidLocation is MineShaft mine ? mine.mineLevel : 0);
+ this.SkillWatchers = new Dictionary<EventArgsLevelUp.LevelType, IValueWatcher<int>>
+ {
+ [EventArgsLevelUp.LevelType.Combat] = WatcherFactory.ForEquatable(() => player.combatLevel),
+ [EventArgsLevelUp.LevelType.Farming] = WatcherFactory.ForEquatable(() => player.farmingLevel),
+ [EventArgsLevelUp.LevelType.Fishing] = WatcherFactory.ForEquatable(() => player.fishingLevel),
+ [EventArgsLevelUp.LevelType.Foraging] = WatcherFactory.ForEquatable(() => player.foragingLevel),
+ [EventArgsLevelUp.LevelType.Luck] = WatcherFactory.ForEquatable(() => player.luckLevel),
+ [EventArgsLevelUp.LevelType.Mining] = WatcherFactory.ForEquatable(() => player.miningLevel)
+ };
+
+ // track watchers for convenience
+ this.Watchers.AddRange(new IWatcher[]
+ {
+ this.LocationWatcher,
+ this.LocationObjectsWatcher,
+ this.MineLevelWatcher
+ });
+ this.Watchers.AddRange(this.SkillWatchers.Values);
+ }
+
+ /// <summary>Update the current values if needed.</summary>
+ public void Update()
+ {
+ // update valid location
+ this.LastValidLocation = this.GetCurrentLocation();
+
+ // update watchers
+ foreach (IWatcher watcher in this.Watchers)
+ watcher.Update();
+
+ // replace location objects watcher
+ if (this.LocationWatcher.IsChanged)
+ {
+ this.Watchers.Remove(this.LocationObjectsWatcher);
+ this.LocationObjectsWatcher.Dispose();
+
+ this.LocationObjectsWatcher = WatcherFactory.ForNetDictionary(this.GetCurrentLocation().objects);
+ this.Watchers.Add(this.LocationObjectsWatcher);
+ }
+
+ // update inventory
+ this.CurrentInventory = this.GetInventory();
+ }
+
+ /// <summary>Reset all trackers so their current values are the baseline.</summary>
+ public void Reset()
+ {
+ foreach (IWatcher watcher in this.Watchers)
+ watcher.Reset();
+
+ this.PreviousInventory = this.CurrentInventory;
+ }
+
+ /// <summary>Get the player's current location, ignoring temporary null values.</summary>
+ /// <remarks>The game will set <see cref="Character.currentLocation"/> to null in some cases, e.g. when they're a secondary player in multiplayer and transition to a location that hasn't been synced yet. While that's happening, this returns the player's last valid location instead.</remarks>
+ public GameLocation GetCurrentLocation()
+ {
+ return this.Player.currentLocation ?? this.LastValidLocation;
+ }
+
+ /// <summary>Get the player inventory changes between two states.</summary>
+ public IEnumerable<ItemStackChange> GetInventoryChanges()
+ {
+ IDictionary<Item, int> previous = this.PreviousInventory;
+ IDictionary<Item, int> current = this.GetInventory();
+ foreach (Item item in previous.Keys.Union(current.Keys))
+ {
+ if (!previous.TryGetValue(item, out int prevStack))
+ yield return new ItemStackChange { Item = item, StackChange = item.Stack, ChangeType = ChangeType.Added };
+ else if (!current.TryGetValue(item, out int newStack))
+ yield return new ItemStackChange { Item = item, StackChange = -item.Stack, ChangeType = ChangeType.Removed };
+ else if (prevStack != newStack)
+ yield return new ItemStackChange { Item = item, StackChange = newStack - prevStack, ChangeType = ChangeType.StackChange };
+ }
+ }
+
+ /// <summary>Get the player skill levels which changed.</summary>
+ public IEnumerable<KeyValuePair<EventArgsLevelUp.LevelType, IValueWatcher<int>>> GetChangedSkills()
+ {
+ return this.SkillWatchers.Where(p => p.Value.IsChanged);
+ }
+
+ /// <summary>Get the player's new location if it changed.</summary>
+ /// <param name="location">The player's current location.</param>
+ /// <returns>Returns whether it changed.</returns>
+ public bool TryGetNewLocation(out GameLocation location)
+ {
+ location = this.LocationWatcher.CurrentValue;
+ return this.LocationWatcher.IsChanged;
+ }
+
+ /// <summary>Get object changes to the player's current location if they there as of the last reset.</summary>
+ /// <param name="watcher">The object change watcher.</param>
+ /// <returns>Returns whether it changed.</returns>
+ public bool TryGetLocationChanges(out IDictionaryWatcher<Vector2, SObject> watcher)
+ {
+ if (this.LocationWatcher.IsChanged)
+ {
+ watcher = null;
+ return false;
+ }
+
+ watcher = this.LocationObjectsWatcher;
+ return watcher.IsChanged;
+ }
+
+ /// <summary>Get the player's new mine level if it changed.</summary>
+ /// <param name="mineLevel">The player's current mine level.</param>
+ /// <returns>Returns whether it changed.</returns>
+ public bool TryGetNewMineLevel(out int mineLevel)
+ {
+ mineLevel = this.MineLevelWatcher.CurrentValue;
+ return this.MineLevelWatcher.IsChanged;
+ }
+
+ /// <summary>Stop watching the player fields and release all references.</summary>
+ public void Dispose()
+ {
+ foreach (IWatcher watcher in this.Watchers)
+ watcher.Dispose();
+ }
+
+
+ /*********
+ ** Private methods
+ *********/
+ /// <summary>Get the player's current inventory.</summary>
+ private IDictionary<Item, int> GetInventory()
+ {
+ return this.Player.Items
+ .Where(n => n != null)
+ .Distinct()
+ .ToDictionary(n => n, n => n.Stack);
+ }
+ }
+}