diff options
Diffstat (limited to 'src')
31 files changed, 2032 insertions, 1135 deletions
diff --git a/src/SMAPI.ModBuildConfig/Properties/AssemblyInfo.cs b/src/SMAPI.ModBuildConfig/Properties/AssemblyInfo.cs index 96bd29f4..d6f8dd7f 100644 --- a/src/SMAPI.ModBuildConfig/Properties/AssemblyInfo.cs +++ b/src/SMAPI.ModBuildConfig/Properties/AssemblyInfo.cs @@ -2,5 +2,5 @@ using System.Reflection; [assembly: AssemblyTitle("SMAPI.ModBuildConfig")] [assembly: AssemblyDescription("")] -[assembly: AssemblyVersion("2.0.2.0")] -[assembly: AssemblyFileVersion("2.0.2.0")] +[assembly: AssemblyVersion("2.1.0.0")] +[assembly: AssemblyFileVersion("2.1.0.0")] diff --git a/src/SMAPI.ModBuildConfig/build/smapi.targets b/src/SMAPI.ModBuildConfig/build/smapi.targets index 78afa7da..d33a9637 100644 --- a/src/SMAPI.ModBuildConfig/build/smapi.targets +++ b/src/SMAPI.ModBuildConfig/build/smapi.targets @@ -45,6 +45,7 @@ <When Condition="$(OS) == 'Windows_NT'"> <PropertyGroup> <GamePath Condition="!Exists('$(GamePath)')">C:\Program Files (x86)\GalaxyClient\Games\Stardew Valley</GamePath> + <GamePath Condition="!Exists('$(GamePath)')">C:\Program Files (x86)\GOG Galaxy\Games\Stardew Valley</GamePath> <GamePath Condition="!Exists('$(GamePath)')">C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley</GamePath> <GamePath Condition="!Exists('$(GamePath)')">$([MSBuild]::GetRegistryValueFromView('HKEY_LOCAL_MACHINE\SOFTWARE\GOG.com\Games\1453375253', 'PATH', null, RegistryView.Registry32))</GamePath> <GamePath Condition="!Exists('$(GamePath)')">$([MSBuild]::GetRegistryValueFromView('HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows\CurrentVersion\Uninstall\Steam App 413150', 'InstallLocation', null, RegistryView.Registry64, RegistryView.Registry32))</GamePath> diff --git a/src/SMAPI.ModBuildConfig/package.nuspec b/src/SMAPI.ModBuildConfig/package.nuspec index 2512c4d6..66d02537 100644 --- a/src/SMAPI.ModBuildConfig/package.nuspec +++ b/src/SMAPI.ModBuildConfig/package.nuspec @@ -2,7 +2,7 @@ <package xmlns="http://schemas.microsoft.com/packaging/2013/05/nuspec.xsd"> <metadata> <id>Pathoschild.Stardew.ModBuildConfig</id> - <version>2.1-alpha20180414</version> + <version>2.1</version> <title>Build package for SMAPI mods</title> <authors>Pathoschild</authors> <owners>Pathoschild</owners> diff --git a/src/SMAPI.sln b/src/SMAPI.sln index 56898a32..d84ce589 100644 --- a/src/SMAPI.sln +++ b/src/SMAPI.sln @@ -6,6 +6,9 @@ MinimumVisualStudioVersion = 10.0.40219.1 Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "StardewModdingAPI.Mods.ConsoleCommands", "SMAPI.Mods.ConsoleCommands\StardewModdingAPI.Mods.ConsoleCommands.csproj", "{28480467-1A48-46A7-99F8-236D95225359}" EndProject Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "StardewModdingAPI", "SMAPI\StardewModdingAPI.csproj", "{F1A573B0-F436-472C-AE29-0B91EA6B9F8F}" + ProjectSection(ProjectDependencies) = postProject + {80AD8528-AA49-4731-B4A6-C691845815A1} = {80AD8528-AA49-4731-B4A6-C691845815A1} + EndProjectSection EndProject Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = ".root", ".root", "{86C452BE-D2D8-45B4-B63F-E329EB06CEDA}" ProjectSection(SolutionItems) = preProject diff --git a/src/SMAPI/Events/EventArgsInput.cs b/src/SMAPI/Events/EventArgsInput.cs index 0cf0828b..d60f4017 100644 --- a/src/SMAPI/Events/EventArgsInput.cs +++ b/src/SMAPI/Events/EventArgsInput.cs @@ -1,8 +1,5 @@ using System; -using System.Linq; -using Microsoft.Xna.Framework; -using Microsoft.Xna.Framework.Input; -using StardewValley; +using System.Collections.Generic; namespace StardewModdingAPI.Events { @@ -10,6 +7,13 @@ namespace StardewModdingAPI.Events public class EventArgsInput : EventArgs { /********* + ** Properties + *********/ + /// <summary>The buttons to suppress.</summary> + private readonly HashSet<SButton> SuppressButtons; + + + /********* ** Accessors *********/ /// <summary>The button on the controller, keyboard, or mouse.</summary> @@ -25,7 +29,7 @@ namespace StardewModdingAPI.Events public bool IsUseToolButton { get; } /// <summary>Whether a mod has indicated the key was already handled.</summary> - public bool IsSuppressed { get; private set; } + public bool IsSuppressed => this.SuppressButtons.Contains(this.Button); /********* @@ -36,12 +40,14 @@ namespace StardewModdingAPI.Events /// <param name="cursor">The cursor position.</param> /// <param name="isActionButton">Whether the input should trigger actions on the affected tile.</param> /// <param name="isUseToolButton">Whether the input should use tools on the affected tile.</param> - public EventArgsInput(SButton button, ICursorPosition cursor, bool isActionButton, bool isUseToolButton) + /// <param name="suppressButtons">The buttons to suppress.</param> + public EventArgsInput(SButton button, ICursorPosition cursor, bool isActionButton, bool isUseToolButton, HashSet<SButton> suppressButtons) { this.Button = button; this.Cursor = cursor; this.IsActionButton = isActionButton; this.IsUseToolButton = isUseToolButton; + this.SuppressButtons = suppressButtons; } /// <summary>Prevent the game from handling the current button press. This doesn't prevent other mods from receiving the event.</summary> @@ -54,96 +60,7 @@ namespace StardewModdingAPI.Events /// <param name="button">The button to suppress.</param> public void SuppressButton(SButton button) { - if (button == this.Button) - this.IsSuppressed = true; - - // keyboard - if (button.TryGetKeyboard(out Keys key)) - Game1.oldKBState = new KeyboardState(Game1.oldKBState.GetPressedKeys().Union(new[] { key }).ToArray()); - - // controller - else if (button.TryGetController(out Buttons controllerButton)) - { - var newState = GamePad.GetState(PlayerIndex.One); - var thumbsticks = Game1.oldPadState.ThumbSticks; - var triggers = Game1.oldPadState.Triggers; - var buttons = Game1.oldPadState.Buttons; - var dpad = Game1.oldPadState.DPad; - - switch (controllerButton) - { - // d-pad - case Buttons.DPadDown: - dpad = new GamePadDPad(dpad.Up, newState.DPad.Down, dpad.Left, dpad.Right); - break; - case Buttons.DPadLeft: - dpad = new GamePadDPad(dpad.Up, dpad.Down, newState.DPad.Left, dpad.Right); - break; - case Buttons.DPadRight: - dpad = new GamePadDPad(dpad.Up, dpad.Down, dpad.Left, newState.DPad.Right); - break; - case Buttons.DPadUp: - dpad = new GamePadDPad(newState.DPad.Up, dpad.Down, dpad.Left, dpad.Right); - break; - - // trigger - case Buttons.LeftTrigger: - triggers = new GamePadTriggers(newState.Triggers.Left, triggers.Right); - break; - case Buttons.RightTrigger: - triggers = new GamePadTriggers(triggers.Left, newState.Triggers.Right); - break; - - // thumbstick - case Buttons.LeftThumbstickDown: - case Buttons.LeftThumbstickLeft: - case Buttons.LeftThumbstickRight: - case Buttons.LeftThumbstickUp: - thumbsticks = new GamePadThumbSticks(newState.ThumbSticks.Left, thumbsticks.Right); - break; - case Buttons.RightThumbstickDown: - case Buttons.RightThumbstickLeft: - case Buttons.RightThumbstickRight: - case Buttons.RightThumbstickUp: - thumbsticks = new GamePadThumbSticks(newState.ThumbSticks.Right, thumbsticks.Left); - break; - - // buttons - default: - var mask = - (buttons.A == ButtonState.Pressed ? Buttons.A : 0) - | (buttons.B == ButtonState.Pressed ? Buttons.B : 0) - | (buttons.Back == ButtonState.Pressed ? Buttons.Back : 0) - | (buttons.BigButton == ButtonState.Pressed ? Buttons.BigButton : 0) - | (buttons.LeftShoulder == ButtonState.Pressed ? Buttons.LeftShoulder : 0) - | (buttons.LeftStick == ButtonState.Pressed ? Buttons.LeftStick : 0) - | (buttons.RightShoulder == ButtonState.Pressed ? Buttons.RightShoulder : 0) - | (buttons.RightStick == ButtonState.Pressed ? Buttons.RightStick : 0) - | (buttons.Start == ButtonState.Pressed ? Buttons.Start : 0) - | (buttons.X == ButtonState.Pressed ? Buttons.X : 0) - | (buttons.Y == ButtonState.Pressed ? Buttons.Y : 0); - mask = mask ^ controllerButton; - buttons = new GamePadButtons(mask); - break; - } - - Game1.oldPadState = new GamePadState(thumbsticks, triggers, buttons, dpad); - } - - // mouse - else if (button == SButton.MouseLeft || button == SButton.MouseMiddle || button == SButton.MouseRight || button == SButton.MouseX1 || button == SButton.MouseX2) - { - Game1.oldMouseState = new MouseState( - x: Game1.oldMouseState.X, - y: Game1.oldMouseState.Y, - scrollWheel: Game1.oldMouseState.ScrollWheelValue, - leftButton: button == SButton.MouseLeft ? ButtonState.Pressed : Game1.oldMouseState.LeftButton, - middleButton: button == SButton.MouseMiddle ? ButtonState.Pressed : Game1.oldMouseState.MiddleButton, - rightButton: button == SButton.MouseRight ? ButtonState.Pressed : Game1.oldMouseState.RightButton, - xButton1: button == SButton.MouseX1 ? ButtonState.Pressed : Game1.oldMouseState.XButton1, - xButton2: button == SButton.MouseX2 ? ButtonState.Pressed : Game1.oldMouseState.XButton2 - ); - } + this.SuppressButtons.Add(button); } } } 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); + } + } +} diff --git a/src/SMAPI/Program.cs b/src/SMAPI/Program.cs index 063707af..73e8bb07 100644 --- a/src/SMAPI/Program.cs +++ b/src/SMAPI/Program.cs @@ -1,5 +1,6 @@ using System; using System.Collections.Generic; +using System.Diagnostics; using System.Diagnostics.CodeAnalysis; using System.IO; using System.Linq; @@ -30,6 +31,7 @@ using StardewModdingAPI.Framework.Utilities; using StardewValley; using Monitor = StardewModdingAPI.Framework.Monitor; using SObject = StardewValley.Object; +using ThreadState = System.Threading.ThreadState; namespace StardewModdingAPI { @@ -88,7 +90,11 @@ namespace StardewModdingAPI private readonly Regex[] SuppressConsolePatterns = { new Regex(@"^TextBox\.Selected is now '(?:True|False)'\.$", RegexOptions.Compiled | RegexOptions.CultureInvariant), - new Regex(@"^(?:FRUIT )?TREE: IsClient:(?:True|False) randomOutput: \d+$", RegexOptions.Compiled | RegexOptions.CultureInvariant) + new Regex(@"^(?:FRUIT )?TREE: IsClient:(?:True|False) randomOutput: \d+$", RegexOptions.Compiled | RegexOptions.CultureInvariant), + new Regex(@"^loadPreferences\(\); begin", RegexOptions.Compiled | RegexOptions.CultureInvariant), + new Regex(@"^savePreferences\(\); async=", RegexOptions.Compiled | RegexOptions.CultureInvariant), + new Regex(@"^Multiplayer auth success$", RegexOptions.Compiled | RegexOptions.CultureInvariant), + new Regex(@"^DebugOutput: added CLOUD", RegexOptions.Compiled | RegexOptions.CultureInvariant) }; /// <summary>Encapsulates SMAPI's JSON file parsing.</summary> @@ -197,7 +203,7 @@ namespace StardewModdingAPI // override game SGame.MonitorDuringInitialisation = this.Monitor; SGame.ReflectorDuringInitialisation = this.Reflection; - this.GameInstance = new SGame(this.Monitor, this.Reflection, this.EventManager, this.InitialiseAfterGameStart); + this.GameInstance = new SGame(this.Monitor, this.Reflection, this.EventManager, this.InitialiseAfterGameStart, this.Dispose); StardewValley.Program.gamePtr = this.GameInstance; // add exit handler @@ -221,10 +227,6 @@ namespace StardewModdingAPI }).Start(); // hook into game events -#if SMAPI_FOR_WINDOWS - ((Form)Control.FromHandle(this.GameInstance.Window.Handle)).FormClosing += (sender, args) => this.Dispose(); -#endif - this.GameInstance.Exiting += (sender, e) => this.Dispose(); ContentEvents.AfterLocaleChanged += (sender, e) => this.OnLocaleChanged(); // set window titles @@ -271,12 +273,11 @@ namespace StardewModdingAPI /// <summary>Performs application-defined tasks associated with freeing, releasing, or resetting unmanaged resources.</summary> public void Dispose() { - this.Monitor.Log("Disposing...", LogLevel.Trace); - // skip if already disposed if (this.IsDisposed) return; this.IsDisposed = true; + this.Monitor.Log("Disposing...", LogLevel.Trace); // dispose mod data foreach (IModMetadata mod in this.ModRegistry.GetAll()) @@ -298,6 +299,9 @@ namespace StardewModdingAPI this.CancellationTokenSource?.Dispose(); this.GameInstance?.Dispose(); this.LogFile?.Dispose(); + + // end game (moved from Game1.OnExiting to let us clean up first) + Process.GetCurrentProcess().Kill(); } @@ -358,7 +362,7 @@ namespace StardewModdingAPI // redirect direct console output { - Monitor monitor = this.GetSecondaryMonitor("Console.Out"); + Monitor monitor = this.GetSecondaryMonitor("game"); if (monitor.WriteToConsole) this.ConsoleManager.OnMessageIntercepted += message => this.HandleConsoleMessage(monitor, message); } @@ -581,25 +585,8 @@ namespace StardewModdingAPI StringComparer.InvariantCultureIgnoreCase ); - // report update keys - { - IModMetadata[] modsWithoutKeys = ( - from mod in mods - where - mod.Manifest != null - && (mod.Manifest.UpdateKeys == null || !mod.Manifest.UpdateKeys.Any()) - && (mod.Manifest?.UniqueID != "SMAPI.ConsoleCommands" && mod.Manifest?.UniqueID != "SMAPI.TrainerMod") - orderby mod.DisplayName - select mod - ).ToArray(); - - string message = $"Checking {modsByKey.Count} mod update keys."; - if (modsWithoutKeys.Any()) - message += $" {modsWithoutKeys.Length} mods have no update keys: {string.Join(", ", modsWithoutKeys.Select(p => p.DisplayName))}."; - this.Monitor.Log($" {message}", LogLevel.Trace); - } - // fetch results + this.Monitor.Log($" Checking {modsByKey.Count} mod update keys.", LogLevel.Trace); var results = ( from entry in client.GetModInfo(modsByKey.Keys.ToArray()) @@ -713,10 +700,12 @@ namespace StardewModdingAPI // load content packs foreach (IModMetadata metadata in mods.Where(p => p.IsContentPack)) { - // get basic info - IManifest manifest = metadata.Manifest; this.Monitor.Log($" {metadata.DisplayName} (content pack, {PathUtilities.GetRelativePath(Constants.ModPath, metadata.DirectoryPath)})...", LogLevel.Trace); + // show warning for missing update key + if (metadata.HasManifest() && !metadata.HasUpdateKeys()) + this.Monitor.Log($" {metadata.DisplayName} has no {nameof(IManifest.UpdateKeys)} in its manifest. You may not see update alerts for this mod.", LogLevel.Warn); + // validate status if (metadata.Status == ModMetadataStatus.Failed) { @@ -726,6 +715,7 @@ namespace StardewModdingAPI } // load mod as content pack + IManifest manifest = metadata.Manifest; IMonitor monitor = this.GetSecondaryMonitor(metadata.DisplayName); ContentManagerShim contentManager = this.ContentCore.CreateContentManager($"Mods.{metadata.Manifest.UniqueID}", metadata.DirectoryPath); IContentHelper contentHelper = new ContentHelper(this.ContentCore, contentManager, metadata.DirectoryPath, manifest.UniqueID, metadata.DisplayName, monitor); @@ -761,6 +751,10 @@ namespace StardewModdingAPI ? $" {metadata.DisplayName} ({PathUtilities.GetRelativePath(Constants.ModPath, metadata.DirectoryPath)}{Path.DirectorySeparatorChar}{metadata.Manifest.EntryDll})..." // don't use Path.Combine here, since EntryDLL might not be valid : $" {metadata.DisplayName}...", LogLevel.Trace); + // show warnings + if (metadata.HasManifest() && !metadata.HasUpdateKeys() && metadata.Manifest.UniqueID != "SMAPI.ConsoleCommands") + this.Monitor.Log($" {metadata.DisplayName} has no {nameof(IManifest.UpdateKeys)} in its manifest. You may not see update alerts for this mod.", LogLevel.Warn); + // validate status if (metadata.Status == ModMetadataStatus.Failed) { diff --git a/src/SMAPI/StardewModdingAPI.csproj b/src/SMAPI/StardewModdingAPI.csproj index 9b4a496e..560d7bf4 100644 --- a/src/SMAPI/StardewModdingAPI.csproj +++ b/src/SMAPI/StardewModdingAPI.csproj @@ -91,7 +91,8 @@ <Compile Include="Framework\ContentPack.cs" /> <Compile Include="Framework\Content\ContentCache.cs" /> <Compile Include="Framework\Events\ManagedEventBase.cs" /> - <Compile Include="Framework\Input\InputState.cs" /> + <Compile Include="Framework\Input\GamePadStateBuilder.cs" /> + <Compile Include="Framework\Input\SInputState.cs" /> <Compile Include="Framework\Input\InputStatus.cs" /> <Compile Include="Framework\LegacyManifestVersion.cs" /> <Compile Include="Framework\ModData\ModDatabase.cs" /> @@ -131,6 +132,19 @@ <Compile Include="Framework\Serialisation\CrossplatformConverters\RectangleConverter.cs" /> <Compile Include="Framework\Serialisation\CrossplatformConverters\ColorConverter.cs" /> <Compile Include="Framework\Serialisation\CrossplatformConverters\PointConverter.cs" /> + <Compile Include="Framework\StateTracking\Comparers\EquatableComparer.cs" /> + <Compile Include="Framework\StateTracking\Comparers\ObjectReferenceComparer.cs" /> + <Compile Include="Framework\StateTracking\FieldWatchers\BaseDisposableWatcher.cs" /> + <Compile Include="Framework\StateTracking\FieldWatchers\ComparableWatcher.cs" /> + <Compile Include="Framework\StateTracking\FieldWatchers\NetDictionaryWatcher.cs" /> + <Compile Include="Framework\StateTracking\FieldWatchers\NetValueWatcher.cs" /> + <Compile Include="Framework\StateTracking\FieldWatchers\ObservableCollectionWatcher.cs" /> + <Compile Include="Framework\StateTracking\FieldWatchers\WatcherFactory.cs" /> + <Compile Include="Framework\StateTracking\ICollectionWatcher.cs" /> + <Compile Include="Framework\StateTracking\IDictionaryWatcher.cs" /> + <Compile Include="Framework\StateTracking\IValueWatcher.cs" /> + <Compile Include="Framework\StateTracking\IWatcher.cs" /> + <Compile Include="Framework\StateTracking\PlayerTracker.cs" /> <Compile Include="Framework\Utilities\ContextHash.cs" /> <Compile Include="Framework\Utilities\PathUtilities.cs" /> <Compile Include="IContentPack.cs" /> diff --git a/src/SMAPI/StardewModdingAPI.metadata.json b/src/SMAPI/StardewModdingAPI.metadata.json index 237c069d..f7a30537 100644 --- a/src/SMAPI/StardewModdingAPI.metadata.json +++ b/src/SMAPI/StardewModdingAPI.metadata.json @@ -47,6 +47,9 @@ * the specified version isn't compatible), or AssumeCompatible (SMAPI will try to load it * even if it detects incompatible code). * + * Note that this shouldn't be set to 'AssumeBroken' if SMAPI can detect the incompatibility + * automatically, since that hides the details from trace logs. + * * - StatusReasonPhrase: a message to show to the player explaining why the mod can't be loaded * (if applicable). If blank, will default to a generic not-compatible message. * @@ -65,8 +68,7 @@ "ID": "ThatNorthernMonkey.AdjustArtisanPrices", "FormerIDs": "1e36d4ca-c7ef-4dfb-9927-d27a6c3c8bdc", // changed in 0.0.2-pathoschild-update "MapRemoteVersions": { "0.01": "0.0.1" }, - "Default | UpdateKey": "Chucklefish:3532", - "~0.0.1 | Status": "AssumeBroken" + "Default | UpdateKey": "Chucklefish:3532" }, "Adjust Monster": { @@ -76,8 +78,7 @@ "Advanced Location Loader": { "ID": "Entoarox.AdvancedLocationLoader", - "~1.3.7 | UpdateKey": "Chucklefish:3619", // only enable update checks up to 1.3.7 by request (has its own update-check feature) - "~1.2.10 | Status": "AssumeBroken" // broke in SMAPI 2.0 + "~1.3.7 | UpdateKey": "Chucklefish:3619" // only enable update checks up to 1.3.7 by request (has its own update-check feature) }, "Adventure Shop Inventory": { @@ -103,12 +104,11 @@ "Default | UpdateKey": "Nexus:174" }, - "Almighty Tool": { + "Almighty Farming Tool": { "ID": "439", "FormerIDs": "{EntryDll: 'AlmightyTool.dll'}", // changed in 1.2.1 "MapRemoteVersions": { "1.21": "1.2.1" }, - "Default | UpdateKey": "Nexus:439", - "~1.1.1 | Status": "AssumeBroken" // broke in SDV 1.2 + "Default | UpdateKey": "Nexus:439" }, "Animal Husbandry": { @@ -137,8 +137,7 @@ "A Tapper's Dream": { "ID": "ddde5195-8f85-4061-90cc-0d4fd5459358", - "Default | UpdateKey": "Nexus:260", - "~1.4 | Status": "AssumeBroken" // broke in SMAPI 2.0 + "Default | UpdateKey": "Nexus:260" }, "Auto Animal Doors": { @@ -164,7 +163,8 @@ "Automate": { "ID": "Pathoschild.Automate", - "Default | UpdateKey": "Nexus:1063" + "Default | UpdateKey": "Nexus:1063", + "~1.9.1 | Status": "AssumeBroken" // broke in SDV 1.3 }, "Automated Doors": { @@ -208,15 +208,13 @@ "Better Shipping Box": { "ID": "Kithio:BetterShippingBox", "MapLocalVersions": { "1.0.1": "1.0.2" }, - "Default | UpdateKey": "Chucklefish:4302", - "~1.0.2 | Status": "AssumeBroken" // broke in SMAPI 2.0 + "Default | UpdateKey": "Chucklefish:4302" }, "Better Sprinklers": { "ID": "Speeder.BetterSprinklers", "FormerIDs": "SPDSprinklersMod", // changed in 2.3 - "Default | UpdateKey": "Nexus:41", - "~2.3.1-pathoschild-update | Status": "AssumeBroken" // broke in SDV 1.2 + "Default | UpdateKey": "Nexus:41" }, "Billboard Anywhere": { @@ -228,8 +226,7 @@ "Birthday Mail": { "ID": "KathrynHazuka.BirthdayMail", "FormerIDs": "005e02dc-d900-425c-9c68-1ff55c5a295d", // changed in 1.2.3-pathoschild-update - "Default | UpdateKey": "Nexus:276", - "~1.2.2 | Status": "AssumeBroken" // broke in SDV 1.2 + "Default | UpdateKey": "Nexus:276" }, "Breed Like Rabbits": { @@ -240,28 +237,24 @@ "Build Endurance": { "ID": "Omegasis.BuildEndurance", "FormerIDs": "{ID:'4be88c18-b6f3-49b0-ba96-f94b1a5be890', Name:'BuildEndurance'}", // changed in 1.4; disambiguate from other Alpha_Omegasis mods - "Default | UpdateKey": "Nexus:445", // added in 1.4.1 - "~1.3 | Status": "AssumeBroken" // broke in SMAPI 2.0 + "Default | UpdateKey": "Nexus:445" // added in 1.4.1 }, "Build Health": { "ID": "Omegasis.BuildHealth", "FormerIDs": "{ID:'4be88c18-b6f3-49b0-ba96-f94b1a5be890', Name:'BuildHealth'}", // changed in 1.4; disambiguate from other Alpha_Omegasis mods - "Default | UpdateKey": "Nexus:446", // added in 1.4.1 - "~1.3 | Status": "AssumeBroken" // broke in SMAPI 2.0 + "Default | UpdateKey": "Nexus:446" // added in 1.4.1 }, "Buy Cooking Recipes": { "ID": "Denifia.BuyRecipes", - "Default | UpdateKey": "Nexus:1126", // added in 1.0.1 (2017-10-04) - "~1.0 | Status": "AssumeBroken" // broke in SMAPI 2.0 + "Default | UpdateKey": "Nexus:1126" // added in 1.0.1 (2017-10-04) }, "Buy Back Collectables": { "ID": "Omegasis.BuyBackCollectables", "FormerIDs": "BuyBackCollectables", // changed in 1.4 - "Default | UpdateKey": "Nexus:507", // added in 1.4.1 - "~1.3 | Status": "AssumeBroken" // broke in SMAPI 2.0 + "Default | UpdateKey": "Nexus:507" // added in 1.4.1 }, "Carry Chest": { @@ -289,22 +282,20 @@ "Chest Label System": { "ID": "Speeder.ChestLabel", "FormerIDs": "SPDChestLabel", // changed in 1.5.1-pathoschild-update - "Default | UpdateKey": "Nexus:242", - "~1.6 | Status": "AssumeBroken" // broke in SDV 1.1 + "Default | UpdateKey": "Nexus:242" }, "Chest Pooling": { "ID": "mralbobo.ChestPooling", "FormerIDs": "{EntryDll: 'ChestPooling.dll'}", // changed in 1.3 - "Default | UpdateKey": "GitHub:mralbobo/stardew-chest-pooling", - "~1.2 | Status": "AssumeBroken" // broke in SDV 1.2 + "Default | UpdateKey": "GitHub:mralbobo/stardew-chest-pooling" }, "Chests Anywhere": { "ID": "Pathoschild.ChestsAnywhere", "FormerIDs": "ChestsAnywhere", // changed in 1.9 "Default | UpdateKey": "Nexus:518", - "~1.9-beta | Status": "AssumeBroken" // broke in SDV 1.2 + "~1.12.4 | Status": "AssumeBroken" // broke in SDV 1.3 }, "Choose Baby Gender": { @@ -324,21 +315,21 @@ "ID": "CJBok.CheatsMenu", "FormerIDs": "CJBCheatsMenu", // changed in 1.14 "Default | UpdateKey": "Nexus:4", - "~1.12 | Status": "AssumeBroken" // broke in SDV 1.1 + "~1.17 | Status": "AssumeBroken" // broke in SDV 1.3 }, "CJB Item Spawner": { "ID": "CJBok.ItemSpawner", "FormerIDs": "CJBItemSpawner", // changed in 1.7 "Default | UpdateKey": "Nexus:93", - "~1.5 | Status": "AssumeBroken" // broke in SDV 1.1 + "~1.10 | Status": "AssumeBroken" // broke in SDV 1.3 }, "CJB Show Item Sell Price": { "ID": "CJBok.ShowItemSellPrice", "FormerIDs": "CJBShowItemSellPrice", // changed in 1.7 "Default | UpdateKey": "Nexus:5", - "~1.6 | Status": "AssumeBroken" // broke in SDV 1.2 + "~1.8 | Status": "AssumeBroken" // broke in SDV 1.3 }, "Clean Farm": { @@ -348,8 +339,7 @@ "Climates of Ferngill": { "ID": "KoihimeNakamura.ClimatesOfFerngill", - "Default | UpdateKey": "Nexus:604", - "~1.0 | Status": "AssumeBroken" // broke in SMAPI 2.0 + "Default | UpdateKey": "Nexus:604" }, "Coal Regen": { @@ -371,8 +361,7 @@ "Combat with Farm Implements": { "ID": "SPDFarmingImplementsInCombat", - "Default | UpdateKey": "Nexus:313", - "~1.0 | Status": "AssumeBroken" // broke in SMAPI 2.0 + "Default | UpdateKey": "Nexus:313" }, "Community Bundle Item Tooltip": { @@ -397,18 +386,22 @@ "~1.1.1 | Status": "AssumeBroken" // broke in SMAPI 2.0 }, + "Content Patcher": { + "ID": "Pathoschild.ContentPatcher", + "Default | UpdateKey": "Nexus:1915", + "~1.3.1 | Status": "AssumeBroken" // broke in SDV 1.3 (in-game errors) + }, + "Cooking Skill": { "ID": "spacechase0.CookingSkill", "FormerIDs": "CookingSkill", // changed in 1.0.4–6 - "Default | UpdateKey": "Nexus:522", - "~1.0.6 | Status": "AssumeBroken" // broke in SMAPI 2.0 + "Default | UpdateKey": "Nexus:522" }, "CrabNet": { "ID": "jwdred.CrabNet", "FormerIDs": "{EntryDll: 'CrabNet.dll'}", // changed in 1.0.5 - "Default | UpdateKey": "Nexus:584", - "~1.0.4 | Status": "AssumeBroken" // broke in SMAPI 2.0 + "Default | UpdateKey": "Nexus:584" }, "Crafting Counter": { @@ -477,8 +470,7 @@ "Customizable Traveling Cart Days": { "ID": "TravelingCartYyeahdude", - "Default | UpdateKey": "Nexus:567", - "~1.0 | Status": "AssumeBroken" // broke in SMAPI 2.0 + "Default | UpdateKey": "Nexus:567" }, "Custom Linens": { @@ -510,7 +502,7 @@ "Daily News": { "ID": "bashNinja.DailyNews", "Default | UpdateKey": "Nexus:1141", - "~1.1 | Status": "AssumeBroken" // broke in SMAPI 2.0 + "~1.2 | Status": "AssumeBroken" // broke in Stardew Valley 1.3 (or depends on CustomTV which broke) }, "Daily Quest Anywhere": { @@ -519,10 +511,17 @@ "Default | UpdateKey": "Nexus:513" // added in 1.4.1 }, + "Data Maps": { + "ID": "Pathoschild.DataMaps", + "Default | UpdateKey": "Nexus:1691", + "~1.3 | Status": "AssumeBroken" // broke in SDV 1.3 + }, + "Debug Mode": { "ID": "Pathoschild.DebugMode", "FormerIDs": "Pathoschild.Stardew.DebugMode", // changed in 1.4 - "Default | UpdateKey": "Nexus:679" + "Default | UpdateKey": "Nexus:679", + "~1.8 | Status": "AssumeBroken" // broke in SDV 1.3 }, "Did You Water Your Crops?": { @@ -532,8 +531,7 @@ "Dynamic Checklist": { "ID": "gunnargolf.DynamicChecklist", - "Default | UpdateKey": "Nexus:1145", // added in 1.0.1-pathoschild-update - "~1.0 | Status": "AssumeBroken" // broke in SMAPI 2.0 + "Default | UpdateKey": "Nexus:1145" // added in 1.0.1-pathoschild-update }, "Dynamic Horses": { @@ -561,15 +559,13 @@ "Empty Hands": { "ID": "QuicksilverFox.EmptyHands", - "Default | UpdateKey": "Nexus:1176", // added in 1.0.1-pathoschild-update - "~1.0 | Status": "AssumeBroken" // broke in SMAPI 2.0 + "Default | UpdateKey": "Nexus:1176" // added in 1.0.1-pathoschild-update }, "Enemy Health Bars": { "ID": "Speeder.HealthBars", "FormerIDs": "SPDHealthBar", // changed in 1.7.1-pathoschild-update - "Default | UpdateKey": "Nexus:193", - "~1.7 | Status": "AssumeBroken" // broke in SDV 1.2 + "Default | UpdateKey": "Nexus:193" }, "Entoarox Framework": { @@ -598,8 +594,7 @@ "Extended Fridge": { "ID": "Crystalmir.ExtendedFridge", "FormerIDs": "Mystra007ExtendedFridge", // changed in 1.0.1 - "Default | UpdateKey": "Nexus:485", - "~1.0 | Status": "AssumeBroken" // broke in SDV 1.2 + "Default | UpdateKey": "Nexus:485" }, "Extended Greenhouse": { @@ -623,7 +618,7 @@ "ID": "Omegasis.Fall28SnowDay", "FormerIDs": "{ID:'7ad4f6f7-c3de-4729-a40f-7a11d2b2a358', Name:'Fall28 Snow Day'}", // changed in 1.4; disambiguate from other mods by Alpha_Omegasis "Default | UpdateKey": "Nexus:486", // added in 1.4.1 - "~1.3 | Status": "AssumeBroken" // broke in SMAPI 2.0 + "~1.4.1 | Status": "AssumeBroken" // broke in SMAPI 2.0, and update for SMAPI 2.0 doesn't do anything }, "Farm Automation: Barn Door Automation": { @@ -644,8 +639,7 @@ "Farm Expansion": { "ID": "Advize.FarmExpansion", "FormerIDs": "3888bdfd-73f6-4776-8bb7-8ad45aea1915 | AdvizeFarmExpansionMod-2-0 | AdvizeFarmExpansionMod-2-0-5", // changed in 2.0, 2.0.5, and 3.0 - "Default | UpdateKey": "Nexus:130", - "~2.0.5 | Status": "AssumeBroken" // broke in SMAPI 2.0 + "Default | UpdateKey": "Nexus:130" }, "Farm Resource Generator": { @@ -656,7 +650,8 @@ "Fast Animations": { "ID": "Pathoschild.FastAnimations", - "Default | UpdateKey": "Nexus:1089" + "Default | UpdateKey": "Nexus:1089", + "~1.5 | Status": "AssumeBroken" // broke in SDV 1.3 }, "Faster Grass": { @@ -673,8 +668,7 @@ "Faster Run": { "ID": "KathrynHazuka.FasterRun", "FormerIDs": "{EntryDll: 'FasterRun.dll'}", // changed in 1.1.1-pathoschild-update - "Default | UpdateKey": "Nexus:733", // added in 1.1.1-pathoschild-update - "~1.1 | Status": "AssumeBroken" // broke in SMAPI 2.0 + "Default | UpdateKey": "Nexus:733" // added in 1.1.1-pathoschild-update }, "Fishing Adjust": { @@ -707,8 +701,7 @@ "Forage at the Farm": { "ID": "Nishtra.ForageAtTheFarm", "FormerIDs": "ForageAtTheFarm", // changed in <=1.6 - "Default | UpdateKey": "Nexus:673", - "~1.5.1 | Status": "AssumeBroken" // broke in SMAPI 2.0 + "Default | UpdateKey": "Nexus:673" }, "Furniture Anywhere": { @@ -725,14 +718,12 @@ "Gate Opener": { "ID": "mralbobo.GateOpener", "FormerIDs": "{EntryDll: 'GateOpener.dll'}", // changed in 1.1 - "Default | UpdateKey": "GitHub:mralbobo/stardew-gate-opener", - "~1.0.1 | Status": "AssumeBroken" // broke in SDV 1.2 + "Default | UpdateKey": "GitHub:mralbobo/stardew-gate-opener" }, "GenericShopExtender": { "ID": "GenericShopExtender", - "Default | UpdateKey": "Nexus:814", // added in 0.1.3 - "~0.1.2 | Status": "AssumeBroken" // broke in SMAPI 2.0 + "Default | UpdateKey": "Nexus:814" // added in 0.1.3 }, "Geode Info Menu": { @@ -743,8 +734,7 @@ "Get Dressed": { "ID": "Advize.GetDressed", "FormerIDs": "{EntryDll: 'GetDressed.dll'}", // changed in 3.3 - "Default | UpdateKey": "Nexus:331", - "~3.3 | Status": "AssumeBroken" // broke in SDV 1.2 + "Default | UpdateKey": "Nexus:331" }, "Giant Crop Ring": { @@ -755,8 +745,7 @@ "Gift Taste Helper": { "ID": "tstaples.GiftTasteHelper", "FormerIDs": "8008db57-fa67-4730-978e-34b37ef191d6", // changed in 2.5 - "Default | UpdateKey": "Nexus:229", - "~2.3.1 | Status": "AssumeBroken" // broke in SDV 1.2 + "Default | UpdateKey": "Nexus:229" }, "Grandfather's Gift": { @@ -772,8 +761,7 @@ "Happy Birthday (Omegasis)": { "ID": "Omegasis.HappyBirthday", "FormerIDs": "{ID:'HappyBirthday', Author:'Alpha_Omegasis'}", // changed in 1.4; disambiguate from Oxyligen's fork - "Default | UpdateKey": "Nexus:520", // added in 1.4.1 - "~1.3 | Status": "AssumeBroken" // broke in SMAPI 2.0 + "Default | UpdateKey": "Nexus:520" // added in 1.4.1 }, "Happy Birthday (Oxyligen fork)": { @@ -798,8 +786,7 @@ "Harvest With Scythe": { "ID": "965169fd-e1ed-47d0-9f12-b104535fb4bc", - "Default | UpdateKey": "Nexus:236", - "~1.0.6 | Status": "AssumeBroken" // broke in SMAPI 2.0 + "Default | UpdateKey": "Nexus:236" }, "Horse Whistle (icepuente)": { @@ -849,8 +836,7 @@ "Interaction Helper": { "ID": "HammurabiInteractionHelper", - "Default | UpdateKey": "Chucklefish:4640", // added in 1.0.4-pathoschild-update - "~1.0.3 | Status": "AssumeBroken" // broke in SMAPI 2.0 + "Default | UpdateKey": "Chucklefish:4640" // added in 1.0.4-pathoschild-update }, "Item Auto Stacker": { @@ -910,7 +896,7 @@ "ID": "Pathoschild.LookupAnything", "FormerIDs": "LookupAnything", // changed in 1.10.1 "Default | UpdateKey": "Nexus:541", - "~1.10.1 | Status": "AssumeBroken" // broke in SDV 1.2 + "~1.18.1 | Status": "AssumeBroken" // broke in SDV 1.3 }, "Love Bubbles": { @@ -921,15 +907,13 @@ "Loved Labels": { "ID": "Advize.LovedLabels", "FormerIDs": "{EntryDll: 'LovedLabels.dll'}", // changed in 2.1 - "Default | UpdateKey": "Nexus:279", - "~2.0 | Status": "AssumeBroken" // broke in SMAPI 2.0 + "Default | UpdateKey": "Nexus:279" }, "Luck Skill": { "ID": "spacechase0.LuckSkill", "FormerIDs": "LuckSkill", // changed in 0.1.4 - "Default | UpdateKey": "Nexus:521", - "~0.1.4 | Status": "AssumeBroken" // broke in SMAPI 2.0 + "Default | UpdateKey": "Nexus:521" }, "Mail Framework": { @@ -940,15 +924,13 @@ "MailOrderPigs": { "ID": "jwdred.MailOrderPigs", "FormerIDs": "{EntryDll: 'MailOrderPigs.dll'}", // changed in 1.0.2 - "Default | UpdateKey": "Nexus:632", - "~1.0.1 | Status": "AssumeBroken" // broke in SMAPI 2.0 + "Default | UpdateKey": "Nexus:632" }, "Makeshift Multiplayer": { "ID": "spacechase0.StardewValleyMP", "FormerIDs": "StardewValleyMP", // changed in 0.3 - "Default | UpdateKey": "Nexus:501", - "~0.3.6 | Status": "AssumeBroken" // broke in SMAPI 2.0 + "Default | UpdateKey": "Nexus:501" }, "Map Image Exporter": { @@ -989,14 +971,12 @@ "More Animals": { "ID": "Entoarox.MoreAnimals", "FormerIDs": "821ce8f6-e629-41ad-9fde-03b54f68b0b6MOREPETS | Entoarox.MorePets", // changed in 1.3 and 2.0 - "~2.0.2 | UpdateKey": "Chucklefish:4288", // only enable update checks up to 2.0.2 by request (has its own update-check feature) - "~1.3.2 | Status": "AssumeBroken" // overhauled for SMAPI 1.11+ compatibility + "~2.0.2 | UpdateKey": "Chucklefish:4288" // only enable update checks up to 2.0.2 by request (has its own update-check feature) }, "More Artifact Spots": { "ID": "451", - "Default | UpdateKey": "Nexus:451", - "~1.0.1 | Status": "AssumeBroken" // broke in SMAPI 2.0 + "Default | UpdateKey": "Nexus:451" }, "More Map Layers": { @@ -1018,7 +998,8 @@ "Move Faster": { "ID": "shuaiz.MoveFasterMod", - "Default | UpdateKey": "Nexus:1351" + "Default | UpdateKey": "Nexus:1351", + "1.0.1 | Status": "AssumeBroken" // doesn't do anything as of SDV 1.2.33 (bad Harmony patch?) }, "Multiple Sprites and Portraits On Rotation (File Loading)": { @@ -1031,8 +1012,7 @@ "Museum Rearranger": { "ID": "Omegasis.MuseumRearranger", "FormerIDs": "{ID:'7ad4f6f7-c3de-4729-a40f-7a11d2b2a358', Name:'Museum Rearranger'}", // changed in 1.4; disambiguate from other mods by Alpha_Omegasis - "Default | UpdateKey": "Nexus:428", // added in 1.4.1 - "~1.3 | Status": "AssumeBroken" // broke in SMAPI 2.0 + "Default | UpdateKey": "Nexus:428" // added in 1.4.1 }, "Mushroom Level Tip": { @@ -1050,8 +1030,7 @@ "ID": "Omegasis.NightOwl", "FormerIDs": "{ID:'SaveAnywhere', Name:'Stardew_NightOwl'}", // changed in 1.4; disambiguate from Save Anywhere "MapLocalVersions": { "2.1": "1.3" }, // 1.3 had wrong version in manifest - "Default | UpdateKey": "Nexus:433", // added in 1.4.1 - "~1.3 | Status": "AssumeBroken" // broke in SMAPI 2.0 + "Default | UpdateKey": "Nexus:433" // added in 1.4.1 }, "No Crows": { @@ -1099,9 +1078,7 @@ "NPC Map Locations": { "ID": "NPCMapLocationsMod", - "Default | UpdateKey": "Nexus:239", - "1.42~1.43 | Status": "AssumeBroken", - "1.42~1.43 | StatusReasonPhrase": "this version has an update check error which crashes the game." + "Default | UpdateKey": "Nexus:239" }, "NPC Speak": { @@ -1118,8 +1095,12 @@ "OmniFarm": { "ID": "PhthaloBlue.OmniFarm", "FormerIDs": "BlueMod_OmniFarm", // changed in 2.0.2-pathoschild-update - "Default | UpdateKey": "GitHub:lambui/StardewValleyMod_OmniFarm", - "~2.0.1 | Status": "AssumeBroken" // broke in SMAPI 2.0 + "Default | UpdateKey": "GitHub:lambui/StardewValleyMod_OmniFarm" + }, + + "One Click Shed": { + "ID": "BitwiseJonMods.OneClickShedReloader", + "Default | UpdateKey": "Nexus:2052" }, "Out of Season Bonuses (Seasonal Items)": { @@ -1129,22 +1110,18 @@ "Part of the Community": { "ID": "SB_PotC", - "Default | UpdateKey": "Nexus:923", - "~1.0.8 | Status": "AssumeBroken" // broke in SDV 1.2 + "Default | UpdateKey": "Nexus:923" }, "PelicanFiber": { "ID": "jwdred.PelicanFiber", "FormerIDs": "{EntryDll: 'PelicanFiber.dll'}", // changed in 3.0.1 - "MapRemoteVersions": { "3.0.2": "3.0.1" }, // didn't change manifest version - "Default | UpdateKey": "Nexus:631", - "~3.0 | Status": "AssumeBroken" // broke in SMAPI 2.0 + "Default | UpdateKey": "Nexus:631" }, "PelicanTTS": { "ID": "Platonymous.PelicanTTS", - "Default | UpdateKey": "Nexus:1079", // added in 1.6.1 - "~1.6 | Status": "AssumeBroken" // broke in SMAPI 2.0 + "Default | UpdateKey": "Nexus:1079" // added in 1.6.1 }, "Persia the Mermaid - Standalone Custom NPC": { @@ -1249,8 +1226,7 @@ "Replanter": { "ID": "jwdred.Replanter", "FormerIDs": "{EntryDll: 'Replanter.dll'}", // changed in 1.0.5 - "Default | UpdateKey": "Nexus:589", - "~1.0.4 | Status": "AssumeBroken" // broke in SMAPI 2.0 + "Default | UpdateKey": "Nexus:589" }, "ReRegeneration": { @@ -1288,21 +1264,20 @@ "Rotate Toolbar": { "ID": "Pathoschild.RotateToolbar", - "Default | UpdateKey": "Nexus:1100" + "Default | UpdateKey": "Nexus:1100", + "~1.2.1 | Status": "AssumeBroken" // broke in SDV 1.3 }, "Rush Orders": { "ID": "spacechase0.RushOrders", "FormerIDs": "RushOrders", // changed in 1.1 - "Default | UpdateKey": "Nexus:605", - "~1.1 | Status": "AssumeBroken" // broke in SDV 1.2 + "Default | UpdateKey": "Nexus:605" }, "Save Anywhere": { "ID": "Omegasis.SaveAnywhere", "FormerIDs": "{ID:'SaveAnywhere', Name:'Save Anywhere'}", // changed in 2.5; disambiguate from Night Owl - "Default | UpdateKey": "Nexus:444", // added in 2.6.1 - "~2.4 | Status": "AssumeBroken" // broke in SMAPI 2.0 + "Default | UpdateKey": "Nexus:444" // added in 2.6.1 }, "Save Backup": { @@ -1331,8 +1306,7 @@ "Seasonal Immersion": { "ID": "Entoarox.SeasonalImmersion", "FormerIDs": "EntoaroxSeasonalHouse | EntoaroxSeasonalBuildings | EntoaroxSeasonalImmersion", // changed in 1.1, 1.6 or earlier, and 1.7 - "~1.11 | UpdateKey": "Chucklefish:4262", // only enable update checks up to 1.11 by request (has its own update-check feature) - "~1.8.2 | Status": "AssumeBroken" // broke in SMAPI 2.0 + "~1.11 | UpdateKey": "Chucklefish:4262" // only enable update checks up to 1.11 by request (has its own update-check feature) }, "Seed Bag": { @@ -1353,8 +1327,7 @@ "Send Items": { "ID": "Denifia.SendItems", - "Default | UpdateKey": "Nexus:1087", // added in 1.0.3 (2017-10-04) - "~1.0.2 | Status": "AssumeBroken" // broke in SMAPI 2.0 + "Default | UpdateKey": "Nexus:1087" // added in 1.0.3 (2017-10-04) }, "Shed Notifications (BuildingsNotifications)": { @@ -1367,8 +1340,7 @@ "ID": "Nishtra.ShenandoahProject", "FormerIDs": "Shenandoah Project", // changed in 1.2 "MapRemoteVersions": { "1.1.1": "1.1" }, // not updated in manifest - "Default | UpdateKey": "Nexus:756", - "~1.1.1 | Status": "AssumeBroken" // broke in SMAPI 2.0 + "Default | UpdateKey": "Nexus:756" }, "Ship Anywhere": { @@ -1378,16 +1350,14 @@ "Shipment Tracker": { "ID": "7e474181-e1a0-40f9-9c11-d08a3dcefaf3", - "Default | UpdateKey": "Nexus:321", - "~1.1 | Status": "AssumeBroken" // broke in SMAPI 2.0 + "Default | UpdateKey": "Nexus:321" }, "Shop Expander": { "ID": "Entoarox.ShopExpander", "FormerIDs": "{ID:'821ce8f6-e629-41ad-9fde-03b54f68b0b6', Name:'Shop Expander'} | EntoaroxShopExpander", // changed in 1.5 and 1.5.2; disambiguate from Faster Paths "MapRemoteVersions": { "1.6.0b": "1.6.0" }, - "~1.6 | UpdateKey": "Chucklefish:4381", // only enable update checks up to 1.6 by request (has its own update-check feature) - "~1.5.3 | Status": "AssumeBroken" // broke in SMAPI 2.0 + "~1.6 | UpdateKey": "Chucklefish:4381" // only enable update checks up to 1.6 by request (has its own update-check feature) }, "Showcase Mod": { @@ -1409,43 +1379,39 @@ "Simple Sound Manager": { "ID": "Omegasis.SimpleSoundManager", - "Default | UpdateKey": "Nexus:1410", // added in 1.0.1 - "~1.0 | Status": "AssumeBroken" // broke in SMAPI 2.0 + "Default | UpdateKey": "Nexus:1410" // added in 1.0.1 }, "Simple Sprinklers": { "ID": "tZed.SimpleSprinkler", "FormerIDs": "{EntryDll: 'SimpleSprinkler.dll'}", // changed in 1.5 - "Default | UpdateKey": "Nexus:76", - "~1.4 | Status": "AssumeBroken" // broke in SDV 1.2 + "Default | UpdateKey": "Nexus:76" }, "Siv's Marriage Mod": { "ID": "6266959802", "MapLocalVersions": { "0.0": "1.4" }, - "Default | UpdateKey": "Nexus:366", - "~1.2.2 | Status": "AssumeBroken" // broke in SMAPI 1.9 (has multiple Mod instances) + "Default | UpdateKey": "Nexus:366" }, "Skill Prestige": { "ID": "alphablackwolf.skillPrestige", "FormerIDs": "6b843e60-c8fc-4a25-a67b-4a38ac8dcf9b", // changed circa 1.2.3 - "Default | UpdateKey": "Nexus:569", - "~1.0.9 | Status": "AssumeBroken" // broke in SMAPI 2.0 + "Default | UpdateKey": "Nexus:569" }, "Skill Prestige: Cooking Adapter": { "ID": "Alphablackwolf.CookingSkillPrestigeAdapter", "FormerIDs": "20d6b8a3-b6e7-460b-a6e4-07c2b0cb6c63", // changed circa 1.1 "MapRemoteVersions": { "1.2.3": "1.1" }, // manifest not updated - "Default | UpdateKey": "Nexus:569", - "~1.0.9 | Status": "AssumeBroken" // broke in SMAPI 2.0 + "Default | UpdateKey": "Nexus:569" }, "Skip Intro": { "ID": "Pathoschild.SkipIntro", "FormerIDs": "SkipIntro", // changed in 1.4 - "Default | UpdateKey": "Nexus:533" + "Default | UpdateKey": "Nexus:533", + "~1.7.2 | Status": "AssumeBroken" // broke in SDV 1.3 }, "Skull Cavern Elevator": { @@ -1479,8 +1445,7 @@ "Solar Eclipse Event": { "ID": "KoihimeNakamura.SolarEclipseEvent", "Default | UpdateKey": "Nexus:897", - "MapLocalVersions": { "1.3-20170917": "1.3" }, - "~1.1 | Status": "AssumeBroken" // broke in SMAPI 2.0 + "MapLocalVersions": { "1.3-20170917": "1.3" } }, "SpaceCore": { @@ -1500,8 +1465,7 @@ "Sprinkles": { "ID": "Platonymous.Sprinkles", - "Default | UpdateKey": "Chucklefish:4592", - "~1.1.3 | Status": "AssumeBroken" // broke in SMAPI 2.0 + "Default | UpdateKey": "Chucklefish:4592" }, "Sprint and Dash": { @@ -1526,8 +1490,7 @@ "StackSplitX": { "ID": "tstaples.StackSplitX", "FormerIDs": "{EntryDll: 'StackSplitX.dll'}", // changed circa 1.3.1 - "Default | UpdateKey": "Nexus:798", - "~1.2 | Status": "AssumeBroken" // broke in SDV 1.2 + "Default | UpdateKey": "Nexus:798" }, "StaminaRegen": { @@ -1553,15 +1516,13 @@ "Stardew Notification": { "ID": "stardewnotification", - "Default | UpdateKey": "GitHub:monopandora/StardewNotification", - "~1.7 | Status": "AssumeBroken" // broke in SMAPI 2.0 + "Default | UpdateKey": "GitHub:monopandora/StardewNotification" }, "Stardew Symphony": { "ID": "Omegasis.StardewSymphony", "FormerIDs": "{ID:'4108e859-333c-4fec-a1a7-d2e18c1019fe', Name:'Stardew_Symphony'}", // changed in 1.4; disambiguate other mods by Alpha_Omegasis - "Default | UpdateKey": "Nexus:425", // added in 1.4.1 - "~1.3 | Status": "AssumeBroken" // broke in SMAPI 2.0 + "Default | UpdateKey": "Nexus:425" // added in 1.4.1 }, "StarDustCore": { @@ -1613,8 +1574,7 @@ "Tainted Cellar": { "ID": "TaintedCellar", - "FormerIDs": "{EntryDll: 'TaintedCellar.dll'}", // changed in 1.1 - "~1.0 | Status": "AssumeBroken" // broke in SDV 1.1 or 1.11 + "FormerIDs": "{EntryDll: 'TaintedCellar.dll'}" // changed in 1.1 }, "Tapper Ready": { @@ -1635,13 +1595,13 @@ "The Long Night": { "ID": "Pathoschild.TheLongNight", - "Default | UpdateKey": "Nexus:1369" + "Default | UpdateKey": "Nexus:1369", + "~1.1.1 | Status": "AssumeBroken" // broke in SDV 1.3 }, "Three-heart Dance Partner": { "ID": "ThreeHeartDancePartner", - "Default | UpdateKey": "Nexus:500", - "~1.0.1 | Status": "AssumeBroken" // broke in SDV 1.2 + "Default | UpdateKey": "Nexus:500" }, "TimeFreeze": { @@ -1659,8 +1619,7 @@ "TimeSpeed": { "ID": "cantorsdust.TimeSpeed", "FormerIDs": "{EntryDll: 'TimeSpeed.dll'} | {ID:'4108e859-333c-4fec-a1a7-d2e18c1019fe', Name:'TimeSpeed'} | {ID:'4108e859-333c-4fec-a1a7-d2e18c1019fe', Name:'TimeSpeed Mod (unofficial)'} | community.TimeSpeed", // changed in 2.0.3, 2.1, and 2.3.3; disambiguate other mods by Alpha_Omegasis - "Default | UpdateKey": "Nexus:169", - "~2.2 | Status": "AssumeBroken" // broke in SDV 1.2 + "Default | UpdateKey": "Nexus:169" }, "To Do List": { @@ -1676,7 +1635,8 @@ "TractorMod": { "ID": "Pathoschild.TractorMod", "FormerIDs": "BlueMod_TractorMod | PhthaloBlue.TractorMod | community.TractorMod", // changed in 3.2, 4.0 beta, and 4.0 - "Default | UpdateKey": "Nexus:1401" + "Default | UpdateKey": "Nexus:1401", + "~4.4.1 | Status": "AssumeBroken" // broke in SDV 1.3 }, "TrainerMod": { @@ -1749,8 +1709,7 @@ }, "Wonderful Farm Life": { - "FormerIDs": "{EntryDll: 'WonderfulFarmLife.dll'}", - "~1.0 | Status": "AssumeBroken" // broke in SDV 1.1 or 1.11 + "FormerIDs": "{EntryDll: 'WonderfulFarmLife.dll'}" }, "XmlSerializerRetool": { @@ -1761,15 +1720,13 @@ "Xnb Loader": { "ID": "Entoarox.XnbLoader", - "~1.1.10 | UpdateKey": "Chucklefish:4506", // only enable update checks up to 1.1.10 by request (has its own update-check feature) - "~1.0.6 | Status": "AssumeBroken" // broke in SMAPI 2.0 + "~1.1.10 | UpdateKey": "Chucklefish:4506" // only enable update checks up to 1.1.10 by request (has its own update-check feature) }, "zDailyIncrease": { "ID": "zdailyincrease", "MapRemoteVersions": { "1.3.5": "1.3.4" }, // not updated in manifest - "Default | UpdateKey": "Chucklefish:4247", - "~1.2 | Status": "AssumeBroken" // broke in SDV 1.2 + "Default | UpdateKey": "Chucklefish:4247" }, "Zoom Out Extreme": { @@ -1822,8 +1779,7 @@ "Zoryn's Movement Mod": { "ID": "Zoryn.MovementModifier", "FormerIDs": "8a632929-8335-484f-87dd-c29d2ba3215d", // changed in 1.6 - "Default | UpdateKey": "GitHub:Zoryn4163/SMAPI-Mods", - "~1.6 | Status": "AssumeBroken" // broke in SDV 1.2 + "Default | UpdateKey": "GitHub:Zoryn4163/SMAPI-Mods" }, "Zoryn's Regen Mod": { |