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-rw-r--r--src/SMAPI/Framework/SGame.cs2
-rw-r--r--src/SMAPI/Patches/LoadContextPatch.cs55
2 files changed, 18 insertions, 39 deletions
diff --git a/src/SMAPI/Framework/SGame.cs b/src/SMAPI/Framework/SGame.cs
index 2d43f8c4..1d4db834 100644
--- a/src/SMAPI/Framework/SGame.cs
+++ b/src/SMAPI/Framework/SGame.cs
@@ -774,7 +774,7 @@ namespace StardewModdingAPI.Framework
}
// preloaded
- if (Context.IsSaveLoaded && Context.LoadStage != LoadStage.Loaded && Context.LoadStage != LoadStage.Ready)
+ if (Context.IsSaveLoaded && Context.LoadStage != LoadStage.Loaded && Context.LoadStage != LoadStage.Ready && Game1.dayOfMonth != 0)
this.OnLoadStageChanged(LoadStage.Loaded);
// update tick
diff --git a/src/SMAPI/Patches/LoadContextPatch.cs b/src/SMAPI/Patches/LoadContextPatch.cs
index 3f86c9a9..93a059aa 100644
--- a/src/SMAPI/Patches/LoadContextPatch.cs
+++ b/src/SMAPI/Patches/LoadContextPatch.cs
@@ -1,16 +1,15 @@
using System;
-using System.Collections.ObjectModel;
-using System.Collections.Specialized;
using Harmony;
using StardewModdingAPI.Enums;
using StardewModdingAPI.Framework.Patching;
using StardewModdingAPI.Framework.Reflection;
using StardewValley;
using StardewValley.Menus;
+using StardewValley.Minigames;
namespace StardewModdingAPI.Patches
{
- /// <summary>A Harmony patch for <see cref="Game1.loadForNewGame"/> which notifies SMAPI for save creation load stages.</summary>
+ /// <summary>Harmony patches which notify SMAPI for save creation load stages.</summary>
/// <remarks>This patch hooks into <see cref="Game1.loadForNewGame"/>, checks if <c>TitleMenu.transitioningCharacterCreationMenu</c> is true (which means the player is creating a new save file), then raises <see cref="LoadStage.CreatedBasicInfo"/> after the location list is cleared twice (the second clear happens right before locations are created), and <see cref="LoadStage.CreatedLocations"/> when the method ends.</remarks>
internal class LoadContextPatch : IHarmonyPatch
{
@@ -23,12 +22,6 @@ namespace StardewModdingAPI.Patches
/// <summary>A callback to invoke when the load stage changes.</summary>
private static Action<LoadStage> OnStageChanged;
- /// <summary>Whether <see cref="Game1.loadForNewGame"/> was called as part of save creation.</summary>
- private static bool IsCreating;
-
- /// <summary>The number of times that <see cref="Game1.locations"/> has been cleared since <see cref="Game1.loadForNewGame"/> started.</summary>
- private static int TimesLocationsCleared;
-
/*********
** Accessors
@@ -53,9 +46,15 @@ namespace StardewModdingAPI.Patches
/// <param name="harmony">The Harmony instance.</param>
public void Apply(HarmonyInstance harmony)
{
+ // detect CreatedBasicInfo
+ harmony.Patch(
+ original: AccessTools.Method(typeof(TitleMenu), nameof(TitleMenu.createdNewCharacter)),
+ prefix: new HarmonyMethod(this.GetType(), nameof(LoadContextPatch.Before_TitleMenu_CreatedNewCharacter))
+ );
+
+ // detect CreatedLocations
harmony.Patch(
original: AccessTools.Method(typeof(Game1), nameof(Game1.loadForNewGame)),
- prefix: new HarmonyMethod(this.GetType(), nameof(LoadContextPatch.Before_Game1_LoadForNewGame)),
postfix: new HarmonyMethod(this.GetType(), nameof(LoadContextPatch.After_Game1_LoadForNewGame))
);
}
@@ -64,45 +63,25 @@ namespace StardewModdingAPI.Patches
/*********
** Private methods
*********/
- /// <summary>The method to call instead of <see cref="Game1.loadForNewGame"/>.</summary>
+ /// <summary>Called before <see cref="TitleMenu.createdNewCharacter"/>.</summary>
/// <returns>Returns whether to execute the original method.</returns>
/// <remarks>This method must be static for Harmony to work correctly. See the Harmony documentation before renaming arguments.</remarks>
- private static bool Before_Game1_LoadForNewGame()
+ private static bool Before_TitleMenu_CreatedNewCharacter()
{
- LoadContextPatch.IsCreating = Game1.activeClickableMenu is TitleMenu menu && LoadContextPatch.Reflection.GetField<bool>(menu, "transitioningCharacterCreationMenu").GetValue();
- LoadContextPatch.TimesLocationsCleared = 0;
- if (LoadContextPatch.IsCreating)
- {
- // raise CreatedBasicInfo after locations are cleared twice
- ObservableCollection<GameLocation> locations = (ObservableCollection<GameLocation>)Game1.locations;
- locations.CollectionChanged += LoadContextPatch.OnLocationListChanged;
- }
-
+ LoadContextPatch.OnStageChanged(LoadStage.CreatedBasicInfo);
return true;
}
- /// <summary>The method to call instead after <see cref="Game1.loadForNewGame"/>.</summary>
+ /// <summary>Called after <see cref="Game1.loadForNewGame"/>.</summary>
/// <remarks>This method must be static for Harmony to work correctly. See the Harmony documentation before renaming arguments.</remarks>
private static void After_Game1_LoadForNewGame()
{
- if (LoadContextPatch.IsCreating)
- {
- // clean up
- ObservableCollection<GameLocation> locations = (ObservableCollection<GameLocation>)Game1.locations;
- locations.CollectionChanged -= LoadContextPatch.OnLocationListChanged;
+ bool creating =
+ (Game1.currentMinigame is Intro) // creating save with intro
+ || (Game1.activeClickableMenu is TitleMenu menu && LoadContextPatch.Reflection.GetField<bool>(menu, "transitioningCharacterCreationMenu").GetValue()); // creating save, skipped intro
- // raise stage changed
+ if (creating)
LoadContextPatch.OnStageChanged(LoadStage.CreatedLocations);
- }
- }
-
- /// <summary>Raised when <see cref="Game1.locations"/> changes.</summary>
- /// <param name="sender">The event sender.</param>
- /// <param name="e">The event arguments.</param>
- private static void OnLocationListChanged(object sender, NotifyCollectionChangedEventArgs e)
- {
- if (++LoadContextPatch.TimesLocationsCleared == 2)
- LoadContextPatch.OnStageChanged(LoadStage.CreatedBasicInfo);
}
}
}