using System; using System.IO; using System.Reflection; using StardewValley; namespace StardewModdingAPI { /// /// Static class containing readonly values. /// public static class Constants { public static readonly Version Version = new Version(0, 40, 0, "Alpha"); /// /// Not quite "constant", but it makes more sense for it to be here, at least for now /// public static int ModsLoaded = 0; /// /// Stardew Valley's roaming app data location. /// %AppData%//StardewValley /// public static string DataPath => Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), "StardewValley"); public static string SavesPath => Path.Combine(DataPath, "Saves"); private static string saveFolderName => PlayerNull ? string.Empty : Game1.player.name.RemoveNumerics() + "_" + Game1.uniqueIDForThisGame; public static string SaveFolderName => CurrentSavePathExists ? saveFolderName : ""; private static string currentSavePath => PlayerNull ? string.Empty : Path.Combine(SavesPath, saveFolderName); public static string CurrentSavePath => CurrentSavePathExists ? currentSavePath : ""; public static bool CurrentSavePathExists => Directory.Exists(currentSavePath); public static bool PlayerNull => !Game1.hasLoadedGame || Game1.player == null || string.IsNullOrEmpty(Game1.player.name); /// /// Execution path to execute the code. /// public static string ExecutionPath => Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location); /// /// Title for the API console /// public static string ConsoleTitle => $"Stardew Modding API Console - Version {Version.VersionString} - Mods Loaded: {ModsLoaded}"; /// /// Path for log files to be output to. /// %LocalAppData%//StardewValley//ErrorLogs /// public static string LogDir => Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), "StardewValley", "ErrorLogs"); public static string LogPath => Path.Combine(LogDir, "MODDED_ProgramLog.Log_LATEST.txt"); /// /// Whether or not to enable the Render Target drawing code offered by ClxS /// Do not mark as 'const' or else 'if' checks will complain that the expression is always true in ReSharper /// public static bool EnableDrawingIntoRenderTarget => true; /// /// Completely overrides the base game's draw call to the one is SGame /// public static bool EnableCompletelyOverridingBaseCalls => true; } }