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;
}
}