using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using StardewModdingAPI.Events; using StardewModdingAPI.Inheritance; using StardewModdingAPI.Inheritance.Menus; using StardewValley; using StardewValley.Menus; using System; using System.Collections.Generic; using System.ComponentModel; using System.IO; using System.Linq; using System.Reflection; using System.Threading; using System.Windows.Forms; namespace StardewModdingAPI { public class Program { private static List _modPaths; private static List _modContentPaths; public static Texture2D DebugPixel { get; private set; } public static SGame gamePtr; public static bool ready; public static Assembly StardewAssembly; public static Type StardewProgramType; public static FieldInfo StardewGameInfo; public static Form StardewForm; public static Thread gameThread; public static Thread consoleInputThread; public static bool StardewInjectorLoaded { get; private set; } public static Mod StardewInjectorMod { get; private set; } ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// /// /// Main method holding the API execution /// /// private static void Main(string[] args) { try { ConfigureUI(); ConfigurePaths(); ConfigureInjector(); ConfigureSDV(); GameRunInvoker(); } catch (Exception e) { // Catch and display all exceptions. StardewModdingAPI.Log.Error("Critical error: " + e); } StardewModdingAPI.Log.Comment("The API will now terminate. Press any key to continue..."); Console.ReadKey(); } /// /// Set up the console properties /// private static void ConfigureUI() { Console.Title = Constants.ConsoleTitle; #if DEBUG Console.Title += " - DEBUG IS NOT FALSE, AUTHOUR NEEDS TO REUPLOAD THIS VERSION"; #endif } /// /// Setup the required paths and logging /// private static void ConfigurePaths() { StardewModdingAPI.Log.Info("Validating api paths..."); _modPaths = new List(); _modContentPaths = new List(); //TODO: Have an app.config and put the paths inside it so users can define locations to load mods from _modPaths.Add(Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), "StardewValley", "Mods")); _modPaths.Add(Path.Combine(Constants.ExecutionPath, "Mods")); _modContentPaths.Add(Path.Combine(Constants.ExecutionPath, "Mods", "Content")); _modContentPaths.Add(Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), "StardewValley", "Mods", "Content")); //Checks that all defined modpaths exist as directories _modPaths.ForEach(path => VerifyPath(path)); _modContentPaths.ForEach(path => VerifyPath(path)); VerifyPath(Constants.LogPath); StardewModdingAPI.Log.Initialize(Constants.LogPath); if (!File.Exists(Constants.ExecutionPath + "\\Stardew Valley.exe")) { throw new FileNotFoundException(string.Format("Could not found: {0}\\Stardew Valley.exe", Constants.ExecutionPath)); } } /// /// Load the injector. /// /// /// This will load the injector before anything else if it sees it /// It doesn't matter though /// I'll leave it as a feature in case anyone in the community wants to tinker with it /// All you need is a DLL that inherits from mod and is called StardewInjector.dll with an Entry() method /// private static void ConfigureInjector() { foreach (string ModPath in _modPaths) { foreach (String s in Directory.GetFiles(ModPath, "StardewInjector.dll")) { StardewModdingAPI.Log.Success(ConsoleColor.Green, "Found Stardew Injector DLL: " + s); try { Assembly mod = Assembly.UnsafeLoadFrom(s); //to combat internet-downloaded DLLs if (mod.DefinedTypes.Count(x => x.BaseType == typeof(Mod)) > 0) { StardewModdingAPI.Log.Success("Loading Injector DLL..."); TypeInfo tar = mod.DefinedTypes.First(x => x.BaseType == typeof(Mod)); Mod m = (Mod)mod.CreateInstance(tar.ToString()); Console.WriteLine("LOADED: {0} by {1} - Version {2} | Description: {3}", m.Name, m.Authour, m.Version, m.Description); m.Entry(false); StardewInjectorLoaded = true; StardewInjectorMod = m; } else { StardewModdingAPI.Log.Error("Invalid Mod DLL"); } } catch (Exception ex) { StardewModdingAPI.Log.Error("Failed to load mod '{0}'. Exception details:\n" + ex, s); } } } } /// /// Load Stardev Valley and control features /// private static void ConfigureSDV() { StardewModdingAPI.Log.Info("Initializing SDV Assembly..."); // Load in the assembly - ignores security StardewAssembly = Assembly.UnsafeLoadFrom(Constants.ExecutionPath + "\\Stardew Valley.exe"); StardewProgramType = StardewAssembly.GetType("StardewValley.Program", true); StardewGameInfo = StardewProgramType.GetField("gamePtr"); // Change the game's version StardewModdingAPI.Log.Verbose("Injecting New SDV Version..."); Game1.version += string.Format("-Z_MODDED | SMAPI {0}", Constants.VersionString); // Create the thread for the game to run in. gameThread = new Thread(RunGame); StardewModdingAPI.Log.Info("Starting SDV..."); gameThread.Start(); // Wait for the game to load up while (!ready) ; //SDV is running StardewModdingAPI.Log.Comment("SDV Loaded Into Memory"); //Create definition to listen for input StardewModdingAPI.Log.Verbose("Initializing Console Input Thread..."); consoleInputThread = new Thread(ConsoleInputThread); // The only command in the API (at least it should be, for now) Command.RegisterCommand("help", "Lists all commands | 'help ' returns command description").CommandFired += help_CommandFired; //Command.RegisterCommand("crash", "crashes sdv").CommandFired += delegate { Game1.player.draw(null); }; //Subscribe to events Events.ControlEvents.KeyPressed += Events_KeyPressed; Events.GameEvents.LoadContent += Events_LoadContent; //Events.MenuChanged += Events_MenuChanged; //Idk right now StardewModdingAPI.Log.Verbose("Applying Final SDV Tweaks..."); StardewInvoke(() => { gamePtr.IsMouseVisible = false; gamePtr.Window.Title = "Stardew Valley - Version " + Game1.version; StardewForm.Resize += Events.GraphicsEvents.InvokeResize; }); } /// /// Wrap the 'RunGame' method for console output /// private static void GameRunInvoker() { //Game's in memory now, send the event StardewModdingAPI.Log.Verbose("Game Loaded"); Events.GameEvents.InvokeGameLoaded(); StardewModdingAPI.Log.Comment("Type 'help' for help, or 'help ' for a command's usage"); //Begin listening to input consoleInputThread.Start(); while (ready) { //Check if the game is still running 10 times a second Thread.Sleep(1000 / 10); } //abort the thread, we're closing if (consoleInputThread != null && consoleInputThread.ThreadState == ThreadState.Running) consoleInputThread.Abort(); StardewModdingAPI.Log.Verbose("Game Execution Finished"); StardewModdingAPI.Log.Verbose("Shutting Down..."); Thread.Sleep(100); Environment.Exit(0); } /// /// Create the given directory path if it does not exist /// /// Desired directory path private static void VerifyPath(string path) { try { if (!Directory.Exists(path)) { Directory.CreateDirectory(path); } } catch (Exception ex) { StardewModdingAPI.Log.Error("Could not create a path: " + path + "\n\n" + ex); } } ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// public static void RunGame() { Application.ThreadException += StardewModdingAPI.Log.Application_ThreadException; Application.SetUnhandledExceptionMode(UnhandledExceptionMode.CatchException); AppDomain.CurrentDomain.UnhandledException += StardewModdingAPI.Log.CurrentDomain_UnhandledException; try { gamePtr = new SGame(); StardewModdingAPI.Log.Verbose("Patching SDV Graphics Profile..."); Game1.graphics.GraphicsProfile = GraphicsProfile.HiDef; LoadMods(); StardewForm = Control.FromHandle(Program.gamePtr.Window.Handle).FindForm(); StardewForm.Closing += StardewForm_Closing; ready = true; StardewGameInfo.SetValue(StardewProgramType, gamePtr); gamePtr.Run(); #region deprecated if (false) { //Nope, I can't get it to work. I depend on Game1 being an SGame, and can't cast a parent to a child //I'm leaving this here in case the community is interested //StardewInjectorMod.Entry(true); Type gt = StardewAssembly.GetType("StardewValley.Game1", true); gamePtr = (SGame)Activator.CreateInstance(gt); ready = true; StardewGameInfo.SetValue(StardewProgramType, gamePtr); gamePtr.Run(); } #endregion } catch (Exception ex) { StardewModdingAPI.Log.Error("Game failed to start: " + ex); } } static void StardewForm_Closing(object sender, CancelEventArgs e) { e.Cancel = true; if (true || MessageBox.Show("Are you sure you would like to quit Stardew Valley?\nUnsaved progress will be lost!", "Confirm Exit", MessageBoxButtons.YesNo, MessageBoxIcon.Exclamation) == DialogResult.Yes) { gamePtr.Exit(); gamePtr.Dispose(); StardewForm.Hide(); ready = false; } } public static void LoadMods() { StardewModdingAPI.Log.Verbose("LOADING MODS"); int loadedMods = 0; foreach (string ModPath in _modPaths) { foreach (String s in Directory.GetFiles(ModPath, "*.dll")) { if (s.Contains("StardewInjector")) continue; StardewModdingAPI.Log.Success("Found DLL: " + s); try { Assembly mod = Assembly.UnsafeLoadFrom(s); //to combat internet-downloaded DLLs if (mod.DefinedTypes.Count(x => x.BaseType == typeof(Mod)) > 0) { StardewModdingAPI.Log.Verbose("Loading Mod DLL..."); TypeInfo tar = mod.DefinedTypes.First(x => x.BaseType == typeof(Mod)); Mod m = (Mod)mod.CreateInstance(tar.ToString()); Console.WriteLine("LOADED MOD: {0} by {1} - Version {2} | Description: {3}", m.Name, m.Authour, m.Version, m.Description); loadedMods += 1; m.Entry(); } else { StardewModdingAPI.Log.Error("Invalid Mod DLL"); } } catch (Exception ex) { StardewModdingAPI.Log.Error("Failed to load mod '{0}'. Exception details:\n" + ex, s); } } } StardewModdingAPI.Log.Success("LOADED {0} MODS", loadedMods); } public static void ConsoleInputThread() { string input = string.Empty; while (true) { Command.CallCommand(Console.ReadLine()); } } static void Events_LoadContent(object o, EventArgs e) { StardewModdingAPI.Log.Info("Initializing Debug Assets..."); DebugPixel = new Texture2D(Game1.graphics.GraphicsDevice, 1, 1); DebugPixel.SetData(new Color[] { Color.White }); #if DEBUG StardewModdingAPI.Log.Verbose("REGISTERING BASE CUSTOM ITEM"); SObject so = new SObject(); so.Name = "Mario Block"; so.CategoryName = "SMAPI Test Mod"; so.Description = "It's a block from Mario!\nLoaded in realtime by SMAPI."; so.Texture = Texture2D.FromStream(Game1.graphics.GraphicsDevice, new FileStream(_modContentPaths[0] + "\\Test.png", FileMode.Open)); so.IsPassable = true; so.IsPlaceable = true; StardewModdingAPI.Log.Verbose("REGISTERED WITH ID OF: " + SGame.RegisterModItem(so)); //StardewModdingAPI.Log.Verbose("REGISTERING SECOND CUSTOM ITEM"); //SObject so2 = new SObject(); //so2.Name = "Mario Painting"; //so2.CategoryName = "SMAPI Test Mod"; //so2.Description = "It's a painting of a creature from Mario!\nLoaded in realtime by SMAPI."; //so2.Texture = Texture2D.FromStream(Game1.graphics.GraphicsDevice, new FileStream(_modContentPaths[0] + "\\PaintingTest.png", FileMode.Open)); //so2.IsPassable = true; //so2.IsPlaceable = true; //StardewModdingAPI.Log.Verbose("REGISTERED WITH ID OF: " + SGame.RegisterModItem(so2)); Command.CallCommand("load"); #endif } static void Events_KeyPressed(object o, EventArgsKeyPressed e) { } static void Events_MenuChanged(IClickableMenu newMenu) { StardewModdingAPI.Log.Verbose("NEW MENU: " + newMenu.GetType()); if (newMenu is GameMenu) { Game1.activeClickableMenu = SGameMenu.ConstructFromBaseClass(Game1.activeClickableMenu as GameMenu); } } static void Events_LocationsChanged(List newLocations) { #if DEBUG SGame.ModLocations = SGameLocation.ConstructFromBaseClasses(Game1.locations); #endif } static void Events_CurrentLocationChanged(GameLocation newLocation) { //SGame.CurrentLocation = null; //System.Threading.Thread.Sleep(10); #if DEBUG Console.WriteLine(newLocation.name); SGame.CurrentLocation = SGame.LoadOrCreateSGameLocationFromName(newLocation.name); #endif //Game1.currentLocation = SGame.CurrentLocation; //Log.LogComment(((SGameLocation) newLocation).name); //Log.LogComment("LOC CHANGED: " + SGame.currentLocation.name); } public static void StardewInvoke(Action a) { StardewForm.Invoke(a); } static void help_CommandFired(object o, EventArgsCommand e) { if (e.Command.CalledArgs.Length > 0) { Command fnd = Command.FindCommand(e.Command.CalledArgs[0]); if (fnd == null) StardewModdingAPI.Log.Error("The command specified could not be found"); else { if (fnd.CommandArgs.Length > 0) StardewModdingAPI.Log.Info("{0}: {1} - {2}", fnd.CommandName, fnd.CommandDesc, fnd.CommandArgs.ToSingular()); else StardewModdingAPI.Log.Info("{0}: {1}", fnd.CommandName, fnd.CommandDesc); } } else StardewModdingAPI.Log.Info("Commands: " + Command.RegisteredCommands.Select(x => x.CommandName).ToSingular()); } #region Logging [Obsolete("This method is obsolete and will be removed in v0.39, please use the appropriate methods in the Log class")] public static void Log(object o, params object[] format) { StardewModdingAPI.Log.Info(o, format); } [Obsolete("This method is obsolete and will be removed in v0.39, please use the appropriate methods in the Log class")] public static void LogColour(ConsoleColor c, object o, params object[] format) { StardewModdingAPI.Log.Info(o, format); } [Obsolete("This method is obsolete and will be removed in v0.39, please use the appropriate methods in the Log class")] public static void LogInfo(object o, params object[] format) { StardewModdingAPI.Log.Info(o, format); } [Obsolete("This method is obsolete and will be removed in v0.39, please use the appropriate methods in the Log class")] public static void LogError(object o, params object[] format) { StardewModdingAPI.Log.Error(o, format); } [Obsolete("This method is obsolete and will be removed in v0.39, please use the appropriate methods in the Log class")] public static void LogDebug(object o, params object[] format) { StardewModdingAPI.Log.Debug(o, format); } [Obsolete("This method is obsolete and will be removed in v0.39, please use the appropriate methods in the Log class")] public static void LogValueNotSpecified() { StardewModdingAPI.Log.Error(" must be specified"); } [Obsolete("This method is obsolete and will be removed in v0.39, please use the appropriate methods in the Log class")] public static void LogObjectValueNotSpecified() { StardewModdingAPI.Log.Error(" and must be specified"); } [Obsolete("This method is obsolete and will be removed in v0.39, please use the appropriate methods in the Log class")] public static void LogValueInvalid() { StardewModdingAPI.Log.Error(" is invalid"); } [Obsolete("This method is obsolete and will be removed in v0.39, please use the appropriate methods in the Log class")] public static void LogObjectInvalid() { StardewModdingAPI.Log.Error(" is invalid"); } [Obsolete("This method is obsolete and will be removed in v0.39, please use the appropriate methods in the Log class")] public static void LogValueNotInt32() { StardewModdingAPI.Log.Error(" must be a whole number (Int32)"); } #endregion } }