using System; using System.Collections.Generic; using System.IO; using StardewModdingAPI.Events; using StardewModdingAPI.Framework.Input; using StardewModdingAPI.Toolkit.Serialisation; using StardewModdingAPI.Toolkit.Serialisation.Models; using StardewModdingAPI.Toolkit.Utilities; namespace StardewModdingAPI.Framework.ModHelpers { /// <summary>Provides simplified APIs for writing mods.</summary> internal class ModHelper : BaseHelper, IModHelper, IDisposable { /********* ** Properties *********/ /// <summary>The content packs loaded for this mod.</summary> private readonly Lazy<IContentPack[]> ContentPacks; /// <summary>Create a transitional content pack.</summary> private readonly Func<string, IManifest, IContentPack> CreateContentPack; #if !SMAPI_3_0_STRICT /// <summary>Manages deprecation warnings.</summary> private readonly DeprecationManager DeprecationManager; #endif /********* ** Accessors *********/ /// <summary>The full path to the mod's folder.</summary> public string DirectoryPath { get; } #if !SMAPI_3_0_STRICT /// <summary>Encapsulates SMAPI's JSON file parsing.</summary> private readonly JsonHelper JsonHelper; #endif /// <summary>Manages access to events raised by SMAPI, which let your mod react when something happens in the game.</summary> public IModEvents Events { get; } /// <summary>An API for loading content assets.</summary> public IContentHelper Content { get; } /// <summary>An API for reading and writing persistent mod data.</summary> public IDataHelper Data { get; } /// <summary>An API for checking and changing input state.</summary> public IInputHelper Input { get; } /// <summary>An API for accessing private game code.</summary> public IReflectionHelper Reflection { get; } /// <summary>an API for fetching metadata about loaded mods.</summary> public IModRegistry ModRegistry { get; } /// <summary>An API for managing console commands.</summary> public ICommandHelper ConsoleCommands { get; } /// <summary>Provides multiplayer utilities.</summary> public IMultiplayerHelper Multiplayer { get; } /// <summary>An API for reading translations stored in the mod's <c>i18n</c> folder, with one file per locale (like <c>en.json</c>) containing a flat key => value structure. Translations are fetched with locale fallback, so missing translations are filled in from broader locales (like <c>pt-BR.json</c> < <c>pt.json</c> < <c>default.json</c>).</summary> public ITranslationHelper Translation { get; } /********* ** Public methods *********/ /// <summary>Construct an instance.</summary> /// <param name="modID">The mod's unique ID.</param> /// <param name="modDirectory">The full path to the mod's folder.</param> /// <param name="jsonHelper">Encapsulate SMAPI's JSON parsing.</param> /// <param name="inputState">Manages the game's input state.</param> /// <param name="events">Manages access to events raised by SMAPI.</param> /// <param name="contentHelper">An API for loading content assets.</param> /// <param name="commandHelper">An API for managing console commands.</param> /// <param name="dataHelper">An API for reading and writing persistent mod data.</param> /// <param name="modRegistry">an API for fetching metadata about loaded mods.</param> /// <param name="reflectionHelper">An API for accessing private game code.</param> /// <param name="multiplayer">Provides multiplayer utilities.</param> /// <param name="translationHelper">An API for reading translations stored in the mod's <c>i18n</c> folder.</param> /// <param name="contentPacks">The content packs loaded for this mod.</param> /// <param name="createContentPack">Create a transitional content pack.</param> /// <param name="deprecationManager">Manages deprecation warnings.</param> /// <exception cref="ArgumentNullException">An argument is null or empty.</exception> /// <exception cref="InvalidOperationException">The <paramref name="modDirectory"/> path does not exist on disk.</exception> public ModHelper(string modID, string modDirectory, JsonHelper jsonHelper, SInputState inputState, IModEvents events, IContentHelper contentHelper, ICommandHelper commandHelper, IDataHelper dataHelper, IModRegistry modRegistry, IReflectionHelper reflectionHelper, IMultiplayerHelper multiplayer, ITranslationHelper translationHelper, Func<IContentPack[]> contentPacks, Func<string, IManifest, IContentPack> createContentPack, DeprecationManager deprecationManager) : base(modID) { // validate directory if (string.IsNullOrWhiteSpace(modDirectory)) throw new ArgumentNullException(nameof(modDirectory)); if (!Directory.Exists(modDirectory)) throw new InvalidOperationException("The specified mod directory does not exist."); // initialise this.DirectoryPath = modDirectory; this.Content = contentHelper ?? throw new ArgumentNullException(nameof(contentHelper)); this.Data = dataHelper ?? throw new ArgumentNullException(nameof(dataHelper)); this.Input = new InputHelper(modID, inputState); this.ModRegistry = modRegistry ?? throw new ArgumentNullException(nameof(modRegistry)); this.ConsoleCommands = commandHelper ?? throw new ArgumentNullException(nameof(commandHelper)); this.Reflection = reflectionHelper ?? throw new ArgumentNullException(nameof(reflectionHelper)); this.Multiplayer = multiplayer ?? throw new ArgumentNullException(nameof(multiplayer)); this.Translation = translationHelper ?? throw new ArgumentNullException(nameof(translationHelper)); this.ContentPacks = new Lazy<IContentPack[]>(contentPacks); this.CreateContentPack = createContentPack; this.Events = events; #if !SMAPI_3_0_STRICT this.JsonHelper = jsonHelper ?? throw new ArgumentNullException(nameof(jsonHelper)); this.DeprecationManager = deprecationManager; #endif } /**** ** Mod config file ****/ /// <summary>Read the mod's configuration file (and create it if needed).</summary> /// <typeparam name="TConfig">The config class type. This should be a plain class that has public properties for the settings you want. These can be complex types.</typeparam> public TConfig ReadConfig<TConfig>() where TConfig : class, new() { TConfig config = this.Data.ReadJsonFile<TConfig>("config.json") ?? new TConfig(); this.WriteConfig(config); // create file or fill in missing fields return config; } /// <summary>Save to the mod's configuration file.</summary> /// <typeparam name="TConfig">The config class type.</typeparam> /// <param name="config">The config settings to save.</param> public void WriteConfig<TConfig>(TConfig config) where TConfig : class, new() { this.Data.WriteJsonFile("config.json", config); } #if !SMAPI_3_0_STRICT /**** ** Generic JSON files ****/ /// <summary>Read a JSON file.</summary> /// <typeparam name="TModel">The model type.</typeparam> /// <param name="path">The file path relative to the mod directory.</param> /// <returns>Returns the deserialised model, or <c>null</c> if the file doesn't exist or is empty.</returns> [Obsolete("Use " + nameof(ModHelper.Data) + "." + nameof(IDataHelper.ReadJsonFile) + " instead")] public TModel ReadJsonFile<TModel>(string path) where TModel : class { path = Path.Combine(this.DirectoryPath, PathUtilities.NormalisePathSeparators(path)); return this.JsonHelper.ReadJsonFileIfExists(path, out TModel data) ? data : null; } /// <summary>Save to a JSON file.</summary> /// <typeparam name="TModel">The model type.</typeparam> /// <param name="path">The file path relative to the mod directory.</param> /// <param name="model">The model to save.</param> [Obsolete("Use " + nameof(ModHelper.Data) + "." + nameof(IDataHelper.WriteJsonFile) + " instead")] public void WriteJsonFile<TModel>(string path, TModel model) where TModel : class { path = Path.Combine(this.DirectoryPath, PathUtilities.NormalisePathSeparators(path)); this.JsonHelper.WriteJsonFile(path, model); } #endif /**** ** Content packs ****/ /// <summary>Create a temporary content pack to read files from a directory. Temporary content packs will not appear in the SMAPI log and update checks will not be performed.</summary> /// <param name="directoryPath">The absolute directory path containing the content pack files.</param> /// <param name="id">The content pack's unique ID.</param> /// <param name="name">The content pack name.</param> /// <param name="description">The content pack description.</param> /// <param name="author">The content pack author's name.</param> /// <param name="version">The content pack version.</param> public IContentPack CreateTemporaryContentPack(string directoryPath, string id, string name, string description, string author, ISemanticVersion version) { // validate if (string.IsNullOrWhiteSpace(directoryPath)) throw new ArgumentNullException(nameof(directoryPath)); if (string.IsNullOrWhiteSpace(id)) throw new ArgumentNullException(nameof(id)); if (string.IsNullOrWhiteSpace(name)) throw new ArgumentNullException(nameof(name)); if (!Directory.Exists(directoryPath)) throw new ArgumentException($"Can't create content pack for directory path '{directoryPath}' because no such directory exists."); // create manifest IManifest manifest = new Manifest( uniqueID: id, name: name, author: author, description: description, version: version, contentPackFor: this.ModID ); // create content pack return this.CreateContentPack(directoryPath, manifest); } #if !SMAPI_3_0_STRICT /// <summary>Manually create a transitional content pack to support pre-SMAPI content packs. This provides a way to access legacy content packs using the SMAPI content pack APIs, but the content pack will not be visible in the log or validated by SMAPI.</summary> /// <param name="directoryPath">The absolute directory path containing the content pack files.</param> /// <param name="id">The content pack's unique ID.</param> /// <param name="name">The content pack name.</param> /// <param name="description">The content pack description.</param> /// <param name="author">The content pack author's name.</param> /// <param name="version">The content pack version.</param> [Obsolete("Use " + nameof(IModHelper) + "." + nameof(IModHelper.CreateTemporaryContentPack) + " instead")] public IContentPack CreateTransitionalContentPack(string directoryPath, string id, string name, string description, string author, ISemanticVersion version) { this.DeprecationManager.Warn($"{nameof(IModHelper)}.{nameof(IModHelper.CreateTransitionalContentPack)}", "2.5", DeprecationLevel.Notice); return this.CreateTemporaryContentPack(directoryPath, id, name, description, author, version); } #endif /// <summary>Get all content packs loaded for this mod.</summary> public IEnumerable<IContentPack> GetContentPacks() { return this.ContentPacks.Value; } /**** ** Disposal ****/ /// <summary>Performs application-defined tasks associated with freeing, releasing, or resetting unmanaged resources.</summary> public void Dispose() { // nothing to dispose yet } } }