using System; using System.Diagnostics.CodeAnalysis; using HarmonyLib; using StardewModdingAPI.Enums; using StardewModdingAPI.Framework.Reflection; using StardewModdingAPI.Internal.Patching; using StardewValley; using StardewValley.Menus; using StardewValley.Minigames; namespace StardewModdingAPI.Patches { /// Harmony patches for which notify SMAPI for save load stages. /// Patch methods must be static for Harmony to work correctly. See the Harmony documentation before renaming patch arguments. [SuppressMessage("ReSharper", "InconsistentNaming", Justification = "Argument names are defined by Harmony and methods are named for clarity.")] [SuppressMessage("ReSharper", "IdentifierTypo", Justification = "Argument names are defined by Harmony and methods are named for clarity.")] internal class Game1Patcher : BasePatcher { /********* ** Fields *********/ /// Simplifies access to private code. private static Reflector Reflection; /// A callback to invoke when the load stage changes. private static Action OnStageChanged; /// Whether the game is running running the code in . private static bool IsInLoadForNewGame; /********* ** Public methods *********/ /// Construct an instance. /// Simplifies access to private code. /// A callback to invoke when the load stage changes. public Game1Patcher(Reflector reflection, Action onStageChanged) { Game1Patcher.Reflection = reflection; Game1Patcher.OnStageChanged = onStageChanged; } /// public override void Apply(Harmony harmony, IMonitor monitor) { // detect CreatedInitialLocations and SaveAddedLocations harmony.Patch( original: this.RequireMethod(nameof(Game1.AddModNPCs)), prefix: this.GetHarmonyMethod(nameof(Game1Patcher.Before_AddModNpcs)) ); // detect CreatedLocations, and track IsInLoadForNewGame harmony.Patch( original: this.RequireMethod(nameof(Game1.loadForNewGame)), prefix: this.GetHarmonyMethod(nameof(Game1Patcher.Before_LoadForNewGame)), postfix: this.GetHarmonyMethod(nameof(Game1Patcher.After_LoadForNewGame)) ); // detect ReturningToTitle harmony.Patch( original: this.RequireMethod(nameof(Game1.CleanupReturningToTitle)), prefix: this.GetHarmonyMethod(nameof(Game1Patcher.Before_CleanupReturningToTitle)) ); } /********* ** Private methods *********/ /// The method to call before . /// Returns whether to execute the original method. /// This method must be static for Harmony to work correctly. See the Harmony documentation before renaming arguments. private static bool Before_AddModNpcs() { // When this method is called from Game1.loadForNewGame, it happens right after adding the vanilla // locations but before initializing them. if (Game1Patcher.IsInLoadForNewGame) { Game1Patcher.OnStageChanged(Game1Patcher.IsCreating() ? LoadStage.CreatedInitialLocations : LoadStage.SaveAddedLocations ); } return true; } /// The method to call before . /// Returns whether to execute the original method. /// This method must be static for Harmony to work correctly. See the Harmony documentation before renaming arguments. private static bool Before_CleanupReturningToTitle() { Game1Patcher.OnStageChanged(LoadStage.ReturningToTitle); return true; } /// The method to call before . /// Returns whether to execute the original method. /// This method must be static for Harmony to work correctly. See the Harmony documentation before renaming arguments. private static bool Before_LoadForNewGame() { Game1Patcher.IsInLoadForNewGame = true; return true; } /// The method to call after . /// This method must be static for Harmony to work correctly. See the Harmony documentation before renaming arguments. private static void After_LoadForNewGame() { Game1Patcher.IsInLoadForNewGame = false; if (Game1Patcher.IsCreating()) Game1Patcher.OnStageChanged(LoadStage.CreatedLocations); } /// Get whether the save file is currently being created. private static bool IsCreating() { return (Game1.currentMinigame is Intro) // creating save with intro || (Game1.activeClickableMenu is TitleMenu menu && Game1Patcher.Reflection.GetField(menu, "transitioningCharacterCreationMenu").GetValue()); // creating save, skipped intro } } }