using System; using Newtonsoft.Json; namespace StardewModdingAPI.Framework.Models { /// Uniquely identifies a mod for compatibility checks. internal class ModCompatibilityID { /********* ** Accessors *********/ /// The unique mod ID. public string ID { get; set; } /// The mod name to disambiguate non-unique IDs, or null to ignore the mod name. public string Name { get; set; } /// The author name to disambiguate non-unique IDs, or null to ignore the author. public string Author { get; set; } /********* ** Public methods *********/ /// Construct an instance. public ModCompatibilityID() { } /// Construct an instance. /// The mod ID or a JSON string matching the fields. public ModCompatibilityID(string data) { // JSON can be stuffed into the ID string as a convenience hack to keep JSON mod lists // formatted readably. The tradeoff is that the format is a bit more magical, but that's // probably acceptable since players aren't meant to edit it. It's also fairly clear what // the JSON strings do, if not necessarily how. if (data.StartsWith("{")) JsonConvert.PopulateObject(data, this); else this.ID = data; } /// Get whether this ID matches a given mod manifest. /// The mod's unique ID, or a substitute ID if it isn't set in the manifest. /// The manifest to check. public bool Matches(string id, IManifest manifest) { return this.ID.Equals(id, StringComparison.InvariantCultureIgnoreCase) && ( this.Author == null || this.Author.Equals(manifest.Author, StringComparison.InvariantCultureIgnoreCase) || (manifest.ExtraFields.ContainsKey("Authour") && this.Author.Equals(manifest.ExtraFields["Authour"].ToString(), StringComparison.InvariantCultureIgnoreCase)) ) && (this.Name == null || this.Name.Equals(manifest.Name, StringComparison.InvariantCultureIgnoreCase)); } } }