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using System;
using System.IO;
using System.Reflection;
using StardewValley;
namespace StardewModdingAPI
{
/// <summary>
/// Static class containing readonly values.
/// </summary>
public static class Constants
{
/// <summary>
/// Stardew Valley's roaming app data location.
/// %AppData%//StardewValley
/// </summary>
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);
/// <summary>
/// Execution path to execute the code.
/// </summary>
public static string ExecutionPath => Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location);
/// <summary>
/// Title for the API console
/// </summary>
public static string ConsoleTitle => $"Stardew Modding API Console - Version {Version.VersionString} - Mods Loaded: {ModsLoaded}";
/// <summary>
/// Path for log files to be output to.
/// %LocalAppData%//StardewValley//ErrorLogs
/// </summary>
public static string LogPath => Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), "StardewValley", "ErrorLogs");
public static readonly Version Version = new Version(0, 39, 1, "Alpha");
/// <summary>
/// Not quite "constant", but it makes more sense for it to be here, at least for now
/// </summary>
public static int ModsLoaded = 0;
}
}
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