1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
|
using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using StardewModdingAPI.Events;
using StardewValley;
using StardewValley.Menus;
namespace StardewModdingAPI.Inheritance
{
/// <summary>
/// The 'SGame' class.
/// This summary, and many others, only exists because XML doc tags.
/// </summary>
public class SGame : Game1
{
/// <summary>
/// Useless right now.
/// </summary>
public const int LowestModItemID = 1000;
private bool FireLoadedGameEvent;
/// <summary>
/// Gets a jagged array of all buttons pressed on the gamepad the prior frame.
/// </summary>
public Buttons[][] PreviouslyPressedButtons;
internal SGame()
{
Instance = this;
FirstUpdate = true;
}
/// <summary>
/// Useless at this time.
/// </summary>
[Obsolete]
public static Dictionary<int, SObject> ModItems { get; private set; }
/// <summary>
/// The current KeyboardState
/// </summary>
public KeyboardState KStateNow { get; private set; }
/// <summary>
/// The prior KeyboardState
/// </summary>
public KeyboardState KStatePrior { get; private set; }
/// <summary>
/// The current MouseState
/// </summary>
public MouseState MStateNow { get; private set; }
/// <summary>
/// The prior MouseState
/// </summary>
public MouseState MStatePrior { get; private set; }
/// <summary>
/// All keys pressed on the current frame
/// </summary>
public Keys[] CurrentlyPressedKeys => KStateNow.GetPressedKeys();
/// <summary>
/// All keys pressed on the prior frame
/// </summary>
public Keys[] PreviouslyPressedKeys => KStatePrior.GetPressedKeys();
/// <summary>
/// All keys pressed on this frame except for the ones pressed on the prior frame
/// </summary>
public Keys[] FramePressedKeys => CurrentlyPressedKeys.Except(PreviouslyPressedKeys).ToArray();
/// <summary>
/// All keys pressed on the prior frame except for the ones pressed on the current frame
/// </summary>
public Keys[] FrameReleasedKeys => PreviouslyPressedKeys.Except(CurrentlyPressedKeys).ToArray();
/// <summary>
/// Whether or not a save was tagged as 'Loaded' the prior frame.
/// </summary>
public bool PreviouslyLoadedGame { get; private set; }
/// <summary>
/// The list of GameLocations on the prior frame
/// </summary>
public int PreviousGameLocations { get; private set; }
/// <summary>
/// The list of GameObjects on the prior frame
/// </summary>
public int PreviousLocationObjects { get; private set; }
/// <summary>
/// The list of Items in the player's inventory on the prior frame
/// </summary>
public Dictionary<Item, int> PreviousItems { get; private set; }
/// <summary>
/// The player's Combat level on the prior frame
/// </summary>
public int PreviousCombatLevel { get; private set; }
/// <summary>
/// The player's Farming level on the prior frame
/// </summary>
public int PreviousFarmingLevel { get; private set; }
/// <summary>
/// The player's Fishing level on the prior frame
/// </summary>
public int PreviousFishingLevel { get; private set; }
/// <summary>
/// The player's Foraging level on the prior frame
/// </summary>
public int PreviousForagingLevel { get; private set; }
/// <summary>
/// The player's Mining level on the prior frame
/// </summary>
public int PreviousMiningLevel { get; private set; }
/// <summary>
/// The player's Luck level on the prior frame
/// </summary>
public int PreviousLuckLevel { get; private set; }
//Kill me now comments are so boring
/// <summary>
/// The player's previous game location
/// </summary>
public GameLocation PreviousGameLocation { get; private set; }
/// <summary>
/// The previous ActiveGameMenu in Game1
/// </summary>
public IClickableMenu PreviousActiveMenu { get; private set; }
/// <summary>
/// The previous mine level
/// </summary>
public int PreviousMineLevel { get; private set; }
/// <summary>
/// The previous TimeOfDay (Int32 between 600 and 2400?)
/// </summary>
public int PreviousTimeOfDay { get; private set; }
/// <summary>
/// The previous DayOfMonth (Int32 between 1 and 28?)
/// </summary>
public int PreviousDayOfMonth { get; private set; }
/// <summary>
/// The previous Season (String as follows: "winter", "spring", "summer", "fall")
/// </summary>
public string PreviousSeasonOfYear { get; private set; }
/// <summary>
/// The previous Year
/// </summary>
public int PreviousYearOfGame { get; private set; }
/// <summary>
/// The previous 'Farmer' (Player)
/// </summary>
public Farmer PreviousFarmer { get; private set; }
/// <summary>
/// The current index of the update tick. Recycles every 60th tick to 0. (Int32 between 0 and 59)
/// </summary>
public int CurrentUpdateTick { get; private set; }
/// <summary>
/// Whether or not this update frame is the very first of the entire game
/// </summary>
public bool FirstUpdate { get; private set; }
/// <summary>
/// The current RenderTarget in Game1 (Private field, uses reflection)
/// </summary>
public RenderTarget2D Screen
{
get { return typeof (Game1).GetBaseFieldValue<RenderTarget2D>(Program.gamePtr, "screen"); }
set { typeof (Game1).SetBaseFieldValue<RenderTarget2D>(this, "screen", value); }
}
/// <summary>
/// Static accessor for an Instance of the class SGame
/// </summary>
public static SGame Instance { get; private set; }
/// <summary>
/// The game's FPS. Re-determined every Draw update.
/// </summary>
public static float FramesPerSecond { get; private set; }
/// <summary>
/// Whether or not we're in a pseudo 'debug' mode. Mostly for displaying information like FPS.
/// </summary>
public static bool Debug { get; private set; }
/// <summary>
/// A queue of messages to log when Debug is true.
/// If debug is false this queue will be emptied every frame.
/// Do not add to the queue if debug is false.
/// The queue will be drawn once every Draw update.
/// </summary>
public static Queue<String> DebugMessageQueue { get; private set; }
/// <summary>
/// The current player (equal to Farmer.Player)
/// </summary>
[Obsolete("Use Farmer.Player instead")]
public Farmer CurrentFarmer => player;
/// <summary>
/// Gets ALL static fields that belong to 'Game1'
/// </summary>
public static FieldInfo[] GetStaticFields => typeof (Game1).GetFields();
/// <summary>
/// Whether or not a button was just pressed on the controller
/// </summary>
/// <param name="button"></param>
/// <param name="buttonState"></param>
/// <param name="stateIndex"></param>
/// <returns></returns>
private bool WasButtonJustPressed(Buttons button, ButtonState buttonState, PlayerIndex stateIndex)
{
return buttonState == ButtonState.Pressed && !PreviouslyPressedButtons[(int) stateIndex].Contains(button);
}
/// <summary>
/// Whether or not a button was just released on the controller
/// </summary>
/// <param name="button"></param>
/// <param name="buttonState"></param>
/// <param name="stateIndex"></param>
/// <returns></returns>
private bool WasButtonJustReleased(Buttons button, ButtonState buttonState, PlayerIndex stateIndex)
{
return buttonState == ButtonState.Released && PreviouslyPressedButtons[(int) stateIndex].Contains(button);
}
/// <summary>
/// Whether or not an analog button was just pressed on the controller
/// </summary>
/// <param name="button"></param>
/// <param name="value"></param>
/// <param name="stateIndex"></param>
/// <returns></returns>
private bool WasButtonJustPressed(Buttons button, float value, PlayerIndex stateIndex)
{
return WasButtonJustPressed(button, value > 0.2f ? ButtonState.Pressed : ButtonState.Released, stateIndex);
}
/// <summary>
/// Whether or not an analog button was just released on the controller
/// </summary>
/// <param name="button"></param>
/// <param name="value"></param>
/// <param name="stateIndex"></param>
/// <returns></returns>
private bool WasButtonJustReleased(Buttons button, float value, PlayerIndex stateIndex)
{
return WasButtonJustReleased(button, value > 0.2f ? ButtonState.Pressed : ButtonState.Released, stateIndex);
}
/// <summary>
/// Gets an array of all Buttons pressed on a joystick
/// </summary>
/// <param name="index"></param>
/// <returns></returns>
public Buttons[] GetButtonsDown(PlayerIndex index)
{
var state = GamePad.GetState(index);
var buttons = new List<Buttons>();
if (state.IsConnected)
{
if (state.Buttons.A == ButtonState.Pressed) buttons.Add(Buttons.A);
if (state.Buttons.B == ButtonState.Pressed) buttons.Add(Buttons.B);
if (state.Buttons.Back == ButtonState.Pressed) buttons.Add(Buttons.Back);
if (state.Buttons.BigButton == ButtonState.Pressed) buttons.Add(Buttons.BigButton);
if (state.Buttons.LeftShoulder == ButtonState.Pressed) buttons.Add(Buttons.LeftShoulder);
if (state.Buttons.LeftStick == ButtonState.Pressed) buttons.Add(Buttons.LeftStick);
if (state.Buttons.RightShoulder == ButtonState.Pressed) buttons.Add(Buttons.RightShoulder);
if (state.Buttons.RightStick == ButtonState.Pressed) buttons.Add(Buttons.RightStick);
if (state.Buttons.Start == ButtonState.Pressed) buttons.Add(Buttons.Start);
if (state.Buttons.X == ButtonState.Pressed) buttons.Add(Buttons.X);
if (state.Buttons.Y == ButtonState.Pressed) buttons.Add(Buttons.Y);
if (state.DPad.Up == ButtonState.Pressed) buttons.Add(Buttons.DPadUp);
if (state.DPad.Down == ButtonState.Pressed) buttons.Add(Buttons.DPadDown);
if (state.DPad.Left == ButtonState.Pressed) buttons.Add(Buttons.DPadLeft);
if (state.DPad.Right == ButtonState.Pressed) buttons.Add(Buttons.DPadRight);
if (state.Triggers.Left > 0.2f) buttons.Add(Buttons.LeftTrigger);
if (state.Triggers.Right > 0.2f) buttons.Add(Buttons.RightTrigger);
}
return buttons.ToArray();
}
/// <summary>
/// Gets all buttons that were pressed on the current frame of a joystick
/// </summary>
/// <param name="index"></param>
/// <returns></returns>
public Buttons[] GetFramePressedButtons(PlayerIndex index)
{
var state = GamePad.GetState(index);
var buttons = new List<Buttons>();
if (state.IsConnected)
{
if (WasButtonJustPressed(Buttons.A, state.Buttons.A, index)) buttons.Add(Buttons.A);
if (WasButtonJustPressed(Buttons.B, state.Buttons.B, index)) buttons.Add(Buttons.B);
if (WasButtonJustPressed(Buttons.Back, state.Buttons.Back, index)) buttons.Add(Buttons.Back);
if (WasButtonJustPressed(Buttons.BigButton, state.Buttons.BigButton, index)) buttons.Add(Buttons.BigButton);
if (WasButtonJustPressed(Buttons.LeftShoulder, state.Buttons.LeftShoulder, index)) buttons.Add(Buttons.LeftShoulder);
if (WasButtonJustPressed(Buttons.LeftStick, state.Buttons.LeftStick, index)) buttons.Add(Buttons.LeftStick);
if (WasButtonJustPressed(Buttons.RightShoulder, state.Buttons.RightShoulder, index)) buttons.Add(Buttons.RightShoulder);
if (WasButtonJustPressed(Buttons.RightStick, state.Buttons.RightStick, index)) buttons.Add(Buttons.RightStick);
if (WasButtonJustPressed(Buttons.Start, state.Buttons.Start, index)) buttons.Add(Buttons.Start);
if (WasButtonJustPressed(Buttons.X, state.Buttons.X, index)) buttons.Add(Buttons.X);
if (WasButtonJustPressed(Buttons.Y, state.Buttons.Y, index)) buttons.Add(Buttons.Y);
if (WasButtonJustPressed(Buttons.DPadUp, state.DPad.Up, index)) buttons.Add(Buttons.DPadUp);
if (WasButtonJustPressed(Buttons.DPadDown, state.DPad.Down, index)) buttons.Add(Buttons.DPadDown);
if (WasButtonJustPressed(Buttons.DPadLeft, state.DPad.Left, index)) buttons.Add(Buttons.DPadLeft);
if (WasButtonJustPressed(Buttons.DPadRight, state.DPad.Right, index)) buttons.Add(Buttons.DPadRight);
if (WasButtonJustPressed(Buttons.LeftTrigger, state.Triggers.Left, index)) buttons.Add(Buttons.LeftTrigger);
if (WasButtonJustPressed(Buttons.RightTrigger, state.Triggers.Right, index)) buttons.Add(Buttons.RightTrigger);
}
return buttons.ToArray();
}
/// <summary>
/// Gets all buttons that were released on the current frame of a joystick
/// </summary>
/// <param name="index"></param>
/// <returns></returns>
public Buttons[] GetFrameReleasedButtons(PlayerIndex index)
{
var state = GamePad.GetState(index);
var buttons = new List<Buttons>();
if (state.IsConnected)
{
if (WasButtonJustReleased(Buttons.A, state.Buttons.A, index)) buttons.Add(Buttons.A);
if (WasButtonJustReleased(Buttons.B, state.Buttons.B, index)) buttons.Add(Buttons.B);
if (WasButtonJustReleased(Buttons.Back, state.Buttons.Back, index)) buttons.Add(Buttons.Back);
if (WasButtonJustReleased(Buttons.BigButton, state.Buttons.BigButton, index)) buttons.Add(Buttons.BigButton);
if (WasButtonJustReleased(Buttons.LeftShoulder, state.Buttons.LeftShoulder, index)) buttons.Add(Buttons.LeftShoulder);
if (WasButtonJustReleased(Buttons.LeftStick, state.Buttons.LeftStick, index)) buttons.Add(Buttons.LeftStick);
if (WasButtonJustReleased(Buttons.RightShoulder, state.Buttons.RightShoulder, index)) buttons.Add(Buttons.RightShoulder);
if (WasButtonJustReleased(Buttons.RightStick, state.Buttons.RightStick, index)) buttons.Add(Buttons.RightStick);
if (WasButtonJustReleased(Buttons.Start, state.Buttons.Start, index)) buttons.Add(Buttons.Start);
if (WasButtonJustReleased(Buttons.X, state.Buttons.X, index)) buttons.Add(Buttons.X);
if (WasButtonJustReleased(Buttons.Y, state.Buttons.Y, index)) buttons.Add(Buttons.Y);
if (WasButtonJustReleased(Buttons.DPadUp, state.DPad.Up, index)) buttons.Add(Buttons.DPadUp);
if (WasButtonJustReleased(Buttons.DPadDown, state.DPad.Down, index)) buttons.Add(Buttons.DPadDown);
if (WasButtonJustReleased(Buttons.DPadLeft, state.DPad.Left, index)) buttons.Add(Buttons.DPadLeft);
if (WasButtonJustReleased(Buttons.DPadRight, state.DPad.Right, index)) buttons.Add(Buttons.DPadRight);
if (WasButtonJustReleased(Buttons.LeftTrigger, state.Triggers.Left, index)) buttons.Add(Buttons.LeftTrigger);
if (WasButtonJustReleased(Buttons.RightTrigger, state.Triggers.Right, index)) buttons.Add(Buttons.RightTrigger);
}
return buttons.ToArray();
}
/// <summary>
/// XNA Init Method
/// </summary>
protected override void Initialize()
{
Log.AsyncY("XNA Initialize");
//ModItems = new Dictionary<int, SObject>();
DebugMessageQueue = new Queue<string>();
PreviouslyPressedButtons = new Buttons[4][];
for (var i = 0; i < 4; ++i) PreviouslyPressedButtons[i] = new Buttons[0];
base.Initialize();
GameEvents.InvokeInitialize();
}
/// <summary>
/// XNA LC Method
/// </summary>
protected override void LoadContent()
{
Log.AsyncY("XNA LoadContent");
base.LoadContent();
GameEvents.InvokeLoadContent();
}
/// <summary>
/// XNA Update Method
/// </summary>
/// <param name="gameTime"></param>
protected override void Update(GameTime gameTime)
{
UpdateEventCalls();
if (FramePressedKeys.Contains(Keys.F3))
{
Debug = !Debug;
}
try
{
base.Update(gameTime);
}
catch (Exception ex)
{
Log.AsyncR("An error occured in the base update loop: " + ex);
Console.ReadKey();
}
GameEvents.InvokeUpdateTick();
if (FirstUpdate)
{
GameEvents.InvokeFirstUpdateTick();
FirstUpdate = false;
}
if (CurrentUpdateTick % 2 == 0)
GameEvents.InvokeSecondUpdateTick();
if (CurrentUpdateTick % 4 == 0)
GameEvents.InvokeFourthUpdateTick();
if (CurrentUpdateTick % 8 == 0)
GameEvents.InvokeEighthUpdateTick();
if (CurrentUpdateTick % 15 == 0)
GameEvents.InvokeQuarterSecondTick();
if (CurrentUpdateTick % 30 == 0)
GameEvents.InvokeHalfSecondTick();
if (CurrentUpdateTick % 60 == 0)
GameEvents.InvokeOneSecondTick();
CurrentUpdateTick += 1;
if (CurrentUpdateTick >= 60)
CurrentUpdateTick = 0;
if (KStatePrior != KStateNow)
KStatePrior = KStateNow;
for (var i = PlayerIndex.One; i <= PlayerIndex.Four; i++)
{
PreviouslyPressedButtons[(int) i] = GetButtonsDown(i);
}
}
/// <summary>
/// XNA Draw Method
/// </summary>
/// <param name="gameTime"></param>
protected override void Draw(GameTime gameTime)
{
FramesPerSecond = 1 / (float) gameTime.ElapsedGameTime.TotalSeconds;
try
{
base.Draw(gameTime);
}
catch (Exception ex)
{
Log.AsyncR("An error occured in the base draw loop: " + ex);
Console.ReadKey();
}
GraphicsEvents.InvokeDrawTick();
if (Constants.EnableDrawingIntoRenderTarget)
{
if (!options.zoomLevel.Equals(1.0f))
{
if (Screen.RenderTargetUsage == RenderTargetUsage.DiscardContents)
{
Screen = new RenderTarget2D(graphics.GraphicsDevice, Math.Min(4096, (int) (Window.ClientBounds.Width * (1.0 / options.zoomLevel))),
Math.Min(4096, (int) (Window.ClientBounds.Height * (1.0 / options.zoomLevel))),
false, SurfaceFormat.Color, DepthFormat.Depth16, 1, RenderTargetUsage.PreserveContents);
}
GraphicsDevice.SetRenderTarget(Screen);
}
// Not beginning the batch due to inconsistancies with the standard draw tick...
//spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.PointClamp, null, null);
GraphicsEvents.InvokeDrawInRenderTargetTick();
//spriteBatch.End();
//Re-draw the HUD
spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.PointClamp, null, null);
if ((displayHUD || eventUp) && currentBillboard == 0 && gameMode == 3 && !freezeControls && !panMode)
typeof (Game1).GetMethod("drawHUD", BindingFlags.NonPublic | BindingFlags.Instance)?.Invoke(Program.gamePtr, null);
spriteBatch.End();
if (!options.zoomLevel.Equals(1.0f))
{
GraphicsDevice.SetRenderTarget(null);
spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.Opaque, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullNone);
spriteBatch.Draw(Screen, Vector2.Zero, Screen.Bounds, Color.White, 0.0f, Vector2.Zero, options.zoomLevel, SpriteEffects.None, 1f);
spriteBatch.End();
}
}
if (Debug)
{
spriteBatch.Begin();
spriteBatch.DrawString(smoothFont, "FPS: " + FramesPerSecond, Vector2.Zero, Color.CornflowerBlue);
int i = 1;
while (DebugMessageQueue.Any())
{
string s = DebugMessageQueue.Dequeue();
spriteBatch.DrawString(smoothFont, s, new Vector2(0, i * 12), Color.CornflowerBlue);
i++;
}
GraphicsEvents.InvokeDrawDebug(null, null);
spriteBatch.End();
}
else
{
DebugMessageQueue.Clear();
}
}
[Obsolete("Do not use at this time.")]
private static int RegisterModItem(SObject modItem)
{
if (modItem.HasBeenRegistered)
{
Log.AsyncR($"The item {modItem.Name} has already been registered with ID {modItem.RegisteredId}");
return modItem.RegisteredId;
}
var newId = LowestModItemID;
if (ModItems.Count > 0)
newId = Math.Max(LowestModItemID, ModItems.OrderBy(x => x.Key).First().Key + 1);
ModItems.Add(newId, modItem);
modItem.HasBeenRegistered = true;
modItem.RegisteredId = newId;
return newId;
}
[Obsolete("Do not use at this time.")]
private static SObject PullModItemFromDict(int id, bool isIndex)
{
if (isIndex)
{
if (ModItems.ElementAtOrDefault(id).Value != null)
{
return ModItems.ElementAt(id).Value.Clone();
}
Log.AsyncR("ModItem Dictionary does not contain index: " + id);
return null;
}
if (ModItems.ContainsKey(id))
{
return ModItems[id].Clone();
}
Log.AsyncR("ModItem Dictionary does not contain ID: " + id);
return null;
}
private void UpdateEventCalls()
{
KStateNow = Keyboard.GetState();
MStateNow = Mouse.GetState();
foreach (var k in FramePressedKeys)
ControlEvents.InvokeKeyPressed(k);
foreach (var k in FrameReleasedKeys)
ControlEvents.InvokeKeyReleased(k);
for (var i = PlayerIndex.One; i <= PlayerIndex.Four; i++)
{
var buttons = GetFramePressedButtons(i);
foreach (var b in buttons)
{
if (b == Buttons.LeftTrigger || b == Buttons.RightTrigger)
{
ControlEvents.InvokeTriggerPressed(i, b, b == Buttons.LeftTrigger ? GamePad.GetState(i).Triggers.Left : GamePad.GetState(i).Triggers.Right);
}
else
{
ControlEvents.InvokeButtonPressed(i, b);
}
}
}
for (var i = PlayerIndex.One; i <= PlayerIndex.Four; i++)
{
foreach (var b in GetFrameReleasedButtons(i))
{
if (b == Buttons.LeftTrigger || b == Buttons.RightTrigger)
{
ControlEvents.InvokeTriggerReleased(i, b, b == Buttons.LeftTrigger ? GamePad.GetState(i).Triggers.Left : GamePad.GetState(i).Triggers.Right);
}
else
{
ControlEvents.InvokeButtonReleased(i, b);
}
}
}
if (KStateNow != KStatePrior)
{
ControlEvents.InvokeKeyboardChanged(KStatePrior, KStateNow);
}
if (MStateNow != MStatePrior)
{
ControlEvents.InvokeMouseChanged(MStatePrior, MStateNow);
MStatePrior = MStateNow;
}
if (activeClickableMenu != null && activeClickableMenu != PreviousActiveMenu)
{
MenuEvents.InvokeMenuChanged(PreviousActiveMenu, activeClickableMenu);
PreviousActiveMenu = activeClickableMenu;
}
if (locations.GetHash() != PreviousGameLocations)
{
LocationEvents.InvokeLocationsChanged(locations);
PreviousGameLocations = locations.GetHash();
}
if (currentLocation != PreviousGameLocation)
{
LocationEvents.InvokeCurrentLocationChanged(PreviousGameLocation, currentLocation);
PreviousGameLocation = currentLocation;
}
if (player != null && player != PreviousFarmer)
{
PlayerEvents.InvokeFarmerChanged(PreviousFarmer, player);
PreviousFarmer = player;
}
if (player != null && player.combatLevel != PreviousCombatLevel)
{
PlayerEvents.InvokeLeveledUp(EventArgsLevelUp.LevelType.Combat, player.combatLevel);
PreviousCombatLevel = player.combatLevel;
}
if (player != null && player.farmingLevel != PreviousFarmingLevel)
{
PlayerEvents.InvokeLeveledUp(EventArgsLevelUp.LevelType.Farming, player.farmingLevel);
PreviousFarmingLevel = player.farmingLevel;
}
if (player != null && player.fishingLevel != PreviousFishingLevel)
{
PlayerEvents.InvokeLeveledUp(EventArgsLevelUp.LevelType.Fishing, player.fishingLevel);
PreviousFishingLevel = player.fishingLevel;
}
if (player != null && player.foragingLevel != PreviousForagingLevel)
{
PlayerEvents.InvokeLeveledUp(EventArgsLevelUp.LevelType.Foraging, player.foragingLevel);
PreviousForagingLevel = player.foragingLevel;
}
if (player != null && player.miningLevel != PreviousMiningLevel)
{
PlayerEvents.InvokeLeveledUp(EventArgsLevelUp.LevelType.Mining, player.miningLevel);
PreviousMiningLevel = player.miningLevel;
}
if (player != null && player.luckLevel != PreviousLuckLevel)
{
PlayerEvents.InvokeLeveledUp(EventArgsLevelUp.LevelType.Luck, player.luckLevel);
PreviousLuckLevel = player.luckLevel;
}
List<ItemStackChange> changedItems;
if (player != null && HasInventoryChanged(player.items, out changedItems))
{
PlayerEvents.InvokeInventoryChanged(player.items, changedItems);
PreviousItems = player.items.Where(n => n != null).ToDictionary(n => n, n => n.Stack);
}
var objectHash = currentLocation?.objects?.GetHash();
if (objectHash != null && PreviousLocationObjects != objectHash)
{
LocationEvents.InvokeOnNewLocationObject(currentLocation.objects);
PreviousLocationObjects = objectHash ?? -1;
}
if (timeOfDay != PreviousTimeOfDay)
{
TimeEvents.InvokeTimeOfDayChanged(PreviousTimeOfDay, timeOfDay);
PreviousTimeOfDay = timeOfDay;
}
if (dayOfMonth != PreviousDayOfMonth)
{
TimeEvents.InvokeDayOfMonthChanged(PreviousDayOfMonth, dayOfMonth);
PreviousDayOfMonth = dayOfMonth;
}
if (currentSeason != PreviousSeasonOfYear)
{
TimeEvents.InvokeSeasonOfYearChanged(PreviousSeasonOfYear, currentSeason);
PreviousSeasonOfYear = currentSeason;
}
if (year != PreviousYearOfGame)
{
TimeEvents.InvokeYearOfGameChanged(PreviousYearOfGame, year);
PreviousYearOfGame = year;
}
//NOTE THAT THIS MUST CHECK BEFORE SETTING IT TO TRUE BECAUSE OF SOME SILLY ISSUES
if (FireLoadedGameEvent)
{
PlayerEvents.InvokeLoadedGame(new EventArgsLoadedGameChanged(hasLoadedGame));
FireLoadedGameEvent = false;
}
if (hasLoadedGame != PreviouslyLoadedGame)
{
FireLoadedGameEvent = true;
PreviouslyLoadedGame = hasLoadedGame;
}
if (mine != null && PreviousMineLevel != mine.mineLevel)
{
MineEvents.InvokeMineLevelChanged(PreviousMineLevel, mine.mineLevel);
PreviousMineLevel = mine.mineLevel;
}
}
private bool HasInventoryChanged(List<Item> items, out List<ItemStackChange> changedItems)
{
changedItems = new List<ItemStackChange>();
IEnumerable<Item> actualItems = items.Where(n => n != null)?.ToArray();
foreach (var item in actualItems)
{
if (PreviousItems != null && PreviousItems.ContainsKey(item))
{
if (PreviousItems[item] != item.Stack)
{
changedItems.Add(new ItemStackChange {Item = item, StackChange = item.Stack - PreviousItems[item], ChangeType = ChangeType.StackChange});
}
}
else
{
changedItems.Add(new ItemStackChange {Item = item, StackChange = item.Stack, ChangeType = ChangeType.Added});
}
}
if (PreviousItems != null)
{
changedItems.AddRange(PreviousItems.Where(n => actualItems.All(i => i != n.Key)).Select(n =>
new ItemStackChange {Item = n.Key, StackChange = -n.Key.Stack, ChangeType = ChangeType.Removed}));
}
return changedItems.Any();
}
}
}
|