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using System;
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
using StardewModdingAPI.Mods.ConsoleCommands.Framework.ItemData;
using StardewValley;
using StardewValley.GameData.FishPond;
using StardewValley.Menus;
using StardewValley.Objects;
using StardewValley.Tools;
using SObject = StardewValley.Object;

namespace StardewModdingAPI.Mods.ConsoleCommands.Framework
{
    /// <summary>Provides methods for searching and constructing items.</summary>
    internal class ItemRepository
    {
        /*********
        ** Fields
        *********/
        /// <summary>The custom ID offset for items don't have a unique ID in the game.</summary>
        private readonly int CustomIDOffset = 1000;


        /*********
        ** Public methods
        *********/
        /// <summary>Get all spawnable items.</summary>
        /// <param name="itemTypes">The item types to fetch (or null for any type).</param>
        /// <param name="includeVariants">Whether to include flavored variants like "Sunflower Honey".</param>
        [SuppressMessage("ReSharper", "AccessToModifiedClosure", Justification = "TryCreate invokes the lambda immediately.")]
        public IEnumerable<SearchableItem> GetAll(ItemType[] itemTypes = null, bool includeVariants = true)
        {
            //
            //
            // Be careful about closure variable capture here!
            //
            // SearchableItem stores the Func<Item> to create new instances later. Loop variables passed into the
            // function will be captured, so every func in the loop will use the value from the last iteration. Use the
            // TryCreate(type, id, entity => item) form to avoid the issue, or create a local variable to pass in.
            //
            //

            IEnumerable<SearchableItem> GetAllRaw()
            {
                HashSet<ItemType> types = itemTypes?.Any() == true ? new HashSet<ItemType>(itemTypes) : null;
                bool ShouldGet(ItemType type) => types == null || types.Contains(type);

                // get tools
                if (ShouldGet(ItemType.Tool))
                {
                    for (int q = Tool.stone; q <= Tool.iridium; q++)
                    {
                        int quality = q;

                        yield return this.TryCreate(ItemType.Tool, ToolFactory.axe, _ => ToolFactory.getToolFromDescription(ToolFactory.axe, quality));
                        yield return this.TryCreate(ItemType.Tool, ToolFactory.hoe, _ => ToolFactory.getToolFromDescription(ToolFactory.hoe, quality));
                        yield return this.TryCreate(ItemType.Tool, ToolFactory.pickAxe, _ => ToolFactory.getToolFromDescription(ToolFactory.pickAxe, quality));
                        yield return this.TryCreate(ItemType.Tool, ToolFactory.wateringCan, _ => ToolFactory.getToolFromDescription(ToolFactory.wateringCan, quality));
                        if (quality != Tool.iridium)
                            yield return this.TryCreate(ItemType.Tool, ToolFactory.fishingRod, _ => ToolFactory.getToolFromDescription(ToolFactory.fishingRod, quality));
                    }
                    yield return this.TryCreate(ItemType.Tool, this.CustomIDOffset, _ => new MilkPail()); // these don't have any sort of ID, so we'll just assign some arbitrary ones
                    yield return this.TryCreate(ItemType.Tool, this.CustomIDOffset + 1, _ => new Shears());
                    yield return this.TryCreate(ItemType.Tool, this.CustomIDOffset + 2, _ => new Pan());
                    yield return this.TryCreate(ItemType.Tool, this.CustomIDOffset + 3, _ => new Wand());
                }

                // clothing
                if (ShouldGet(ItemType.Clothing))
                {
                    foreach (int id in this.GetShirtIds())
                        yield return this.TryCreate(ItemType.Clothing, id, p => new Clothing(p.ID));
                }

                // wallpapers
                if (ShouldGet(ItemType.Wallpaper))
                {
                    for (int id = 0; id < 112; id++)
                        yield return this.TryCreate(ItemType.Wallpaper, id, p => new Wallpaper(p.ID) { Category = SObject.furnitureCategory });
                }

                // flooring
                if (ShouldGet(ItemType.Flooring))
                {
                    for (int id = 0; id < 56; id++)
                        yield return this.TryCreate(ItemType.Flooring, id, p => new Wallpaper(p.ID, isFloor: true) { Category = SObject.furnitureCategory });
                }

                // equipment
                if (ShouldGet(ItemType.Boots))
                {
                    foreach (int id in this.TryLoad<int, string>("Data\\Boots").Keys)
                        yield return this.TryCreate(ItemType.Boots, id, p => new Boots(p.ID));
                }
                if (ShouldGet(ItemType.Hat))
                {
                    foreach (int id in this.TryLoad<int, string>("Data\\hats").Keys)
                        yield return this.TryCreate(ItemType.Hat, id, p => new Hat(p.ID));
                }

                // weapons
                if (ShouldGet(ItemType.Weapon))
                {
                    foreach (int id in this.TryLoad<int, string>("Data\\weapons").Keys)
                    {
                        yield return this.TryCreate(ItemType.Weapon, id, p => (p.ID >= 32 && p.ID <= 34)
                            ? (Item)new Slingshot(p.ID)
                            : new MeleeWeapon(p.ID)
                        );
                    }
                }

                // furniture
                if (ShouldGet(ItemType.Furniture))
                {
                    foreach (int id in this.TryLoad<int, string>("Data\\Furniture").Keys)
                        yield return this.TryCreate(ItemType.Furniture, id, p => Furniture.GetFurnitureInstance(p.ID));
                }

                // craftables
                if (ShouldGet(ItemType.BigCraftable))
                {
                    foreach (int id in Game1.bigCraftablesInformation.Keys)
                        yield return this.TryCreate(ItemType.BigCraftable, id, p => new SObject(Vector2.Zero, p.ID));
                }

                // objects
                if (ShouldGet(ItemType.Object) || ShouldGet(ItemType.Ring))
                {
                    foreach (int id in Game1.objectInformation.Keys)
                    {
                        string[] fields = Game1.objectInformation[id]?.Split('/');

                        // secret notes
                        if (id == 79)
                        {
                            if (ShouldGet(ItemType.Object))
                            {
                                foreach (int secretNoteId in this.TryLoad<int, string>("Data\\SecretNotes").Keys)
                                {
                                    yield return this.TryCreate(ItemType.Object, this.CustomIDOffset + secretNoteId, _ =>
                                    {
                                        SObject note = new SObject(79, 1);
                                        note.name = $"{note.name} #{secretNoteId}";
                                        return note;
                                    });
                                }
                            }
                        }

                        // ring
                        else if (id != 801 && fields?.Length >= 4 && fields[3] == "Ring") // 801 = wedding ring, which isn't an equippable ring
                        {
                            if (ShouldGet(ItemType.Ring))
                                yield return this.TryCreate(ItemType.Ring, id, p => new Ring(p.ID));
                        }

                        // item
                        else if (ShouldGet(ItemType.Object))
                        {
                            // spawn main item
                            SObject item = null;
                            yield return this.TryCreate(ItemType.Object, id, p =>
                            {
                                return item =