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
|
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 = (p.ID == 812 // roe
? new ColoredObject(p.ID, 1, Color.White)
: new SObject(p.ID, 1)
);
});
if (item == null)
continue;
// flavored items
if (includeVariants)
{
switch (item.Category)
{
// fruit products
case SObject.FruitsCategory:
// wine
yield return this.TryCreate(ItemType.Object, this.CustomIDOffset * 2 + item.ParentSheetIndex, _ => new SObject(348, 1)
{
Name = $"{item.Name} Wine",
Price = item.Price * 3,
preserve = { SObject.PreserveType.Wine },
preservedParentSheetIndex = { item.ParentSheetIndex }
});
// jelly
yield return this.TryCreate(ItemType.Object, this.CustomIDOffset * 3 + item.ParentSheetIndex, _ => new SObject(344, 1)
{
Name = $"{item.Name} Jelly",
Price = 50 + item.Price * 2,
preserve = { SObject.PreserveType.Jelly },
preservedParentSheetIndex = { item.ParentSheetIndex }
});
break;
// vegetable products
case SObject.VegetableCategory:
// juice
yield return this.TryCreate(ItemType.Object, this.CustomIDOffset * 4 + item.ParentSheetIndex, _ => new SObject(350, 1)
{
Name = $"{item.Name} Juice",
Price = (int)(item.Price * 2.25d),
preserve = { SObject.PreserveType.Juice },
preservedParentSheetIndex = { item.ParentSheetIndex }
});
// pickled
yield return this.TryCreate(ItemType.Object, this.CustomIDOffset * 5 + item.ParentSheetIndex, _ => new SObject(342, 1)
{
Name = $"Pickled {item.Name}",
Price = 50 + item.Price * 2,
preserve = { SObject.PreserveType.Pickle },
preservedParentSheetIndex = { item.ParentSheetIndex }
});
break;
// flower honey
case SObject.flowersCategory:
yield return this.TryCreate(ItemType.Object, this.CustomIDOffset * 5 + item.ParentSheetIndex, _ =>
{
SObject honey = new SObject(Vector2.Zero, 340, $"{item.Name} Honey", false, true, false, false)
{
Name = $"{item.Name} Honey",
preservedParentSheetIndex = { item.ParentSheetIndex }
};
honey.Price += item.Price * 2;
return honey;
});
break;
// roe and aged roe (derived from FishPond.GetFishProduce)
case SObject.sellAtFishShopCategory when item.ParentSheetIndex == 812:
{
this.GetRoeContextTagLookups(out HashSet<string> simpleTags, out List<List<string>> complexTags);
foreach (var pair in Game1.objectInformation)
{
// get input
SObject input = this.TryCreate(ItemType.Object, pair.Key, p => new SObject(p.ID, 1))?.Item as SObject;
var inputTags = input?.GetContextTags();
if (inputTags?.Any() != true)
continue;
// check if roe-producing fish
if (!inputTags.Any(tag => simpleTags.Contains(tag)) && !complexTags.Any(set => set.All(tag => input.HasContextTag(tag))))
continue;
// yield roe
SObject roe = null;
Color color = this.GetRoeColor(input);
yield return this.TryCreate(ItemType.Object, this.CustomIDOffset * 7 + item.ParentSheetIndex, _ =>
{
roe = new ColoredObject(812, 1, color)
{
name = $"{input.Name} Roe",
preserve = { Value = SObject.PreserveType.Roe },
preservedParentSheetIndex = { Value = input.ParentSheetIndex }
};
roe.Price += input.Price / 2;
return roe;
});
// aged roe
if (roe != null && pair.Key != 698) // aged sturgeon roe is caviar, which is a separate item
{
yield return this.TryCreate(ItemType.Object, this.CustomIDOffset * 7 + item.ParentSheetIndex, _ => new ColoredObject(447, 1, color)
{
name = $"Aged {input.Name} Roe",
Category = -27,
preserve = { Value = SObject.PreserveType.AgedRoe },
preservedParentSheetIndex = { Value = input.ParentSheetIndex },
Price = roe.Price * 2
});
}
}
}
break;
}
}
}
}
}
}
return GetAllRaw().Where(p => p != null);
}
/*********
** Private methods
*********/
/// <summary>Get optimized lookups to match items which produce roe in a fish pond.</summary>
/// <param name="simpleTags">A lookup of simple singular tags which match a roe-producing fish.</param>
/// <param name="complexTags">A list of tag sets which match roe-producing fish.</param>
private void GetRoeContextTagLookups(out HashSet<string> simpleTags, out List<List<string>> complexTags)
{
simpleTags = new HashSet<string>();
complexTags = new List<List<string>>();
foreach (FishPondData data in Game1.content.Load<List<FishPondData>>("Data\\FishPondData"))
{
if (data.ProducedItems.All(p => p.ItemID != 812))
continue; // doesn't produce roe
if (data.RequiredTags.Count == 1 && !data.RequiredTags[0].StartsWith("!"))
simpleTags.Add(data.RequiredTags[0]);
else
complexTags.Add(data.RequiredTags);
}
}
/// <summary>Try to load a data file, and return empty data if it's invalid.</summary>
/// <typeparam name="TKey">The asset key type.</typeparam>
/// <typeparam name="TValue">The asset value type.</typeparam>
/// <param name="assetName">The data asset name.</param>
private Dictionary<TKey, TValue> TryLoad<TKey, TValue>(string assetName)
{
try
{
return Game1.content.Load<Dictionary<TKey, TValue>>(assetName);
}
catch (ContentLoadException)
{
// generally due to a player incorrectly replacing a data file with an XNB mod
return new Dictionary<TKey, TValue>();
}
}
/// <summary>Create a searchable item if valid.</summary>
/// <param name="type">The item type.</param>
/// <param name="id">The unique ID (if different from the item's parent sheet index).</param>
/// <param name="createItem">Create an item instance.</param>
private SearchableItem TryCreate(ItemType type, int id, Func<SearchableItem, Item> createItem)
{
try
{
var item = new SearchableItem(type, id, createItem);
item.Item.getDescription(); // force-load item data, so it crashes here if it's invalid
return item;
}
catch
{
return null; // if some item data is invalid, just don't include it
}
}
/// <summary>Get the color to use a given fish's roe.</summary>
/// <param name="fish">The fish whose roe to color.</param>
/// <remarks>Derived from <see cref="StardewValley.Buildings.FishPond.GetFishProduce"/>.</remarks>
private Color GetRoeColor(SObject fish)
{
return fish.ParentSheetIndex == 698 // sturgeon
? new Color(61, 55, 42)
: (TailoringMenu.GetDyeColor(fish) ?? Color.Orange);
}
/// <summary>Get valid shirt IDs.</summary>
/// <remarks>
/// Shirts have a possible range of 1000–1999, but not all of those IDs are valid. There are two sets of IDs:
///
/// <list type="number">
/// <item>
/// Shirts which exist in <see cref="Game1.clothingInformation"/>.
/// </item>
/// <item>
/// Shirts with a dynamic ID and no entry in <see cref="Game1.clothingInformation"/>. These automatically
/// use the generic shirt entry with ID <c>-1</c> and are mapped to a calculated position in the
/// <c>Characters/Farmer/shirts</c> spritesheet. There's no constant we can use, but some known valid
/// ranges are 1000–1111 (used in <see cref="Farmer.changeShirt"/> for the customization screen and
/// 1000–1127 (used in <see cref="Utility.getShopStock"/> and <see cref="GameLocation.sandyShopStock"/>).
/// Based on the spritesheet, the max valid ID is 1299.
/// </item>
/// </list>
/// </remarks>
private IEnumerable<int> GetShirtIds()
{
// defined shirt items
foreach (int id in Game1.clothingInformation.Keys)
{
if (id < 0)
continue; // placeholder data for character customization clothing below
yield return id;
}
// dynamic shirts
HashSet<int> clothingIds = new HashSet<int>(Game1.clothingInformation.Keys);
for (int id = 1000; id <= 1299; id++)
{
if (!clothingIds.Contains(id))
yield return id;
}
}
}
}
|