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using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using StardewModdingAPI.Events;
using StardewModdingAPI.Framework.Input;
using StardewModdingAPI.Toolkit.Serialisation.Models;
namespace StardewModdingAPI.Framework.ModHelpers
{
/// <summary>Provides simplified APIs for writing mods.</summary>
internal class ModHelper : BaseHelper, IModHelper, IDisposable
{
/*********
** Properties
*********/
/// <summary>The content packs loaded for this mod.</summary>
private readonly IContentPack[] ContentPacks;
/// <summary>Create a transitional content pack.</summary>
private readonly Func<string, IManifest, IContentPack> CreateContentPack;
/// <summary>Manages deprecation warnings.</summary>
private readonly DeprecationManager DeprecationManager;
/*********
** Accessors
*********/
/// <summary>The full path to the mod's folder.</summary>
public string DirectoryPath { get; }
/// <summary>Manages access to events raised by SMAPI, which let your mod react when something happens in the game.</summary>
public IModEvents Events { get; }
/// <summary>An API for loading content assets.</summary>
public IContentHelper Content { get; }
/// <summary>An API for reading and writing persistent mod data.</summary>
public IDataHelper Data { get; }
/// <summary>An API for checking and changing input state.</summary>
public IInputHelper Input { get; }
/// <summary>An API for accessing private game code.</summary>
public IReflectionHelper Reflection { get; }
/// <summary>an API for fetching metadata about loaded mods.</summary>
public IModRegistry ModRegistry { get; }
/// <summary>An API for managing console commands.</summary>
public ICommandHelper ConsoleCommands { get; }
/// <summary>Provides multiplayer utilities.</summary>
public IMultiplayerHelper Multiplayer { get; }
/// <summary>An API for reading translations stored in the mod's <c>i18n</c> folder, with one file per locale (like <c>en.json</c>) containing a flat key => value structure. Translations are fetched with locale fallback, so missing translations are filled in from broader locales (like <c>pt-BR.json</c> < <c>pt.json</c> < <c>default.json</c>).</summary>
public ITranslationHelper Translation { get; }
/*********
** Public methods
*********/
/// <summary>Construct an instance.</summary>
/// <param name="modID">The mod's unique ID.</param>
/// <param name="modDirectory">The full path to the mod's folder.</param>
/// <param name="inputState">Manages the game's input state.</param>
/// <param name="events">Manages access to events raised by SMAPI.</param>
/// <param name="contentHelper">An API for loading content assets.</param>
/// <param name="commandHelper">An API for managing console commands.</param>
/// <param name="dataHelper">An API for reading and writing persistent mod data.</param>
/// <param name="modRegistry">an API for fetching metadata about loaded mods.</param>
/// <param name="reflectionHelper">An API for accessing private game code.</param>
/// <param name="multiplayer">Provides multiplayer utilities.</param>
/// <param name="translationHelper">An API for reading translations stored in the mod's <c>i18n</c> folder.</param>
/// <param name="contentPacks">The content packs loaded for this mod.</param>
/// <param name="createContentPack">Create a transitional content pack.</param>
/// <param name="deprecationManager">Manages deprecation warnings.</param>
/// <exception cref="ArgumentNullException">An argument is null or empty.</exception>
/// <exception cref="InvalidOperationException">The <paramref name="modDirectory"/> path does not exist on disk.</exception>
public ModHelper(string modID, string modDirectory, SInputState inputState, IModEvents events, IContentHelper contentHelper, ICommandHelper commandHelper, IDataHelper dataHelper, IModRegistry modRegistry, IReflectionHelper reflectionHelper, IMultiplayerHelper multiplayer, ITranslationHelper translationHelper, IEnumerable<IContentPack> contentPacks, Func<string, IManifest, IContentPack> createContentPack, DeprecationManager deprecationManager)
: base(modID)
{
// validate directory
if (string.IsNullOrWhiteSpace(modDirectory))
throw new ArgumentNullException(nameof(modDirectory));
if (!Directory.Exists(modDirectory))
throw new InvalidOperationException("The specified mod directory does not exist.");
// initialise
this.DirectoryPath = modDirectory;
this.Content = contentHelper ?? throw new ArgumentNullException(nameof(contentHelper));
this.Data = dataHelper ?? throw new ArgumentNullException(nameof(dataHelper));
this.Input = new InputHelper(modID, inputState);
this.ModRegistry = modRegistry ?? throw new ArgumentNullException(nameof(modRegistry));
this.ConsoleCommands = commandHelper ?? throw new ArgumentNullException(nameof(commandHelper));
this.Reflection = reflectionHelper ?? throw new ArgumentNullException(nameof(reflectionHelper));
this.Multiplayer = multiplayer ?? throw new ArgumentNullException(nameof(multiplayer));
this.Translation = translationHelper ?? throw new ArgumentNullException(nameof(translationHelper));
this.ContentPacks = contentPacks.ToArray();
this.CreateContentPack = createContentPack;
this.DeprecationManager = deprecationManager;
this.Events = events;
}
/****
** Mod config file
****/
/// <summary>Read the mod's configuration file (and create it if needed).</summary>
/// <typeparam name="TConfig">The config class type. This should be a plain class that has public properties for the settings you want. These can be complex types.</typeparam>
public TConfig ReadConfig<TConfig>()
where TConfig : class, new()
{
TConfig config = this.Data.ReadJsonFile<TConfig>("config.json") ?? new TConfig();
this.WriteConfig(config); // create file or fill in missing fields
return config;
}
/// <summary>Save to the mod's configuration file.</summary>
/// <typeparam name="TConfig">The config class type.</typeparam>
/// <param name="config">The config settings to save.</param>
public void WriteConfig<TConfig>(TConfig config)
where TConfig : class, new()
{
this.Data.WriteJsonFile("config.json", config);
}
/****
** Generic JSON files
****/
/// <summary>Read a JSON file.</summary>
/// <typeparam name="TModel">The model type.</typeparam>
/// <param name="path">The file path relative to the mod directory.</param>
/// <returns>Returns the deserialised model, or <c>null</c> if the file doesn't exist or is empty.</returns>
[Obsolete("Use " + nameof(ModHelper.Data) + "." + nameof(IDataHelper.ReadJsonFile) + " instead")]
public TModel ReadJsonFile<TModel>(string path)
where TModel : class
{
return this.Data.ReadJsonFile<TModel>(path);
}
/// <summary>Save to a JSON file.</summary>
/// <typeparam name="TModel">The model type.</typeparam>
/// <param name="path">The file path relative to the mod directory.</param>
/// <param name="model">The model to save.</param>
[Obsolete("Use " + nameof(ModHelper.Data) + "." + nameof(IDataHelper.WriteJsonFile) + " instead")]
public void WriteJsonFile<TModel>(string path, TModel model)
where TModel : class
{
this.Data.WriteJsonFile(path, model);
}
/****
** Content packs
****/
/// <summary>Manually create a transitional content pack to support pre-SMAPI content packs. This provides a way to access legacy content packs using the SMAPI content pack APIs, but the content pack will not be visible in the log or validated by SMAPI.</summary>
/// <param name="directoryPath">The absolute directory path containing the content pack files.</param>
/// <param name="id">The content pack's unique ID.</param>
/// <param name="name">The content pack name.</param>
/// <param name="description">The content pack description.</param>
/// <param name="author">The content pack author's name.</param>
/// <param name="version">The content pack version.</param>
[Obsolete("This method supports mods which previously had their own content packs, and shouldn't be used by new mods. It will be removed in SMAPI 3.0.")]
public IContentPack CreateTransitionalContentPack(string directoryPath, string id, string name, string description, string author, ISemanticVersion version)
{
// raise deprecation notice
this.DeprecationManager.Warn($"{nameof(IModHelper)}.{nameof(IModHelper.CreateTransitionalContentPack)}", "2.5", DeprecationLevel.Notice);
// validate
if (string.IsNullOrWhiteSpace(directoryPath))
throw new ArgumentNullException(nameof(directoryPath));
if (string.IsNullOrWhiteSpace(id))
throw new ArgumentNullException(nameof(id));
if (string.IsNullOrWhiteSpace(name))
throw new ArgumentNullException(nameof(name));
if (!Directory.Exists(directoryPath))
throw new ArgumentException($"Can't create content pack for directory path '{directoryPath}' because no such directory exists.");
// create manifest
IManifest manifest = new Manifest(
uniqueID: id,
name: name,
author: author,
description: description,
version: version,
contentPackFor: this.ModID
);
// create content pack
return this.CreateContentPack(directoryPath, manifest);
}
/// <summary>Get all content packs loaded for this mod.</summary>
public IEnumerable<IContentPack> GetContentPacks()
{
return this.ContentPacks;
}
/****
** Disposal
****/
/// <summary>Performs application-defined tasks associated with freeing, releasing, or resetting unmanaged resources.</summary>
public void Dispose()
{
// nothing to dispose yet
}
}
}
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