summaryrefslogtreecommitdiff
path: root/src/SMAPI/Patches/LoadContextPatch.cs
blob: 93a059aa62e35711e9692a660ea3be50f561c2d6 (plain)
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
using System;
using Harmony;
using StardewModdingAPI.Enums;
using StardewModdingAPI.Framework.Patching;
using StardewModdingAPI.Framework.Reflection;
using StardewValley;
using StardewValley.Menus;
using StardewValley.Minigames;

namespace StardewModdingAPI.Patches
{
    /// <summary>Harmony patches which notify SMAPI for save creation load stages.</summary>
    /// <remarks>This patch hooks into <see cref="Game1.loadForNewGame"/>, checks if <c>TitleMenu.transitioningCharacterCreationMenu</c> is true (which means the player is creating a new save file), then raises <see cref="LoadStage.CreatedBasicInfo"/> after the location list is cleared twice (the second clear happens right before locations are created), and <see cref="LoadStage.CreatedLocations"/> when the method ends.</remarks>
    internal class LoadContextPatch : IHarmonyPatch
    {
        /*********
        ** Fields
        *********/
        /// <summary>Simplifies access to private code.</summary>
        private static Reflector Reflection;

        /// <summary>A callback to invoke when the load stage changes.</summary>
        private static Action<LoadStage> OnStageChanged;


        /*********
        ** Accessors
        *********/
        /// <summary>A unique name for this patch.</summary>
        public string Name => $"{nameof(LoadContextPatch)}";


        /*********
        ** Public methods
        *********/
        /// <summary>Construct an instance.</summary>
        /// <param name="reflection">Simplifies access to private code.</param>
        /// <param name="onStageChanged">A callback to invoke when the load stage changes.</param>
        public LoadContextPatch(Reflector reflection, Action<LoadStage> onStageChanged)
        {
            LoadContextPatch.Reflection = reflection;
            LoadContextPatch.OnStageChanged = onStageChanged;
        }

        /// <summary>Apply the Harmony patch.</summary>
        /// <param name="harmony">The Harmony instance.</param>
        public void Apply(HarmonyInstance harmony)
        {
            // detect CreatedBasicInfo
            harmony.Patch(
                original: AccessTools.Method(typeof(TitleMenu), nameof(TitleMenu.createdNewCharacter)),
                prefix: new HarmonyMethod(this.GetType(), nameof(LoadContextPatch.Before_TitleMenu_CreatedNewCharacter))
            );

            // detect CreatedLocations
            harmony.Patch(
                original: AccessTools.Method(typeof(Game1), nameof(Game1.loadForNewGame)),
                postfix: new HarmonyMethod(this.GetType(), nameof(LoadContextPatch.After_Game1_LoadForNewGame))
            );
        }


        /*********
        ** Private methods
        *********/
        /// <summary>Called before <see cref="TitleMenu.createdNewCharacter"/>.</summary>
        /// <returns>Returns whether to execute the original method.</returns>
        /// <remarks>This method must be static for Harmony to work correctly. See the Harmony documentation before renaming arguments.</remarks>
        private static bool Before_TitleMenu_CreatedNewCharacter()
        {
            LoadContextPatch.OnStageChanged(LoadStage.CreatedBasicInfo);
            return true;
        }

        /// <summary>Called after <see cref="Game1.loadForNewGame"/>.</summary>
        /// <remarks>This method must be static for Harmony to work correctly. See the Harmony documentation before renaming arguments.</remarks>
        private static void After_Game1_LoadForNewGame()
        {
            bool creating =
                (Game1.currentMinigame is Intro) // creating save with intro
                || (Game1.activeClickableMenu is TitleMenu menu && LoadContextPatch.Reflection.GetField<bool>(menu, "transitioningCharacterCreationMenu").GetValue()); // creating save, skipped intro

            if (creating)
                LoadContextPatch.OnStageChanged(LoadStage.CreatedLocations);
        }
    }
}