summaryrefslogtreecommitdiff
path: root/src/SMAPI/Patches/LoadContextPatch.cs
blob: c43d7071acacdfbe305494e8363e5f2291f8ab17 (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
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
using System;
using System.Diagnostics.CodeAnalysis;
#if HARMONY_2
using HarmonyLib;
#else
using Harmony;
#endif
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>Patch methods must be static for Harmony to work correctly. See the Harmony documentation before renaming patch arguments.</remarks>
    [SuppressMessage("ReSharper", "InconsistentNaming", Justification = "Argument names are defined by Harmony and methods are named for clarity.")]
    [SuppressMessage("ReSharper", "IdentifierTypo", Justification = "Argument names are defined by Harmony and methods are named for clarity.")]
    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;

        /// <summary>Whether the game is running running the code in <see cref="Game1.loadForNewGame"/>.</summary>
        private static bool IsInLoadForNewGame;


        /*********
        ** 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;
        }

        /// <inheritdoc />
#if HARMONY_2
        public void Apply(Harmony harmony)
#else
        public void Apply(HarmonyInstance harmony)
#endif
        {
            // detect CreatedBasicInfo
            harmony.Patch(
                original: AccessTools.Method(typeof(TitleMenu), nameof(TitleMenu.createdNewCharacter)),
                prefix: new HarmonyMethod(this.GetType(), nameof(LoadContextPatch.Before_TitleMenu_CreatedNewCharacter))
            );

            // detect CreatedInitialLocations and SaveAddedLocations
            harmony.Patch(
                original: AccessTools.Method(typeof(Game1), nameof(Game1.AddModNPCs)),
                prefix: new HarmonyMethod(this.GetType(), nameof(LoadContextPatch.Before_Game1_AddModNPCs))
            );

            // detect CreatedLocations, and track IsInLoadForNewGame
            harmony.Patch(
                original: AccessTools.Method(typeof(Game1), nameof(Game1.loadForNewGame)),
                prefix: new HarmonyMethod(this.GetType(), nameof(LoadContextPatch.Before_Game1_LoadForNewGame)),
                postfix: new HarmonyMethod(this.GetType(), nameof(LoadContextPatch.After_Game1_LoadForNewGame))
            );

            // detect ReturningToTitle
            harmony.Patch(
                original: AccessTools.Method(typeof(Game1), nameof(Game1.CleanupReturningToTitle)),
                prefix: new HarmonyMethod(this.GetType(), nameof(LoadContextPatch.Before_Game1_CleanupReturningToTitle))
            );
        }


        /*********
        ** 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 before <see cref="Game1.AddModNPCs"/>.</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_Game1_AddModNPCs()
        {
            // When this method is called from Game1.loadForNewGame, it happens right after adding the vanilla
            // locations but before initializing them.
            if (LoadContextPatch.IsInLoadForNewGame)
            {
                LoadContextPatch.OnStageChanged(LoadContextPatch.IsCreating()
                    ? LoadStage.CreatedInitialLocations
                    : LoadStage.SaveAddedLocations
                );
            }

            return true;
        }

        /// <summary>Called before <see cref="Game1.CleanupReturningToTitle"/>.</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_Game1_CleanupReturningToTitle()
        {
            LoadContextPatch.OnStageChanged(LoadStage.ReturningToTitle);
            return true;
        }

        /// <summary>Called before <see cref="Game1.loadForNewGame"/>.</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_Game1_LoadForNewGame()
        {
            LoadContextPatch.IsInLoadForNewGame = true;
            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()
        {
            LoadContextPatch.IsInLoadForNewGame = false;

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

        /// <summary>Get whether the save file is currently being created.</summary>
        private static bool IsCreating()
        {
            return
                (Game1.currentMinigame is Intro) // creating save with intro
                || (Game1.activeClickableMenu is TitleMenu menu && LoadContextPatch.Reflection.GetField<bool>(menu, "transitioningCharacterCreationMenu").GetValue()); // creating save, skipped intro
        }
    }
}