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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
}
}
}
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