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using System;
using System.Collections.ObjectModel;
using System.Collections.Specialized;
using System.Reflection;
using Harmony;
using StardewModdingAPI.Enums;
using StardewModdingAPI.Framework.Patching;
using StardewModdingAPI.Framework.Reflection;
using StardewValley;
using StardewValley.Menus;
namespace StardewModdingAPI.Patches
{
/// <summary>A Harmony patch for <see cref="Game1.loadForNewGame"/> which notifies 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 LoadForNewGamePatch : IHarmonyPatch
{
/*********
** Accessors
*********/
/// <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 <see cref="Game1.loadForNewGame"/> was called as part of save creation.</summary>
private static bool IsCreating;
/// <summary>The number of times that <see cref="Game1.locations"/> has been cleared since <see cref="Game1.loadForNewGame"/> started.</summary>
private static int TimesLocationsCleared = 0;
/*********
** Accessors
*********/
/// <summary>A unique name for this patch.</summary>
public string Name => $"{nameof(LoadForNewGamePatch)}";
/*********
** 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 LoadForNewGamePatch(Reflector reflection, Action<LoadStage> onStageChanged)
{
LoadForNewGamePatch.Reflection = reflection;
LoadForNewGamePatch.OnStageChanged = onStageChanged;
}
/// <summary>Apply the Harmony patch.</summary>
/// <param name="harmony">The Harmony instance.</param>
public void Apply(HarmonyInstance harmony)
{
MethodInfo method = AccessTools.Method(typeof(Game1), nameof(Game1.loadForNewGame));
MethodInfo prefix = AccessTools.Method(this.GetType(), nameof(LoadForNewGamePatch.Prefix));
MethodInfo postfix = AccessTools.Method(this.GetType(), nameof(LoadForNewGamePatch.Postfix));
harmony.Patch(method, new HarmonyMethod(prefix), new HarmonyMethod(postfix));
}
/*********
** Private methods
*********/
/// <summary>The method to call instead of <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 Prefix()
{
LoadForNewGamePatch.IsCreating = Game1.activeClickableMenu is TitleMenu menu && LoadForNewGamePatch.Reflection.GetField<bool>(menu, "transitioningCharacterCreationMenu").GetValue();
LoadForNewGamePatch.TimesLocationsCleared = 0;
if (LoadForNewGamePatch.IsCreating)
{
// raise CreatedBasicInfo after locations are cleared twice
ObservableCollection<GameLocation> locations = (ObservableCollection<GameLocation>)Game1.locations;
locations.CollectionChanged += LoadForNewGamePatch.OnLocationListChanged;
}
return true;
}
/// <summary>The method to call instead 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 Postfix()
{
if (LoadForNewGamePatch.IsCreating)
{
// clean up
ObservableCollection<GameLocation> locations = (ObservableCollection<GameLocation>) Game1.locations;
locations.CollectionChanged -= LoadForNewGamePatch.OnLocationListChanged;
// raise stage changed
LoadForNewGamePatch.OnStageChanged(LoadStage.CreatedLocations);
}
}
/// <summary>Raised when <see cref="Game1.locations"/> changes.</summary>
/// <param name="sender">The event sender.</param>
/// <param name="e">The event arguments.</param>
private static void OnLocationListChanged(object sender, NotifyCollectionChangedEventArgs e)
{
if (++LoadForNewGamePatch.TimesLocationsCleared == 2)
LoadForNewGamePatch.OnStageChanged(LoadStage.CreatedBasicInfo);
}
}
}
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