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using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Reflection;
using StardewModdingAPI.AssemblyRewriters;
using StardewModdingAPI.AssemblyRewriters.Rewriters.Crossplatform;
using StardewModdingAPI.AssemblyRewriters.Rewriters.SDV1_2;
using StardewValley;
namespace StardewModdingAPI
{
/// <summary>Contains SMAPI's constants and assumptions.</summary>
public static class Constants
{
/*********
** Properties
*********/
/// <summary>The directory name containing the current save's data (if a save is loaded).</summary>
private static string RawSaveFolderName => Constants.PlayerNull ? string.Empty : Constants.GetSaveFolderName();
/// <summary>The directory path containing the current save's data (if a save is loaded).</summary>
private static string RawSavePath => Constants.PlayerNull ? string.Empty : Path.Combine(Constants.SavesPath, Constants.RawSaveFolderName);
/*********
** Accessors
*********/
/****
** Public
****/
/// <summary>SMAPI's current semantic version.</summary>
public static ISemanticVersion ApiVersion => new SemanticVersion(1, 8, 0, null);
/// <summary>The minimum supported version of Stardew Valley.</summary>
public const string MinimumGameVersion = "1.2";
/// <summary>The directory path containing Stardew Valley's app data.</summary>
public static string DataPath => Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), "StardewValley");
/// <summary>The directory path where all saves are stored.</summary>
public static string SavesPath => Path.Combine(Constants.DataPath, "Saves");
/// <summary>The directory name containing the current save's data (if a save is loaded and the directory exists).</summary>
public static string SaveFolderName => Constants.CurrentSavePathExists ? Constants.RawSaveFolderName : "";
/// <summary>The directory path containing the current save's data (if a save is loaded and the directory exists).</summary>
public static string CurrentSavePath => Constants.CurrentSavePathExists ? Constants.RawSavePath : "";
/// <summary>The path to the current assembly being executing.</summary>
public static string ExecutionPath => Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location);
/// <summary>The directory path in which error logs should be stored.</summary>
public static string LogDir => Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), "StardewValley", "ErrorLogs");
/****
** Internal
****/
/// <summary>The GitHub repository to check for updates.</summary>
internal const string GitHubRepository = "Pathoschild/SMAPI";
/// <summary>The title of the SMAPI console window.</summary>
internal static string ConsoleTitle => $"Stardew Modding API Console - Version {Constants.ApiVersion} - Mods Loaded: {Program.ModsLoaded}";
/// <summary>The file path for the SMAPI configuration file.</summary>
internal static string ApiConfigPath => Path.Combine(Constants.ExecutionPath, $"{typeof(Program).Assembly.GetName().Name}.config.json");
/// <summary>The file path for the SMAPI data file containing metadata about known mods.</summary>
internal static string ApiModMetadataPath => Path.Combine(Constants.ExecutionPath, $"{typeof(Program).Assembly.GetName().Name}.data.json");
/// <summary>The file path to the log where the latest output should be saved.</summary>
internal static string LogPath => Path.Combine(Constants.LogDir, "SMAPI-latest.txt");
/// <summary>Whether the directory containing the current save's data exists on disk.</summary>
internal static bool CurrentSavePathExists => Directory.Exists(Constants.RawSavePath);
/// <summary>Whether a player save has been loaded.</summary>
internal static bool PlayerNull => !Game1.hasLoadedGame || Game1.player == null || string.IsNullOrEmpty(Game1.player.name);
/*********
** Protected methods
*********/
/// <summary>Get metadata for mapping assemblies to the current platform.</summary>
/// <param name="targetPlatform">The target game platform.</param>
internal static PlatformAssemblyMap GetAssemblyMap(Platform targetPlatform)
{
// get assembly changes needed for platform
string[] removeAssemblyReferences;
Assembly[] targetAssemblies;
switch (targetPlatform)
{
case Platform.Mono:
removeAssemblyReferences = new[]
{
"Stardew Valley",
"Microsoft.Xna.Framework",
"Microsoft.Xna.Framework.Game",
"Microsoft.Xna.Framework.Graphics"
};
targetAssemblies = new[]
{
typeof(StardewValley.Game1).Assembly,
typeof(Microsoft.Xna.Framework.Vector2).Assembly
};
break;
case Platform.Windows:
removeAssemblyReferences = new[]
{
"StardewValley",
"MonoGame.Framework"
};
targetAssemblies = new[]
{
typeof(StardewValley.Game1).Assembly,
typeof(Microsoft.Xna.Framework.Vector2).Assembly,
typeof(Microsoft.Xna.Framework.Game).Assembly,
typeof(Microsoft.Xna.Framework.Graphics.SpriteBatch).Assembly
};
break;
default:
throw new InvalidOperationException($"Unknown target platform '{targetPlatform}'.");
}
return new PlatformAssemblyMap(targetPlatform, removeAssemblyReferences, targetAssemblies);
}
/// <summary>Get rewriters which fix incompatible CIL instructions in mod assemblies.</summary>
internal static IEnumerable<IInstructionRewriter> GetRewriters()
{
return new IInstructionRewriter[]
{
// crossplatform
new SpriteBatch_MethodRewriter(),
// Stardew Valley 1.2
new Game1_ActiveClickableMenu_FieldRewriter(),
new Game1_GameMode_FieldRewriter(),
new Game1_Player_FieldRewriter()
};
}
/// <summary>Get the name of a save directory for the current player.</summary>
private static string GetSaveFolderName()
{
string prefix = new string(Game1.player.name.Where(char.IsLetterOrDigit).ToArray());
return $"{prefix}_{Game1.uniqueIDForThisGame}";
}
}
}
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