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using System;
using System.IO;
using System.Linq;
using System.Reflection;
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
        *********/
        /// <summary>SMAPI's current semantic version.</summary>
        public static readonly Version Version = new Version(1, 0, 0, null);

        /// <summary>The minimum supported version of Stardew Valley.</summary>
        public const string MinimumGameVersion = "1.1";

        /// <summary>The GitHub repository to check for updates.</summary>
        public const string GitHubRepository = "ClxS/SMAPI";

        /// <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>Whether the directory containing the current save's data exists on disk.</summary>
        public static bool CurrentSavePathExists => Directory.Exists(Constants.RawSavePath);

        /// <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>Whether a player save has been loaded.</summary>
        public static bool PlayerNull => !Game1.hasLoadedGame || Game1.player == null || string.IsNullOrEmpty(Game1.player.name);

        /// <summary>The path to the current assembly being executing.</summary>
        public static string ExecutionPath => Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location);

        /// <summary>The title of the SMAPI console window.</summary>
        public static string ConsoleTitle => $"Stardew Modding API Console - Version {Constants.Version} - Mods Loaded: {Program.ModsLoaded}";

        /// <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");

        /// <summary>The file path to the error log where the latest output should be saved.</summary>
        public static string LogPath => Path.Combine(Constants.LogDir, "MODDED_ProgramLog.Log_LATEST.txt");


        /*********
        ** Private field
        *********/
        /// <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}";
        }
    }
}