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using System;
using Newtonsoft.Json;
namespace StardewModdingAPI.Framework.Models
{
/// <summary>Uniquely identifies a mod for compatibility checks.</summary>
internal class ModCompatibilityID
{
/*********
** Accessors
*********/
/// <summary>The unique mod ID.</summary>
public string ID { get; set; }
/// <summary>The mod name to disambiguate non-unique IDs, or <c>null</c> to ignore the mod name.</summary>
public string Name { get; set; }
/// <summary>The author name to disambiguate non-unique IDs, or <c>null</c> to ignore the author.</summary>
public string Author { get; set; }
/*********
** Public methods
*********/
/// <summary>Construct an instance.</summary>
public ModCompatibilityID() { }
/// <summary>Construct an instance.</summary>
/// <param name="data">The mod ID or a JSON string matching the <see cref="ModCompatibilityID"/> fields.</param>
public ModCompatibilityID(string data)
{
// JSON can be stuffed into the ID string as a convenience hack to keep JSON mod lists
// formatted readably. The tradeoff is that the format is a bit more magical, but that's
// probably acceptable since players aren't meant to edit it. It's also fairly clear what
// the JSON strings do, if not necessarily how.
if (data.StartsWith("{"))
JsonConvert.PopulateObject(data, this);
else
this.ID = data;
}
/// <summary>Get whether this ID matches a given mod manifest.</summary>
/// <param name="id">The mod's unique ID, or a substitute ID if it isn't set in the manifest.</param>
/// <param name="manifest">The manifest to check.</param>
public bool Matches(string id, IManifest manifest)
{
return
this.ID.Equals(id, StringComparison.InvariantCultureIgnoreCase)
&& (
this.Author == null
|| this.Author.Equals(manifest.Author, StringComparison.InvariantCultureIgnoreCase)
|| (manifest.ExtraFields.ContainsKey("Authour") && this.Author.Equals(manifest.ExtraFields["Authour"].ToString(), StringComparison.InvariantCultureIgnoreCase))
)
&& (this.Name == null || this.Name.Equals(manifest.Name, StringComparison.InvariantCultureIgnoreCase));
}
}
}
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