simplify with newer pattern features
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b6c8cfc28b
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0539bb8f37
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@ -64,7 +64,7 @@ namespace StardewModdingAPI.ModBuildConfig.Analyzer
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}
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}
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// conditional access
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// conditional access
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if (node is ConditionalAccessExpressionSyntax conditionalAccess && conditionalAccess.WhenNotNull is MemberBindingExpressionSyntax conditionalBinding)
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if (node is ConditionalAccessExpressionSyntax { WhenNotNull: MemberBindingExpressionSyntax conditionalBinding } conditionalAccess)
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{
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{
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declaringType = semanticModel.GetTypeInfo(conditionalAccess.Expression).Type;
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declaringType = semanticModel.GetTypeInfo(conditionalAccess.Expression).Type;
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memberType = semanticModel.GetTypeInfo(node);
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memberType = semanticModel.GetTypeInfo(node);
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@ -94,9 +94,8 @@ namespace StardewModdingAPI.Mods.ConsoleCommands.Framework.Commands.World
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this.RemoveObjects(location, obj =>
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this.RemoveObjects(location, obj =>
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obj is not Chest
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obj is not Chest
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&& (
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&& (
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obj.Name == "Weeds"
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obj.Name is "Weeds" or "Stone"
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|| obj.Name == "Stone"
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|| obj.ParentSheetIndex is 294 or 295
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|| (obj.ParentSheetIndex == 294 || obj.ParentSheetIndex == 295)
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)
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)
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)
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)
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+ this.RemoveResourceClumps(location, clump => this.DebrisClumps.Contains(clump.parentSheetIndex.Value));
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+ this.RemoveResourceClumps(location, clump => this.DebrisClumps.Contains(clump.parentSheetIndex.Value));
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@ -106,7 +106,7 @@ namespace StardewModdingAPI.Mods.ConsoleCommands.Framework
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{
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{
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foreach (int id in this.TryLoad<int, string>("Data\\weapons").Keys)
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foreach (int id in this.TryLoad<int, string>("Data\\weapons").Keys)
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{
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{
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yield return this.TryCreate(ItemType.Weapon, id, p => (p.ID >= 32 && p.ID <= 34)
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yield return this.TryCreate(ItemType.Weapon, id, p => p.ID is >= 32 and <= 34
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? (Item)new Slingshot(p.ID)
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? (Item)new Slingshot(p.ID)
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: new MeleeWeapon(p.ID)
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: new MeleeWeapon(p.ID)
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);
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);
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@ -137,7 +137,7 @@ namespace StardewModdingAPI.Toolkit.Framework.ModScanning
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return new ModFolder(root, searchFolder, ModType.Xnb, null, ModParseError.XnbMod, "it's not a SMAPI mod (see https://smapi.io/xnb for info).");
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return new ModFolder(root, searchFolder, ModType.Xnb, null, ModParseError.XnbMod, "it's not a SMAPI mod (see https://smapi.io/xnb for info).");
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// SMAPI installer
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// SMAPI installer
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if (relevantFiles.Any(p => p.Name == "install on Linux.sh" || p.Name == "install on macOS.command" || p.Name == "install on Windows.bat"))
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if (relevantFiles.Any(p => p.Name is "install on Linux.sh" or "install on macOS.command" or "install on Windows.bat"))
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return new ModFolder(root, searchFolder, ModType.Invalid, null, ModParseError.ManifestMissing, "the SMAPI installer isn't a mod (you can delete this folder after running the installer file).");
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return new ModFolder(root, searchFolder, ModType.Invalid, null, ModParseError.ManifestMissing, "the SMAPI installer isn't a mod (you can delete this folder after running the installer file).");
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// not a mod?
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// not a mod?
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@ -48,7 +48,7 @@ namespace StardewModdingAPI.Toolkit.Serialization
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{
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{
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json = File.ReadAllText(fullPath);
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json = File.ReadAllText(fullPath);
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}
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}
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catch (Exception ex) when (ex is DirectoryNotFoundException || ex is FileNotFoundException)
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catch (Exception ex) when (ex is DirectoryNotFoundException or FileNotFoundException)
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{
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{
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result = default(TModel);
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result = default(TModel);
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return false;
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return false;
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@ -58,7 +58,7 @@ namespace StardewModdingAPI.Web.Framework.Clients.Chucklefish
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.GetAsync(string.Format(this.ModPageUrlFormat, parsedId))
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.GetAsync(string.Format(this.ModPageUrlFormat, parsedId))
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.AsString();
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.AsString();
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}
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}
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catch (ApiException ex) when (ex.Status == HttpStatusCode.NotFound || ex.Status == HttpStatusCode.Forbidden)
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catch (ApiException ex) when (ex.Status is HttpStatusCode.NotFound or HttpStatusCode.Forbidden)
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{
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{
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return page.SetError(RemoteModStatus.DoesNotExist, "Found no Chucklefish mod with this ID.");
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return page.SetError(RemoteModStatus.DoesNotExist, "Found no Chucklefish mod with this ID.");
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}
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}
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@ -75,7 +75,7 @@ namespace StardewModdingAPI.Web.Framework.Clients.Nexus
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mod = await this.GetModFromApiAsync(parsedId);
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mod = await this.GetModFromApiAsync(parsedId);
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// page doesn't exist
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// page doesn't exist
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if (mod == null || mod.Status == NexusModStatus.Hidden || mod.Status == NexusModStatus.NotPublished)
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if (mod == null || mod.Status is NexusModStatus.Hidden or NexusModStatus.NotPublished)
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return page.SetError(RemoteModStatus.DoesNotExist, "Found no Nexus mod with this ID.");
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return page.SetError(RemoteModStatus.DoesNotExist, "Found no Nexus mod with this ID.");
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// return info
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// return info
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@ -23,7 +23,7 @@ namespace StardewModdingAPI
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internal static bool IsSaveLoaded => Game1.hasLoadedGame && Game1.activeClickableMenu is not TitleMenu;
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internal static bool IsSaveLoaded => Game1.hasLoadedGame && Game1.activeClickableMenu is not TitleMenu;
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/// <summary>Whether the game is currently writing to the save file.</summary>
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/// <summary>Whether the game is currently writing to the save file.</summary>
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internal static bool IsSaving => Game1.activeClickableMenu is SaveGameMenu || Game1.activeClickableMenu is ShippingMenu; // saving is performed by SaveGameMenu, but it's wrapped by ShippingMenu on days when the player shipping something
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internal static bool IsSaving => Game1.activeClickableMenu is SaveGameMenu or ShippingMenu; // saving is performed by SaveGameMenu, but it's wrapped by ShippingMenu on days when the player shipping something
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/// <summary>The active split-screen instance IDs.</summary>
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/// <summary>The active split-screen instance IDs.</summary>
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internal static readonly ISet<int> ActiveScreenIds = new HashSet<int>();
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internal static readonly ISet<int> ActiveScreenIds = new HashSet<int>();
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@ -39,7 +39,7 @@ namespace StardewModdingAPI
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}
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}
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/// <summary>Whether the in-game world is completely unloaded and not in the process of being loaded. The world may still exist in memory at this point, but should be ignored.</summary>
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/// <summary>Whether the in-game world is completely unloaded and not in the process of being loaded. The world may still exist in memory at this point, but should be ignored.</summary>
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internal static bool IsWorldFullyUnloaded => Context.LoadStage == LoadStage.ReturningToTitle || Context.LoadStage == LoadStage.None;
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internal static bool IsWorldFullyUnloaded => Context.LoadStage is LoadStage.ReturningToTitle or LoadStage.None;
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/*********
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/*********
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@ -47,9 +47,9 @@ namespace StardewModdingAPI.Framework.Content
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/// <inheritdoc />
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/// <inheritdoc />
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public TData GetData<TData>()
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public TData GetData<TData>()
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{
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{
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if (this.Data is not TData)
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if (this.Data is not TData data)
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throw new InvalidCastException($"The content data of type {this.Data.GetType().FullName} can't be converted to the requested {typeof(TData).FullName}.");
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throw new InvalidCastException($"The content data of type {this.Data.GetType().FullName} can't be converted to the requested {typeof(TData).FullName}.");
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return (TData)this.Data;
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return data;
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}
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}
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}
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}
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}
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}
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@ -234,7 +234,7 @@ namespace StardewModdingAPI.Framework.Input
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isDown: pressed.Contains(button)
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isDown: pressed.Contains(button)
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);
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);
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if (button == SButton.MouseLeft || button == SButton.MouseMiddle || button == SButton.MouseRight || button == SButton.MouseX1 || button == SButton.MouseX2)
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if (button is SButton.MouseLeft or SButton.MouseMiddle or SButton.MouseRight or SButton.MouseX1 or SButton.MouseX2)
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mouseOverrides[button] = newState;
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mouseOverrides[button] = newState;
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else if (button.TryGetKeyboard(out Keys _))
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else if (button.TryGetKeyboard(out Keys _))
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keyboardOverrides[button] = newState;
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keyboardOverrides[button] = newState;
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@ -32,11 +32,8 @@ namespace StardewModdingAPI.Framework.ModLoading
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ModDataRecordVersionedFields dataRecord = modDatabase.Get(manifest?.UniqueID)?.GetVersionedFields(manifest);
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ModDataRecordVersionedFields dataRecord = modDatabase.Get(manifest?.UniqueID)?.GetVersionedFields(manifest);
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// apply defaults
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// apply defaults
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if (manifest != null && dataRecord != null)
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if (manifest != null && dataRecord?.UpdateKey is not null)
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{
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if (dataRecord.UpdateKey != null)
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manifest.UpdateKeys = new[] { dataRecord.UpdateKey };
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manifest.UpdateKeys = new[] { dataRecord.UpdateKey };
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}
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// build metadata
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// build metadata
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bool shouldIgnore = folder.Type == ModType.Ignored;
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bool shouldIgnore = folder.Type == ModType.Ignored;
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@ -37,7 +37,7 @@ namespace StardewModdingAPI.Framework.ModLoading.Rewriters
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// skip if not broken
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// skip if not broken
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FieldDefinition fieldDefinition = fieldRef.Resolve();
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FieldDefinition fieldDefinition = fieldRef.Resolve();
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if (fieldDefinition != null && !fieldDefinition.HasConstant)
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if (fieldDefinition?.HasConstant == false)
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return false;
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return false;
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// rewrite if possible
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// rewrite if possible
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@ -674,7 +674,7 @@ namespace StardewModdingAPI
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}
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}
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// mouse
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// mouse
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if (input == SButton.MouseLeft || input == SButton.MouseRight)
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if (input is SButton.MouseLeft or SButton.MouseRight)
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{
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{
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button = new InputButton(mouseLeft: input == SButton.MouseLeft);
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button = new InputButton(mouseLeft: input == SButton.MouseLeft);
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return true;
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return true;
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@ -23,7 +23,7 @@ namespace StardewModdingAPI
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/// <param name="state">The button state.</param>
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/// <param name="state">The button state.</param>
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public static bool IsDown(this SButtonState state)
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public static bool IsDown(this SButtonState state)
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{
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{
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return state == SButtonState.Held || state == SButtonState.Pressed;
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return state is SButtonState.Held or SButtonState.Pressed;
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}
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}
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}
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}
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}
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}
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@ -118,11 +118,11 @@ namespace StardewModdingAPI.Utilities
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return SButtonState.None;
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return SButtonState.None;
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// mix of held + pressed => pressed
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// mix of held + pressed => pressed
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if (states.All(p => p == SButtonState.Pressed || p == SButtonState.Held))
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if (states.All(p => p is SButtonState.Pressed or SButtonState.Held))
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return SButtonState.Pressed;
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return SButtonState.Pressed;
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// mix of held + released => released
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// mix of held + released => released
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if (states.All(p => p == SButtonState.Held || p == SButtonState.Released))
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if (states.All(p => p is SButtonState.Held or SButtonState.Released))
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return SButtonState.Released;
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return SButtonState.Released;
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// not down last tick or now
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// not down last tick or now
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@ -139,7 +139,7 @@ namespace StardewModdingAPI.Utilities
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public bool IsDown()
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public bool IsDown()
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{
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{
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SButtonState state = this.GetState();
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SButtonState state = this.GetState();
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return state == SButtonState.Pressed || state == SButtonState.Held;
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return state is SButtonState.Pressed or SButtonState.Held;
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}
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}
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/// <summary>Get whether the input binding was just pressed this tick.</summary>
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/// <summary>Get whether the input binding was just pressed this tick.</summary>
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