Merge branch 'stardew-valley-1.5' into develop
# Conflicts: # docs/release-notes.md
This commit is contained in:
commit
77002d3e99
|
@ -9,9 +9,17 @@
|
|||
|
||||
## Upcoming release
|
||||
* For players:
|
||||
* Updated for Stardew Valley 1.5, including split-screen support.
|
||||
* When the installer is run from within a game folder, it now installs SMAPI to that folder. That simplifies installation if you have multiple copies of the game or it can't otherwise auto-detect the game path.
|
||||
* Clarified not-a-mod error when the SMAPI installer is in the `Mods` folder.
|
||||
|
||||
* For modders:
|
||||
* Added `PerScreen<T>` utility and new `Context` fields to simplify split-screen support in mods.
|
||||
* Added screen ID to log when playing in split-screen mode.
|
||||
|
||||
* For the Console Commands mod:
|
||||
* Added `furniture` option to `world_clear`.
|
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|
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## 3.7.6
|
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Released 21 November 2020 for Stardew Valley 1.4.1 or later.
|
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|
||||
|
|
|
@ -16,7 +16,7 @@ namespace StardewModdingAPI.Mods.ConsoleCommands.Framework.Commands.World
|
|||
** Fields
|
||||
*********/
|
||||
/// <summary>The valid types that can be cleared.</summary>
|
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private readonly string[] ValidTypes = { "crops", "debris", "fruit-trees", "grass", "trees", "everything" };
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private readonly string[] ValidTypes = { "crops", "debris", "fruit-trees", "furniture", "grass", "trees", "everything" };
|
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|
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/// <summary>The resource clump IDs to consider debris.</summary>
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private readonly int[] DebrisClumps = { ResourceClump.stumpIndex, ResourceClump.hollowLogIndex, ResourceClump.meteoriteIndex, ResourceClump.boulderIndex };
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|
@ -32,7 +32,7 @@ namespace StardewModdingAPI.Mods.ConsoleCommands.Framework.Commands.World
|
|||
description: "Clears in-game entities in a given location.\n\n"
|
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+ "Usage: world_clear <location> <object type>\n"
|
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+ "- location: the location name for which to clear objects (like Farm), or 'current' for the current location.\n"
|
||||
+ " - object type: the type of object clear. You can specify 'crops', 'debris' (stones/twigs/weeds and dead crops), 'grass', and 'trees' / 'fruit-trees'. You can also specify 'everything', which includes things not removed by the other types (like furniture or resource clumps)."
|
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+ " - object type: the type of object clear. You can specify 'crops', 'debris' (stones/twigs/weeds and dead crops), 'furniture', 'grass', and 'trees' / 'fruit-trees'. You can also specify 'everything', which includes things not removed by the other types (like resource clumps)."
|
||||
)
|
||||
{ }
|
||||
|
||||
|
@ -113,6 +113,13 @@ namespace StardewModdingAPI.Mods.ConsoleCommands.Framework.Commands.World
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break;
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}
|
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|
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case "furniture":
|
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{
|
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int removed = this.RemoveFurniture(location, furniture => true);
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monitor.Log($"Done! Removed {removed} entities from {location.Name}.", LogLevel.Info);
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||||
break;
|
||||
}
|
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|
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case "grass":
|
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{
|
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int removed = this.RemoveTerrainFeatures(location, feature => feature is Grass);
|
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|
@ -244,17 +251,14 @@ namespace StardewModdingAPI.Mods.ConsoleCommands.Framework.Commands.World
|
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{
|
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int removed = 0;
|
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|
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if (location is DecoratableLocation decoratableLocation)
|
||||
{
|
||||
foreach (Furniture furniture in decoratableLocation.furniture.ToArray())
|
||||
foreach (Furniture furniture in location.furniture.ToArray())
|
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{
|
||||
if (shouldRemove(furniture))
|
||||
{
|
||||
decoratableLocation.furniture.Remove(furniture);
|
||||
location.furniture.Remove(furniture);
|
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removed++;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return removed;
|
||||
}
|
||||
|
|
|
@ -107,12 +107,7 @@ namespace StardewModdingAPI.Mods.ConsoleCommands.Framework
|
|||
|
||||
// furniture
|
||||
foreach (int id in this.TryLoad<int, string>("Data\\Furniture").Keys)
|
||||
{
|
||||
if (id == 1466 || id == 1468 || id == 1680)
|
||||
yield return this.TryCreate(ItemType.Furniture, id, p => new TV(p.ID, Vector2.Zero));
|
||||
else
|
||||
yield return this.TryCreate(ItemType.Furniture, id, p => new Furniture(p.ID, Vector2.Zero));
|
||||
}
|
||||
yield return this.TryCreate(ItemType.Furniture, id, p => Furniture.GetFurnitureInstance(p.ID));
|
||||
|
||||
// craftables
|
||||
foreach (int id in Game1.bigCraftablesInformation.Keys)
|
||||
|
|
|
@ -16,6 +16,9 @@ namespace StardewModdingAPI.Web.Framework.LogParsing
|
|||
/// <summary>The log level for the next log message.</summary>
|
||||
public LogLevel Level { get; set; }
|
||||
|
||||
/// <summary>The screen ID in split-screen mode.</summary>
|
||||
public int ScreenId { get; set; }
|
||||
|
||||
/// <summary>The mod name for the next log message.</summary>
|
||||
public string Mod { get; set; }
|
||||
|
||||
|
@ -36,10 +39,11 @@ namespace StardewModdingAPI.Web.Framework.LogParsing
|
|||
/// <summary>Start accumulating values for a new log message.</summary>
|
||||
/// <param name="time">The local time when the log was posted.</param>
|
||||
/// <param name="level">The log level.</param>
|
||||
/// <param name="screenId">The screen ID in split-screen mode.</param>
|
||||
/// <param name="mod">The mod name.</param>
|
||||
/// <param name="text">The initial log text.</param>
|
||||
/// <exception cref="InvalidOperationException">A log message is already started; call <see cref="Clear"/> before starting a new message.</exception>
|
||||
public void Start(string time, LogLevel level, string mod, string text)
|
||||
public void Start(string time, LogLevel level, int screenId, string mod, string text)
|
||||
{
|
||||
if (this.Started)
|
||||
throw new InvalidOperationException("Can't start new message, previous log message isn't done yet.");
|
||||
|
@ -48,6 +52,7 @@ namespace StardewModdingAPI.Web.Framework.LogParsing
|
|||
|
||||
this.Time = time;
|
||||
this.Level = level;
|
||||
this.ScreenId = screenId;
|
||||
this.Mod = mod;
|
||||
this.Text.Append(text);
|
||||
}
|
||||
|
@ -74,6 +79,7 @@ namespace StardewModdingAPI.Web.Framework.LogParsing
|
|||
{
|
||||
Time = this.Time,
|
||||
Level = this.Level,
|
||||
ScreenId = this.ScreenId,
|
||||
Mod = this.Mod,
|
||||
Text = this.Text.ToString()
|
||||
};
|
||||
|
|
|
@ -14,7 +14,7 @@ namespace StardewModdingAPI.Web.Framework.LogParsing
|
|||
** Fields
|
||||
*********/
|
||||
/// <summary>A regex pattern matching the start of a SMAPI message.</summary>
|
||||
private readonly Regex MessageHeaderPattern = new Regex(@"^\[(?<time>\d\d[:\.]\d\d[:\.]\d\d) (?<level>[a-z]+) +(?<modName>[^\]]+)\] ", RegexOptions.Compiled | RegexOptions.IgnoreCase);
|
||||
private readonly Regex MessageHeaderPattern = new Regex(@"^\[(?<time>\d\d[:\.]\d\d[:\.]\d\d) (?<level>[a-z]+)(?: +screen_(?<screen>\d+))? +(?<modName>[^\]]+)\] ", RegexOptions.Compiled | RegexOptions.IgnoreCase);
|
||||
|
||||
/// <summary>A regex pattern matching SMAPI's initial platform info message.</summary>
|
||||
private readonly Regex InfoLinePattern = new Regex(@"^SMAPI (?<apiVersion>.+) with Stardew Valley (?<gameVersion>.+) on (?<os>.+)", RegexOptions.Compiled | RegexOptions.IgnoreCase);
|
||||
|
@ -304,9 +304,11 @@ namespace StardewModdingAPI.Web.Framework.LogParsing
|
|||
builder.Clear();
|
||||
}
|
||||
|
||||
var screenGroup = header.Groups["screen"];
|
||||
builder.Start(
|
||||
time: header.Groups["time"].Value,
|
||||
level: Enum.Parse<LogLevel>(header.Groups["level"].Value, ignoreCase: true),
|
||||
screenId: screenGroup.Success ? int.Parse(screenGroup.Value) : 0, // main player is always screen ID 0
|
||||
mod: header.Groups["modName"].Value,
|
||||
text: line.Substring(header.Length)
|
||||
);
|
||||
|
|
|
@ -12,6 +12,9 @@ namespace StardewModdingAPI.Web.Framework.LogParsing.Models
|
|||
/// <summary>The log level.</summary>
|
||||
public LogLevel Level { get; set; }
|
||||
|
||||
/// <summary>The screen ID in split-screen mode.</summary>
|
||||
public int ScreenId { get; set; }
|
||||
|
||||
/// <summary>The mod name.</summary>
|
||||
public string Mod { get; set; }
|
||||
|
||||
|
|
|
@ -13,6 +13,8 @@
|
|||
.ToDictionary(level => level.ToString().ToLower(), level => level != LogLevel.Trace);
|
||||
|
||||
string curPageUrl = this.Url.PlainAction("Index", "LogParser", new { id = Model.PasteID }, absoluteUrl: true);
|
||||
|
||||
ISet<int> screenIds = new HashSet<int>(Model.ParsedLog?.Messages?.Select(p => p.ScreenId) ?? new int[0]);
|
||||
}
|
||||
|
||||
@section Head {
|
||||
|
@ -35,7 +37,8 @@
|
|||
showMods: @this.ForJson(Model.ParsedLog?.Mods?.Select(p => Model.GetSlug(p.Name)).Distinct().ToDictionary(slug => slug, slug => true)),
|
||||
showSections: @this.ForJson(Enum.GetNames(typeof(LogSection)).ToDictionary(section => section, section => false)),
|
||||
showLevels: @this.ForJson(defaultFilters),
|
||||
enableFilters: @this.ForJson(!Model.ShowRaw)
|
||||
enableFilters: @this.ForJson(!Model.ShowRaw),
|
||||
screenIds: @this.ForJson(screenIds)
|
||||
}, '@this.Url.PlainAction("Index", "LogParser", values: null)');
|
||||
});
|
||||
</script>
|
||||
|
@ -305,6 +308,10 @@ else if (Model.ParsedLog?.IsValid == true)
|
|||
@if (message.IsStartOfSection) { <text> v-on:click="toggleSection('@message.Section')" </text> }
|
||||
v-show="filtersAllow('@Model.GetSlug(message.Mod)', '@levelStr') @sectionFilter">
|
||||
<td v-pre>@message.Time</td>
|
||||
@if (screenIds.Count > 1)
|
||||
{
|
||||
<td v-pre>screen_@message.ScreenId</td>
|
||||
}
|
||||
<td v-pre>@message.Level.ToString().ToUpper()</td>
|
||||
<td v-pre data-title="@message.Mod">@message.Mod</td>
|
||||
<td>
|
||||
|
@ -325,7 +332,7 @@ else if (Model.ParsedLog?.IsValid == true)
|
|||
if (message.Repeated > 0)
|
||||
{
|
||||
<tr class="@levelStr mod mod-repeat" v-show="filtersAllow('@Model.GetSlug(message.Mod)', '@levelStr') @sectionFilter">
|
||||
<td colspan="3"></td>
|
||||
<td colspan="4"></td>
|
||||
<td v-pre><i>repeats [@message.Repeated] times.</i></td>
|
||||
</tr>
|
||||
}
|
||||
|
|
|
@ -54,15 +54,15 @@
|
|||
"Default | UpdateKey": "Nexus:2270"
|
||||
},
|
||||
|
||||
//"Content Patcher": {
|
||||
// "ID": "Pathoschild.ContentPatcher",
|
||||
// "Default | UpdateKey": "Nexus:1915"
|
||||
//},
|
||||
"Content Patcher": {
|
||||
"ID": "Pathoschild.ContentPatcher",
|
||||
"Default | UpdateKey": "Nexus:1915"
|
||||
},
|
||||
|
||||
//"Custom Farming Redux": {
|
||||
// "ID": "Platonymous.CustomFarming",
|
||||
// "Default | UpdateKey": "Nexus:991"
|
||||
//},
|
||||
"Custom Farming Redux": {
|
||||
"ID": "Platonymous.CustomFarming",
|
||||
"Default | UpdateKey": "Nexus:991"
|
||||
},
|
||||
|
||||
"Custom Shirts": {
|
||||
"ID": "Platonymous.CustomShirts",
|
||||
|
@ -150,6 +150,51 @@
|
|||
"~ | StatusReasonPhrase": "debug mode was removed in SMAPI 1.0."
|
||||
},
|
||||
|
||||
"Split Screen": {
|
||||
"ID": "Ilyaki.SplitScreen",
|
||||
"~ | Status": "Obsolete",
|
||||
"~ | StatusReasonPhrase": "split-screen mode was added in Stardew Valley 1.5"
|
||||
},
|
||||
|
||||
/*********
|
||||
** Broke in SDV 1.5
|
||||
*********/
|
||||
"Audio Devices": {
|
||||
"ID": "maxvollmer.audiodevices",
|
||||
"~2.0.0 | Status": "AssumeBroken" // causes crash to desktop when starting the game
|
||||
},
|
||||
|
||||
"Custom Localization": {
|
||||
"ID": "ZaneYork.CustomLocalization",
|
||||
"FormerIDs": "SMAPI.CustomLocalization", // changed in 1.0.1
|
||||
"~1.1 | Status": "AssumeBroken" // reflection error for _localizedAssets field
|
||||
},
|
||||
|
||||
"Mod Settings Tab": {
|
||||
"ID": "GilarF.ModSettingsTab",
|
||||
"~0.2.1 | Status": "AssumeBroken" // fails extending title menu
|
||||
},
|
||||
|
||||
"More Grass": {
|
||||
"ID": "EpicBellyFlop45.MoreGrass",
|
||||
"~1.0.8 | Status": "AssumeBroken" // crashes save load
|
||||
},
|
||||
|
||||
"Movement Speed": {
|
||||
"ID": "bcmpinc.MovementSpeed",
|
||||
"~3.0.0 | Status": "AssumeBroken" // transpiler errors
|
||||
},
|
||||
|
||||
"Tree Spread": {
|
||||
"ID": "bcmpinc.TreeSpread",
|
||||
"~3.0.0 | Status": "AssumeBroken" // transpiler errors
|
||||
},
|
||||
|
||||
"TreeTransplant": {
|
||||
"ID": "TreeTransplant",
|
||||
"~1.0.9 | Status": "AssumeBroken" // causes AccessViolationException which prevents game launch
|
||||
},
|
||||
|
||||
/*********
|
||||
** Broke in SDV 1.4
|
||||
*********/
|
||||
|
@ -221,12 +266,6 @@
|
|||
"~2.3.1-unofficial.7-pathoschild | Status": "AssumeBroken"
|
||||
},
|
||||
|
||||
"Content Patcher": {
|
||||
"ID": "Pathoschild.ContentPatcher",
|
||||
"Default | UpdateKey": "Nexus:1915",
|
||||
"~1.6.4 | Status": "AssumeBroken"
|
||||
},
|
||||
|
||||
"Current Location (Vrakyas)": {
|
||||
"ID": "Vrakyas.CurrentLocation",
|
||||
"~1.5.4 | Status": "AssumeBroken"
|
||||
|
@ -237,12 +276,6 @@
|
|||
"~1.8 | Status": "AssumeBroken"
|
||||
},
|
||||
|
||||
"Custom Farming Redux": {
|
||||
"ID": "Platonymous.CustomFarming",
|
||||
"Default | UpdateKey": "Nexus:991",
|
||||
"~2.10.10 | Status": "AssumeBroken" // possibly due to PyTK
|
||||
},
|
||||
|
||||
"Decrafting Mod": {
|
||||
"ID": "MSCFC.DecraftingMod",
|
||||
"~1.0 | Status": "AssumeBroken" // NRE in ModEntry
|
||||
|
@ -408,11 +441,6 @@
|
|||
"~1.0.1 | Status": "AssumeBroken" // broke in SDV 1.3
|
||||
},
|
||||
|
||||
"Movement Speed": {
|
||||
"ID": "bcmpinc.MovementSpeed",
|
||||
"~0.6 | Status": "AssumeBroken" // breaks newer versions of bcmpinc mods (per bcmpinc's request)
|
||||
},
|
||||
|
||||
"No Added Flying Mine Monsters": {
|
||||
"ID": "Drynwynn.NoAddedFlyingMineMonsters",
|
||||
"~1.1 | Status": "AssumeBroken" // runtime errors with Harmony 1.2.0.1 in SMAPI 2.8+
|
||||
|
@ -429,11 +457,6 @@
|
|||
"1.3-beta | Status": "AssumeBroken" // doesn't work in multiplayer, no longer maintained
|
||||
},
|
||||
|
||||
"Split Screen": {
|
||||
"ID": "Ilyaki.SplitScreen",
|
||||
"~3.0.1 | Status": "AssumeBroken" // broke in SMAPI 2.6-beta.16 due to reflection into SMAPI internals
|
||||
},
|
||||
|
||||
"Stardew Hack": {
|
||||
"ID": "bcmpinc.StardewHack",
|
||||
"~0.6 | Status": "AssumeBroken" // breaks newer versions of bcmpinc mods (per bcmpinc's request)
|
||||
|
@ -455,11 +478,6 @@
|
|||
"~0.6 | Status": "AssumeBroken" // breaks newer versions of bcmpinc mods (per bcmpinc's request)
|
||||
},
|
||||
|
||||
"Tree Spread": {
|
||||
"ID": "bcmpinc.TreeSpread",
|
||||
"~0.6 | Status": "AssumeBroken" // breaks newer versions of bcmpinc mods (per bcmpinc's request)
|
||||
},
|
||||
|
||||
/*********
|
||||
** Broke circa SDV 1.2
|
||||
*********/
|
||||
|
|
|
@ -39,6 +39,9 @@ namespace StardewModdingAPI
|
|||
|
||||
/// <summary>The game's assembly name.</summary>
|
||||
internal static string GameAssemblyName => EarlyConstants.Platform == GamePlatform.Windows ? "Stardew Valley" : "StardewValley";
|
||||
|
||||
/// <summary>The <see cref="Context.ScreenId"/> value which should appear in the SMAPI log, if any.</summary>
|
||||
internal static int? LogScreenId { get; set; }
|
||||
}
|
||||
|
||||
/// <summary>Contains SMAPI's constants and assumptions.</summary>
|
||||
|
@ -54,10 +57,10 @@ namespace StardewModdingAPI
|
|||
public static ISemanticVersion ApiVersion { get; } = new Toolkit.SemanticVersion("3.7.6");
|
||||
|
||||
/// <summary>The minimum supported version of Stardew Valley.</summary>
|
||||
public static ISemanticVersion MinimumGameVersion { get; } = new GameVersion("1.4.1");
|
||||
public static ISemanticVersion MinimumGameVersion { get; } = new GameVersion("1.5.0");
|
||||
|
||||
/// <summary>The maximum supported version of Stardew Valley.</summary>
|
||||
public static ISemanticVersion MaximumGameVersion { get; } = new GameVersion("1.4.5");
|
||||
public static ISemanticVersion MaximumGameVersion { get; } = null;
|
||||
|
||||
/// <summary>The target game platform.</summary>
|
||||
public static GamePlatform TargetPlatform { get; } = EarlyConstants.Platform;
|
||||
|
@ -272,21 +275,13 @@ namespace StardewModdingAPI
|
|||
return null;
|
||||
|
||||
// get basic info
|
||||
string playerName;
|
||||
ulong saveID;
|
||||
if (Context.LoadStage == LoadStage.SaveParsed)
|
||||
{
|
||||
playerName = SaveGame.loaded.player.Name;
|
||||
saveID = SaveGame.loaded.uniqueIDForThisGame;
|
||||
}
|
||||
else
|
||||
{
|
||||
playerName = Game1.player.Name;
|
||||
saveID = Game1.uniqueIDForThisGame;
|
||||
}
|
||||
string saveName = Game1.GetSaveGameName(set_value: false);
|
||||
ulong saveID = Context.LoadStage == LoadStage.SaveParsed
|
||||
? SaveGame.loaded.uniqueIDForThisGame
|
||||
: Game1.uniqueIDForThisGame;
|
||||
|
||||
// build folder name
|
||||
return $"{new string(playerName.Where(char.IsLetterOrDigit).ToArray())}_{saveID}";
|
||||
return $"{new string(saveName.Where(char.IsLetterOrDigit).ToArray())}_{saveID}";
|
||||
}
|
||||
|
||||
/// <summary>Get the path to the current save folder, if any.</summary>
|
||||
|
|
|
@ -1,5 +1,7 @@
|
|||
using System.Collections.Generic;
|
||||
using StardewModdingAPI.Enums;
|
||||
using StardewModdingAPI.Events;
|
||||
using StardewModdingAPI.Utilities;
|
||||
using StardewValley;
|
||||
using StardewValley.Menus;
|
||||
|
||||
|
@ -8,17 +10,50 @@ namespace StardewModdingAPI
|
|||
/// <summary>Provides information about the current game state.</summary>
|
||||
public static class Context
|
||||
{
|
||||
/*********
|
||||
** Fields
|
||||
*********/
|
||||
/// <summary>Whether the player has loaded a save and the world has finished initializing.</summary>
|
||||
private static readonly PerScreen<bool> IsWorldReadyForScreen = new PerScreen<bool>();
|
||||
|
||||
/// <summary>The current stage in the game's loading process.</summary>
|
||||
private static readonly PerScreen<LoadStage> LoadStageForScreen = new PerScreen<LoadStage>();
|
||||
|
||||
/// <summary>Whether a player save has been loaded.</summary>
|
||||
internal static bool IsSaveLoaded => Game1.hasLoadedGame && !(Game1.activeClickableMenu is TitleMenu);
|
||||
|
||||
/// <summary>Whether the game is currently writing to the save file.</summary>
|
||||
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
|
||||
|
||||
/// <summary>The active split-screen instance IDs.</summary>
|
||||
internal static readonly ISet<int> ActiveScreenIds = new HashSet<int>();
|
||||
|
||||
/// <summary>The last screen ID that was removed from the game, used to synchronize <see cref="PerScreen{T}"/>.</summary>
|
||||
internal static int LastRemovedScreenId = -1;
|
||||
|
||||
/// <summary>The current stage in the game's loading process.</summary>
|
||||
internal static LoadStage LoadStage
|
||||
{
|
||||
get => Context.LoadStageForScreen.Value;
|
||||
set => Context.LoadStageForScreen.Value = value;
|
||||
}
|
||||
|
||||
|
||||
/*********
|
||||
** Accessors
|
||||
*********/
|
||||
/****
|
||||
** Public
|
||||
** Game/player state
|
||||
****/
|
||||
/// <summary>Whether the game has performed core initialization. This becomes true right before the first update tick.</summary>
|
||||
public static bool IsGameLaunched { get; internal set; }
|
||||
|
||||
/// <summary>Whether the player has loaded a save and the world has finished initializing.</summary>
|
||||
public static bool IsWorldReady { get; internal set; }
|
||||
public static bool IsWorldReady
|
||||
{
|
||||
get => Context.IsWorldReadyForScreen.Value;
|
||||
set => Context.IsWorldReadyForScreen.Value = value;
|
||||
}
|
||||
|
||||
/// <summary>Whether <see cref="IsWorldReady"/> is true and the player is free to act in the world (no menu is displayed, no cutscene is in progress, etc).</summary>
|
||||
public static bool IsPlayerFree => Context.IsWorldReady && Game1.currentLocation != null && Game1.activeClickableMenu == null && !Game1.dialogueUp && (!Game1.eventUp || Game1.isFestival());
|
||||
|
@ -29,22 +64,36 @@ namespace StardewModdingAPI
|
|||
/// <summary>Whether the game is currently running the draw loop. This isn't relevant to most mods, since you should use <see cref="IDisplayEvents"/> events to draw to the screen.</summary>
|
||||
public static bool IsInDrawLoop { get; internal set; }
|
||||
|
||||
/// <summary>Whether <see cref="IsWorldReady"/> and the player loaded the save in multiplayer mode (regardless of whether any other players are connected).</summary>
|
||||
public static bool IsMultiplayer => Context.IsWorldReady && Game1.multiplayerMode != Game1.singlePlayer;
|
||||
|
||||
/// <summary>Whether <see cref="IsWorldReady"/> and the current player is the main player. This is always true in single-player, and true when hosting in multiplayer.</summary>
|
||||
public static bool IsMainPlayer => Context.IsWorldReady && Game1.IsMasterGame;
|
||||
|
||||
/****
|
||||
** Internal
|
||||
** Multiplayer
|
||||
****/
|
||||
/// <summary>Whether a player save has been loaded.</summary>
|
||||
internal static bool IsSaveLoaded => Game1.hasLoadedGame && !(Game1.activeClickableMenu is TitleMenu);
|
||||
/// <summary>The unique ID of the current screen in split-screen mode. A screen is always assigned a new ID when it's opened (so a player who quits and rejoins has a new screen ID).</summary>
|
||||
public static int ScreenId => Game1.game1?.instanceId ?? 0;
|
||||
|
||||
/// <summary>Whether the game is currently writing to the save file.</summary>
|
||||
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
|
||||
/// <summary>Whether the game is running in multiplayer or split-screen mode (regardless of whether any other players are connected). See <see cref="IsSplitScreen"/> and <see cref="HasRemotePlayers"/> for more specific checks.</summary>
|
||||
public static bool IsMultiplayer => Context.IsSplitScreen || (Context.IsWorldReady && Game1.multiplayerMode != Game1.singlePlayer);
|
||||
|
||||
/// <summary>The current stage in the game's loading process.</summary>
|
||||
internal static LoadStage LoadStage { get; set; }
|
||||
/// <summary>Whether this player is running on the main player's computer. This is true for both the main player and split-screen players.</summary>
|
||||
public static bool IsOnHostComputer => Context.IsMainPlayer || Context.IsSplitScreen;
|
||||
|
||||
/// <summary>Whether the current player is playing in a split-screen. This is only applicable when <see cref="IsOnHostComputer"/> is true, since split-screen players on another computer are just regular remote players.</summary>
|
||||
public static bool IsSplitScreen => LocalMultiplayer.IsLocalMultiplayer();
|
||||
|
||||
/// <summary>Whether there are players connected over the network.</summary>
|
||||
public static bool HasRemotePlayers => Context.IsMultiplayer && !Game1.hasLocalClientsOnly;
|
||||
|
||||
/// <summary>Whether the current player is the main player. This is always true in single-player, and true when hosting in multiplayer.</summary>
|
||||
public static bool IsMainPlayer => Game1.IsMasterGame && !(TitleMenu.subMenu is FarmhandMenu);
|
||||
|
||||
|
||||
/*********
|
||||
** Public methods
|
||||
*********/
|
||||
/// <summary>Get whether a screen ID is still active.</summary>
|
||||
/// <param name="id">The screen ID.</param>
|
||||
public static bool HasScreenId(int id)
|
||||
{
|
||||
return Context.ActiveScreenIds.Contains(id);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -29,8 +29,8 @@ namespace StardewModdingAPI.Framework.ContentManagers
|
|||
/// <summary>Interceptors which edit matching assets after they're loaded.</summary>
|
||||
private IList<ModLinked<IAssetEditor>> Editors => this.Coordinator.Editors;
|
||||
|
||||
/// <summary>A lookup which indicates whether the asset is localizable (i.e. the filename contains the locale), if previously loaded.</summary>
|
||||
private readonly IDictionary<string, bool> IsLocalizableLookup;
|
||||
/// <summary>Maps asset names to their localized form, like <c>LooseSprites\Billboard => LooseSprites\Billboard.fr-FR</c> (localized) or <c>Maps\AnimalShop => Maps\AnimalShop</c> (not localized).</summary>
|
||||
private IDictionary<string, string> LocalizedAssetNames => LocalizedContentManager.localizedAssetNames;
|
||||
|
||||
/// <summary>Whether the next load is the first for any game content manager.</summary>
|
||||
private static bool IsFirstLoad = true;
|
||||
|
@ -55,7 +55,6 @@ namespace StardewModdingAPI.Framework.ContentManagers
|
|||
public GameContentManager(string name, IServiceProvider serviceProvider, string rootDirectory, CultureInfo currentCulture, ContentCoordinator coordinator, IMonitor monitor, Reflector reflection, Action<BaseContentManager> onDisposing, Action onLoadingFirstAsset)
|
||||
: base(name, serviceProvider, rootDirectory, currentCulture, coordinator, monitor, reflection, onDisposing, isNamespaced: false)
|
||||
{
|
||||
this.IsLocalizableLookup = reflection.GetField<IDictionary<string, bool>>(this, "_localizedAsset").GetValue();
|
||||
this.OnLoadingFirstAsset = onLoadingFirstAsset;
|
||||
}
|
||||
|
||||
|
@ -124,7 +123,7 @@ namespace StardewModdingAPI.Framework.ContentManagers
|
|||
|
||||
// find assets for which a translatable version was loaded
|
||||
HashSet<string> removeAssetNames = new HashSet<string>(StringComparer.OrdinalIgnoreCase);
|
||||
foreach (string key in this.IsLocalizableLookup.Where(p => p.Value).Select(p => p.Key))
|
||||
foreach (string key in this.LocalizedAssetNames.Where(p => p.Key != p.Value).Select(p => p.Key))
|
||||
removeAssetNames.Add(this.TryParseExplicitLanguageAssetKey(key, out string assetName, out _) ? assetName : key);
|
||||
|
||||
// invalidate translatable assets
|
||||
|
@ -154,23 +153,17 @@ namespace StardewModdingAPI.Framework.ContentManagers
|
|||
/// <param name="normalizedAssetName">The normalized asset name.</param>
|
||||
protected override bool IsNormalizedKeyLoaded(string normalizedAssetName)
|
||||
{
|
||||
// default English
|
||||
if (this.Language == LocalizedContentManager.LanguageCode.en || this.Coordinator.IsManagedAssetKey(normalizedAssetName))
|
||||
return this.Cache.ContainsKey(normalizedAssetName);
|
||||
string cachedKey = null;
|
||||
bool localized =
|
||||
this.Language != LocalizedContentManager.LanguageCode.en
|
||||
&& !this.Coordinator.IsManagedAssetKey(normalizedAssetName)
|
||||
&& this.LocalizedAssetNames.TryGetValue(normalizedAssetName, out cachedKey);
|
||||
|
||||
// translated
|
||||
string keyWithLocale = $"{normalizedAssetName}.{this.GetLocale(this.GetCurrentLanguage())}";
|
||||
if (this.IsLocalizableLookup.TryGetValue(keyWithLocale, out bool localizable))
|
||||
{
|
||||
return localizable
|
||||
? this.Cache.ContainsKey(keyWithLocale)
|
||||
return localized
|
||||
? this.Cache.ContainsKey(cachedKey)
|
||||
: this.Cache.ContainsKey(normalizedAssetName);
|
||||
}
|
||||
|
||||
// not loaded yet
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>Add tracking data to an asset and add it to the cache.</summary>
|
||||
/// <typeparam name="T">The type of asset to inject.</typeparam>
|
||||
/// <param name="assetName">The asset path relative to the loader root directory, not including the <c>.xnb</c> extension.</param>
|
||||
|
@ -197,22 +190,16 @@ namespace StardewModdingAPI.Framework.ContentManagers
|
|||
// doesn't change the instance stored in the cache, e.g. using `asset.ReplaceWith`.
|
||||
if (useCache)
|
||||
{
|
||||
string keyWithLocale = $"{assetName}.{this.GetLocale(language)}";
|
||||
string translatedKey = $"{assetName}.{this.GetLocale(language)}";
|
||||
base.TrackAsset(assetName, value, language, useCache: true);
|
||||
if (this.Cache.ContainsKey(keyWithLocale))
|
||||
base.TrackAsset(keyWithLocale, value, language, useCache: true);
|
||||
if (this.Cache.ContainsKey(translatedKey))
|
||||
base.TrackAsset(translatedKey, value, language, useCache: true);
|
||||
|
||||
// track whether the injected asset is translatable for is-loaded lookups
|
||||
if (this.Cache.ContainsKey(keyWithLocale))
|
||||
{
|
||||
this.IsLocalizableLookup[assetName] = true;
|
||||
this.IsLocalizableLookup[keyWithLocale] = true;
|
||||
}
|
||||
if (this.Cache.ContainsKey(translatedKey))
|
||||
this.LocalizedAssetNames[assetName] = translatedKey;
|
||||
else if (this.Cache.ContainsKey(assetName))
|
||||
{
|
||||
this.IsLocalizableLookup[assetName] = false;
|
||||
this.IsLocalizableLookup[keyWithLocale] = false;
|
||||
}
|
||||
this.LocalizedAssetNames[assetName] = assetName;
|
||||
else
|
||||
this.Monitor.Log($"Asset '{assetName}' could not be found in the cache immediately after injection.", LogLevel.Error);
|
||||
}
|
||||
|
@ -226,24 +213,23 @@ namespace StardewModdingAPI.Framework.ContentManagers
|
|||
/// <remarks>Derived from <see cref="LocalizedContentManager.Load{T}(string, LocalizedContentManager.LanguageCode)"/>.</remarks>
|
||||
private T RawLoad<T>(string assetName, LanguageCode language, bool useCache)
|
||||
{
|
||||
// try translated asset
|
||||
// use cached key
|
||||
if (this.LocalizedAssetNames.TryGetValue(assetName, out string cachedKey))
|
||||
return base.RawLoad<T>(cachedKey, useCache);
|
||||
|
||||
// try translated key
|
||||
if (language != LocalizedContentManager.LanguageCode.en)
|
||||
{
|
||||
string translatedKey = $"{assetName}.{this.GetLocale(language)}";
|
||||
if (!this.IsLocalizableLookup.TryGetValue(translatedKey, out bool isTranslatable) || isTranslatable)
|
||||
{
|
||||
try
|
||||
{
|
||||
T obj = base.RawLoad<T>(translatedKey, useCache);
|
||||
this.IsLocalizableLookup[assetName] = true;
|
||||
this.IsLocalizableLookup[translatedKey] = true;
|
||||
this.LocalizedAssetNames[assetName] = translatedKey;
|
||||
return obj;
|
||||
}
|
||||
catch (ContentLoadException)
|
||||
{
|
||||
this.IsLocalizableLookup[assetName] = false;
|
||||
this.IsLocalizableLookup[translatedKey] = false;
|
||||
}
|
||||
this.LocalizedAssetNames[assetName] = assetName;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -12,7 +12,6 @@ using StardewModdingAPI.Toolkit.Utilities;
|
|||
using StardewValley;
|
||||
using xTile;
|
||||
using xTile.Format;
|
||||
using xTile.ObjectModel;
|
||||
using xTile.Tiles;
|
||||
|
||||
namespace StardewModdingAPI.Framework.ContentManagers
|
||||
|
@ -127,8 +126,8 @@ namespace StardewModdingAPI.Framework.ContentManagers
|
|||
asset = this.RawLoad<T>(assetName, useCache: false);
|
||||
if (asset is Map map)
|
||||
{
|
||||
this.NormalizeTilesheetPaths(map);
|
||||
this.FixCustomTilesheetPaths(map, relativeMapPath: assetName);
|
||||
map.assetPath = assetName;
|
||||
this.FixTilesheetPaths(map, relativeMapPath: assetName);
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
@ -168,8 +167,8 @@ namespace StardewModdingAPI.Framework.ContentManagers
|
|||
// fetch & cache
|
||||
FormatManager formatManager = FormatManager.Instance;
|
||||
Map map = formatManager.LoadMap(file.FullName);
|
||||
this.NormalizeTilesheetPaths(map);
|
||||
this.FixCustomTilesheetPaths(map, relativeMapPath: assetName);
|
||||
map.assetPath = assetName;
|
||||
this.FixTilesheetPaths(map, relativeMapPath: assetName);
|
||||
asset = (T)(object)map;
|
||||
}
|
||||
break;
|
||||
|
@ -257,44 +256,21 @@ namespace StardewModdingAPI.Framework.ContentManagers
|
|||
return texture;
|
||||
}
|
||||
|
||||
/// <summary>Normalize map tilesheet paths for the current platform.</summary>
|
||||
/// <param name="map">The map whose tilesheets to fix.</param>
|
||||
private void NormalizeTilesheetPaths(Map map)
|
||||
{
|
||||
foreach (TileSheet tilesheet in map.TileSheets)
|
||||
tilesheet.ImageSource = this.NormalizePathSeparators(tilesheet.ImageSource);
|
||||
}
|
||||
|
||||
/// <summary>Fix custom map tilesheet paths so they can be found by the content manager.</summary>
|
||||
/// <param name="map">The map whose tilesheets to fix.</param>
|
||||
/// <param name="relativeMapPath">The relative map path within the mod folder.</param>
|
||||
/// <exception cref="ContentLoadException">A map tilesheet couldn't be resolved.</exception>
|
||||
/// <remarks>
|
||||
/// The game's logic for tilesheets in <see cref="Game1.setGraphicsForSeason"/> is a bit specialized. It boils
|
||||
/// down to this:
|
||||
/// * If the location is indoors or the desert, or the image source contains 'path' or 'object', it's loaded
|
||||
/// as-is relative to the <c>Content</c> folder.
|
||||
/// * Else it's loaded from <c>Content\Maps</c> with a seasonal prefix.
|
||||
///
|
||||
/// That logic doesn't work well in our case, mainly because we have no location metadata at this point.
|
||||
/// Instead we use a more heuristic approach: check relative to the map file first, then relative to
|
||||
/// <c>Content\Maps</c>, then <c>Content</c>. If the image source filename contains a seasonal prefix, try for a
|
||||
/// seasonal variation and then an exact match.
|
||||
///
|
||||
/// While that doesn't exactly match the game logic, it's close enough that it's unlikely to make a difference.
|
||||
/// </remarks>
|
||||
private void FixCustomTilesheetPaths(Map map, string relativeMapPath)
|
||||
private void FixTilesheetPaths(Map map, string relativeMapPath)
|
||||
{
|
||||
// get map info
|
||||
if (!map.TileSheets.Any())
|
||||
return;
|
||||
relativeMapPath = this.AssertAndNormalizeAssetName(relativeMapPath); // Mono's Path.GetDirectoryName doesn't handle Windows dir separators
|
||||
string relativeMapFolder = Path.GetDirectoryName(relativeMapPath) ?? ""; // folder path containing the map, relative to the mod folder
|
||||
bool isOutdoors = map.Properties.TryGetValue("Outdoors", out PropertyValue outdoorsProperty) && outdoorsProperty != null;
|
||||
|
||||
// fix tilesheets
|
||||
foreach (TileSheet tilesheet in map.TileSheets)
|
||||
{
|
||||
tilesheet.ImageSource = this.NormalizePathSeparators(tilesheet.ImageSource);
|
||||
|
||||
string imageSource = tilesheet.ImageSource;
|
||||
string errorPrefix = $"{this.ModName} loaded map '{relativeMapPath}' with invalid tilesheet path '{imageSource}'.";
|
||||
|
||||
|
@ -305,7 +281,7 @@ namespace StardewModdingAPI.Framework.ContentManagers
|
|||
// load best match
|
||||
try
|
||||
{
|
||||
if (!this.TryGetTilesheetAssetName(relativeMapFolder, imageSource, isOutdoors, out string assetName, out string error))
|
||||
if (!this.TryGetTilesheetAssetName(relativeMapFolder, imageSource, out string assetName, out string error))
|
||||
throw new SContentLoadException($"{errorPrefix} {error}");
|
||||
|
||||
tilesheet.ImageSource = assetName;
|
||||
|
@ -319,37 +295,23 @@ namespace StardewModdingAPI.Framework.ContentManagers
|
|||
|
||||
/// <summary>Get the actual asset name for a tilesheet.</summary>
|
||||
/// <param name="modRelativeMapFolder">The folder path containing the map, relative to the mod folder.</param>
|
||||
/// <param name="originalPath">The tilesheet path to load.</param>
|
||||
/// <param name="willSeasonalize">Whether the game will apply seasonal logic to the tilesheet.</param>
|
||||
/// <param name="relativePath">The tilesheet path to load.</param>
|
||||
/// <param name="assetName">The found asset name.</param>
|
||||
/// <param name="error">A message indicating why the file couldn't be loaded.</param>
|
||||
/// <returns>Returns whether the asset name was found.</returns>
|
||||
/// <remarks>See remarks on <see cref="FixCustomTilesheetPaths"/>.</remarks>
|
||||
private bool TryGetTilesheetAssetName(string modRelativeMapFolder, string originalPath, bool willSeasonalize, out string assetName, out string error)
|
||||
/// <remarks>See remarks on <see cref="FixTilesheetPaths"/>.</remarks>
|
||||
private bool TryGetTilesheetAssetName(string modRelativeMapFolder, string relativePath, out string assetName, out string error)
|
||||
{
|
||||
assetName = null;
|
||||
error = null;
|
||||
|
||||
// nothing to do
|
||||
if (string.IsNullOrWhiteSpace(originalPath))
|
||||
if (string.IsNullOrWhiteSpace(relativePath))
|
||||
{
|
||||
assetName = originalPath;
|
||||
assetName = relativePath;
|
||||
return true;
|
||||
}
|
||||
|
||||
// parse path
|
||||
string filename = Path.GetFileName(originalPath);
|
||||
bool isSeasonal = filename.StartsWith("spring_", StringComparison.CurrentCultureIgnoreCase)
|
||||
|| filename.StartsWith("summer_", StringComparison.CurrentCultureIgnoreCase)
|
||||
|| filename.StartsWith("fall_", StringComparison.CurrentCultureIgnoreCase)
|
||||
|| filename.StartsWith("winter_", StringComparison.CurrentCultureIgnoreCase);
|
||||
string relativePath = originalPath;
|
||||
if (willSeasonalize && isSeasonal)
|
||||
{
|
||||
string dirPath = Path.GetDirectoryName(originalPath);
|
||||
relativePath = Path.Combine(dirPath, $"{Game1.currentSeason}_{filename.Substring(filename.IndexOf("_", StringComparison.CurrentCultureIgnoreCase) + 1)}");
|
||||
}
|
||||
|
||||
// get relative to map file
|
||||
{
|
||||
string localKey = Path.Combine(modRelativeMapFolder, relativePath);
|
||||
|
@ -361,23 +323,10 @@ namespace StardewModdingAPI.Framework.ContentManagers
|
|||
}
|
||||
|
||||
// get from game assets
|
||||
// Map tilesheet keys shouldn't include the "Maps/" prefix (the game will add it automatically) or ".png" extension.
|
||||
{
|
||||
string contentKey = relativePath;
|
||||
foreach (char separator in PathUtilities.PossiblePathSeparators)
|
||||
{
|
||||
if (contentKey.StartsWith($"Maps{separator}"))
|
||||
{
|
||||
contentKey = contentKey.Substring(5);
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (contentKey.EndsWith(".png", StringComparison.OrdinalIgnoreCase))
|
||||
contentKey = contentKey.Substring(0, contentKey.Length - 4);
|
||||
|
||||
string contentKey = this.GetContentKeyForTilesheetImageSource(relativePath);
|
||||
try
|
||||
{
|
||||
this.GameContentManager.Load<Texture2D>(Path.Combine("Maps", contentKey), this.Language, useCache: true); // no need to bypass cache here, since we're not storing the asset
|
||||
this.GameContentManager.Load<Texture2D>(contentKey, this.Language, useCache: true); // no need to bypass cache here, since we're not storing the asset
|
||||
assetName = contentKey;
|
||||
return true;
|
||||
}
|
||||
|
@ -393,7 +342,6 @@ namespace StardewModdingAPI.Framework.ContentManagers
|
|||
if (this.GetContentFolderFileExists(contentKey))
|
||||
throw;
|
||||
}
|
||||
}
|
||||
|
||||
// not found
|
||||
error = "The tilesheet couldn't be found relative to either map file or the game's content folder.";
|
||||
|
@ -412,5 +360,23 @@ namespace StardewModdingAPI.Framework.ContentManagers
|
|||
// get file
|
||||
return new FileInfo(path).Exists;
|
||||
}
|
||||
|
||||
/// <summary>Get the asset key for a tilesheet in the game's <c>Maps</c> content folder.</summary>
|
||||
/// <param name="relativePath">The tilesheet image source.</param>
|
||||
private string GetContentKeyForTilesheetImageSource(string relativePath)
|
||||
{
|
||||
string key = relativePath;
|
||||
string topFolder = PathUtilities.GetSegments(key, limit: 2)[0];
|
||||
|
||||
// convert image source relative to map file into asset key
|
||||
if (!topFolder.Equals("Maps", StringComparison.OrdinalIgnoreCase))
|
||||
key = Path.Combine("Maps", key);
|
||||
|
||||
// remove file extension from unpacked file
|
||||
if (key.EndsWith(".png", StringComparison.OrdinalIgnoreCase))
|
||||
key = key.Substring(0, key.Length - 4);
|
||||
|
||||
return key;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -65,13 +65,16 @@ namespace StardewModdingAPI.Framework.Input
|
|||
// update SMAPI extended data
|
||||
try
|
||||
{
|
||||
float zoomMultiplier = (1f / Game1.options.zoomLevel);
|
||||
float scale = Game1.options.uiScale;
|
||||
|
||||
// get real values
|
||||
var controller = new GamePadStateBuilder(base.GetGamePadState());
|
||||
var keyboard = new KeyboardStateBuilder(base.GetKeyboardState());
|
||||
var mouse = new MouseStateBuilder(base.GetMouseState());
|
||||
Vector2 cursorAbsolutePos = new Vector2((mouse.X * zoomMultiplier) + Game1.viewport.X, (mouse.Y * zoomMultiplier) + Game1.viewport.Y);
|
||||
Vector2 cursorAbsolutePos = new Vector2(
|
||||
x: (mouse.X / scale) + Game1.uiViewport.X,
|
||||
y: (mouse.Y / scale) + Game1.uiViewport.Y
|
||||
);
|
||||
Vector2? playerTilePos = Context.IsPlayerFree ? Game1.player.getTileLocation() : (Vector2?)null;
|
||||
HashSet<SButton> reallyDown = new HashSet<SButton>(this.GetPressedButtons(keyboard, mouse, controller));
|
||||
|
||||
|
@ -106,7 +109,7 @@ namespace StardewModdingAPI.Framework.Input
|
|||
if (cursorAbsolutePos != this.CursorPositionImpl?.AbsolutePixels || playerTilePos != this.LastPlayerTile)
|
||||
{
|
||||
this.LastPlayerTile = playerTilePos;
|
||||
this.CursorPositionImpl = this.GetCursorPosition(this.MouseState, cursorAbsolutePos, zoomMultiplier);
|
||||
this.CursorPositionImpl = this.GetCursorPosition(this.MouseState, cursorAbsolutePos, scale);
|
||||
}
|
||||
}
|
||||
catch (InvalidOperationException)
|
||||
|
@ -199,11 +202,11 @@ namespace StardewModdingAPI.Framework.Input
|
|||
/// <summary>Get the current cursor position.</summary>
|
||||
/// <param name="mouseState">The current mouse state.</param>
|
||||
/// <param name="absolutePixels">The absolute pixel position relative to the map, adjusted for pixel zoom.</param>
|
||||
/// <param name="zoomMultiplier">The multiplier applied to pixel coordinates to adjust them for pixel zoom.</param>
|
||||
private CursorPosition GetCursorPosition(MouseState mouseState, Vector2 absolutePixels, float zoomMultiplier)
|
||||
/// <param name="scale">The UI scale applied to pixel coordinates.</param>
|
||||
private CursorPosition GetCursorPosition(MouseState mouseState, Vector2 absolutePixels, float scale)
|
||||
{
|
||||
Vector2 screenPixels = new Vector2(mouseState.X * zoomMultiplier, mouseState.Y * zoomMultiplier);
|
||||
Vector2 tile = new Vector2((int)((Game1.viewport.X + screenPixels.X) / Game1.tileSize), (int)((Game1.viewport.Y + screenPixels.Y) / Game1.tileSize));
|
||||
Vector2 screenPixels = new Vector2(mouseState.X / scale, mouseState.Y / scale);
|
||||
Vector2 tile = new Vector2((int)((Game1.uiViewport.X + screenPixels.X) / Game1.tileSize), (int)((Game1.uiViewport.Y + screenPixels.Y) / Game1.tileSize));
|
||||
Vector2 grabTile = (Game1.mouseCursorTransparency > 0 && Utility.tileWithinRadiusOfPlayer((int)tile.X, (int)tile.Y, 1, Game1.player)) // derived from Game1.pressActionButton
|
||||
? tile
|
||||
: Game1.player.GetGrabTile();
|
||||
|
|
|
@ -1,11 +1,13 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Reflection;
|
||||
using System.Threading;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using StardewModdingAPI.Framework.Events;
|
||||
using StardewModdingAPI.Framework.Reflection;
|
||||
using StardewValley;
|
||||
using StardewValley.Menus;
|
||||
|
||||
namespace StardewModdingAPI.Framework
|
||||
{
|
||||
|
@ -153,6 +155,22 @@ namespace StardewModdingAPI.Framework
|
|||
}
|
||||
}
|
||||
|
||||
/****
|
||||
** IActiveClickableMenu
|
||||
****/
|
||||
/// <summary>Get a string representation of the menu chain to the given menu (including the specified menu), in parent to child order.</summary>
|
||||
/// <param name="menu">The menu whose chain to get.</param>
|
||||
public static string GetMenuChainLabel(this IClickableMenu menu)
|
||||
{
|
||||
static IEnumerable<IClickableMenu> GetAncestors(IClickableMenu menu)
|
||||
{
|
||||
for (; menu != null; menu = menu.GetParentMenu())
|
||||
yield return menu;
|
||||
}
|
||||
|
||||
return string.Join(" > ", GetAncestors(menu).Reverse().Select(p => p.GetType().FullName));
|
||||
}
|
||||
|
||||
/****
|
||||
** Sprite batch
|
||||
****/
|
||||
|
|
|
@ -32,10 +32,10 @@ namespace StardewModdingAPI.Framework.Logging
|
|||
private readonly Regex[] SuppressConsolePatterns =
|
||||
{
|
||||
new Regex(@"^TextBox\.Selected is now '(?:True|False)'\.$", RegexOptions.Compiled | RegexOptions.CultureInvariant),
|
||||
new Regex(@"^(?:FRUIT )?TREE: IsClient:(?:True|False) randomOutput: \d+$", RegexOptions.Compiled | RegexOptions.CultureInvariant),
|
||||
new Regex(@"^loadPreferences\(\); begin", RegexOptions.Compiled | RegexOptions.CultureInvariant),
|
||||
new Regex(@"^savePreferences\(\); async=", RegexOptions.Compiled | RegexOptions.CultureInvariant),
|
||||
new Regex(@"^DebugOutput:\s+(?:added CLOUD|added cricket|dismount tile|Ping|playerPos)", RegexOptions.Compiled | RegexOptions.CultureInvariant)
|
||||
new Regex(@"^DebugOutput:\s+(?:added cricket|dismount tile|Ping|playerPos)", RegexOptions.Compiled | RegexOptions.CultureInvariant),
|
||||
new Regex(@"^Ignoring keys: ", RegexOptions.Compiled | RegexOptions.CultureInvariant)
|
||||
};
|
||||
|
||||
/// <summary>Regex patterns which match console messages to show a more friendly error for.</summary>
|
||||
|
@ -84,10 +84,11 @@ namespace StardewModdingAPI.Framework.Logging
|
|||
/// <param name="writeToConsole">Whether to output log messages to the console.</param>
|
||||
/// <param name="isVerbose">Whether verbose logging is enabled. This enables more detailed diagnostic messages than are normally needed.</param>
|
||||
/// <param name="isDeveloperMode">Whether to enable full console output for developers.</param>
|
||||
public LogManager(string logPath, ColorSchemeConfig colorConfig, bool writeToConsole, bool isVerbose, bool isDeveloperMode)
|
||||
/// <param name="getScreenIdForLog">Get the screen ID that should be logged to distinguish between players in split-screen mode, if any.</param>
|
||||
public LogManager(string logPath, ColorSchemeConfig colorConfig, bool writeToConsole, bool isVerbose, bool isDeveloperMode, Func<int?> getScreenIdForLog)
|
||||
{
|
||||
// init construction logic
|
||||
this.GetMonitorImpl = name => new Monitor(name, this.IgnoreChar, this.LogFile, colorConfig, isVerbose)
|
||||
this.GetMonitorImpl = name => new Monitor(name, this.IgnoreChar, this.LogFile, colorConfig, isVerbose, getScreenIdForLog)
|
||||
{
|
||||
WriteToConsole = writeToConsole,
|
||||
ShowTraceInConsole = isDeveloperMode,
|
||||
|
|
|
@ -69,8 +69,8 @@ namespace StardewModdingAPI.Framework.ModHelpers
|
|||
{
|
||||
if (Context.LoadStage == LoadStage.None)
|
||||
throw new InvalidOperationException($"Can't use {nameof(IMod.Helper)}.{nameof(IModHelper.Data)}.{nameof(this.ReadSaveData)} when a save file isn't loaded.");
|
||||
if (!Game1.IsMasterGame)
|
||||
throw new InvalidOperationException($"Can't use {nameof(IMod.Helper)}.{nameof(IModHelper.Data)}.{nameof(this.ReadSaveData)} because this isn't the main player. (Save files are stored on the main player's computer.)");
|
||||
if (!Context.IsOnHostComputer)
|
||||
throw new InvalidOperationException($"Can't use {nameof(IMod.Helper)}.{nameof(IModHelper.Data)}.{nameof(this.ReadSaveData)} when connected to a remote host. (Save files are stored on the main player's computer.)");
|
||||
|
||||
|
||||
string internalKey = this.GetSaveFileKey(key);
|
||||
|
@ -87,8 +87,8 @@ namespace StardewModdingAPI.Framework.ModHelpers
|
|||
{
|
||||
if (Context.LoadStage == LoadStage.None)
|
||||
throw new InvalidOperationException($"Can't use {nameof(IMod.Helper)}.{nameof(IModHelper.Data)}.{nameof(this.WriteSaveData)} when a save file isn't loaded.");
|
||||
if (!Game1.IsMasterGame)
|
||||
throw new InvalidOperationException($"Can't use {nameof(IMod.Helper)}.{nameof(IModHelper.Data)}.{nameof(this.WriteSaveData)} because this isn't the main player. (Save files are stored on the main player's computer.)");
|
||||
if (!Context.IsOnHostComputer)
|
||||
throw new InvalidOperationException($"Can't use {nameof(IMod.Helper)}.{nameof(IModHelper.Data)}.{nameof(this.WriteSaveData)} when connected to a remote host. (Save files are stored on the main player's computer.)");
|
||||
|
||||
string internalKey = this.GetSaveFileKey(key);
|
||||
string data = model != null
|
||||
|
|
|
@ -1,3 +1,4 @@
|
|||
using System;
|
||||
using StardewModdingAPI.Framework.Input;
|
||||
|
||||
namespace StardewModdingAPI.Framework.ModHelpers
|
||||
|
@ -8,8 +9,8 @@ namespace StardewModdingAPI.Framework.ModHelpers
|
|||
/*********
|
||||
** Accessors
|
||||
*********/
|
||||
/// <summary>Manages the game's input state.</summary>
|
||||
private readonly SInputState InputState;
|
||||
/// <summary>Manages the game's input state for the current player instance. That may not be the main player in split-screen mode.</summary>
|
||||
private readonly Func<SInputState> CurrentInputState;
|
||||
|
||||
|
||||
/*********
|
||||
|
@ -17,41 +18,41 @@ namespace StardewModdingAPI.Framework.ModHelpers
|
|||
*********/
|
||||
/// <summary>Construct an instance.</summary>
|
||||
/// <param name="modID">The unique ID of the relevant mod.</param>
|
||||
/// <param name="inputState">Manages the game's input state.</param>
|
||||
public InputHelper(string modID, SInputState inputState)
|
||||
/// <param name="currentInputState">Manages the game's input state for the current player instance. That may not be the main player in split-screen mode.</param>
|
||||
public InputHelper(string modID, Func<SInputState> currentInputState)
|
||||
: base(modID)
|
||||
{
|
||||
this.InputState = inputState;
|
||||
this.CurrentInputState = currentInputState;
|
||||
}
|
||||
|
||||
/// <inheritdoc />
|
||||
public ICursorPosition GetCursorPosition()
|
||||
{
|
||||
return this.InputState.CursorPosition;
|
||||
return this.CurrentInputState().CursorPosition;
|
||||
}
|
||||
|
||||
/// <inheritdoc />
|
||||
public bool IsDown(SButton button)
|
||||
{
|
||||
return this.InputState.IsDown(button);
|
||||
return this.CurrentInputState().IsDown(button);
|
||||
}
|
||||
|
||||
/// <inheritdoc />
|
||||
public bool IsSuppressed(SButton button)
|
||||
{
|
||||
return this.InputState.IsSuppressed(button);
|
||||
return this.CurrentInputState().IsSuppressed(button);
|
||||
}
|
||||
|
||||
/// <inheritdoc />
|
||||
public void Suppress(SButton button)
|
||||
{
|
||||
this.InputState.OverrideButton(button, setDown: false);
|
||||
this.CurrentInputState().OverrideButton(button, setDown: false);
|
||||
}
|
||||
|
||||
/// <inheritdoc />
|
||||
public SButtonState GetState(SButton button)
|
||||
{
|
||||
return this.InputState.GetState(button);
|
||||
return this.CurrentInputState().GetState(button);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -51,7 +51,7 @@ namespace StardewModdingAPI.Framework.ModHelpers
|
|||
/// <summary>Construct an instance.</summary>
|
||||
/// <param name="modID">The mod's unique ID.</param>
|
||||
/// <param name="modDirectory">The full path to the mod's folder.</param>
|
||||
/// <param name="inputState">Manages the game's input state.</param>
|
||||
/// <param name="currentInputState">Manages the game's input state for the current player instance. That may not be the main player in split-screen mode.</param>
|
||||
/// <param name="events">Manages access to events raised by SMAPI.</param>
|
||||
/// <param name="contentHelper">An API for loading content assets.</param>
|
||||
/// <param name="contentPackHelper">An API for managing content packs.</param>
|
||||
|
@ -63,7 +63,7 @@ namespace StardewModdingAPI.Framework.ModHelpers
|
|||
/// <param name="translationHelper">An API for reading translations stored in the mod's <c>i18n</c> folder.</param>
|
||||
/// <exception cref="ArgumentNullException">An argument is null or empty.</exception>
|
||||
/// <exception cref="InvalidOperationException">The <paramref name="modDirectory"/> path does not exist on disk.</exception>
|
||||
public ModHelper(string modID, string modDirectory, SInputState inputState, IModEvents events, IContentHelper contentHelper, IContentPackHelper contentPackHelper, ICommandHelper commandHelper, IDataHelper dataHelper, IModRegistry modRegistry, IReflectionHelper reflectionHelper, IMultiplayerHelper multiplayer, ITranslationHelper translationHelper)
|
||||
public ModHelper(string modID, string modDirectory, Func<SInputState> currentInputState, IModEvents events, IContentHelper contentHelper, IContentPackHelper contentPackHelper, ICommandHelper commandHelper, IDataHelper dataHelper, IModRegistry modRegistry, IReflectionHelper reflectionHelper, IMultiplayerHelper multiplayer, ITranslationHelper translationHelper)
|
||||
: base(modID)
|
||||
{
|
||||
// validate directory
|
||||
|
@ -77,7 +77,7 @@ namespace StardewModdingAPI.Framework.ModHelpers
|
|||
this.Content = contentHelper ?? throw new ArgumentNullException(nameof(contentHelper));
|
||||
this.ContentPacks = contentPackHelper ?? throw new ArgumentNullException(nameof(contentPackHelper));
|
||||
this.Data = dataHelper ?? throw new ArgumentNullException(nameof(dataHelper));
|
||||
this.Input = new InputHelper(modID, inputState);
|
||||
this.Input = new InputHelper(modID, currentInputState);
|
||||
this.ModRegistry = modRegistry ?? throw new ArgumentNullException(nameof(modRegistry));
|
||||
this.ConsoleCommands = commandHelper ?? throw new ArgumentNullException(nameof(commandHelper));
|
||||
this.Reflection = reflectionHelper ?? throw new ArgumentNullException(nameof(reflectionHelper));
|
||||
|
|
|
@ -30,6 +30,9 @@ namespace StardewModdingAPI.Framework
|
|||
/// <summary>A cache of messages that should only be logged once.</summary>
|
||||
private readonly HashSet<string> LogOnceCache = new HashSet<string>();
|
||||
|
||||
/// <summary>Get the screen ID that should be logged to distinguish between players in split-screen mode, if any.</summary>
|
||||
private readonly Func<int?> GetScreenIdForLog;
|
||||
|
||||
|
||||
/*********
|
||||
** Accessors
|
||||
|
@ -56,7 +59,8 @@ namespace StardewModdingAPI.Framework
|
|||
/// <param name="logFile">The log file to which to write messages.</param>
|
||||
/// <param name="colorConfig">The colors to use for text written to the SMAPI console.</param>
|
||||
/// <param name="isVerbose">Whether verbose logging is enabled. This enables more detailed diagnostic messages than are normally needed.</param>
|
||||
public Monitor(string source, char ignoreChar, LogFileManager logFile, ColorSchemeConfig colorConfig, bool isVerbose)
|
||||
/// <param name="getScreenIdForLog">Get the screen ID that should be logged to distinguish between players in split-screen mode, if any.</param>
|
||||
public Monitor(string source, char ignoreChar, LogFileManager logFile, ColorSchemeConfig colorConfig, bool isVerbose, Func<int?> getScreenIdForLog)
|
||||
{
|
||||
// validate
|
||||
if (string.IsNullOrWhiteSpace(source))
|
||||
|
@ -68,6 +72,7 @@ namespace StardewModdingAPI.Framework
|
|||
this.ConsoleWriter = new ColorfulConsoleWriter(Constants.Platform, colorConfig);
|
||||
this.IgnoreChar = ignoreChar;
|
||||
this.IsVerbose = isVerbose;
|
||||
this.GetScreenIdForLog = getScreenIdForLog;
|
||||
}
|
||||
|
||||
/// <inheritdoc />
|
||||
|
@ -143,7 +148,9 @@ namespace StardewModdingAPI.Framework
|
|||
private string GenerateMessagePrefix(string source, ConsoleLogLevel level)
|
||||
{
|
||||
string levelStr = level.ToString().ToUpper().PadRight(Monitor.MaxLevelLength);
|
||||
return $"[{DateTime.Now:HH:mm:ss} {levelStr} {source}]";
|
||||
int? playerIndex = this.GetScreenIdForLog();
|
||||
|
||||
return $"[{DateTime.Now:HH:mm:ss} {levelStr}{(playerIndex != null ? $" screen_{playerIndex}" : "")} {source}]";
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -85,17 +85,14 @@ namespace StardewModdingAPI.Framework
|
|||
private readonly CommandManager CommandManager = new CommandManager();
|
||||
|
||||
/// <summary>The underlying game instance.</summary>
|
||||
private SGame Game;
|
||||
|
||||
/// <summary>Manages input visible to the game.</summary>
|
||||
private SInputState Input => SGame.Input;
|
||||
|
||||
/// <summary>The game's core multiplayer utility.</summary>
|
||||
private SMultiplayer Multiplayer => SGame.Multiplayer;
|
||||
private SGameRunner Game;
|
||||
|
||||
/// <summary>SMAPI's content manager.</summary>
|
||||
private ContentCoordinator ContentCore;
|
||||
|
||||
/// <summary>The game's core multiplayer utility for the main player.</summary>
|
||||
private SMultiplayer Multiplayer;
|
||||
|
||||
/// <summary>Tracks the installed mods.</summary>
|
||||
/// <remarks>This is initialized after the game starts.</remarks>
|
||||
private readonly ModRegistry ModRegistry = new ModRegistry();
|
||||
|
@ -103,11 +100,6 @@ namespace StardewModdingAPI.Framework
|
|||
/// <summary>Manages SMAPI events for mods.</summary>
|
||||
private readonly EventManager EventManager;
|
||||
|
||||
/// <summary>Monitors the entire game state for changes.</summary>
|
||||
private WatcherCore Watchers;
|
||||
|
||||
/// <summary>A snapshot of the current <see cref="Watchers"/> state.</summary>
|
||||
private readonly WatcherSnapshot WatcherSnapshot = new WatcherSnapshot();
|
||||
|
||||
/****
|
||||
** State
|
||||
|
@ -127,25 +119,15 @@ namespace StardewModdingAPI.Framework
|
|||
/// <summary>Whether post-game-startup initialization has been performed.</summary>
|
||||
private bool IsInitialized;
|
||||
|
||||
/// <summary>Whether the player just returned to the title screen.</summary>
|
||||
public bool JustReturnedToTitle { get; set; }
|
||||
|
||||
/// <summary>The maximum number of consecutive attempts SMAPI should make to recover from an update error.</summary>
|
||||
private readonly Countdown UpdateCrashTimer = new Countdown(60); // 60 ticks = roughly one second
|
||||
|
||||
/// <summary>The number of ticks until SMAPI should notify mods that the game has loaded.</summary>
|
||||
/// <remarks>Skipping a few frames ensures the game finishes initializing the world before mods try to change it.</remarks>
|
||||
private readonly Countdown AfterLoadTimer = new Countdown(5);
|
||||
|
||||
/// <summary>Whether custom content was removed from the save data to avoid a crash.</summary>
|
||||
private bool IsSaveContentRemoved;
|
||||
|
||||
/// <summary>Whether the game is saving and SMAPI has already raised <see cref="IGameLoopEvents.Saving"/>.</summary>
|
||||
private bool IsBetweenSaveEvents;
|
||||
|
||||
/// <summary>Whether the game is creating the save file and SMAPI has already raised <see cref="IGameLoopEvents.SaveCreating"/>.</summary>
|
||||
private bool IsBetweenCreateEvents;
|
||||
|
||||
/// <summary>Whether the player just returned to the title screen.</summary>
|
||||
private bool JustReturnedToTitle;
|
||||
|
||||
/// <summary>Asset interceptors added or removed since the last tick.</summary>
|
||||
private readonly List<AssetInterceptorChange> ReloadAssetInterceptorsQueue = new List<AssetInterceptorChange>();
|
||||
|
||||
|
@ -191,7 +173,7 @@ namespace StardewModdingAPI.Framework
|
|||
if (File.Exists(Constants.ApiUserConfigPath))
|
||||
JsonConvert.PopulateObject(File.ReadAllText(Constants.ApiUserConfigPath), this.Settings);
|
||||
|
||||
this.LogManager = new LogManager(logPath: logPath, colorConfig: this.Settings.ConsoleColors, writeToConsole: writeToConsole, isVerbose: this.Settings.VerboseLogging, isDeveloperMode: this.Settings.DeveloperMode);
|
||||
this.LogManager = new LogManager(logPath: logPath, colorConfig: this.Settings.ConsoleColors, writeToConsole: writeToConsole, isVerbose: this.Settings.VerboseLogging, isDeveloperMode: this.Settings.DeveloperMode, getScreenIdForLog: this.GetScreenIdForLog);
|
||||
|
||||
SCore.PerformanceMonitor = new PerformanceMonitor(this.Monitor);
|
||||
this.EventManager = new EventManager(this.ModRegistry, SCore.PerformanceMonitor);
|
||||
|
@ -250,22 +232,22 @@ namespace StardewModdingAPI.Framework
|
|||
LocalizedContentManager.OnLanguageChange += locale => this.OnLocaleChanged();
|
||||
|
||||
// override game
|
||||
var multiplayer = new SMultiplayer(this.Monitor, this.EventManager, this.Toolkit.JsonHelper, this.ModRegistry, this.Reflection, this.OnModMessageReceived, this.Settings.LogNetworkTraffic);
|
||||
var modHooks = new SModHooks(this.OnNewDayAfterFade);
|
||||
this.Multiplayer = new SMultiplayer(this.Monitor, this.EventManager, this.Toolkit.JsonHelper, this.ModRegistry, this.Reflection, this.OnModMessageReceived, this.Settings.LogNetworkTraffic);
|
||||
SGame.CreateContentManagerImpl = this.CreateContentManager; // must be static since the game accesses it before the SGame constructor is called
|
||||
this.Game = new SGame(
|
||||
this.Game = new SGameRunner(
|
||||
monitor: this.Monitor,
|
||||
reflection: this.Reflection,
|
||||
eventManager: this.EventManager,
|
||||
modHooks: modHooks,
|
||||
multiplayer: multiplayer,
|
||||
modHooks: new SModHooks(this.OnNewDayAfterFade),
|
||||
multiplayer: this.Multiplayer,
|
||||
exitGameImmediately: this.ExitGameImmediately,
|
||||
|
||||
onGameContentLoaded: this.OnGameContentLoaded,
|
||||
onGameUpdating: this.OnGameUpdating,
|
||||
onPlayerInstanceUpdating: this.OnPlayerInstanceUpdating,
|
||||
onGameExiting: this.OnGameExiting
|
||||
);
|
||||
StardewValley.Program.gamePtr = this.Game;
|
||||
StardewValley.GameRunner.instance = this.Game;
|
||||
|
||||
// apply game patches
|
||||
new GamePatcher(this.Monitor).Apply(
|
||||
|
@ -422,12 +404,6 @@ namespace StardewModdingAPI.Framework
|
|||
/// <summary>Raised after the game finishes initializing.</summary>
|
||||
private void OnGameInitialized()
|
||||
{
|
||||
// set initial state
|
||||
this.Input.TrueUpdate();
|
||||
|
||||
// init watchers
|
||||
this.Watchers = new WatcherCore(this.Input, this.Game.GetObservableLocations());
|
||||
|
||||
// validate XNB integrity
|
||||
if (!this.ValidateContentIntegrity())
|
||||
this.Monitor.Log("SMAPI found problems in your game's content files which are likely to cause errors or crashes. Consider uninstalling XNB mods or reinstalling the game.", LogLevel.Error);
|
||||
|
@ -460,8 +436,6 @@ namespace StardewModdingAPI.Framework
|
|||
/// <param name="runGameUpdate">Invoke the game's update logic.</param>
|
||||
private void OnGameUpdating(GameTime gameTime, Action runGameUpdate)
|
||||
{
|
||||
var events = this.EventManager;
|
||||
|
||||
try
|
||||
{
|
||||
/*********
|
||||
|
@ -471,15 +445,6 @@ namespace StardewModdingAPI.Framework
|
|||
SCore.DeprecationManager.PrintQueued();
|
||||
SCore.PerformanceMonitor.PrintQueuedAlerts();
|
||||
|
||||
// reapply overrides
|
||||
if (this.JustReturnedToTitle)
|
||||
{
|
||||
if (!(Game1.mapDisplayDevice is SDisplayDevice))
|
||||
Game1.mapDisplayDevice = this.GetMapDisplayDevice();
|
||||
|
||||
this.JustReturnedToTitle = false;
|
||||
}
|
||||
|
||||
/*********
|
||||
** First-tick initialization
|
||||
*********/
|
||||
|
@ -489,16 +454,6 @@ namespace StardewModdingAPI.Framework
|
|||
this.OnGameInitialized();
|
||||
}
|
||||
|
||||
/*********
|
||||
** Update input
|
||||
*********/
|
||||
// This should *always* run, even when suppressing mod events, since the game uses
|
||||
// this too. For example, doing this after mod event suppression would prevent the
|
||||
// user from doing anything on the overnight shipping screen.
|
||||
SInputState inputState = this.Input;
|
||||
if (this.Game.IsActive)
|
||||
inputState.TrueUpdate();
|
||||
|
||||
/*********
|
||||
** Special cases
|
||||
*********/
|
||||
|
@ -509,98 +464,6 @@ namespace StardewModdingAPI.Framework
|
|||
return;
|
||||
}
|
||||
|
||||
// Run async tasks synchronously to avoid issues due to mod events triggering
|
||||
// concurrently with game code.
|
||||
bool saveParsed = false;
|
||||
if (Game1.currentLoader != null)
|
||||
{
|
||||
this.Monitor.Log("Game loader synchronizing...");
|
||||
while (Game1.currentLoader?.MoveNext() == true)
|
||||
{
|
||||
// raise load stage changed
|
||||
switch (Game1.currentLoader.Current)
|
||||
{
|
||||
case 20 when (!saveParsed && SaveGame.loaded != null):
|
||||
saveParsed = true;
|
||||
this.OnLoadStageChanged(LoadStage.SaveParsed);
|
||||
break;
|
||||
|
||||
case 36:
|
||||
this.OnLoadStageChanged(LoadStage.SaveLoadedBasicInfo);
|
||||
break;
|
||||
|
||||
case 50:
|
||||
this.OnLoadStageChanged(LoadStage.SaveLoadedLocations);
|
||||
break;
|
||||
|
||||
default:
|
||||
if (Game1.gameMode == Game1.playingGameMode)
|
||||
this.OnLoadStageChanged(LoadStage.Preloaded);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
Game1.currentLoader = null;
|
||||
this.Monitor.Log("Game loader done.");
|
||||
}
|
||||
|
||||
if (SGame.NewDayTask?.Status == TaskStatus.Created)
|
||||
{
|
||||
this.Monitor.Log("New day task synchronizing...");
|
||||
SGame.NewDayTask.RunSynchronously();
|
||||
this.Monitor.Log("New day task done.");
|
||||
}
|
||||
|
||||
// While a background task is in progress, the game may make changes to the game
|
||||
// state while mods are running their code. This is risky, because data changes can
|
||||
// conflict (e.g. collection changed during enumeration errors) and data may change
|
||||
// unexpectedly from one mod instruction to the next.
|
||||
//
|
||||
// Therefore we can just run Game1.Update here without raising any SMAPI events. There's
|
||||
// a small chance that the task will finish after we defer but before the game checks,
|
||||
// which means technically events should be raised, but the effects of missing one
|
||||
// update tick are negligible and not worth the complications of bypassing Game1.Update.
|
||||
if (SGame.NewDayTask != null || Game1.gameMode == Game1.loadingMode)
|
||||
{
|
||||
events.UnvalidatedUpdateTicking.RaiseEmpty();
|
||||
SCore.TicksElapsed++;
|
||||
runGameUpdate();
|
||||
events.UnvalidatedUpdateTicked.RaiseEmpty();
|
||||
return;
|
||||
}
|
||||
|
||||
// Raise minimal events while saving.
|
||||
// While the game is writing to the save file in the background, mods can unexpectedly
|
||||
// fail since they don't have exclusive access to resources (e.g. collection changed
|
||||
// during enumeration errors). To avoid problems, events are not invoked while a save
|
||||
// is in progress. It's safe to raise SaveEvents.BeforeSave as soon as the menu is
|
||||
// opened (since the save hasn't started yet), but all other events should be suppressed.
|
||||
if (Context.IsSaving)
|
||||
{
|
||||
// raise before-create
|
||||
if (!Context.IsWorldReady && !this.IsBetweenCreateEvents)
|
||||
{
|
||||
this.IsBetweenCreateEvents = true;
|
||||
this.Monitor.Log("Context: before save creation.");
|
||||
events.SaveCreating.RaiseEmpty();
|
||||
}
|
||||
|
||||
// raise before-save
|
||||
if (Context.IsWorldReady && !this.IsBetweenSaveEvents)
|
||||
{
|
||||
this.IsBetweenSaveEvents = true;
|
||||
this.Monitor.Log("Context: before save.");
|
||||
events.Saving.RaiseEmpty();
|
||||
}
|
||||
|
||||
// suppress non-save events
|
||||
events.UnvalidatedUpdateTicking.RaiseEmpty();
|
||||
SCore.TicksElapsed++;
|
||||
runGameUpdate();
|
||||
events.UnvalidatedUpdateTicked.RaiseEmpty();
|
||||
return;
|
||||
}
|
||||
|
||||
/*********
|
||||
** Reload assets when interceptors are added/removed
|
||||
*********/
|
||||
|
@ -671,32 +534,7 @@ namespace StardewModdingAPI.Framework
|
|||
}
|
||||
|
||||
/*********
|
||||
** Update context
|
||||
*********/
|
||||
bool wasWorldReady = Context.IsWorldReady;
|
||||
if ((Context.IsWorldReady && !Context.IsSaveLoaded) || Game1.exitToTitle)
|
||||
{
|
||||
Context.IsWorldReady = false;
|
||||
this.AfterLoadTimer.Reset();
|
||||
}
|
||||
else if (Context.IsSaveLoaded && this.AfterLoadTimer.Current > 0 && Game1.currentLocation != null)
|
||||
{
|
||||
if (Game1.dayOfMonth != 0) // wait until new-game intro finishes (world not fully initialized yet)
|
||||
this.AfterLoadTimer.Decrement();
|
||||
Context.IsWorldReady = this.AfterLoadTimer.Current == 0;
|
||||
}
|
||||
|
||||
/*********
|
||||
** Update watchers
|
||||
** (Watchers need to be updated, checked, and reset in one go so we can detect any changes mods make in event handlers.)
|
||||
*********/
|
||||
this.Watchers.Update();
|
||||
this.WatcherSnapshot.Update(this.Watchers);
|
||||
this.Watchers.Reset();
|
||||
WatcherSnapshot state = this.WatcherSnapshot;
|
||||
|
||||
/*********
|
||||
** Display in-game warnings
|
||||
** Show in-game warnings (for main player only)
|
||||
*********/
|
||||
// save content removed
|
||||
if (this.IsSaveContentRemoved && Context.IsWorldReady)
|
||||
|
@ -705,6 +543,178 @@ namespace StardewModdingAPI.Framework
|
|||
Game1.addHUDMessage(new HUDMessage(this.Translator.Get("warn.invalid-content-removed"), HUDMessage.error_type));
|
||||
}
|
||||
|
||||
/*********
|
||||
** Run game update
|
||||
*********/
|
||||
runGameUpdate();
|
||||
|
||||
/*********
|
||||
** Reset crash timer
|
||||
*********/
|
||||
this.UpdateCrashTimer.Reset();
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
// log error
|
||||
this.Monitor.Log($"An error occured in the overridden update loop: {ex.GetLogSummary()}", LogLevel.Error);
|
||||
|
||||
// exit if irrecoverable
|
||||
if (!this.UpdateCrashTimer.Decrement())
|
||||
this.ExitGameImmediately("The game crashed when updating, and SMAPI was unable to recover the game.");
|
||||
}
|
||||
finally
|
||||
{
|
||||
SCore.TicksElapsed++;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Raised when the game instance for a local player is updating (once per <see cref="OnGameUpdating"/> per player).</summary>
|
||||
/// <param name="instance">The game instance being updated.</param>
|
||||
/// <param name="gameTime">A snapshot of the game timing state.</param>
|
||||
/// <param name="runUpdate">Invoke the game's update logic.</param>
|
||||
private void OnPlayerInstanceUpdating(SGame instance, GameTime gameTime, Action runUpdate)
|
||||
{
|
||||
var events = this.EventManager;
|
||||
|
||||
try
|
||||
{
|
||||
// reapply overrides
|
||||
if (this.JustReturnedToTitle)
|
||||
{
|
||||
if (!(Game1.mapDisplayDevice is SDisplayDevice))
|
||||
Game1.mapDisplayDevice = this.GetMapDisplayDevice();
|
||||
|
||||
this.JustReturnedToTitle = false;
|
||||
}
|
||||
|
||||
/*********
|
||||
** Update input
|
||||
*********/
|
||||
// This should *always* run, even when suppressing mod events, since the game uses
|
||||
// this too. For example, doing this after mod event suppression would prevent the
|
||||
// user from doing anything on the overnight shipping screen.
|
||||
SInputState inputState = instance.Input;
|
||||
if (this.Game.IsActive)
|
||||
inputState.TrueUpdate();
|
||||
|
||||
/*********
|
||||
** Special cases
|
||||
*********/
|
||||
// Run async tasks synchronously to avoid issues due to mod events triggering
|
||||
// concurrently with game code.
|
||||
bool saveParsed = false;
|
||||
if (Game1.currentLoader != null)
|
||||
{
|
||||
this.Monitor.Log("Game loader synchronizing...");
|
||||
while (Game1.currentLoader?.MoveNext() == true)
|
||||
{
|
||||
// raise load stage changed
|
||||
switch (Game1.currentLoader.Current)
|
||||
{
|
||||
case 20 when (!saveParsed && SaveGame.loaded != null):
|
||||
saveParsed = true;
|
||||
this.OnLoadStageChanged(LoadStage.SaveParsed);
|
||||
break;
|
||||
|
||||
case 36:
|
||||
this.OnLoadStageChanged(LoadStage.SaveLoadedBasicInfo);
|
||||
break;
|
||||
|
||||
case 50:
|
||||
this.OnLoadStageChanged(LoadStage.SaveLoadedLocations);
|
||||
break;
|
||||
|
||||
default:
|
||||
if (Game1.gameMode == Game1.playingGameMode)
|
||||
this.OnLoadStageChanged(LoadStage.Preloaded);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
Game1.currentLoader = null;
|
||||
this.Monitor.Log("Game loader done.");
|
||||
}
|
||||
|
||||
if (instance.NewDayTask?.Status == TaskStatus.Created)
|
||||
{
|
||||
this.Monitor.Log("New day task synchronizing...");
|
||||
instance.NewDayTask.RunSynchronously();
|
||||
this.Monitor.Log("New day task done.");
|
||||
}
|
||||
|
||||
// While a background task is in progress, the game may make changes to the game
|
||||
// state while mods are running their code. This is risky, because data changes can
|
||||
// conflict (e.g. collection changed during enumeration errors) and data may change
|
||||
// unexpectedly from one mod instruction to the next.
|
||||
//
|
||||
// Therefore we can just run Game1.Update here without raising any SMAPI events. There's
|
||||
// a small chance that the task will finish after we defer but before the game checks,
|
||||
// which means technically events should be raised, but the effects of missing one
|
||||
// update tick are negligible and not worth the complications of bypassing Game1.Update.
|
||||
if (instance.NewDayTask != null || Game1.gameMode == Game1.loadingMode)
|
||||
{
|
||||
events.UnvalidatedUpdateTicking.RaiseEmpty();
|
||||
runUpdate();
|
||||
events.UnvalidatedUpdateTicked.RaiseEmpty();
|
||||
return;
|
||||
}
|
||||
|
||||
// Raise minimal events while saving.
|
||||
// While the game is writing to the save file in the background, mods can unexpectedly
|
||||
// fail since they don't have exclusive access to resources (e.g. collection changed
|
||||
// during enumeration errors). To avoid problems, events are not invoked while a save
|
||||
// is in progress. It's safe to raise SaveEvents.BeforeSave as soon as the menu is
|
||||
// opened (since the save hasn't started yet), but all other events should be suppressed.
|
||||
if (Context.IsSaving)
|
||||
{
|
||||
// raise before-create
|
||||
if (!Context.IsWorldReady && !instance.IsBetweenCreateEvents)
|
||||
{
|
||||
instance.IsBetweenCreateEvents = true;
|
||||
this.Monitor.Log("Context: before save creation.");
|
||||
events.SaveCreating.RaiseEmpty();
|
||||
}
|
||||
|
||||
// raise before-save
|
||||
if (Context.IsWorldReady && !instance.IsBetweenSaveEvents)
|
||||
{
|
||||
instance.IsBetweenSaveEvents = true;
|
||||
this.Monitor.Log("Context: before save.");
|
||||
events.Saving.RaiseEmpty();
|
||||
}
|
||||
|
||||
// suppress non-save events
|
||||
events.UnvalidatedUpdateTicking.RaiseEmpty();
|
||||
runUpdate();
|
||||
events.UnvalidatedUpdateTicked.RaiseEmpty();
|
||||
return;
|
||||
}
|
||||
|
||||
/*********
|
||||
** Update context
|
||||
*********/
|
||||
bool wasWorldReady = Context.IsWorldReady;
|
||||
if ((Context.IsWorldReady && !Context.IsSaveLoaded) || Game1.exitToTitle)
|
||||
{
|
||||
Context.IsWorldReady = false;
|
||||
instance.AfterLoadTimer.Reset();
|
||||
}
|
||||
else if (Context.IsSaveLoaded && instance.AfterLoadTimer.Current > 0 && Game1.currentLocation != null)
|
||||
{
|
||||
if (Game1.dayOfMonth != 0) // wait until new-game intro finishes (world not fully initialized yet)
|
||||
instance.AfterLoadTimer.Decrement();
|
||||
Context.IsWorldReady = instance.AfterLoadTimer.Current == 0;
|
||||
}
|
||||
|
||||
/*********
|
||||
** Update watchers
|
||||
** (Watchers need to be updated, checked, and reset in one go so we can detect any changes mods make in event handlers.)
|
||||
*********/
|
||||
instance.Watchers.Update();
|
||||
instance.WatcherSnapshot.Update(instance.Watchers);
|
||||
instance.Watchers.Reset();
|
||||
WatcherSnapshot state = instance.WatcherSnapshot;
|
||||
|
||||
/*********
|
||||
** Pre-update events
|
||||
*********/
|
||||
|
@ -712,19 +722,19 @@ namespace StardewModdingAPI.Framework
|
|||
/*********
|
||||
** Save created/loaded events
|
||||
*********/
|
||||
if (this.IsBetweenCreateEvents)
|
||||
if (instance.IsBetweenCreateEvents)
|
||||
{
|
||||
// raise after-create
|
||||
this.IsBetweenCreateEvents = false;
|
||||
instance.IsBetweenCreateEvents = false;
|
||||
this.Monitor.Log($"Context: after save creation, starting {Game1.currentSeason} {Game1.dayOfMonth} Y{Game1.year}.");
|
||||
this.OnLoadStageChanged(LoadStage.CreatedSaveFile);
|
||||
events.SaveCreated.RaiseEmpty();
|
||||
}
|
||||
|
||||
if (this.IsBetweenSaveEvents)
|
||||
if (instance.IsBetweenSaveEvents)
|
||||
{
|
||||
// raise after-save
|
||||
this.IsBetweenSaveEvents = false;
|
||||
instance.IsBetweenSaveEvents = false;
|
||||
this.Monitor.Log($"Context: after save, starting {Game1.currentSeason} {Game1.dayOfMonth} Y{Game1.year}.");
|
||||
events.Saved.RaiseEmpty();
|
||||
events.DayStarted.RaiseEmpty();
|
||||
|
@ -785,7 +795,7 @@ namespace StardewModdingAPI.Framework
|
|||
bool isChatInput = Game1.IsChatting || (Context.IsMultiplayer && Context.IsWorldReady && Game1.activeClickableMenu == null && Game1.currentMinigame == null && inputState.IsAnyDown(Game1.options.chatButton));
|
||||
if (!isChatInput)
|
||||
{
|
||||
ICursorPosition cursor = this.Input.CursorPosition;
|
||||
ICursorPosition cursor = instance.Input.CursorPosition;
|
||||
|
||||
// raise cursor moved event
|
||||
if (state.Cursor.IsChanged)
|
||||
|
@ -950,9 +960,8 @@ namespace StardewModdingAPI.Framework
|
|||
/*********
|
||||
** Game update
|
||||
*********/
|
||||
// game launched
|
||||
bool isFirstTick = SCore.TicksElapsed == 0;
|
||||
if (isFirstTick)
|
||||
// game launched (not raised for secondary players in split-screen mode)
|
||||
if (instance.IsFirstTick && !Context.IsGameLaunched)
|
||||
{
|
||||
Context.IsGameLaunched = true;
|
||||
events.GameLaunched.Raise(new GameLaunchedEventArgs());
|
||||
|
@ -974,9 +983,8 @@ namespace StardewModdingAPI.Framework
|
|||
events.OneSecondUpdateTicking.RaiseEmpty();
|
||||
try
|
||||
{
|
||||
this.Input.ApplyOverrides(); // if mods added any new overrides since the update, process them now
|
||||
SCore.TicksElapsed++;
|
||||
runGameUpdate();
|
||||
instance.Input.ApplyOverrides(); // if mods added any new overrides since the update, process them now
|
||||
runUpdate();
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
|
@ -1113,6 +1121,13 @@ namespace StardewModdingAPI.Framework
|
|||
return this.ContentCore.CreateGameContentManager("(generated)");
|
||||
}
|
||||
|
||||
/// <summary>Get the current game instance. This may not be the main player if playing in split-screen.</summary>
|
||||
private SGame GetCurrentGameInstance()
|
||||
{
|
||||
return Game1.game1 as SGame
|
||||
?? throw new InvalidOperationException("The current game instance wasn't created by SMAPI.");
|
||||
}
|
||||
|
||||
/// <summary>Look for common issues with the game's XNB content, and log warnings if anything looks broken or outdated.</summary>
|
||||
/// <returns>Returns whether all integrity checks passed.</returns>
|
||||
private bool ValidateContentIntegrity()
|
||||
|
@ -1601,7 +1616,7 @@ namespace StardewModdingAPI.Framework
|
|||
IModRegistry modRegistryHelper = new ModRegistryHelper(manifest.UniqueID, this.ModRegistry, proxyFactory, monitor);
|
||||
IMultiplayerHelper multiplayerHelper = new MultiplayerHelper(manifest.UniqueID, this.Multiplayer);
|
||||
|
||||
modHelper = new ModHelper(manifest.UniqueID, mod.DirectoryPath, this.Input, events, contentHelper, contentPackHelper, commandHelper, dataHelper, modRegistryHelper, reflectionHelper, multiplayerHelper, translationHelper);
|
||||
modHelper = new ModHelper(manifest.UniqueID, mod.DirectoryPath, () => this.GetCurrentGameInstance().Input, events, contentHelper, contentPackHelper, commandHelper, dataHelper, modRegistryHelper, reflectionHelper, multiplayerHelper, translationHelper);
|
||||
}
|
||||
|
||||
// init mod
|
||||
|
@ -1813,5 +1828,14 @@ namespace StardewModdingAPI.Framework
|
|||
this.Monitor.LogFatal(message);
|
||||
this.CancellationToken.Cancel();
|
||||
}
|
||||
|
||||
/// <summary>Get the screen ID that should be logged to distinguish between players in split-screen mode, if any.</summary>
|
||||
private int? GetScreenIdForLog()
|
||||
{
|
||||
if (Context.ScreenId != 0 || (Context.IsWorldReady && Context.IsSplitScreen))
|
||||
return Context.ScreenId;
|
||||
|
||||
return null;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -5,9 +5,11 @@ using System.Text;
|
|||
using System.Threading.Tasks;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using StardewModdingAPI.Events;
|
||||
using StardewModdingAPI.Framework.Events;
|
||||
using StardewModdingAPI.Framework.Input;
|
||||
using StardewModdingAPI.Framework.Reflection;
|
||||
using StardewModdingAPI.Framework.StateTracking.Snapshots;
|
||||
using StardewModdingAPI.Framework.Utilities;
|
||||
using StardewValley;
|
||||
using StardewValley.BellsAndWhistles;
|
||||
|
@ -41,30 +43,47 @@ namespace StardewModdingAPI.Framework
|
|||
/// <summary>Immediately exit the game without saving. This should only be invoked when an irrecoverable fatal error happens that risks save corruption or game-breaking bugs.</summary>
|
||||
private readonly Action<string> ExitGameImmediately;
|
||||
|
||||
/// <summary>Raised after the game finishes loading its initial content.</summary>
|
||||
private readonly Action OnGameContentLoaded;
|
||||
/// <summary>The initial override for <see cref="Input"/>. This value is null after initialization.</summary>
|
||||
private SInputState InitialInput;
|
||||
|
||||
/// <summary>Raised when the game is updating its state (roughly 60 times per second).</summary>
|
||||
private readonly Action<GameTime, Action> OnGameUpdating;
|
||||
/// <summary>The initial override for <see cref="Multiplayer"/>. This value is null after initialization.</summary>
|
||||
private SMultiplayer InitialMultiplayer;
|
||||
|
||||
/// <summary>Raised before the game exits.</summary>
|
||||
private readonly Action OnGameExiting;
|
||||
/// <summary>Raised when the instance is updating its state (roughly 60 times per second).</summary>
|
||||
private readonly Action<SGame, GameTime, Action> OnUpdating;
|
||||
|
||||
|
||||
/*********
|
||||
** Accessors
|
||||
*********/
|
||||
/// <summary>Manages input visible to the game.</summary>
|
||||
public static SInputState Input => (SInputState)Game1.input;
|
||||
|
||||
/// <summary>The game's core multiplayer utility.</summary>
|
||||
public static SMultiplayer Multiplayer => (SMultiplayer)Game1.multiplayer;
|
||||
public SInputState Input => (SInputState)Game1.input;
|
||||
|
||||
/// <summary>The game background task which initializes a new day.</summary>
|
||||
public static Task NewDayTask => Game1._newDayTask;
|
||||
public Task NewDayTask => Game1._newDayTask;
|
||||
|
||||
/// <summary>Monitors the entire game state for changes.</summary>
|
||||
public WatcherCore Watchers { get; private set; }
|
||||
|
||||
/// <summary>A snapshot of the current <see cref="Watchers"/> state.</summary>
|
||||
public WatcherSnapshot WatcherSnapshot { get; } = new WatcherSnapshot();
|
||||
|
||||
/// <summary>Whether the current update tick is the first one for this instance.</summary>
|
||||
public bool IsFirstTick = true;
|
||||
|
||||
/// <summary>The number of ticks until SMAPI should notify mods that the game has loaded.</summary>
|
||||
/// <remarks>Skipping a few frames ensures the game finishes initializing the world before mods try to change it.</remarks>
|
||||
public Countdown AfterLoadTimer { get; } = new Countdown(5);
|
||||
|
||||
/// <summary>Whether the game is saving and SMAPI has already raised <see cref="IGameLoopEvents.Saving"/>.</summary>
|
||||
public bool IsBetweenSaveEvents { get; set; }
|
||||
|
||||
/// <summary>Whether the game is creating the save file and SMAPI has already raised <see cref="IGameLoopEvents.SaveCreating"/>.</summary>
|
||||
public bool IsBetweenCreateEvents { get; set; }
|
||||
|
||||
/// <summary>Construct a content manager to read game content files.</summary>
|
||||
/// <remarks>This must be static because the game accesses it before the <see cref="SGame"/> constructor is called.</remarks>
|
||||
[NonInstancedStatic]
|
||||
public static Func<IServiceProvider, string, LocalizedContentManager> CreateContentManagerImpl;
|
||||
|
||||
|
||||
|
@ -72,63 +91,40 @@ namespace StardewModdingAPI.Framework
|
|||
** Public methods
|
||||
*********/
|
||||
/// <summary>Construct an instance.</summary>
|
||||
/// <param name="playerIndex">The player index.</param>
|
||||
/// <param name="instanceIndex">The instance index.</param>
|
||||
/// <param name="monitor">Encapsulates monitoring and logging for SMAPI.</param>
|
||||
/// <param name="reflection">Simplifies access to private game code.</param>
|
||||
/// <param name="eventManager">Manages SMAPI events for mods.</param>
|
||||
/// <param name="input">Manages the game's input state.</param>
|
||||
/// <param name="modHooks">Handles mod hooks provided by the game.</param>
|
||||
/// <param name="multiplayer">The core multiplayer logic.</param>
|
||||
/// <param name="exitGameImmediately">Immediately exit the game without saving. This should only be invoked when an irrecoverable fatal error happens that risks save corruption or game-breaking bugs.</param>
|
||||
/// <param name="onGameContentLoaded">Raised after the game finishes loading its initial content.</param>
|
||||
/// <param name="onGameUpdating">Raised when the game is updating its state (roughly 60 times per second).</param>
|
||||
/// <param name="onGameExiting">Raised before the game exits.</param>
|
||||
public SGame(Monitor monitor, Reflector reflection, EventManager eventManager, SModHooks modHooks, SMultiplayer multiplayer, Action<string> exitGameImmediately, Action onGameContentLoaded, Action<GameTime, Action> onGameUpdating, Action onGameExiting)
|
||||
/// <param name="onUpdating">Raised when the instance is updating its state (roughly 60 times per second).</param>
|
||||
public SGame(PlayerIndex playerIndex, int instanceIndex, Monitor monitor, Reflector reflection, EventManager eventManager, SInputState input, SModHooks modHooks, SMultiplayer multiplayer, Action<string> exitGameImmediately, Action<SGame, GameTime, Action> onUpdating)
|
||||
: base(playerIndex, instanceIndex)
|
||||
{
|
||||
// init XNA
|
||||
Game1.graphics.GraphicsProfile = GraphicsProfile.HiDef;
|
||||
|
||||
// hook into game
|
||||
Game1.input = new SInputState();
|
||||
Game1.multiplayer = multiplayer;
|
||||
Game1.input = this.InitialInput = input;
|
||||
Game1.multiplayer = this.InitialMultiplayer = multiplayer;
|
||||
Game1.hooks = modHooks;
|
||||
Game1.locations = new ObservableCollection<GameLocation>();
|
||||
this._locations = new ObservableCollection<GameLocation>();
|
||||
|
||||
// init SMAPI
|
||||
this.Monitor = monitor;
|
||||
this.Events = eventManager;
|
||||
this.Reflection = reflection;
|
||||
this.ExitGameImmediately = exitGameImmediately;
|
||||
this.OnGameContentLoaded = onGameContentLoaded;
|
||||
this.OnGameUpdating = onGameUpdating;
|
||||
this.OnGameExiting = onGameExiting;
|
||||
}
|
||||
|
||||
/// <summary>Get the observable location list.</summary>
|
||||
public ObservableCollection<GameLocation> GetObservableLocations()
|
||||
{
|
||||
return (ObservableCollection<GameLocation>)Game1.locations;
|
||||
this.OnUpdating = onUpdating;
|
||||
}
|
||||
|
||||
|
||||
/*********
|
||||
** Protected methods
|
||||
*********/
|
||||
/// <summary>Load content when the game is launched.</summary>
|
||||
protected override void LoadContent()
|
||||
{
|
||||
base.LoadContent();
|
||||
|
||||
this.OnGameContentLoaded();
|
||||
}
|
||||
|
||||
/// <summary>Perform cleanup logic when the game exits.</summary>
|
||||
/// <param name="sender">The event sender.</param>
|
||||
/// <param name="args">The event args.</param>
|
||||
/// <remarks>This overrides the logic in <see cref="Game1.exitEvent"/> to let SMAPI clean up before exit.</remarks>
|
||||
protected override void OnExiting(object sender, EventArgs args)
|
||||
{
|
||||
this.OnGameExiting();
|
||||
}
|
||||
|
||||
/// <summary>Construct a content manager to read game content files.</summary>
|
||||
/// <param name="serviceProvider">The service provider to use to locate services.</param>
|
||||
/// <param name="rootDirectory">The root directory to search for content.</param>
|
||||
|
@ -140,11 +136,42 @@ namespace StardewModdingAPI.Framework
|
|||
return SGame.CreateContentManagerImpl(serviceProvider, rootDirectory);
|
||||
}
|
||||
|
||||
/// <summary>The method called when the game is updating its state (roughly 60 times per second).</summary>
|
||||
/// <summary>Initialize the instance when the game starts.</summary>
|
||||
protected override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
|
||||
// The game resets public static fields after the class is constructed (see
|
||||
// GameRunner.SetInstanceDefaults), so SMAPI needs to re-override them here.
|
||||
Game1.input = this.InitialInput;
|
||||
Game1.multiplayer = this.InitialMultiplayer;
|
||||
|
||||
// The Initial* fields should no longer be used after this point, since mods may
|
||||
// further override them after initialization.
|
||||
this.InitialInput = null;
|
||||
this.InitialMultiplayer = null;
|
||||
}
|
||||
|
||||
/// <summary>The method called when the instance is updating its state (roughly 60 times per second).</summary>
|
||||
/// <param name="gameTime">A snapshot of the game timing state.</param>
|
||||
protected override void Update(GameTime gameTime)
|
||||
{
|
||||
this.OnGameUpdating(gameTime, () => base.Update(gameTime));
|
||||
// set initial state
|
||||
if (this.IsFirstTick)
|
||||
{
|
||||
this.Input.TrueUpdate();
|
||||
this.Watchers = new WatcherCore(this.Input, (ObservableCollection<GameLocation>)this._locations);
|
||||
}
|
||||
|
||||
// update
|
||||
try
|
||||
{
|
||||
this.OnUpdating(this, gameTime, () => base.Update(gameTime));
|
||||
}
|
||||
finally
|
||||
{
|
||||
this.IsFirstTick = false;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>The method called to draw everything to the screen.</summary>
|
||||
|
@ -171,7 +198,7 @@ namespace StardewModdingAPI.Framework
|
|||
return;
|
||||
}
|
||||
|
||||
// recover sprite batch
|
||||
// recover draw state
|
||||
try
|
||||
{
|
||||
if (Game1.spriteBatch.IsOpen(this.Reflection))
|
||||
|
@ -179,10 +206,14 @@ namespace StardewModdingAPI.Framework
|
|||
this.Monitor.Log("Recovering sprite batch from error...");
|
||||
Game1.spriteBatch.End();
|
||||
}
|
||||
|
||||
Game1.uiMode = false;
|
||||
Game1.uiModeCount = 0;
|
||||
Game1.nonUIRenderTarget = null;
|
||||
}
|
||||
catch (Exception innerEx)
|
||||
{
|
||||
this.Monitor.Log($"Could not recover sprite batch state: {innerEx.GetLogSummary()}", LogLevel.Error);
|
||||
this.Monitor.Log($"Could not recover game draw state: {innerEx.GetLogSummary()}", LogLevel.Error);
|
||||
}
|
||||
}
|
||||
Context.IsInDrawLoop = false;
|
||||
|
@ -197,9 +228,11 @@ namespace StardewModdingAPI.Framework
|
|||
[SuppressMessage("ReSharper", "LocalVariableHidesMember", Justification = "copied from game code as-is")]
|
||||
[SuppressMessage("ReSharper", "PossibleLossOfFraction", Justification = "copied from game code as-is")]
|
||||
[SuppressMessage("ReSharper", "RedundantArgumentDefaultValue", Justification = "copied from game code as-is")]
|
||||
[SuppressMessage("ReSharper", "RedundantBaseQualifier", Justification = "copied from game code as-is")]
|
||||
[SuppressMessage("ReSharper", "RedundantCast", Justification = "copied from game code as-is")]
|
||||
[SuppressMessage("ReSharper", "RedundantExplicitNullableCreation", Justification = "copied from game code as-is")]
|
||||
[SuppressMessage("ReSharper", "RedundantTypeArgumentsOfMethod", Justification = "copied from game code as-is")]
|
||||
[SuppressMessage("ReSharper", "IdentifierTypo", Justification = "copied from game code as-is")]
|
||||
[SuppressMessage("SMAPI.CommonErrors", "AvoidNetField", Justification = "copied from game code as-is")]
|
||||
[SuppressMessage("SMAPI.CommonErrors", "AvoidImplicitNetFieldCast", Justification = "copied from game code as-is")]
|
||||
private void DrawImpl(GameTime gameTime, RenderTarget2D target_screen)
|
||||
|
@ -207,7 +240,7 @@ namespace StardewModdingAPI.Framework
|
|||
var events = this.Events;
|
||||
|
||||
Game1.showingHealthBar = false;
|
||||
if (Game1._newDayTask != null)
|
||||
if (Game1._newDayTask != null || this.isLocalMultiplayerNewDayActive)
|
||||
{
|
||||
base.GraphicsDevice.Clear(Game1.bgColor);
|
||||
return;
|
||||
|
@ -219,6 +252,7 @@ namespace StardewModdingAPI.Framework
|
|||
if (this.IsSaving)
|
||||
{
|
||||
base.GraphicsDevice.Clear(Game1.bgColor);
|
||||
Game1.PushUIMode();
|
||||
IClickableMenu menu = Game1.activeClickableMenu;
|
||||
if (menu != null)
|
||||
{
|
||||
|
@ -244,53 +278,49 @@ namespace StardewModdingAPI.Framework
|
|||
Game1.overlayMenu.draw(Game1.spriteBatch);
|
||||
Game1.spriteBatch.End();
|
||||
}
|
||||
this.renderScreenBuffer(target_screen);
|
||||
Game1.PopUIMode();
|
||||
return;
|
||||
}
|
||||
base.GraphicsDevice.Clear(Game1.bgColor);
|
||||
if (Game1.activeClickableMenu != null && Game1.options.showMenuBackground && Game1.activeClickableMenu.showWithoutTransparencyIfOptionIsSet() && !this.takingMapScreenshot)
|
||||
{
|
||||
Game1.PushUIMode();
|
||||
Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null);
|
||||
|
||||
events.Rendering.RaiseEmpty();
|
||||
IClickableMenu curMenu = null;
|
||||
try
|
||||
{
|
||||
Game1.activeClickableMenu.drawBackground(Game1.spriteBatch);
|
||||
events.RenderingActiveMenu.RaiseEmpty();
|
||||
Game1.activeClickableMenu.draw(Game1.spriteBatch);
|
||||
for (curMenu = Game1.activeClickableMenu; curMenu != null; curMenu = curMenu.GetChildMenu())
|
||||
{
|
||||
curMenu.draw(Game1.spriteBatch);
|
||||
}
|
||||
events.RenderedActiveMenu.RaiseEmpty();
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
this.Monitor.Log($"The {Game1.activeClickableMenu.GetType().FullName} menu crashed while drawing itself. SMAPI will force it to exit to avoid crashing the game.\n{ex.GetLogSummary()}", LogLevel.Error);
|
||||
this.Monitor.Log($"The {curMenu.GetMenuChainLabel()} menu crashed while drawing itself. SMAPI will force it to exit to avoid crashing the game.\n{ex.GetLogSummary()}", LogLevel.Error);
|
||||
Game1.activeClickableMenu.exitThisMenu();
|
||||
}
|
||||
events.Rendered.RaiseEmpty();
|
||||
if (Game1.specialCurrencyDisplay != null)
|
||||
{
|
||||
Game1.specialCurrencyDisplay.Draw(Game1.spriteBatch);
|
||||
}
|
||||
Game1.spriteBatch.End();
|
||||
this.drawOverlays(Game1.spriteBatch);
|
||||
if (target_screen != null)
|
||||
{
|
||||
base.GraphicsDevice.SetRenderTarget(null);
|
||||
base.GraphicsDevice.Clear(Game1.bgColor);
|
||||
Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullNone);
|
||||
Game1.spriteBatch.Draw(target_screen, Vector2.Zero, target_screen.Bounds, Color.White, 0f, Vector2.Zero, Game1.options.zoomLevel, SpriteEffects.None, 1f);
|
||||
Game1.spriteBatch.End();
|
||||
}
|
||||
if (Game1.overlayMenu != null)
|
||||
{
|
||||
Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null);
|
||||
Game1.overlayMenu.draw(Game1.spriteBatch);
|
||||
Game1.spriteBatch.End();
|
||||
}
|
||||
Game1.PopUIMode();
|
||||
return;
|
||||
}
|
||||
if (Game1.gameMode == 11)
|
||||
{
|
||||
Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null);
|
||||
events.Rendering.RaiseEmpty();
|
||||
Game1.spriteBatch.DrawString(Game1.dialogueFont, Game1.content.LoadString("Strings\\StringsFromCSFiles:Game1.cs.3685"), new Vector2(16f, 16f), Color.HotPink);
|
||||
Game1.spriteBatch.DrawString(Game1.dialogueFont, Game1.content.LoadString("Strings\\StringsFromCSFiles:Game1.cs.3686"), new Vector2(16f, 32f), new Color(0, 255, 0));
|
||||
Game1.spriteBatch.DrawString(Game1.dialogueFont, Game1.parseText(Game1.errorMessage, Game1.dialogueFont, Game1.graphics.GraphicsDevice.Viewport.Width), new Vector2(16f, 48f), Color.White);
|
||||
Game1.spriteBatch.DrawString(Game1.dialogueFont, Game1.content.LoadString("Strings\\StringsFromCSFiles:Game1.cs.3685"), new Vector2(16f, 16f), Microsoft.Xna.Framework.Color.HotPink);
|
||||
Game1.spriteBatch.DrawString(Game1.dialogueFont, Game1.content.LoadString("Strings\\StringsFromCSFiles:Game1.cs.3686"), new Vector2(16f, 32f), new Microsoft.Xna.Framework.Color(0, 255, 0));
|
||||
Game1.spriteBatch.DrawString(Game1.dialogueFont, Game1.parseText(Game1.errorMessage, Game1.dialogueFont, Game1.graphics.GraphicsDevice.Viewport.Width), new Vector2(16f, 48f), Microsoft.Xna.Framework.Color.White);
|
||||
events.Rendered.RaiseEmpty();
|
||||
Game1.spriteBatch.End();
|
||||
return;
|
||||
|
@ -307,64 +337,57 @@ namespace StardewModdingAPI.Framework
|
|||
Game1.currentMinigame.draw(Game1.spriteBatch);
|
||||
if (Game1.globalFade && !Game1.menuUp && (!Game1.nameSelectUp || Game1.messagePause))
|
||||
{
|
||||
Game1.PushUIMode();
|
||||
Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null);
|
||||
Game1.spriteBatch.Draw(Game1.fadeToBlackRect, Game1.graphics.GraphicsDevice.Viewport.Bounds, Color.Black * ((Game1.gameMode == 0) ? (1f - Game1.fadeToBlackAlpha) : Game1.fadeToBlackAlpha));
|
||||
Game1.spriteBatch.Draw(Game1.fadeToBlackRect, Game1.graphics.GraphicsDevice.Viewport.Bounds, Microsoft.Xna.Framework.Color.Black * ((Game1.gameMode == 0) ? (1f - Game1.fadeToBlackAlpha) : Game1.fadeToBlackAlpha));
|
||||
Game1.spriteBatch.End();
|
||||
Game1.PopUIMode();
|
||||
}
|
||||
Game1.PushUIMode();
|
||||
this.drawOverlays(Game1.spriteBatch);
|
||||
if (target_screen != null)
|
||||
{
|
||||
base.GraphicsDevice.SetRenderTarget(null);
|
||||
base.GraphicsDevice.Clear(Game1.bgColor);
|
||||
Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullNone);
|
||||
Game1.spriteBatch.Draw(target_screen, Vector2.Zero, target_screen.Bounds, Color.White, 0f, Vector2.Zero, Game1.options.zoomLevel, SpriteEffects.None, 1f);
|
||||
events.Rendered.RaiseEmpty();
|
||||
Game1.spriteBatch.End();
|
||||
}
|
||||
else
|
||||
{
|
||||
Game1.PopUIMode();
|
||||
if (events.Rendered.HasListeners())
|
||||
{
|
||||
Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null);
|
||||
events.Rendered.RaiseEmpty();
|
||||
Game1.spriteBatch.End();
|
||||
}
|
||||
}
|
||||
|
||||
base.GraphicsDevice.SetRenderTarget(target_screen);
|
||||
return;
|
||||
}
|
||||
if (Game1.showingEndOfNightStuff)
|
||||
{
|
||||
Game1.PushUIMode();
|
||||
Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null);
|
||||
events.Rendering.RaiseEmpty();
|
||||
if (Game1.activeClickableMenu != null)
|
||||
{
|
||||
IClickableMenu curMenu = null;
|
||||
try
|
||||
{
|
||||
events.RenderingActiveMenu.RaiseEmpty();
|
||||
Game1.activeClickableMenu.draw(Game1.spriteBatch);
|
||||
for (curMenu = Game1.activeClickableMenu; curMenu != null; curMenu = curMenu.GetChildMenu())
|
||||
{
|
||||
curMenu.draw(Game1.spriteBatch);
|
||||
}
|
||||
events.RenderedActiveMenu.RaiseEmpty();
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
this.Monitor.Log($"The {Game1.activeClickableMenu.GetType().FullName} menu crashed while drawing itself during end-of-night-stuff. SMAPI will force it to exit to avoid crashing the game.\n{ex.GetLogSummary()}", LogLevel.Error);
|
||||
this.Monitor.Log($"The {curMenu.GetMenuChainLabel()} menu crashed while drawing itself. SMAPI will force it to exit to avoid crashing the game.\n{ex.GetLogSummary()}", LogLevel.Error);
|
||||
Game1.activeClickableMenu.exitThisMenu();
|
||||
}
|
||||
}
|
||||
events.Rendered.RaiseEmpty();
|
||||
Game1.spriteBatch.End();
|
||||
this.drawOverlays(Game1.spriteBatch);
|
||||
if (target_screen != null)
|
||||
{
|
||||
base.GraphicsDevice.SetRenderTarget(null);
|
||||
base.GraphicsDevice.Clear(Game1.bgColor);
|
||||
Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullNone);
|
||||
Game1.spriteBatch.Draw(target_screen, Vector2.Zero, target_screen.Bounds, Color.White, 0f, Vector2.Zero, Game1.options.zoomLevel, SpriteEffects.None, 1f);
|
||||
Game1.spriteBatch.End();
|
||||
}
|
||||
Game1.PopUIMode();
|
||||
return;
|
||||
}
|
||||
if (Game1.gameMode == 6 || (Game1.gameMode == 3 && Game1.currentLocation == null))
|
||||
{
|
||||
Game1.PushUIMode();
|
||||
base.GraphicsDevice.Clear(Game1.bgColor);
|
||||
Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null);
|
||||
events.Rendering.RaiseEmpty();
|
||||
string addOn = "";
|
||||
|
@ -383,23 +406,10 @@ namespace StardewModdingAPI.Framework
|
|||
events.Rendered.RaiseEmpty();
|
||||
Game1.spriteBatch.End();
|
||||
this.drawOverlays(Game1.spriteBatch);
|
||||
if (target_screen != null)
|
||||
{
|
||||
base.GraphicsDevice.SetRenderTarget(null);
|
||||
base.GraphicsDevice.Clear(Game1.bgColor);
|
||||
Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullNone);
|
||||
Game1.spriteBatch.Draw(target_screen, Vector2.Zero, target_screen.Bounds, Color.White, 0f, Vector2.Zero, Game1.options.zoomLevel, SpriteEffects.None, 1f);
|
||||
Game1.spriteBatch.End();
|
||||
}
|
||||
if (Game1.overlayMenu != null)
|
||||
{
|
||||
Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null);
|
||||
Game1.overlayMenu.draw(Game1.spriteBatch);
|
||||
Game1.spriteBatch.End();
|
||||
}
|
||||
//base.Draw(gameTime);
|
||||
Game1.PopUIMode();
|
||||
return;
|
||||
}
|
||||
|
||||
byte batchOpens = 0; // used for rendering event
|
||||
if (Game1.gameMode == 0)
|
||||
{
|
||||
|
@ -409,18 +419,43 @@ namespace StardewModdingAPI.Framework
|
|||
}
|
||||
else
|
||||
{
|
||||
if (Game1.gameMode == 3 && Game1.dayOfMonth == 0 && Game1.newDay)
|
||||
{
|
||||
//base.Draw(gameTime);
|
||||
return;
|
||||
}
|
||||
if (Game1.drawLighting)
|
||||
{
|
||||
base.GraphicsDevice.SetRenderTarget(Game1.lightmap);
|
||||
base.GraphicsDevice.Clear(Color.White * 0f);
|
||||
Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, SamplerState.PointClamp, null, null);
|
||||
base.GraphicsDevice.Clear(Microsoft.Xna.Framework.Color.White * 0f);
|
||||
Matrix lighting_matrix = Matrix.Identity;
|
||||
if (this.useUnscaledLighting)
|
||||
{
|
||||
lighting_matrix = Matrix.CreateScale(Game1.options.zoomLevel);
|
||||
}
|
||||
Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, SamplerState.PointClamp, null, null, null, lighting_matrix);
|
||||
if (++batchOpens == 1)
|
||||
events.Rendering.RaiseEmpty();
|
||||
Color lighting = (Game1.currentLocation.Name.StartsWith("UndergroundMine") && Game1.currentLocation is MineShaft) ? (Game1.currentLocation as MineShaft).getLightingColor(gameTime) : ((Game1.ambientLight.Equals(Color.White) || (Game1.isRaining && (bool)Game1.currentLocation.isOutdoors)) ? Game1.outdoorLight : Game1.ambientLight);
|
||||
Microsoft.Xna.Framework.Color lighting = (Game1.currentLocation.Name.StartsWith("UndergroundMine") && Game1.currentLocation is MineShaft) ? (Game1.currentLocation as MineShaft).getLightingColor(gameTime) : ((Game1.ambientLight.Equals(Microsoft.Xna.Framework.Color.White) || (Game1.IsRainingHere() && (bool)Game1.currentLocation.isOutdoors)) ? Game1.outdoorLight : Game1.ambientLight);
|
||||
float light_multiplier = 1f;
|
||||
if (Game1.player.hasBuff(26))
|
||||
{
|
||||
if (lighting == Microsoft.Xna.Framework.Color.White)
|
||||
{
|
||||
lighting = new Microsoft.Xna.Framework.Color(0.75f, 0.75f, 0.75f);
|
||||
}
|
||||
else
|
||||
{
|
||||
lighting.R = (byte)Utility.Lerp((int)lighting.R, 255f, 0.5f);
|
||||
lighting.G = (byte)Utility.Lerp((int)lighting.G, 255f, 0.5f);
|
||||
lighting.B = (byte)Utility.Lerp((int)lighting.B, 255f, 0.5f);
|
||||
}
|
||||
light_multiplier = 0.33f;
|
||||
}
|
||||
Game1.spriteBatch.Draw(Game1.staminaRect, Game1.lightmap.Bounds, lighting);
|
||||
foreach (LightSource lightSource in Game1.currentLightSources)
|
||||
{
|
||||
if ((Game1.isRaining || Game1.isDarkOut()) && lightSource.lightContext.Value == LightSource.LightContext.WindowLight)
|
||||
if ((Game1.IsRainingHere() || Game1.isDarkOut()) && lightSource.lightContext.Value == LightSource.LightContext.WindowLight)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
@ -434,7 +469,7 @@ namespace StardewModdingAPI.Framework
|
|||
}
|
||||
if (Utility.isOnScreen(lightSource.position, (int)((float)lightSource.radius * 64f * 4f)))
|
||||
{
|
||||
Game1.spriteBatch.Draw(lightSource.lightTexture, Game1.GlobalToLocal(Game1.viewport, lightSource.position) / (Game1.options.lightingQuality / 2), lightSource.lightTexture.Bounds, lightSource.color, 0f, new Vector2(lightSource.lightTexture.Bounds.Center.X, lightSource.lightTexture.Bounds.Center.Y), (float)lightSource.radius / (float)(Game1.options.lightingQuality / 2), SpriteEffects.None, 0.9f);
|
||||
Game1.spriteBatch.Draw(lightSource.lightTexture, Game1.GlobalToLocal(Game1.viewport, lightSource.position) / (Game1.options.lightingQuality / 2), lightSource.lightTexture.Bounds, lightSource.color.Value * light_multiplier, 0f, new Vector2(lightSource.lightTexture.Bounds.Width / 2, lightSource.lightTexture.Bounds.Height / 2), (float)lightSource.radius / (float)(Game1.options.lightingQuality / 2), SpriteEffects.None, 0.9f);
|
||||
}
|
||||
}
|
||||
Game1.spriteBatch.End();
|
||||
|
@ -453,9 +488,15 @@ namespace StardewModdingAPI.Framework
|
|||
{
|
||||
Game1.background.draw(Game1.spriteBatch);
|
||||
}
|
||||
Game1.currentLocation.drawBackground(Game1.spriteBatch);
|
||||
Game1.mapDisplayDevice.BeginScene(Game1.spriteBatch);
|
||||
Game1.currentLocation.Map.GetLayer("Back").Draw(Game1.mapDisplayDevice, Game1.viewport, Location.Origin, wrapAround: false, 4);
|
||||
Game1.currentLocation.drawWater(Game1.spriteBatch);
|
||||
Game1.spriteBatch.End();
|
||||
Game1.spriteBatch.Begin(SpriteSortMode.FrontToBack, BlendState.AlphaBlend, SamplerState.PointClamp, null, null);
|
||||
Game1.currentLocation.drawFloorDecorations(Game1.spriteBatch);
|
||||
Game1.spriteBatch.End();
|
||||
Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null);
|
||||
this._farmerShadows.Clear();
|
||||
if (Game1.currentLocation.currentEvent != null && !Game1.currentLocation.currentEvent.isFestival && Game1.currentLocation.currentEvent.farmerActors.Count > 0)
|
||||
{
|
||||
|
@ -483,27 +524,27 @@ namespace StardewModdingAPI.Framework
|
|||
{
|
||||
foreach (NPC k in Game1.currentLocation.characters)
|
||||
{
|
||||
if (!k.swimming && !k.HideShadow && !k.IsInvisible && !Game1.currentLocation.shouldShadowBeDrawnAboveBuildingsLayer(k.getTileLocation()))
|
||||
if (!k.swimming && !k.HideShadow && !k.IsInvisible && !this.checkCharacterTilesForShadowDrawFlag(k))
|
||||
{
|
||||
Game1.spriteBatch.Draw(Game1.shadowTexture, Game1.GlobalToLocal(Game1.viewport, k.Position + new Vector2((float)(k.Sprite.SpriteWidth * 4) / 2f, k.GetBoundingBox().Height + ((!k.IsMonster) ? 12 : 0))), Game1.shadowTexture.Bounds, Color.White, 0f, new Vector2(Game1.shadowTexture.Bounds.Center.X, Game1.shadowTexture.Bounds.Center.Y), (4f + (float)k.yJumpOffset / 40f) * (float)k.scale, SpriteEffects.None, Math.Max(0f, (float)k.getStandingY() / 10000f) - 1E-06f);
|
||||
Game1.spriteBatch.Draw(Game1.shadowTexture, Game1.GlobalToLocal(Game1.viewport, k.GetShadowOffset() + k.Position + new Vector2((float)(k.GetSpriteWidthForPositioning() * 4) / 2f, k.GetBoundingBox().Height + ((!k.IsMonster) ? 12 : 0))), Game1.shadowTexture.Bounds, Microsoft.Xna.Framework.Color.White, 0f, new Vector2(Game1.shadowTexture.Bounds.Center.X, Game1.shadowTexture.Bounds.Center.Y), Math.Max(0f, (4f + (float)k.yJumpOffset / 40f) * (float)k.scale), SpriteEffects.None, Math.Max(0f, (float)k.getStandingY() / 10000f) - 1E-06f);
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
foreach (NPC l in Game1.CurrentEvent.actors)
|
||||
foreach (NPC m in Game1.CurrentEvent.actors)
|
||||
{
|
||||
if (!l.swimming && !l.HideShadow && !Game1.currentLocation.shouldShadowBeDrawnAboveBuildingsLayer(l.getTileLocation()))
|
||||
if ((Game1.CurrentEvent == null || !Game1.CurrentEvent.ShouldHideCharacter(m)) && !m.swimming && !m.HideShadow && !this.checkCharacterTilesForShadowDrawFlag(m))
|
||||
{
|
||||
Game1.spriteBatch.Draw(Game1.shadowTexture, Game1.GlobalToLocal(Game1.viewport, l.Position + new Vector2((float)(l.Sprite.SpriteWidth * 4) / 2f, l.GetBoundingBox().Height + ((!l.IsMonster) ? ((l.Sprite.SpriteHeight <= 16) ? (-4) : 12) : 0))), Game1.shadowTexture.Bounds, Color.White, 0f, new Vector2(Game1.shadowTexture.Bounds.Center.X, Game1.shadowTexture.Bounds.Center.Y), (4f + (float)l.yJumpOffset / 40f) * (float)l.scale, SpriteEffects.None, Math.Max(0f, (float)l.getStandingY() / 10000f) - 1E-06f);
|
||||
Game1.spriteBatch.Draw(Game1.shadowTexture, Game1.GlobalToLocal(Game1.viewport, m.GetShadowOffset() + m.Position + new Vector2((float)(m.GetSpriteWidthForPositioning() * 4) / 2f, m.GetBoundingBox().Height + ((!m.IsMonster) ? ((m.Sprite.SpriteHeight <= 16) ? (-4) : 12) : 0))), Game1.shadowTexture.Bounds, Microsoft.Xna.Framework.Color.White, 0f, new Vector2(Game1.shadowTexture.Bounds.Center.X, Game1.shadowTexture.Bounds.Center.Y), Math.Max(0f, 4f + (float)m.yJumpOffset / 40f) * (float)m.scale, SpriteEffects.None, Math.Max(0f, (float)m.getStandingY() / 10000f) - 1E-06f);
|
||||
}
|
||||
}
|
||||
}
|
||||
foreach (Farmer f3 in this._farmerShadows)
|
||||
{
|
||||
if (!Game1.multiplayer.isDisconnecting(f3.UniqueMultiplayerID) && !f3.swimming && !f3.isRidingHorse() && (Game1.currentLocation == null || !Game1.currentLocation.shouldShadowBeDrawnAboveBuildingsLayer(f3.getTileLocation())))
|
||||
if (!Game1.multiplayer.isDisconnecting(f3.UniqueMultiplayerID) && !f3.swimming && !f3.isRidingHorse() && !f3.IsSitting() && (Game1.currentLocation == null || !this.checkCharacterTilesForShadowDrawFlag(f3)))
|
||||
{
|
||||
Game1.spriteBatch.Draw(Game1.shadowTexture, Game1.GlobalToLocal(f3.Position + new Vector2(32f, 24f)), Game1.shadowTexture.Bounds, Color.White, 0f, new Vector2(Game1.shadowTexture.Bounds.Center.X, Game1.shadowTexture.Bounds.Center.Y), 4f - (((f3.running || f3.UsingTool) && f3.FarmerSprite.currentAnimationIndex > 1) ? ((float)Math.Abs(FarmerRenderer.featureYOffsetPerFrame[f3.FarmerSprite.CurrentFrame]) * 0.5f) : 0f), SpriteEffects.None, 0f);
|
||||
Game1.spriteBatch.Draw(Game1.shadowTexture, Game1.GlobalToLocal(f3.GetShadowOffset() + f3.Position + new Vector2(32f, 24f)), Game1.shadowTexture.Bounds, Microsoft.Xna.Framework.Color.White, 0f, new Vector2(Game1.shadowTexture.Bounds.Center.X, Game1.shadowTexture.Bounds.Center.Y), 4f - (((f3.running || f3.UsingTool) && f3.FarmerSprite.currentAnimationIndex > 1) ? ((float)Math.Abs(FarmerRenderer.featureYOffsetPerFrame[f3.FarmerSprite.CurrentFrame]) * 0.5f) : 0f), SpriteEffects.None, 0f);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -518,9 +559,9 @@ namespace StardewModdingAPI.Framework
|
|||
{
|
||||
foreach (NPC n in Game1.currentLocation.characters)
|
||||
{
|
||||
if (!n.swimming && !n.HideShadow && !n.isInvisible && Game1.currentLocation.shouldShadowBeDrawnAboveBuildingsLayer(n.getTileLocation()))
|
||||
if (!n.swimming && !n.HideShadow && !n.isInvisible && this.checkCharacterTilesForShadowDrawFlag(n))
|
||||
{
|
||||
Game1.spriteBatch.Draw(Game1.shadowTexture, Game1.GlobalToLocal(Game1.viewport, n.Position + new Vector2((float)(n.Sprite.SpriteWidth * 4) / 2f, n.GetBoundingBox().Height + ((!n.IsMonster) ? 12 : 0))), Game1.shadowTexture.Bounds, Color.White, 0f, new Vector2(Game1.shadowTexture.Bounds.Center.X, Game1.shadowTexture.Bounds.Center.Y), (4f + (float)n.yJumpOffset / 40f) * (float)n.scale, SpriteEffects.None, Math.Max(0f, (float)n.getStandingY() / 10000f) - 1E-06f);
|
||||
Game1.spriteBatch.Draw(Game1.shadowTexture, Game1.GlobalToLocal(Game1.viewport, n.GetShadowOffset() + n.Position + new Vector2((float)(n.GetSpriteWidthForPositioning() * 4) / 2f, n.GetBoundingBox().Height + ((!n.IsMonster) ? 12 : 0))), Game1.shadowTexture.Bounds, Microsoft.Xna.Framework.Color.White, 0f, new Vector2(Game1.shadowTexture.Bounds.Center.X, Game1.shadowTexture.Bounds.Center.Y), Math.Max(0f, (4f + (float)n.yJumpOffset / 40f) * (float)n.scale), SpriteEffects.None, Math.Max(0f, (float)n.getStandingY() / 10000f) - 1E-06f);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -528,18 +569,18 @@ namespace StardewModdingAPI.Framework
|
|||
{
|
||||
foreach (NPC n2 in Game1.CurrentEvent.actors)
|
||||
{
|
||||
if (!n2.swimming && !n2.HideShadow && Game1.currentLocation.shouldShadowBeDrawnAboveBuildingsLayer(n2.getTileLocation()))
|
||||
if ((Game1.CurrentEvent == null || !Game1.CurrentEvent.ShouldHideCharacter(n2)) && !n2.swimming && !n2.HideShadow && this.checkCharacterTilesForShadowDrawFlag(n2))
|
||||
{
|
||||
Game1.spriteBatch.Draw(Game1.shadowTexture, Game1.GlobalToLocal(Game1.viewport, n2.Position + new Vector2((float)(n2.Sprite.SpriteWidth * 4) / 2f, n2.GetBoundingBox().Height + ((!n2.IsMonster) ? 12 : 0))), Game1.shadowTexture.Bounds, Color.White, 0f, new Vector2(Game1.shadowTexture.Bounds.Center.X, Game1.shadowTexture.Bounds.Center.Y), (4f + (float)n2.yJumpOffset / 40f) * (float)n2.scale, SpriteEffects.None, Math.Max(0f, (float)n2.getStandingY() / 10000f) - 1E-06f);
|
||||
Game1.spriteBatch.Draw(Game1.shadowTexture, Game1.GlobalToLocal(Game1.viewport, n2.GetShadowOffset() + n2.Position + new Vector2((float)(n2.GetSpriteWidthForPositioning() * 4) / 2f, n2.GetBoundingBox().Height + ((!n2.IsMonster) ? 12 : 0))), Game1.shadowTexture.Bounds, Microsoft.Xna.Framework.Color.White, 0f, new Vector2(Game1.shadowTexture.Bounds.Center.X, Game1.shadowTexture.Bounds.Center.Y), Math.Max(0f, (4f + (float)n2.yJumpOffset / 40f) * (float)n2.scale), SpriteEffects.None, Math.Max(0f, (float)n2.getStandingY() / 10000f) - 1E-06f);
|
||||
}
|
||||
}
|
||||
}
|
||||
foreach (Farmer f4 in this._farmerShadows)
|
||||
{
|
||||
float draw_layer = Math.Max(0.0001f, f4.getDrawLayer() + 0.00011f) - 0.0001f;
|
||||
if (!f4.swimming && !f4.isRidingHorse() && Game1.currentLocation != null && Game1.currentLocation.shouldShadowBeDrawnAboveBuildingsLayer(f4.getTileLocation()))
|
||||
if (!f4.swimming && !f4.isRidingHorse() && !f4.IsSitting() && Game1.currentLocation != null && this.checkCharacterTilesForShadowDrawFlag(f4))
|
||||
{
|
||||
Game1.spriteBatch.Draw(Game1.shadowTexture, Game1.GlobalToLocal(f4.Position + new Vector2(32f, 24f)), Game1.shadowTexture.Bounds, Color.White, 0f, new Vector2(Game1.shadowTexture.Bounds.Center.X, Game1.shadowTexture.Bounds.Center.Y), 4f - (((f4.running || f4.UsingTool) && f4.FarmerSprite.currentAnimationIndex > 1) ? ((float)Math.Abs(FarmerRenderer.featureYOffsetPerFrame[f4.FarmerSprite.CurrentFrame]) * 0.5f) : 0f), SpriteEffects.None, draw_layer);
|
||||
Game1.spriteBatch.Draw(Game1.shadowTexture, Game1.GlobalToLocal(f4.GetShadowOffset() + f4.Position + new Vector2(32f, 24f)), Game1.shadowTexture.Bounds, Microsoft.Xna.Framework.Color.White, 0f, new Vector2(Game1.shadowTexture.Bounds.Center.X, Game1.shadowTexture.Bounds.Center.Y), 4f - (((f4.running || f4.UsingTool) && f4.FarmerSprite.currentAnimationIndex > 1) ? ((float)Math.Abs(FarmerRenderer.featureYOffsetPerFrame[f4.FarmerSprite.CurrentFrame]) * 0.5f) : 0f), SpriteEffects.None, draw_layer);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -549,7 +590,7 @@ namespace StardewModdingAPI.Framework
|
|||
}
|
||||
if (Game1.player.currentUpgrade != null && Game1.player.currentUpgrade.daysLeftTillUpgradeDone <= 3 && Game1.currentLocation.Name.Equals("Farm"))
|
||||
{
|
||||
Game1.spriteBatch.Draw(Game1.player.currentUpgrade.workerTexture, Game1.GlobalToLocal(Game1.viewport, Game1.player.currentUpgrade.positionOfCarpenter), Game1.player.currentUpgrade.getSourceRectangle(), Color.White, 0f, Vector2.Zero, 1f, SpriteEffects.None, (Game1.player.currentUpgrade.positionOfCarpenter.Y + 48f) / 10000f);
|
||||
Game1.spriteBatch.Draw(Game1.player.currentUpgrade.workerTexture, Game1.GlobalToLocal(Game1.viewport, Game1.player.currentUpgrade.positionOfCarpenter), Game1.player.currentUpgrade.getSourceRectangle(), Microsoft.Xna.Framework.Color.White, 0f, Vector2.Zero, 1f, SpriteEffects.None, (Game1.player.currentUpgrade.positionOfCarpenter.Y + 48f) / 10000f);
|
||||
}
|
||||
Game1.currentLocation.draw(Game1.spriteBatch);
|
||||
foreach (Vector2 tile_position in Game1.crabPotOverlayTiles.Keys)
|
||||
|
@ -576,14 +617,14 @@ namespace StardewModdingAPI.Framework
|
|||
}
|
||||
if (Game1.tvStation >= 0)
|
||||
{
|
||||
Game1.spriteBatch.Draw(Game1.tvStationTexture, Game1.GlobalToLocal(Game1.viewport, new Vector2(400f, 160f)), new Microsoft.Xna.Framework.Rectangle(Game1.tvStation * 24, 0, 24, 15), Color.White, 0f, Vector2.Zero, 4f, SpriteEffects.None, 1E-08f);
|
||||
Game1.spriteBatch.Draw(Game1.tvStationTexture, Game1.GlobalToLocal(Game1.viewport, new Vector2(400f, 160f)), new Microsoft.Xna.Framework.Rectangle(Game1.tvStation * 24, 0, 24, 15), Microsoft.Xna.Framework.Color.White, 0f, Vector2.Zero, 4f, SpriteEffects.None, 1E-08f);
|
||||
}
|
||||
if (Game1.panMode)
|
||||
{
|
||||
Game1.spriteBatch.Draw(Game1.fadeToBlackRect, new Microsoft.Xna.Framework.Rectangle((int)Math.Floor((double)(Game1.getOldMouseX() + Game1.viewport.X) / 64.0) * 64 - Game1.viewport.X, (int)Math.Floor((double)(Game1.getOldMouseY() + Game1.viewport.Y) / 64.0) * 64 - Game1.viewport.Y, 64, 64), Color.Lime * 0.75f);
|
||||
Game1.spriteBatch.Draw(Game1.fadeToBlackRect, new Microsoft.Xna.Framework.Rectangle((int)Math.Floor((double)(Game1.getOldMouseX() + Game1.viewport.X) / 64.0) * 64 - Game1.viewport.X, (int)Math.Floor((double)(Game1.getOldMouseY() + Game1.viewport.Y) / 64.0) * 64 - Game1.viewport.Y, 64, 64), Microsoft.Xna.Framework.Color.Lime * 0.75f);
|
||||
foreach (Warp w in Game1.currentLocation.warps)
|
||||
{
|
||||
Game1.spriteBatch.Draw(Game1.fadeToBlackRect, new Microsoft.Xna.Framework.Rectangle(w.X * 64 - Game1.viewport.X, w.Y * 64 - Game1.viewport.Y, 64, 64), Color.Red * 0.75f);
|
||||
Game1.spriteBatch.Draw(Game1.fadeToBlackRect, new Microsoft.Xna.Framework.Rectangle(w.X * 64 - Game1.viewport.X, w.Y * 64 - Game1.viewport.Y, 64, 64), Microsoft.Xna.Framework.Color.Red * 0.75f);
|
||||
}
|
||||
}
|
||||
Game1.mapDisplayDevice.BeginScene(Game1.spriteBatch);
|
||||
|
@ -592,18 +633,6 @@ namespace StardewModdingAPI.Framework
|
|||
Game1.currentLocation.drawAboveFrontLayer(Game1.spriteBatch);
|
||||
Game1.spriteBatch.End();
|
||||
Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null);
|
||||
if (Game1.displayFarmer && Game1.player.ActiveObject != null && (bool)Game1.player.ActiveObject.bigCraftable && this.checkBigCraftableBoundariesForFrontLayer() && Game1.currentLocation.Map.GetLayer("Front").PickTile(new Location(Game1.player.getStandingX(), Game1.player.getStandingY()), Game1.viewport.Size) == null)
|
||||
{
|
||||
Game1.drawPlayerHeldObject(Game1.player);
|
||||
}
|
||||
else if (Game1.displayFarmer && Game1.player.ActiveObject != null && ((Game1.currentLocation.Map.GetLayer("Front").PickTile(new Location((int)Game1.player.Position.X, (int)Game1.player.Position.Y - 38), Game1.viewport.Size) != null && !Game1.currentLocation.Map.GetLayer("Front").PickTile(new Location((int)Game1.player.Position.X, (int)Game1.player.Position.Y - 38), Game1.viewport.Size).TileIndexProperties.ContainsKey("FrontAlways")) || (Game1.currentLocation.Map.GetLayer("Front").PickTile(new Location(Game1.player.GetBoundingBox().Right, (int)Game1.player.Position.Y - 38), Game1.viewport.Size) != null && !Game1.currentLocation.Map.GetLayer("Front").PickTile(new Location(Game1.player.GetBoundingBox().Right, (int)Game1.player.Position.Y - 38), Game1.viewport.Size).TileIndexProperties.ContainsKey("FrontAlways"))))
|
||||
{
|
||||
Game1.drawPlayerHeldObject(Game1.player);
|
||||
}
|
||||
if ((Game1.player.UsingTool || Game1.pickingTool) && Game1.player.CurrentTool != null && (!Game1.player.CurrentTool.Name.Equals("Seeds") || Game1.pickingTool) && Game1.currentLocation.Map.GetLayer("Front").PickTile(new Location(Game1.player.getStandingX(), (int)Game1.player.Position.Y - 38), Game1.viewport.Size) != null && Game1.currentLocation.Map.GetLayer("Front").PickTile(new Location(Game1.player.getStandingX(), Game1.player.getStandingY()), Game1.viewport.Size) == null)
|
||||
{
|
||||
Game1.drawTool(Game1.player);
|
||||
}
|
||||
if (Game1.currentLocation.Map.GetLayer("AlwaysFront") != null)
|
||||
{
|
||||
Game1.mapDisplayDevice.BeginScene(Game1.spriteBatch);
|
||||
|
@ -612,7 +641,7 @@ namespace StardewModdingAPI.Framework
|
|||
}
|
||||
if (Game1.toolHold > 400f && Game1.player.CurrentTool.UpgradeLevel >= 1 && Game1.player.canReleaseTool)
|
||||
{
|
||||
Color barColor = Color.White;
|
||||
Microsoft.Xna.Framework.Color barColor = Microsoft.Xna.Framework.Color.White;
|
||||
switch ((int)(Game1.toolHold / 600f) + 2)
|
||||
{
|
||||
case 1:
|
||||
|
@ -628,17 +657,20 @@ namespace StardewModdingAPI.Framework
|
|||
barColor = Tool.iridiumColor;
|
||||
break;
|
||||
}
|
||||
Game1.spriteBatch.Draw(Game1.littleEffect, new Microsoft.Xna.Framework.Rectangle((int)Game1.player.getLocalPosition(Game1.viewport).X - 2, (int)Game1.player.getLocalPosition(Game1.viewport).Y - ((!Game1.player.CurrentTool.Name.Equals("Watering Can")) ? 64 : 0) - 2, (int)(Game1.toolHold % 600f * 0.08f) + 4, 12), Color.Black);
|
||||
Game1.spriteBatch.Draw(Game1.littleEffect, new Microsoft.Xna.Framework.Rectangle((int)Game1.player.getLocalPosition(Game1.viewport).X - 2, (int)Game1.player.getLocalPosition(Game1.viewport).Y - ((!Game1.player.CurrentTool.Name.Equals("Watering Can")) ? 64 : 0) - 2, (int)(Game1.toolHold % 600f * 0.08f) + 4, 12), Microsoft.Xna.Framework.Color.Black);
|
||||
Game1.spriteBatch.Draw(Game1.littleEffect, new Microsoft.Xna.Framework.Rectangle((int)Game1.player.getLocalPosition(Game1.viewport).X, (int)Game1.player.getLocalPosition(Game1.viewport).Y - ((!Game1.player.CurrentTool.Name.Equals("Watering Can")) ? 64 : 0), (int)(Game1.toolHold % 600f * 0.08f), 8), barColor);
|
||||
}
|
||||
if (!Game1.IsFakedBlackScreen())
|
||||
{
|
||||
this.drawWeather(gameTime, target_screen);
|
||||
}
|
||||
if (Game1.farmEvent != null)
|
||||
{
|
||||
Game1.farmEvent.draw(Game1.spriteBatch);
|
||||
}
|
||||
if (Game1.currentLocation.LightLevel > 0f && Game1.timeOfDay < 2000)
|
||||
{
|
||||
Game1.spriteBatch.Draw(Game1.fadeToBlackRect, Game1.graphics.GraphicsDevice.Viewport.Bounds, Color.Black * Game1.currentLocation.LightLevel);
|
||||
Game1.spriteBatch.Draw(Game1.fadeToBlackRect, Game1.graphics.GraphicsDevice.Viewport.Bounds, Microsoft.Xna.Framework.Color.Black * Game1.currentLocation.LightLevel);
|
||||
}
|
||||
if (Game1.screenGlow)
|
||||
{
|
||||
|
@ -653,32 +685,44 @@ namespace StardewModdingAPI.Framework
|
|||
Game1.spriteBatch.Begin(SpriteSortMode.FrontToBack, BlendState.AlphaBlend, SamplerState.PointClamp, null, null);
|
||||
if (Game1.eventUp && Game1.currentLocation.currentEvent != null)
|
||||
{
|
||||
foreach (NPC m in Game1.currentLocation.currentEvent.actors)
|
||||
foreach (NPC l in Game1.currentLocation.currentEvent.actors)
|
||||
{
|
||||
if (m.isEmoting)
|
||||
if (l.isEmoting)
|
||||
{
|
||||
Vector2 emotePosition = m.getLocalPosition(Game1.viewport);
|
||||
Vector2 emotePosition = l.getLocalPosition(Game1.viewport);
|
||||
if (l.NeedsBirdieEmoteHack())
|
||||
{
|
||||
emotePosition.X += 64f;
|
||||
}
|
||||
emotePosition.Y -= 140f;
|
||||
if (m.Age == 2)
|
||||
if (l.Age == 2)
|
||||
{
|
||||
emotePosition.Y += 32f;
|
||||
}
|
||||
else if (m.Gender == 1)
|
||||
else if (l.Gender == 1)
|
||||
{
|
||||
emotePosition.Y += 10f;
|
||||
}
|
||||
Game1.spriteBatch.Draw(Game1.emoteSpriteSheet, emotePosition, new Microsoft.Xna.Framework.Rectangle(m.CurrentEmoteIndex * 16 % Game1.emoteSpriteSheet.Width, m.CurrentEmoteIndex * 16 / Game1.emoteSpriteSheet.Width * 16, 16, 16), Color.White, 0f, Vector2.Zero, 4f, SpriteEffects.None, (float)m.getStandingY() / 10000f);
|
||||
Game1.spriteBatch.Draw(Game1.emoteSpriteSheet, emotePosition, new Microsoft.Xna.Framework.Rectangle(l.CurrentEmoteIndex * 16 % Game1.emoteSpriteSheet.Width, l.CurrentEmoteIndex * 16 / Game1.emoteSpriteSheet.Width * 16, 16, 16), Microsoft.Xna.Framework.Color.White, 0f, Vector2.Zero, 4f, SpriteEffects.None, (float)l.getStandingY() / 10000f);
|
||||
}
|
||||
}
|
||||
}
|
||||
Game1.spriteBatch.End();
|
||||
if (Game1.drawLighting)
|
||||
if (Game1.drawLighting && !Game1.IsFakedBlackScreen())
|
||||
{
|
||||
Game1.spriteBatch.Begin(SpriteSortMode.Deferred, this.lightingBlend, SamplerState.LinearClamp, null, null);
|
||||
Game1.spriteBatch.Draw(Game1.lightmap, Vector2.Zero, Game1.lightmap.Bounds, Color.White, 0f, Vector2.Zero, Game1.options.lightingQuality / 2, SpriteEffects.None, 1f);
|
||||
if (Game1.isRaining && (bool)Game1.currentLocation.isOutdoors && !(Game1.currentLocation is Desert))
|
||||
Viewport vp = base.GraphicsDevice.Viewport;
|
||||
vp.Bounds = (target_screen?.Bounds ?? base.GraphicsDevice.PresentationParameters.Bounds);
|
||||
base.GraphicsDevice.Viewport = vp;
|
||||
float render_zoom = Game1.options.lightingQuality / 2;
|
||||
if (this.useUnscaledLighting)
|
||||
{
|
||||
Game1.spriteBatch.Draw(Game1.staminaRect, Game1.graphics.GraphicsDevice.Viewport.Bounds, Color.OrangeRed * 0.45f);
|
||||
render_zoom /= Game1.options.zoomLevel;
|
||||
}
|
||||
Game1.spriteBatch.Draw(Game1.lightmap, Vector2.Zero, Game1.lightmap.Bounds, Microsoft.Xna.Framework.Color.White, 0f, Vector2.Zero, render_zoom, SpriteEffects.None, 1f);
|
||||
if (Game1.IsRainingHere() && (bool)Game1.currentLocation.isOutdoors && !(Game1.currentLocation is Desert))
|
||||
{
|
||||
Game1.spriteBatch.Draw(Game1.staminaRect, vp.Bounds, Microsoft.Xna.Framework.Color.OrangeRed * 0.45f);
|
||||
}
|
||||
Game1.spriteBatch.End();
|
||||
}
|
||||
|
@ -690,11 +734,11 @@ namespace StardewModdingAPI.Framework
|
|||
float startingY = -Game1.viewport.Y % 64;
|
||||
for (int x = startingX; x < Game1.graphics.GraphicsDevice.Viewport.Width; x += 64)
|
||||
{
|
||||
Game1.spriteBatch.Draw(Game1.staminaRect, new Microsoft.Xna.Framework.Rectangle(x, (int)startingY, 1, Game1.graphics.GraphicsDevice.Viewport.Height), Color.Red * 0.5f);
|
||||
Game1.spriteBatch.Draw(Game1.staminaRect, new Microsoft.Xna.Framework.Rectangle(x, (int)startingY, 1, Game1.graphics.GraphicsDevice.Viewport.Height), Microsoft.Xna.Framework.Color.Red * 0.5f);
|
||||
}
|
||||
for (float y = startingY; y < (float)Game1.graphics.GraphicsDevice.Viewport.Height; y += 64f)
|
||||
{
|
||||
Game1.spriteBatch.Draw(Game1.staminaRect, new Microsoft.Xna.Framework.Rectangle(startingX, (int)y, Game1.graphics.GraphicsDevice.Viewport.Width, 1), Color.Red * 0.5f);
|
||||
Game1.spriteBatch.Draw(Game1.staminaRect, new Microsoft.Xna.Framework.Rectangle(startingX, (int)y, Game1.graphics.GraphicsDevice.Viewport.Width, 1), Microsoft.Xna.Framework.Color.Red * 0.5f);
|
||||
}
|
||||
}
|
||||
if (Game1.currentBillboard != 0 && !this.takingMapScreenshot)
|
||||
|
@ -703,9 +747,14 @@ namespace StardewModdingAPI.Framework
|
|||
}
|
||||
if (!Game1.eventUp && Game1.farmEvent == null && Game1.currentBillboard == 0 && Game1.gameMode == 3 && !this.takingMapScreenshot && Game1.isOutdoorMapSmallerThanViewport())
|
||||
{
|
||||
Game1.spriteBatch.Draw(Game1.fadeToBlackRect, new Microsoft.Xna.Framework.Rectangle(0, 0, -Math.Min(Game1.viewport.X, 4096), Game1.graphics.GraphicsDevice.Viewport.Height), Color.Black);
|
||||
Game1.spriteBatch.Draw(Game1.fadeToBlackRect, new Microsoft.Xna.Framework.Rectangle(-Game1.viewport.X + Game1.currentLocation.map.Layers[0].LayerWidth * 64, 0, Math.Min(4096, Game1.graphics.GraphicsDevice.Viewport.Width - (-Game1.viewport.X + Game1.currentLocation.map.Layers[0].LayerWidth * 64)), Game1.graphics.GraphicsDevice.Viewport.Height), Color.Black);
|
||||
Game1.spriteBatch.Draw(Game1.fadeToBlackRect, new Microsoft.Xna.Framework.Rectangle(0, 0, -Math.Min(Game1.viewport.X, 4096), Game1.graphics.GraphicsDevice.Viewport.Height), Microsoft.Xna.Framework.Color.Black);
|
||||
Game1.spriteBatch.Draw(Game1.fadeToBlackRect, new Microsoft.Xna.Framework.Rectangle(-Game1.viewport.X + Game1.currentLocation.map.Layers[0].LayerWidth * 64, 0, Math.Min(4096, Game1.graphics.GraphicsDevice.Viewport.Width - (-Game1.viewport.X + Game1.currentLocation.map.Layers[0].LayerWidth * 64)), Game1.graphics.GraphicsDevice.Viewport.Height), Microsoft.Xna.Framework.Color.Black);
|
||||
Game1.spriteBatch.Draw(Game1.fadeToBlackRect, new Microsoft.Xna.Framework.Rectangle(0, 0, Game1.graphics.GraphicsDevice.Viewport.Width, -Math.Min(Game1.viewport.Y, 4096)), Microsoft.Xna.Framework.Color.Black);
|
||||
Game1.spriteBatch.Draw(Game1.fadeToBlackRect, new Microsoft.Xna.Framework.Rectangle(0, -Game1.viewport.Y + Game1.currentLocation.map.Layers[0].LayerHeight * 64, Game1.graphics.GraphicsDevice.Viewport.Width, Math.Min(4096, Game1.graphics.GraphicsDevice.Viewport.Height - (-Game1.viewport.Y + Game1.currentLocation.map.Layers[0].LayerHeight * 64))), Microsoft.Xna.Framework.Color.Black);
|
||||
}
|
||||
Game1.spriteBatch.End();
|
||||
Game1.PushUIMode();
|
||||
Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null);
|
||||
if ((Game1.displayHUD || Game1.eventUp) && Game1.currentBillboard == 0 && Game1.gameMode == 3 && !Game1.freezeControls && !Game1.panMode && !Game1.HostPaused && !this.takingMapScreenshot)
|
||||
{
|
||||
events.RenderingHud.RaiseEmpty();
|
||||
|
@ -723,37 +772,52 @@ namespace StardewModdingAPI.Framework
|
|||
Game1.hudMessages[j].draw(Game1.spriteBatch, j);
|
||||
}
|
||||
}
|
||||
Game1.spriteBatch.End();
|
||||
Game1.PopUIMode();
|
||||
Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null);
|
||||
}
|
||||
if (Game1.farmEvent != null)
|
||||
{
|
||||
Game1.farmEvent.draw(Game1.spriteBatch);
|
||||
Game1.spriteBatch.End();
|
||||
Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null);
|
||||
}
|
||||
Game1.PushUIMode();
|
||||
if (Game1.dialogueUp && !Game1.nameSelectUp && !Game1.messagePause && (Game1.activeClickableMenu == null || !(Game1.activeClickableMenu is DialogueBox)) && !this.takingMapScreenshot)
|
||||
{
|
||||
this.drawDialogueBox();
|
||||
}
|
||||
if (Game1.progressBar && !this.takingMapScreenshot)
|
||||
{
|
||||
Game1.spriteBatch.Draw(Game1.fadeToBlackRect, new Microsoft.Xna.Framework.Rectangle((Game1.graphics.GraphicsDevice.Viewport.GetTitleSafeArea().Width - Game1.dialogueWidth) / 2, Game1.graphics.GraphicsDevice.Viewport.GetTitleSafeArea().Bottom - 128, Game1.dialogueWidth, 32), Color.LightGray);
|
||||
Game1.spriteBatch.Draw(Game1.staminaRect, new Microsoft.Xna.Framework.Rectangle((Game1.graphics.GraphicsDevice.Viewport.GetTitleSafeArea().Width - Game1.dialogueWidth) / 2, Game1.graphics.GraphicsDevice.Viewport.GetTitleSafeArea().Bottom - 128, (int)(Game1.pauseAccumulator / Game1.pauseTime * (float)Game1.dialogueWidth), 32), Color.DimGray);
|
||||
Game1.spriteBatch.Draw(Game1.fadeToBlackRect, new Microsoft.Xna.Framework.Rectangle((Game1.graphics.GraphicsDevice.Viewport.GetTitleSafeArea().Width - Game1.dialogueWidth) / 2, Game1.graphics.GraphicsDevice.Viewport.GetTitleSafeArea().Bottom - 128, Game1.dialogueWidth, 32), Microsoft.Xna.Framework.Color.LightGray);
|
||||
Game1.spriteBatch.Draw(Game1.staminaRect, new Microsoft.Xna.Framework.Rectangle((Game1.graphics.GraphicsDevice.Viewport.GetTitleSafeArea().Width - Game1.dialogueWidth) / 2, Game1.graphics.GraphicsDevice.Viewport.GetTitleSafeArea().Bottom - 128, (int)(Game1.pauseAccumulator / Game1.pauseTime * (float)Game1.dialogueWidth), 32), Microsoft.Xna.Framework.Color.DimGray);
|
||||
}
|
||||
Game1.spriteBatch.End();
|
||||
Game1.PopUIMode();
|
||||
Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null);
|
||||
if (Game1.eventUp && Game1.currentLocation != null && Game1.currentLocation.currentEvent != null)
|
||||
{
|
||||
Game1.currentLocation.currentEvent.drawAfterMap(Game1.spriteBatch);
|
||||
}
|
||||
if (Game1.isRaining && Game1.currentLocation != null && (bool)Game1.currentLocation.isOutdoors && !(Game1.currentLocation is Desert))
|
||||
if (!Game1.IsFakedBlackScreen() && Game1.IsRainingHere() && Game1.currentLocation != null && (bool)Game1.currentLocation.isOutdoors && !(Game1.currentLocation is Desert))
|
||||
{
|
||||
Game1.spriteBatch.Draw(Game1.staminaRect, Game1.graphics.GraphicsDevice.Viewport.Bounds, Color.Blue * 0.2f);
|
||||
Game1.spriteBatch.Draw(Game1.staminaRect, Game1.graphics.GraphicsDevice.Viewport.Bounds, Microsoft.Xna.Framework.Color.Blue * 0.2f);
|
||||
}
|
||||
if ((Game1.fadeToBlack || Game1.globalFade) && !Game1.menuUp && (!Game1.nameSelectUp || Game1.messagePause) && !this.takingMapScreenshot)
|
||||
{
|
||||
Game1.spriteBatch.Draw(Game1.fadeToBlackRect, Game1.graphics.GraphicsDevice.Viewport.Bounds, Color.Black * ((Game1.gameMode == 0) ? (1f - Game1.fadeToBlackAlpha) : Game1.fadeToBlackAlpha));
|
||||
Game1.spriteBatch.End();
|
||||
Game1.PushUIMode();
|
||||
Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null);
|
||||
Game1.spriteBatch.Draw(Game1.fadeToBlackRect, Game1.graphics.GraphicsDevice.Viewport.Bounds, Microsoft.Xna.Framework.Color.Black * ((Game1.gameMode == 0) ? (1f - Game1.fadeToBlackAlpha) : Game1.fadeToBlackAlpha));
|
||||
Game1.spriteBatch.End();
|
||||
Game1.PopUIMode();
|
||||
Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null);
|
||||
}
|
||||
else if (Game1.flashAlpha > 0f && !this.takingMapScreenshot)
|
||||
{
|
||||
if (Game1.options.screenFlash)
|
||||
{
|
||||
Game1.spriteBatch.Draw(Game1.fadeToBlackRect, Game1.graphics.GraphicsDevice.Viewport.Bounds, Color.White * Math.Min(1f, Game1.flashAlpha));
|
||||
Game1.spriteBatch.Draw(Game1.fadeToBlackRect, Game1.graphics.GraphicsDevice.Viewport.Bounds, Microsoft.Xna.Framework.Color.White * Math.Min(1f, Game1.flashAlpha));
|
||||
}
|
||||
Game1.flashAlpha -= 0.1f;
|
||||
}
|
||||
|
@ -767,6 +831,16 @@ namespace StardewModdingAPI.Framework
|
|||
{
|
||||
screenOverlayTempSprite.draw(Game1.spriteBatch, localPosition: true);
|
||||
}
|
||||
Game1.spriteBatch.End();
|
||||
Game1.PushUIMode();
|
||||
Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null);
|
||||
foreach (TemporaryAnimatedSprite uiOverlayTempSprite in Game1.uiOverlayTempSprites)
|
||||
{
|
||||
uiOverlayTempSprite.draw(Game1.spriteBatch, localPosition: true);
|
||||
}
|
||||
Game1.spriteBatch.End();
|
||||
Game1.PopUIMode();
|
||||
Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null);
|
||||
}
|
||||
if (Game1.debugMode)
|
||||
{
|
||||
|
@ -798,23 +872,30 @@ namespace StardewModdingAPI.Framework
|
|||
sb.Append(Game1.getMouseY() + Game1.viewport.Y);
|
||||
sb.Append(" debugOutput: ");
|
||||
sb.Append(Game1.debugOutput);
|
||||
Game1.spriteBatch.DrawString(Game1.smallFont, sb, new Vector2(base.GraphicsDevice.Viewport.GetTitleSafeArea().X, base.GraphicsDevice.Viewport.GetTitleSafeArea().Y + Game1.smallFont.LineSpacing * 8), Color.Red, 0f, Vector2.Zero, 1f, SpriteEffects.None, 0.9999999f);
|
||||
Game1.spriteBatch.DrawString(Game1.smallFont, sb, new Vector2(base.GraphicsDevice.Viewport.GetTitleSafeArea().X, base.GraphicsDevice.Viewport.GetTitleSafeArea().Y + Game1.smallFont.LineSpacing * 8), Microsoft.Xna.Framework.Color.Red, 0f, Vector2.Zero, 1f, SpriteEffects.None, 0.9999999f);
|
||||
}
|
||||
Game1.spriteBatch.End();
|
||||
Game1.PushUIMode();
|
||||
Game1.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null);
|
||||
if (Game1.showKeyHelp && !this.takingMapScreenshot)
|
||||
{
|
||||
Game1.spriteBatch.DrawString(Game1.smallFont, Game1.keyHelpString, new Vector2(64f, (float)(Game1.viewport.Height - 64 - (Game1.dialogueUp ? (192 + (Game1.isQuestion ? (Game1.questionChoices.Count * 64) : 0)) : 0)) - Game1.smallFont.MeasureString(Game1.keyHelpString).Y), Color.LightGray, 0f, Vector2.Zero, 1f, SpriteEffects.None, 0.9999999f);
|
||||
Game1.spriteBatch.DrawString(Game1.smallFont, Game1.keyHelpString, new Vector2(64f, (float)(Game1.viewport.Height - 64 - (Game1.dialogueUp ? (192 + (Game1.isQuestion ? (Game1.questionChoices.Count * 64) : 0)) : 0)) - Game1.smallFont.MeasureString(Game1.keyHelpString).Y), Microsoft.Xna.Framework.Color.LightGray, 0f, Vector2.Zero, 1f, SpriteEffects.None, 0.9999999f);
|
||||
}
|
||||
if (Game1.activeClickableMenu != null && !this.takingMapScreenshot)
|
||||
{
|
||||
IClickableMenu curMenu = null;
|
||||
try
|
||||
{
|
||||
events.RenderingActiveMenu.RaiseEmpty();
|
||||
Game1.activeClickableMenu.draw(Game1.spriteBatch);
|
||||
for (curMenu = Game1.activeClickableMenu; curMenu != null; curMenu = curMenu.GetChildMenu())
|
||||
{
|
||||
curMenu.draw(Game1.spriteBatch);
|
||||
}
|
||||
events.RenderedActiveMenu.RaiseEmpty();
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
this.Monitor.Log($"The {Game1.activeClickableMenu.GetType().FullName} menu crashed while drawing itself. SMAPI will force it to exit to avoid crashing the game.\n{ex.GetLogSummary()}", LogLevel.Error);
|
||||
this.Monitor.Log($"The {curMenu.GetMenuChainLabel()} menu crashed while drawing itself. SMAPI will force it to exit to avoid crashing the game.\n{ex.GetLogSummary()}", LogLevel.Error);
|
||||
Game1.activeClickableMenu.exitThisMenu();
|
||||
}
|
||||
}
|
||||
|
@ -822,6 +903,10 @@ namespace StardewModdingAPI.Framework
|
|||
{
|
||||
Game1.farmEvent.drawAboveEverything(Game1.spriteBatch);
|
||||
}
|
||||
if (Game1.specialCurrencyDisplay != null)
|
||||
{
|
||||
Game1.specialCurrencyDisplay.Draw(Game1.spriteBatch);
|
||||
}
|
||||
if (Game1.emoteMenu != null && !this.takingMapScreenshot)
|
||||
{
|
||||
Game1.emoteMenu.draw(Game1.spriteBatch);
|
||||
|
@ -834,7 +919,7 @@ namespace StardewModdingAPI.Framework
|
|||
events.Rendered.RaiseEmpty();
|
||||
Game1.spriteBatch.End();
|
||||
this.drawOverlays(Game1.spriteBatch);
|
||||
this.renderScreenBuffer(target_screen);
|
||||
Game1.PopUIMode();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -0,0 +1,156 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using StardewModdingAPI.Framework.Events;
|
||||
using StardewModdingAPI.Framework.Input;
|
||||
using StardewModdingAPI.Framework.Reflection;
|
||||
using StardewValley;
|
||||
|
||||
namespace StardewModdingAPI.Framework
|
||||
{
|
||||
/// <summary>SMAPI's extension of the game's core <see cref="GameRunner"/>, used to inject SMAPI components.</summary>
|
||||
internal class SGameRunner : GameRunner
|
||||
{
|
||||
/*********
|
||||
** Fields
|
||||
*********/
|
||||
/// <summary>Encapsulates monitoring and logging for SMAPI.</summary>
|
||||
private readonly Monitor Monitor;
|
||||
|
||||
/// <summary>Manages SMAPI events for mods.</summary>
|
||||
private readonly EventManager Events;
|
||||
|
||||
/// <summary>Simplifies access to private game code.</summary>
|
||||
private readonly Reflector Reflection;
|
||||
|
||||
/// <summary>Immediately exit the game without saving. This should only be invoked when an irrecoverable fatal error happens that risks save corruption or game-breaking bugs.</summary>
|
||||
private readonly Action<string> ExitGameImmediately;
|
||||
|
||||
/// <summary>The core SMAPI mod hooks.</summary>
|
||||
private readonly SModHooks ModHooks;
|
||||
|
||||
/// <summary>The core multiplayer logic.</summary>
|
||||
private readonly SMultiplayer Multiplayer;
|
||||
|
||||
/// <summary>Raised after the game finishes loading its initial content.</summary>
|
||||
private readonly Action OnGameContentLoaded;
|
||||
|
||||
/// <summary>Raised when XNA is updating (roughly 60 times per second).</summary>
|
||||
private readonly Action<GameTime, Action> OnGameUpdating;
|
||||
|
||||
/// <summary>Raised when the game instance for a local split-screen player is updating (once per <see cref="OnGameUpdating"/> per player).</summary>
|
||||
private readonly Action<SGame, GameTime, Action> OnPlayerInstanceUpdating;
|
||||
|
||||
/// <summary>Raised before the game exits.</summary>
|
||||
private readonly Action OnGameExiting;
|
||||
|
||||
|
||||
/*********
|
||||
** Public methods
|
||||
*********/
|
||||
/// <summary>Construct an instance.</summary>
|
||||
/// <param name="monitor">Encapsulates monitoring and logging for SMAPI.</param>
|
||||
/// <param name="reflection">Simplifies access to private game code.</param>
|
||||
/// <param name="eventManager">Manages SMAPI events for mods.</param>
|
||||
/// <param name="modHooks">Handles mod hooks provided by the game.</param>
|
||||
/// <param name="multiplayer">The core multiplayer logic.</param>
|
||||
/// <param name="exitGameImmediately">Immediately exit the game without saving. This should only be invoked when an irrecoverable fatal error happens that risks save corruption or game-breaking bugs.</param>
|
||||
/// <param name="onGameContentLoaded">Raised after the game finishes loading its initial content.</param>
|
||||
/// <param name="onGameUpdating">Raised when XNA is updating its state (roughly 60 times per second).</param>
|
||||
/// <param name="onPlayerInstanceUpdating">Raised when the game instance for a local split-screen player is updating (once per <see cref="OnGameUpdating"/> per player).</param>
|
||||
/// <param name="onGameExiting">Raised before the game exits.</param>
|
||||
public SGameRunner(Monitor monitor, Reflector reflection, EventManager eventManager, SModHooks modHooks, SMultiplayer multiplayer, Action<string> exitGameImmediately, Action onGameContentLoaded, Action<GameTime, Action> onGameUpdating, Action<SGame, GameTime, Action> onPlayerInstanceUpdating, Action onGameExiting)
|
||||
{
|
||||
// init XNA
|
||||
Game1.graphics.GraphicsProfile = GraphicsProfile.HiDef;
|
||||
|
||||
// hook into game
|
||||
this.ModHooks = modHooks;
|
||||
|
||||
// init SMAPI
|
||||
this.Monitor = monitor;
|
||||
this.Events = eventManager;
|
||||
this.Reflection = reflection;
|
||||
this.Multiplayer = multiplayer;
|
||||
this.ExitGameImmediately = exitGameImmediately;
|
||||
this.OnGameContentLoaded = onGameContentLoaded;
|
||||
this.OnGameUpdating = onGameUpdating;
|
||||
this.OnPlayerInstanceUpdating = onPlayerInstanceUpdating;
|
||||
this.OnGameExiting = onGameExiting;
|
||||
}
|
||||
|
||||
/// <summary>Create a game instance for a local player.</summary>
|
||||
/// <param name="playerIndex">The player index.</param>
|
||||
/// <param name="instanceIndex">The instance index.</param>
|
||||
public override Game1 CreateGameInstance(PlayerIndex playerIndex = PlayerIndex.One, int instanceIndex = 0)
|
||||
{
|
||||
SInputState inputState = new SInputState();
|
||||
return new SGame(playerIndex, instanceIndex, this.Monitor, this.Reflection, this.Events, inputState, this.ModHooks, this.Multiplayer, this.ExitGameImmediately, this.OnPlayerInstanceUpdating);
|
||||
}
|
||||
|
||||
/// <inheritdoc />
|
||||
public override void AddGameInstance(PlayerIndex playerIndex)
|
||||
{
|
||||
base.AddGameInstance(playerIndex);
|
||||
|
||||
EarlyConstants.LogScreenId = Context.ScreenId;
|
||||
this.UpdateForSplitScreenChanges();
|
||||
}
|
||||
|
||||
/// <inheritdoc />
|
||||
public override void RemoveGameInstance(Game1 instance)
|
||||
{
|
||||
base.RemoveGameInstance(instance);
|
||||
|
||||
if (this.gameInstances.Count <= 1)
|
||||
EarlyConstants.LogScreenId = null;
|
||||
this.UpdateForSplitScreenChanges();
|
||||
}
|
||||
|
||||
|
||||
/*********
|
||||
** Protected methods
|
||||
*********/
|
||||
/// <summary>Load content when the game is launched.</summary>
|
||||
protected override void LoadContent()
|
||||
{
|
||||
base.LoadContent();
|
||||
|
||||
this.OnGameContentLoaded();
|
||||
}
|
||||
|
||||
/// <summary>Perform cleanup logic when the game exits.</summary>
|
||||
/// <param name="sender">The event sender.</param>
|
||||
/// <param name="args">The event args.</param>
|
||||
/// <remarks>This overrides the logic in <see cref="Game1.exitEvent"/> to let SMAPI clean up before exit.</remarks>
|
||||
protected override void OnExiting(object sender, EventArgs args)
|
||||
{
|
||||
this.OnGameExiting();
|
||||
}
|
||||
|
||||
/// <summary>The method called when the game is updating its state (roughly 60 times per second).</summary>
|
||||
/// <param name="gameTime">A snapshot of the game timing state.</param>
|
||||
protected override void Update(GameTime gameTime)
|
||||
{
|
||||
this.OnGameUpdating(gameTime, () => base.Update(gameTime));
|
||||
}
|
||||
|
||||
private void UpdateForSplitScreenChanges()
|
||||
{
|
||||
HashSet<int> oldScreenIds = new HashSet<int>(Context.ActiveScreenIds);
|
||||
|
||||
// track active screens
|
||||
Context.ActiveScreenIds.Clear();
|
||||
foreach (var screen in this.gameInstances)
|
||||
Context.ActiveScreenIds.Add(screen.instanceId);
|
||||
|
||||
// remember last removed screen
|
||||
foreach (int id in oldScreenIds)
|
||||
{
|
||||
if (!Context.ActiveScreenIds.Contains(id))
|
||||
Context.LastRemovedScreenId = id;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -138,12 +138,20 @@ namespace StardewModdingAPI.Metadata
|
|||
{
|
||||
if (!string.IsNullOrWhiteSpace(location.mapPath.Value) && this.NormalizeAssetNameIgnoringEmpty(location.mapPath.Value) == key)
|
||||
{
|
||||
// reset town caches
|
||||
if (location is Town town)
|
||||
// reset patch caches
|
||||
switch (location)
|
||||
{
|
||||
this.Reflection.GetField<bool>(town, "ccRefurbished").SetValue(false);
|
||||
this.Reflection.GetField<bool>(town, "isShowingDestroyedJoja").SetValue(false);
|
||||
this.Reflection.GetField<bool>(town, "isShowingUpgradedPamHouse").SetValue(false);
|
||||
case Town _:
|
||||
this.Reflection.GetField<bool>(location, "ccRefurbished").SetValue(false);
|
||||
this.Reflection.GetField<bool>(location, "isShowingDestroyedJoja").SetValue(false);
|
||||
this.Reflection.GetField<bool>(location, "isShowingUpgradedPamHouse").SetValue(false);
|
||||
break;
|
||||
|
||||
case Beach _:
|
||||
case BeachNightMarket _:
|
||||
case Forest _:
|
||||
this.Reflection.GetField<bool>(location, "hasShownCCUpgrade").SetValue(false);
|
||||
break;
|
||||
}
|
||||
|
||||
// general updates
|
||||
|
@ -271,6 +279,9 @@ namespace StardewModdingAPI.Metadata
|
|||
case "data\\farmanimals": // FarmAnimal constructor
|
||||
return this.ReloadFarmAnimalData();
|
||||
|
||||
case "data\\hairdata": // Farmer.GetHairStyleMetadataFile
|
||||
return this.ReloadHairData();
|
||||
|
||||
case "data\\moviesreactions": // MovieTheater.GetMovieReactions
|
||||
this.Reflection
|
||||
.GetField<List<MovieCharacterReaction>>(typeof(MovieTheater), "_genericReactions")
|
||||
|
@ -388,13 +399,19 @@ namespace StardewModdingAPI.Metadata
|
|||
Game1.shadowTexture = content.Load<Texture2D>(key);
|
||||
return true;
|
||||
|
||||
case "loosesprites\\suspensionbridge": // SuspensionBridge constructor
|
||||
return this.ReloadSuspensionBridges(content, key);
|
||||
|
||||
/****
|
||||
** Content\TileSheets
|
||||
****/
|
||||
case "tilesheets\\critters": // Critter constructor
|
||||
this.ReloadCritterTextures(content, key);
|
||||
case "tilesheets\\chairtiles": // Game1.LoadContent
|
||||
MapSeat.mapChairTexture = content.Load<Texture2D>(key);
|
||||
return true;
|
||||
|
||||
case "tilesheets\\critters": // Critter constructor
|
||||
return this.ReloadCritterTextures(content, key) > 0;
|
||||
|
||||
case "tilesheets\\crops": // Game1.LoadContent
|
||||
Game1.cropSpriteSheet = content.Load<Texture2D>(key);
|
||||
return true;
|
||||
|
@ -411,6 +428,10 @@ namespace StardewModdingAPI.Metadata
|
|||
Furniture.furnitureTexture = content.Load<Texture2D>(key);
|
||||
return true;
|
||||
|
||||
case "tilesheets\\furniturefront": // Game1.LoadContent
|
||||
Furniture.furnitureFrontTexture = content.Load<Texture2D>(key);
|
||||
return true;
|
||||
|
||||
case "tilesheets\\projectiles": // Game1.LoadContent
|
||||
Projectile.projectileSheet = content.Load<Texture2D>(key);
|
||||
return true;
|
||||
|
@ -612,7 +633,7 @@ namespace StardewModdingAPI.Metadata
|
|||
// update sprites
|
||||
Texture2D texture = content.Load<Texture2D>(key);
|
||||
foreach (TAnimal animal in animals)
|
||||
this.SetSpriteTexture(animal.Sprite, texture);
|
||||
animal.Sprite.spriteTexture = texture;
|
||||
return true;
|
||||
}
|
||||
|
||||
|
@ -642,7 +663,7 @@ namespace StardewModdingAPI.Metadata
|
|||
|
||||
// reload asset
|
||||
if (expectedKey == key)
|
||||
this.SetSpriteTexture(animal.Sprite, texture.Value);
|
||||
animal.Sprite.spriteTexture = texture.Value;
|
||||
}
|
||||
return texture.IsValueCreated;
|
||||
}
|
||||
|
@ -682,9 +703,8 @@ namespace StardewModdingAPI.Metadata
|
|||
Critter[] critters =
|
||||
(
|
||||
from location in this.GetLocations()
|
||||
let locCritters = this.Reflection.GetField<List<Critter>>(location, "critters").GetValue()
|
||||
where locCritters != null
|
||||
from Critter critter in locCritters
|
||||
where location.critters != null
|
||||
from Critter critter in location.critters
|
||||
where this.NormalizeAssetNameIgnoringEmpty(critter.sprite?.Texture?.Name) == key
|
||||
select critter
|
||||
)
|
||||
|
@ -695,7 +715,7 @@ namespace StardewModdingAPI.Metadata
|
|||
// update sprites
|
||||
Texture2D texture = content.Load<Texture2D>(key);
|
||||
foreach (var entry in critters)
|
||||
this.SetSpriteTexture(entry.sprite, texture);
|
||||
entry.sprite.spriteTexture = texture;
|
||||
|
||||
return critters.Length;
|
||||
}
|
||||
|
@ -752,10 +772,7 @@ namespace StardewModdingAPI.Metadata
|
|||
(
|
||||
from location in this.GetLocations()
|
||||
from grass in location.terrainFeatures.Values.OfType<Grass>()
|
||||
let textureName = this.NormalizeAssetNameIgnoringEmpty(
|
||||
this.Reflection.GetMethod(grass, "textureName").Invoke<string>()
|
||||
)
|
||||
where textureName == key
|
||||
where this.NormalizeAssetNameIgnoringEmpty(grass.textureName()) == key
|
||||
select grass
|
||||
)
|
||||
.ToArray();
|
||||
|
@ -764,13 +781,28 @@ namespace StardewModdingAPI.Metadata
|
|||
{
|
||||
Lazy<Texture2D> texture = new Lazy<Texture2D>(() => content.Load<Texture2D>(key));
|
||||
foreach (Grass grass in grasses)
|
||||
this.Reflection.GetField<Lazy<Texture2D>>(grass, "texture").SetValue(texture);
|
||||
grass.texture = texture;
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>Reload hair style metadata.</summary>
|
||||
/// <returns>Returns whether any assets were reloaded.</returns>
|
||||
/// <remarks>Derived from the <see cref="Farmer.GetHairStyleMetadataFile"/> and <see cref="Farmer.GetHairStyleMetadata"/>.</remarks>
|
||||
private bool ReloadHairData()
|
||||
{
|
||||
if (Farmer.hairStyleMetadataFile == null)
|
||||
return false;
|
||||
|
||||
Farmer.hairStyleMetadataFile = null;
|
||||
Farmer.allHairStyleIndices = null;
|
||||
Farmer.hairStyleMetadata.Clear();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>Reload the disposition data for matching NPCs.</summary>
|
||||
/// <param name="content">The content manager through which to reload the asset.</param>
|
||||
/// <param name="key">The asset key to reload.</param>
|
||||
|
@ -813,7 +845,7 @@ namespace StardewModdingAPI.Metadata
|
|||
// update sprite
|
||||
foreach (var target in characters)
|
||||
{
|
||||
this.SetSpriteTexture(target.Npc.Sprite, content.Load<Texture2D>(target.Key));
|
||||
target.Npc.Sprite.spriteTexture = content.Load<Texture2D>(target.Key);
|
||||
propagated[target.Key] = true;
|
||||
}
|
||||
}
|
||||
|
@ -877,6 +909,29 @@ namespace StardewModdingAPI.Metadata
|
|||
return players.Any();
|
||||
}
|
||||
|
||||
/// <summary>Reload suspension bridge textures.</summary>
|
||||
/// <param name="content">The content manager through which to reload the asset.</param>
|
||||
/// <param name="key">The asset key to reload.</param>
|
||||
/// <returns>Returns whether any textures were reloaded.</returns>
|
||||
private bool ReloadSuspensionBridges(LocalizedContentManager content, string key)
|
||||
{
|
||||
Lazy<Texture2D> texture = new Lazy<Texture2D>(() => content.Load<Texture2D>(key));
|
||||
|
||||
foreach (GameLocation location in this.GetLocations(buildingInteriors: false))
|
||||
{
|
||||
// get suspension bridges field
|
||||
var field = this.Reflection.GetField<IEnumerable<SuspensionBridge>>(location, nameof(IslandNorth.suspensionBridges), required: false);
|
||||
if (field == null || !typeof(IEnumerable<SuspensionBridge>).IsAssignableFrom(field.FieldInfo.FieldType))
|
||||
continue;
|
||||
|
||||
// update textures
|
||||
foreach (SuspensionBridge bridge in field.GetValue())
|
||||
this.Reflection.GetField<Texture2D>(bridge, "_texture").SetValue(texture.Value);
|
||||
}
|
||||
|
||||
return texture.IsValueCreated;
|
||||
}
|
||||
|
||||
/// <summary>Reload tree textures.</summary>
|
||||
/// <param name="content">The content manager through which to reload the asset.</param>
|
||||
/// <param name="key">The asset key to reload.</param>
|
||||
|
@ -958,7 +1013,8 @@ namespace StardewModdingAPI.Metadata
|
|||
int lastScheduleTime = villager.Schedule.Keys.Where(p => p <= Game1.timeOfDay).OrderByDescending(p => p).FirstOrDefault();
|
||||
if (lastScheduleTime != 0)
|
||||
{
|
||||
villager.scheduleTimeToTry = NPC.NO_TRY; // use time that's passed in to checkSchedule
|
||||
villager.queuedSchedulePaths.Clear();
|
||||
villager.lastAttemptedSchedule = 0;
|
||||
villager.checkSchedule(lastScheduleTime);
|
||||
}
|
||||
}
|
||||
|
@ -969,14 +1025,6 @@ namespace StardewModdingAPI.Metadata
|
|||
/****
|
||||
** Helpers
|
||||
****/
|
||||
/// <summary>Reload the texture for an animated sprite.</summary>
|
||||
/// <param name="sprite">The animated sprite to update.</param>
|
||||
/// <param name="texture">The texture to set.</param>
|
||||
private void SetSpriteTexture(AnimatedSprite sprite, Texture2D texture)
|
||||
{
|
||||
this.Reflection.GetField<Texture2D>(sprite, "spriteTexture").SetValue(texture);
|
||||
}
|
||||
|
||||
/// <summary>Get all NPCs in the game (excluding farm animals).</summary>
|
||||
private IEnumerable<NPC> GetCharacters()
|
||||
{
|
||||
|
|
|
@ -6,6 +6,7 @@ using StardewModdingAPI.Framework.ModLoading.Finders;
|
|||
using StardewModdingAPI.Framework.ModLoading.RewriteFacades;
|
||||
using StardewModdingAPI.Framework.ModLoading.Rewriters;
|
||||
using StardewValley;
|
||||
using StardewValley.Locations;
|
||||
|
||||
namespace StardewModdingAPI.Metadata
|
||||
{
|
||||
|
@ -35,6 +36,11 @@ namespace StardewModdingAPI.Metadata
|
|||
if (platformChanged)
|
||||
yield return new MethodParentRewriter(typeof(SpriteBatch), typeof(SpriteBatchFacade));
|
||||
|
||||
// rewrite for Stardew Valley 1.5
|
||||
yield return new FieldReplaceRewriter(typeof(DecoratableLocation), "furniture", typeof(GameLocation), nameof(GameLocation.furniture));
|
||||
yield return new FieldReplaceRewriter(typeof(Farm), "resourceClumps", typeof(GameLocation), nameof(GameLocation.resourceClumps));
|
||||
yield return new FieldReplaceRewriter(typeof(MineShaft), "resourceClumps", typeof(GameLocation), nameof(GameLocation.resourceClumps));
|
||||
|
||||
// heuristic rewrites
|
||||
yield return new HeuristicFieldRewriter(this.ValidateReferencesToAssemblies);
|
||||
yield return new HeuristicMethodRewriter(this.ValidateReferencesToAssemblies);
|
||||
|
|
|
@ -135,11 +135,9 @@ namespace StardewModdingAPI.Patches
|
|||
IReflectedMethod translateArraysOfStrings = DialogueErrorPatch.Reflection.GetMethod(typeof(Dialogue), "TranslateArraysOfStrings");
|
||||
IReflectedMethod parseDialogueString = DialogueErrorPatch.Reflection.GetMethod(__instance, "parseDialogueString");
|
||||
IReflectedMethod checkForSpecialDialogueAttributes = DialogueErrorPatch.Reflection.GetMethod(__instance, "checkForSpecialDialogueAttributes");
|
||||
IReflectedField<List<string>> dialogues = DialogueErrorPatch.Reflection.GetField<List<string>>(__instance, "dialogues");
|
||||
|
||||
// replicate base constructor
|
||||
if (dialogues.GetValue() == null)
|
||||
dialogues.SetValue(new List<string>());
|
||||
__instance.dialogues ??= new List<string>();
|
||||
|
||||
// duplicate code with try..catch
|
||||
try
|
||||
|
|
|
@ -51,7 +51,7 @@ namespace StardewModdingAPI.Patches
|
|||
#endif
|
||||
{
|
||||
harmony.Patch(
|
||||
original: AccessTools.Method(typeof(NPC), "parseMasterSchedule"),
|
||||
original: AccessTools.Method(typeof(NPC), nameof(NPC.parseMasterSchedule)),
|
||||
#if HARMONY_2
|
||||
finalizer: new HarmonyMethod(this.GetType(), nameof(ScheduleErrorPatch.Finalize_NPC_parseMasterSchedule))
|
||||
#else
|
||||
|
|
|
@ -0,0 +1,79 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
|
||||
namespace StardewModdingAPI.Utilities
|
||||
{
|
||||
/// <summary>Manages a separate value for each player in split-screen mode. This can safely be used in non-split-screen mode too, it'll just have a single state in that case.</summary>
|
||||
/// <typeparam name="T">The state class.</typeparam>
|
||||
public class PerScreen<T>
|
||||
{
|
||||
/*********
|
||||
** Fields
|
||||
*********/
|
||||
/// <summary>Create the initial value for a player.</summary>
|
||||
private readonly Func<T> CreateNewState;
|
||||
|
||||
/// <summary>The tracked values for each player.</summary>
|
||||
private readonly IDictionary<int, T> States = new Dictionary<int, T>();
|
||||
|
||||
/// <summary>The last <see cref="Context.LastRemovedScreenId"/> value for which this instance was updated.</summary>
|
||||
private int LastRemovedScreenId;
|
||||
|
||||
|
||||
/*********
|
||||
** Accessors
|
||||
*********/
|
||||
/// <summary>The value for the current player.</summary>
|
||||
/// <remarks>The value is initialized the first time it's requested for that player, unless it's set manually first.</remarks>
|
||||
public T Value
|
||||
{
|
||||
get
|
||||
{
|
||||
this.RemoveDeadPlayers();
|
||||
return this.States.TryGetValue(Context.ScreenId, out T state)
|
||||
? state
|
||||
: this.States[Context.ScreenId] = this.CreateNewState();
|
||||
}
|
||||
set
|
||||
{
|
||||
this.RemoveDeadPlayers();
|
||||
this.States[Context.ScreenId] = value;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/*********
|
||||
** Public methods
|
||||
*********/
|
||||
/// <summary>Construct an instance.</summary>
|
||||
public PerScreen()
|
||||
: this(null) { }
|
||||
|
||||
/// <summary>Construct an instance.</summary>
|
||||
/// <param name="createNewState">Create the initial state for a player screen.</param>
|
||||
public PerScreen(Func<T> createNewState)
|
||||
{
|
||||
this.CreateNewState = createNewState ?? (() => default);
|
||||
}
|
||||
|
||||
|
||||
/*********
|
||||
** Private methods
|
||||
*********/
|
||||
/// <summary>Remove players who are no longer have a split-screen index.</summary>
|
||||
/// <returns>Returns whether any players were removed.</returns>
|
||||
private void RemoveDeadPlayers()
|
||||
{
|
||||
if (this.LastRemovedScreenId == Context.LastRemovedScreenId)
|
||||
return;
|
||||
|
||||
this.LastRemovedScreenId = Context.LastRemovedScreenId;
|
||||
foreach (int id in this.States.Keys.ToArray())
|
||||
{
|
||||
if (!Context.HasScreenId(id))
|
||||
this.States.Remove(id);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue