remove invalid-schedule error which can have false positives (e.g. when NPC is married to a player)

This commit is contained in:
Jesse Plamondon-Willard 2020-01-12 15:53:59 -05:00
parent 5518e4cf24
commit 8b1fd90c6e
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2 changed files with 9 additions and 10 deletions

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@ -11,8 +11,9 @@
For modders:
* Asset propagation for player sprites now affects other players' sprites, and updates recolor maps (e.g. sleeves).
* Removed invalid-schedule validation which had false positives.
* For SMAPI/tool developers:
For SMAPI/tool developers:
* The `/mods` web API endpoint now includes version mappings from the wiki.
## 3.1

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@ -909,18 +909,16 @@ namespace StardewModdingAPI.Metadata
this.Reflection.GetField<bool>(villager, "_hasLoadedMasterScheduleData").SetValue(false);
this.Reflection.GetField<Dictionary<string, string>>(villager, "_masterScheduleData").SetValue(null);
villager.Schedule = villager.getSchedule(Game1.dayOfMonth);
if (villager.Schedule == null)
{
this.Monitor.Log($"A mod set an invalid schedule for {villager.Name ?? key}, so the NPC may not behave correctly.", LogLevel.Warn);
return true;
}
// switch to new schedule if needed
int lastScheduleTime = villager.Schedule.Keys.Where(p => p <= Game1.timeOfDay).OrderByDescending(p => p).FirstOrDefault();
if (lastScheduleTime != 0)
if (villager.Schedule != null)
{
villager.scheduleTimeToTry = NPC.NO_TRY; // use time that's passed in to checkSchedule
villager.checkSchedule(lastScheduleTime);
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.checkSchedule(lastScheduleTime);
}
}
}
return true;