make item spawn commands more robust
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08dc846195
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be79a04206
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@ -57,6 +57,8 @@ For modders:
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* Updated SMAPI/game version map.
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* Fixes:
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* Fixed mods needing to load custom `Map` assets before the game accesses them (SMAPI will now do so automatically).
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* Fixed Console Commands not including upgraded tools in item commands.
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* Fixed Console Commands' item commands failing if a mod adds invalid item data.
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* Fixed Save Backup not pruning old backups if they're uncompressed.
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* Fixed issues when a farmhand reconnects before the game notices they're disconnected.
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* Fixed 'received message' logs shown in non-developer mode.
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@ -1,4 +1,7 @@
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using System;
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using System.Collections.Generic;
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using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using Microsoft.Xna.Framework;
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using StardewModdingAPI.Mods.ConsoleCommands.Framework.ItemData;
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using StardewValley;
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@ -22,70 +25,76 @@ namespace StardewModdingAPI.Mods.ConsoleCommands.Framework
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** Public methods
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*********/
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/// <summary>Get all spawnable items.</summary>
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[SuppressMessage("ReSharper", "AccessToModifiedClosure", Justification = "TryCreate invokes the lambda immediately.")]
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public IEnumerable<SearchableItem> GetAll()
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{
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IEnumerable<SearchableItem> GetAllRaw()
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{
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// get tools
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yield return new SearchableItem(ItemType.Tool, ToolFactory.axe, ToolFactory.getToolFromDescription(ToolFactory.axe, 0));
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yield return new SearchableItem(ItemType.Tool, ToolFactory.hoe, ToolFactory.getToolFromDescription(ToolFactory.hoe, 0));
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yield return new SearchableItem(ItemType.Tool, ToolFactory.pickAxe, ToolFactory.getToolFromDescription(ToolFactory.pickAxe, 0));
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yield return new SearchableItem(ItemType.Tool, ToolFactory.wateringCan, ToolFactory.getToolFromDescription(ToolFactory.wateringCan, 0));
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yield return new SearchableItem(ItemType.Tool, ToolFactory.fishingRod, ToolFactory.getToolFromDescription(ToolFactory.fishingRod, 0));
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yield return new SearchableItem(ItemType.Tool, this.CustomIDOffset, new MilkPail()); // these don't have any sort of ID, so we'll just assign some arbitrary ones
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yield return new SearchableItem(ItemType.Tool, this.CustomIDOffset + 1, new Shears());
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yield return new SearchableItem(ItemType.Tool, this.CustomIDOffset + 2, new Pan());
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yield return new SearchableItem(ItemType.Tool, this.CustomIDOffset + 3, new Wand());
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// clothing
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foreach (int id in Game1.clothingInformation.Keys)
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yield return new SearchableItem(ItemType.Clothing, id, new Clothing(id));
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for (int quality = Tool.stone; quality <= Tool.iridium; quality++)
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{
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yield return this.TryCreate(ItemType.Tool, ToolFactory.axe, () => ToolFactory.getToolFromDescription(ToolFactory.axe, quality));
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yield return this.TryCreate(ItemType.Tool, ToolFactory.hoe, () => ToolFactory.getToolFromDescription(ToolFactory.hoe, quality));
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yield return this.TryCreate(ItemType.Tool, ToolFactory.pickAxe, () => ToolFactory.getToolFromDescription(ToolFactory.pickAxe, quality));
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yield return this.TryCreate(ItemType.Tool, ToolFactory.wateringCan, () => ToolFactory.getToolFromDescription(ToolFactory.wateringCan, quality));
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if (quality != Tool.iridium)
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yield return this.TryCreate(ItemType.Tool, ToolFactory.fishingRod, () => ToolFactory.getToolFromDescription(ToolFactory.fishingRod, quality));
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}
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yield return this.TryCreate(ItemType.Tool, this.CustomIDOffset, () => new MilkPail()); // these don't have any sort of ID, so we'll just assign some arbitrary ones
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yield return this.TryCreate(ItemType.Tool, this.CustomIDOffset + 1, () => new Shears());
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yield return this.TryCreate(ItemType.Tool, this.CustomIDOffset + 2, () => new Pan());
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yield return this.TryCreate(ItemType.Tool, this.CustomIDOffset + 3, () => new Wand());
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// wallpapers
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for (int id = 0; id < 112; id++)
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yield return new SearchableItem(ItemType.Wallpaper, id, new Wallpaper(id) { Category = SObject.furnitureCategory });
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yield return this.TryCreate(ItemType.Wallpaper, id, () => new Wallpaper(id) { Category = SObject.furnitureCategory });
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// flooring
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for (int id = 0; id < 40; id++)
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yield return new SearchableItem(ItemType.Flooring, id, new Wallpaper(id, isFloor: true) { Category = SObject.furnitureCategory });
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yield return this.TryCreate(ItemType.Flooring, id, () => new Wallpaper(id, isFloor: true) { Category = SObject.furnitureCategory });
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// equipment
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foreach (int id in Game1.content.Load<Dictionary<int, string>>("Data\\Boots").Keys)
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yield return new SearchableItem(ItemType.Boots, id, new Boots(id));
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yield return this.TryCreate(ItemType.Boots, id, () => new Boots(id));
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foreach (int id in Game1.content.Load<Dictionary<int, string>>("Data\\hats").Keys)
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yield return new SearchableItem(ItemType.Hat, id, new Hat(id));
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yield return this.TryCreate(ItemType.Hat, id, () => new Hat(id));
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foreach (int id in Game1.objectInformation.Keys)
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{
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if (id >= Ring.ringLowerIndexRange && id <= Ring.ringUpperIndexRange)
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yield return new SearchableItem(ItemType.Ring, id, new Ring(id));
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yield return this.TryCreate(ItemType.Ring, id, () => new Ring(id));
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}
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// weapons
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foreach (int id in Game1.content.Load<Dictionary<int, string>>("Data\\weapons").Keys)
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{
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Item weapon = (id >= 32 && id <= 34)
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yield return this.TryCreate(ItemType.Weapon, id, () => (id >= 32 && id <= 34)
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? (Item)new Slingshot(id)
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: new MeleeWeapon(id);
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yield return new SearchableItem(ItemType.Weapon, id, weapon);
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: new MeleeWeapon(id)
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);
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}
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// furniture
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foreach (int id in Game1.content.Load<Dictionary<int, string>>("Data\\Furniture").Keys)
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{
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if (id == 1466 || id == 1468)
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yield return new SearchableItem(ItemType.Furniture, id, new TV(id, Vector2.Zero));
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yield return this.TryCreate(ItemType.Furniture, id, () => new TV(id, Vector2.Zero));
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else
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yield return new SearchableItem(ItemType.Furniture, id, new Furniture(id, Vector2.Zero));
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yield return this.TryCreate(ItemType.Furniture, id, () => new Furniture(id, Vector2.Zero));
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}
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// craftables
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foreach (int id in Game1.bigCraftablesInformation.Keys)
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yield return new SearchableItem(ItemType.BigCraftable, id, new SObject(Vector2.Zero, id));
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yield return this.TryCreate(ItemType.BigCraftable, id, () => new SObject(Vector2.Zero, id));
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// secret notes
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foreach (int id in Game1.content.Load<Dictionary<int, string>>("Data\\SecretNotes").Keys)
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{
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yield return this.TryCreate(ItemType.Object, this.CustomIDOffset + id, () =>
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{
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SObject note = new SObject(79, 1);
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note.name = $"{note.name} #{id}";
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yield return new SearchableItem(ItemType.Object, this.CustomIDOffset + id, note);
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return note;
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});
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}
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// objects
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@ -96,13 +105,22 @@ namespace StardewModdingAPI.Mods.ConsoleCommands.Framework
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if (id >= Ring.ringLowerIndexRange && id <= Ring.ringUpperIndexRange)
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continue; // handled separated
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SObject item = new SObject(id, 1);
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yield return new SearchableItem(ItemType.Object, id, item);
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// spawn main item
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SObject item;
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{
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SearchableItem main = this.TryCreate(ItemType.Object, id, () => new SObject(id, 1));
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yield return main;
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item = main?.Item as SObject;
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}
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if (item == null)
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continue;
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// fruit products
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if (item.Category == SObject.FruitsCategory)
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{
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// wine
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yield return this.TryCreate(ItemType.Object, this.CustomIDOffset * 2 + id, () =>
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{
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SObject wine = new SObject(348, 1)
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{
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Name = $"{item.Name} Wine",
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@ -110,9 +128,12 @@ namespace StardewModdingAPI.Mods.ConsoleCommands.Framework
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};
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wine.preserve.Value = SObject.PreserveType.Wine;
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wine.preservedParentSheetIndex.Value = item.ParentSheetIndex;
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yield return new SearchableItem(ItemType.Object, this.CustomIDOffset * 2 + id, wine);
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return wine;
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});
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// jelly
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yield return this.TryCreate(ItemType.Object, this.CustomIDOffset * 3 + id, () =>
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{
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SObject jelly = new SObject(344, 1)
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{
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Name = $"{item.Name} Jelly",
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@ -120,13 +141,16 @@ namespace StardewModdingAPI.Mods.ConsoleCommands.Framework
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};
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jelly.preserve.Value = SObject.PreserveType.Jelly;
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jelly.preservedParentSheetIndex.Value = item.ParentSheetIndex;
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yield return new SearchableItem(ItemType.Object, this.CustomIDOffset * 3 + id, jelly);
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return jelly;
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});
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}
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// vegetable products
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else if (item.Category == SObject.VegetableCategory)
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{
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// juice
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yield return this.TryCreate(ItemType.Object, this.CustomIDOffset * 4 + id, () =>
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{
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SObject juice = new SObject(350, 1)
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{
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Name = $"{item.Name} Juice",
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@ -134,9 +158,12 @@ namespace StardewModdingAPI.Mods.ConsoleCommands.Framework
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};
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juice.preserve.Value = SObject.PreserveType.Juice;
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juice.preservedParentSheetIndex.Value = item.ParentSheetIndex;
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yield return new SearchableItem(ItemType.Object, this.CustomIDOffset * 4 + id, juice);
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return juice;
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});
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// pickled
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yield return this.TryCreate(ItemType.Object, this.CustomIDOffset * 5 + id, () =>
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{
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SObject pickled = new SObject(342, 1)
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{
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Name = $"Pickled {item.Name}",
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@ -144,7 +171,8 @@ namespace StardewModdingAPI.Mods.ConsoleCommands.Framework
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};
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pickled.preserve.Value = SObject.PreserveType.Pickle;
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pickled.preservedParentSheetIndex.Value = item.ParentSheetIndex;
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yield return new SearchableItem(ItemType.Object, this.CustomIDOffset * 5 + id, pickled);
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return pickled;
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});
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}
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// flower honey
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@ -176,6 +204,8 @@ namespace StardewModdingAPI.Mods.ConsoleCommands.Framework
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// yield honey
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if (type != null)
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{
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yield return this.TryCreate(ItemType.Object, this.CustomIDOffset * 5 + id, () =>
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{
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SObject honey = new SObject(Vector2.Zero, 340, item.Name + " Honey", false, true, false, false)
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{
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@ -188,10 +218,35 @@ namespace StardewModdingAPI.Mods.ConsoleCommands.Framework
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honey.Name = $"{item.Name} Honey";
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honey.Price += item.Price * 2;
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}
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yield return new SearchableItem(ItemType.Object, this.CustomIDOffset * 5 + id, honey);
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return honey;
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});
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}
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}
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}
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}
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return GetAllRaw().Where(p => p != null);
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}
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/*********
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** Private methods
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*********/
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/// <summary>Create a searchable item if valid.</summary>
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/// <param name="type">The item type.</param>
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/// <param name="id">The unique ID (if different from the item's parent sheet index).</param>
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/// <param name="createItem">Create an item instance.</param>
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private SearchableItem TryCreate(ItemType type, int id, Func<Item> createItem)
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{
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try
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{
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return new SearchableItem(type, id, createItem());
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}
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catch
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{
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return null; // if some item data is invalid, just don't include it
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}
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}
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}
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}
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