fix inconsistent LoadStage behavior when creating a new save
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@ -25,6 +25,7 @@ These changes have not been released yet.
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* Removed all deprecated APIs.
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* Removed the `Monitor.ExitGameImmediately` method.
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* Updated to Json.NET 12.0.1.
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* Fixed `LoadStageChanged` event not raising correct flags in some cases when creating a new save.
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## 2.11.3
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Released 13 September 2019 for Stardew Valley 1.3.36.
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@ -774,7 +774,7 @@ namespace StardewModdingAPI.Framework
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}
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// preloaded
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if (Context.IsSaveLoaded && Context.LoadStage != LoadStage.Loaded && Context.LoadStage != LoadStage.Ready)
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if (Context.IsSaveLoaded && Context.LoadStage != LoadStage.Loaded && Context.LoadStage != LoadStage.Ready && Game1.dayOfMonth != 0)
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this.OnLoadStageChanged(LoadStage.Loaded);
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// update tick
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@ -1,16 +1,15 @@
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using System;
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using System.Collections.ObjectModel;
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using System.Collections.Specialized;
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using Harmony;
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using StardewModdingAPI.Enums;
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using StardewModdingAPI.Framework.Patching;
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using StardewModdingAPI.Framework.Reflection;
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using StardewValley;
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using StardewValley.Menus;
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using StardewValley.Minigames;
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namespace StardewModdingAPI.Patches
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{
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/// <summary>A Harmony patch for <see cref="Game1.loadForNewGame"/> which notifies SMAPI for save creation load stages.</summary>
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/// <summary>Harmony patches which notify SMAPI for save creation load stages.</summary>
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/// <remarks>This patch hooks into <see cref="Game1.loadForNewGame"/>, checks if <c>TitleMenu.transitioningCharacterCreationMenu</c> is true (which means the player is creating a new save file), then raises <see cref="LoadStage.CreatedBasicInfo"/> after the location list is cleared twice (the second clear happens right before locations are created), and <see cref="LoadStage.CreatedLocations"/> when the method ends.</remarks>
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internal class LoadContextPatch : IHarmonyPatch
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{
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@ -23,12 +22,6 @@ namespace StardewModdingAPI.Patches
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/// <summary>A callback to invoke when the load stage changes.</summary>
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private static Action<LoadStage> OnStageChanged;
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/// <summary>Whether <see cref="Game1.loadForNewGame"/> was called as part of save creation.</summary>
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private static bool IsCreating;
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/// <summary>The number of times that <see cref="Game1.locations"/> has been cleared since <see cref="Game1.loadForNewGame"/> started.</summary>
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private static int TimesLocationsCleared;
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/*********
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** Accessors
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@ -53,9 +46,15 @@ namespace StardewModdingAPI.Patches
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/// <param name="harmony">The Harmony instance.</param>
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public void Apply(HarmonyInstance harmony)
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{
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// detect CreatedBasicInfo
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harmony.Patch(
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original: AccessTools.Method(typeof(TitleMenu), nameof(TitleMenu.createdNewCharacter)),
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prefix: new HarmonyMethod(this.GetType(), nameof(LoadContextPatch.Before_TitleMenu_CreatedNewCharacter))
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);
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// detect CreatedLocations
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harmony.Patch(
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original: AccessTools.Method(typeof(Game1), nameof(Game1.loadForNewGame)),
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prefix: new HarmonyMethod(this.GetType(), nameof(LoadContextPatch.Before_Game1_LoadForNewGame)),
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postfix: new HarmonyMethod(this.GetType(), nameof(LoadContextPatch.After_Game1_LoadForNewGame))
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);
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}
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@ -64,45 +63,25 @@ namespace StardewModdingAPI.Patches
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/*********
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** Private methods
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*********/
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/// <summary>The method to call instead of <see cref="Game1.loadForNewGame"/>.</summary>
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/// <summary>Called before <see cref="TitleMenu.createdNewCharacter"/>.</summary>
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/// <returns>Returns whether to execute the original method.</returns>
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/// <remarks>This method must be static for Harmony to work correctly. See the Harmony documentation before renaming arguments.</remarks>
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private static bool Before_Game1_LoadForNewGame()
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private static bool Before_TitleMenu_CreatedNewCharacter()
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{
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LoadContextPatch.IsCreating = Game1.activeClickableMenu is TitleMenu menu && LoadContextPatch.Reflection.GetField<bool>(menu, "transitioningCharacterCreationMenu").GetValue();
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LoadContextPatch.TimesLocationsCleared = 0;
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if (LoadContextPatch.IsCreating)
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{
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// raise CreatedBasicInfo after locations are cleared twice
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ObservableCollection<GameLocation> locations = (ObservableCollection<GameLocation>)Game1.locations;
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locations.CollectionChanged += LoadContextPatch.OnLocationListChanged;
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}
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LoadContextPatch.OnStageChanged(LoadStage.CreatedBasicInfo);
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return true;
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}
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/// <summary>The method to call instead after <see cref="Game1.loadForNewGame"/>.</summary>
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/// <summary>Called after <see cref="Game1.loadForNewGame"/>.</summary>
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/// <remarks>This method must be static for Harmony to work correctly. See the Harmony documentation before renaming arguments.</remarks>
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private static void After_Game1_LoadForNewGame()
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{
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if (LoadContextPatch.IsCreating)
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{
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// clean up
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ObservableCollection<GameLocation> locations = (ObservableCollection<GameLocation>)Game1.locations;
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locations.CollectionChanged -= LoadContextPatch.OnLocationListChanged;
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bool creating =
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(Game1.currentMinigame is Intro) // creating save with intro
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|| (Game1.activeClickableMenu is TitleMenu menu && LoadContextPatch.Reflection.GetField<bool>(menu, "transitioningCharacterCreationMenu").GetValue()); // creating save, skipped intro
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// raise stage changed
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if (creating)
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LoadContextPatch.OnStageChanged(LoadStage.CreatedLocations);
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}
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}
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/// <summary>Raised when <see cref="Game1.locations"/> changes.</summary>
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/// <param name="sender">The event sender.</param>
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/// <param name="e">The event arguments.</param>
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private static void OnLocationListChanged(object sender, NotifyCollectionChangedEventArgs e)
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{
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if (++LoadContextPatch.TimesLocationsCleared == 2)
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LoadContextPatch.OnStageChanged(LoadStage.CreatedBasicInfo);
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}
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}
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}
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