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using System ;
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using System.Collections.Generic ;
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using System.IO ;
using System.Linq ;
using Microsoft.Xna.Framework ;
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using Omegasis.SaveAnywhere.Framework.Models ;
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using StardewModdingAPI ;
using StardewValley ;
using StardewValley.Characters ;
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using StardewValley.Monsters ;
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namespace Omegasis.SaveAnywhere.Framework
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{
/// <summary>Provides methods for saving and loading game data.</summary>
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public class SaveManager
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{
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/ * * * * * * * * *
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* * Fields
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* * * * * * * * * /
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/// <summary>Simplifies access to game code.</summary>
private readonly IReflectionHelper Reflection ;
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/// <summary>A callback invoked when data is loaded.</summary>
private readonly Action OnLoaded ;
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/// <summary>SMAPI's APIs for this mod.</summary>
private readonly IModHelper Helper ;
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/// <summary>The relative path to the player data file.</summary>
private string RelativeDataPath = > Path . Combine ( "data" , $"{Constants.SaveFolderName}.json" ) ;
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/// <summary>Whether we should save at the next opportunity.</summary>
private bool WaitingToSave ;
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/// <summary> Currently displayed save menu (null if no menu is displayed) </summary>
private NewSaveGameMenu currentSaveMenu ;
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/ * * * * * * * * *
* * Public methods
* * * * * * * * * /
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/// <summary>Construct an instance.</summary>
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/// <param name="helper">SMAPI's APIs for this mod.</param>
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/// <param name="reflection">Simplifies access to game code.</param>
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/// <param name="onLoaded">A callback invoked when data is loaded.</param>
public SaveManager ( IModHelper helper , IReflectionHelper reflection , Action onLoaded )
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{
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this . Helper = helper ;
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this . Reflection = reflection ;
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this . OnLoaded = onLoaded ;
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}
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private void empty ( object o , EventArgs args ) { }
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/// <summary>Perform any required update logic.</summary>
public void Update ( )
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{
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// perform passive save
if ( this . WaitingToSave & & Game1 . activeClickableMenu = = null )
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{
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this . currentSaveMenu = new NewSaveGameMenu ( ) ;
this . currentSaveMenu . SaveComplete + = this . CurrentSaveMenu_SaveComplete ;
Game1 . activeClickableMenu = this . currentSaveMenu ;
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this . WaitingToSave = false ;
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}
}
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/// <summary>Event function for NewSaveGameMenu event SaveComplete</summary>
/// <param name="sender">The event sender.</param>
/// <param name="e">The event arguments.</param>
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private void CurrentSaveMenu_SaveComplete ( object sender , EventArgs e )
{
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this . currentSaveMenu . SaveComplete - = this . CurrentSaveMenu_SaveComplete ;
this . currentSaveMenu = null ;
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//AfterSave.Invoke(this, EventArgs.Empty);
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}
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/// <summary>Clear saved data.</summary>
public void ClearData ( )
{
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if ( File . Exists ( Path . Combine ( this . Helper . DirectoryPath , this . RelativeDataPath ) ) )
{
File . Delete ( Path . Combine ( this . Helper . DirectoryPath , this . RelativeDataPath ) ) ;
}
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this . RemoveLegacyDataForThisPlayer ( ) ;
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}
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/// <summary>Initiate a game save.</summary>
public void BeginSaveData ( )
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{
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// save game data
Farm farm = Game1 . getFarm ( ) ;
if ( farm . shippingBin . Any ( ) )
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{
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Game1 . activeClickableMenu = new NewShippingMenu ( farm . shippingBin , this . Reflection ) ;
farm . shippingBin . Clear ( ) ;
farm . lastItemShipped = null ;
this . WaitingToSave = true ;
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}
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else
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{
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this . currentSaveMenu = new NewSaveGameMenu ( ) ;
this . currentSaveMenu . SaveComplete + = this . CurrentSaveMenu_SaveComplete ;
Game1 . activeClickableMenu = this . currentSaveMenu ;
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}
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// save data to disk
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PlayerData data = new PlayerData
{
Time = Game1 . timeOfDay ,
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Characters = this . GetPositions ( ) . ToArray ( ) ,
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IsCharacterSwimming = Game1 . player . swimming . Value
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} ;
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this . Helper . Data . WriteJsonFile ( this . RelativeDataPath , data ) ;
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// clear any legacy data (no longer needed as backup)
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this . RemoveLegacyDataForThisPlayer ( ) ;
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}
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/// <summary>Load all game data.</summary>
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public void LoadData ( )
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{
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// get data
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PlayerData data = this . Helper . Data . ReadJsonFile < PlayerData > ( this . RelativeDataPath ) ;
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if ( data = = null )
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return ;
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// apply
Game1 . timeOfDay = data . Time ;
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this . ResumeSwimming ( data ) ;
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this . SetPositions ( data . Characters ) ;
this . OnLoaded ? . Invoke ( ) ;
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// Notify other mods that load is complete
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//AfterLoad.Invoke(this, EventArgs.Empty);
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}
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/// <summary>Checks to see if the player was swimming when the game was saved and if so, resumes the swimming animation.</summary>
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public void ResumeSwimming ( PlayerData data )
{
try
{
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if ( data . IsCharacterSwimming )
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{
Game1 . player . changeIntoSwimsuit ( ) ;
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Game1 . player . swimming . Value = true ;
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}
}
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catch
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{
//Here to allow compatability with old save files.
}
}
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/ * * * * * * * * *
* * Private methods
* * * * * * * * * /
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/// <summary>Get the current character positions.</summary>
private IEnumerable < CharacterData > GetPositions ( )
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{
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// player
{
var player = Game1 . player ;
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string name = player . Name ;
string map = player . currentLocation . uniqueName . Value ; //Try to get a unique name for the location and if we can't we are going to default to the actual name of the map.
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if ( string . IsNullOrEmpty ( map ) )
map = player . currentLocation . Name ; //This is used to account for maps that share the same name but have a unique ID such as Coops, Barns and Sheds.
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Point tile = player . getTileLocationPoint ( ) ;
int facingDirection = player . facingDirection ;
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yield return new CharacterData ( CharacterType . Player , name , map , tile , facingDirection ) ;
}
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// NPCs (including horse and pets)
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foreach ( NPC npc in Utility . getAllCharacters ( ) )
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{
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CharacterType ? type = this . GetCharacterType ( npc ) ;
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if ( type = = null | | npc ? . currentLocation = = null )
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continue ;
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string name = npc . Name ;
string map = npc . currentLocation . Name ;
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Point tile = npc . getTileLocationPoint ( ) ;
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int facingDirection = npc . facingDirection ;
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yield return new CharacterData ( type . Value , name , map , tile , facingDirection ) ;
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}
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}
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/// <summary>Reset characters to their saved state.</summary>
/// <param name="positions">The positions to set.</param>
/// <returns>Returns whether any NPCs changed position.</returns>
private void SetPositions ( CharacterData [ ] positions )
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{
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// player
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{
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CharacterData data = positions . FirstOrDefault ( p = > p . Type = = CharacterType . Player & & p . Name = = Game1 . player . Name ) ;
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if ( data ! = null )
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{
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Game1 . player . previousLocationName = Game1 . player . currentLocation . Name ;
//Game1.player. locationAfterWarp = Game1.getLocationFromName(data.Map);
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Game1 . xLocationAfterWarp = data . X ;
Game1 . yLocationAfterWarp = data . Y ;
Game1 . facingDirectionAfterWarp = data . FacingDirection ;
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Game1 . fadeScreenToBlack ( ) ;
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Game1 . warpFarmer ( data . Map , data . X , data . Y , false ) ;
Game1 . player . faceDirection ( data . FacingDirection ) ;
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}
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}
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// NPCs (including horse and pets)
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foreach ( NPC npc in Utility . getAllCharacters ( ) )
{
// get NPC type
CharacterType ? type = this . GetCharacterType ( npc ) ;
if ( type = = null )
continue ;
// get saved data
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CharacterData data = positions . FirstOrDefault ( p = > p . Type = = type & & p . Name = = npc . Name ) ;
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if ( data = = null )
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continue ;
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// update NPC
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Game1 . warpCharacter ( npc , data . Map , new Point ( data . X , data . Y ) ) ;
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npc . faceDirection ( data . FacingDirection ) ;
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}
}
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/// <summary>Get the character type for an NPC.</summary>
/// <param name="npc">The NPC to check.</param>
private CharacterType ? GetCharacterType ( NPC npc )
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{
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if ( npc is Monster )
return null ;
if ( npc is Horse )
return CharacterType . Horse ;
if ( npc is Pet )
return CharacterType . Pet ;
return CharacterType . Villager ;
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}
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/// <summary>Remove legacy save data for this player.</summary>
private void RemoveLegacyDataForThisPlayer ( )
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{
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DirectoryInfo dataDir = new DirectoryInfo ( Path . Combine ( this . Helper . DirectoryPath , "Save_Data" ) ) ;
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DirectoryInfo playerDir = new DirectoryInfo ( Path . Combine ( dataDir . FullName , Game1 . player . Name ) ) ;
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if ( playerDir . Exists )
playerDir . Delete ( recursive : true ) ;
if ( dataDir . Exists & & ! dataDir . EnumerateDirectories ( ) . Any ( ) )
dataDir . Delete ( recursive : true ) ;
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}
}
}