Stardew_Valley_Mods/GeneralMods/SaveAnywhere/Framework/SaveManager.cs

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using System;
using System.Collections.Generic;
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using System.IO;
using System.Linq;
using Microsoft.Xna.Framework;
using Omegasis.SaveAnywhere.Framework.Models;
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using StardewModdingAPI;
using StardewValley;
using StardewValley.Characters;
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>
internal class SaveManager
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{
/*********
** Properties
*********/
/// <summary>Simplifies access to game code.</summary>
private readonly IReflectionHelper Reflection;
/// <summary>A callback invoked when data is loaded.</summary>
private readonly Action OnLoaded;
/// <summary>SMAPI's APIs for this mod.</summary>
private readonly IModHelper Helper;
/// <summary>The full path to the player data file.</summary>
private string SavePath => Path.Combine(this.Helper.DirectoryPath, "data", $"{Constants.SaveFolderName}.json");
/// <summary>Whether we should save at the next opportunity.</summary>
private bool WaitingToSave;
/*********
** Public methods
*********/
/// <summary>Construct an instance.</summary>
/// <param name="helper">SMAPI's APIs for this mod.</param>
/// <param name="reflection">Simplifies access to game code.</param>
/// <param name="onLoaded">A callback invoked when data is loaded.</param>
public SaveManager(IModHelper helper, IReflectionHelper reflection, Action onLoaded)
{
this.Helper = helper;
this.Reflection = reflection;
this.OnLoaded = onLoaded;
}
/// <summary>Perform any required update logic.</summary>
public void Update()
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{
// perform passive save
if (this.WaitingToSave && Game1.activeClickableMenu == null)
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{
Game1.activeClickableMenu = new NewSaveGameMenu();
this.WaitingToSave = false;
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}
}
/// <summary>Clear saved data.</summary>
public void ClearData()
{
Directory.Delete(this.SavePath, recursive: true);
this.RemoveLegacyDataForThisPlayer();
}
/// <summary>Initiate a game save.</summary>
public void BeginSaveData()
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{
// save game data
Farm farm = Game1.getFarm();
if (farm.shippingBin.Any())
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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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}
else
Game1.activeClickableMenu = new NewSaveGameMenu();
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// get data
PlayerData data = new PlayerData
{
Time = Game1.timeOfDay,
Characters = this.GetPositions().ToArray()
};
// save to disk
// ReSharper disable once PossibleNullReferenceException -- not applicable
Directory.CreateDirectory(new FileInfo(this.SavePath).Directory.FullName);
this.Helper.WriteJsonFile(this.SavePath, data);
// clear any legacy data (no longer needed as backup)
this.RemoveLegacyDataForThisPlayer();
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}
/// <summary>Load all game data.</summary>
public void LoadData()
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{
// get data
PlayerData data = this.Helper.ReadJsonFile<PlayerData>(this.SavePath);
if (data == null)
return;
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// apply
Game1.timeOfDay = data.Time;
this.SetPositions(data.Characters);
this.OnLoaded?.Invoke();
}
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/*********
** Private methods
*********/
/// <summary>Get the current character positions.</summary>
private IEnumerable<CharacterData> GetPositions()
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{
// player
{
var player = Game1.player;
string name = player.name;
string map = player.currentLocation.uniqueName; //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.
if (map == ""|| map==null) 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.
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)
foreach (NPC npc in Utility.getAllCharacters())
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{
CharacterType? type = this.GetCharacterType(npc);
if (type == null)
continue;
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string name = npc.name;
string map = npc.currentLocation.name;
Point tile = npc.getTileLocationPoint();
int facingDirection = npc.facingDirection;
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yield return new CharacterData(type.Value, name, map, tile, facingDirection);
}
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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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{
// player
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{
CharacterData data = positions.FirstOrDefault(p => p.Type == CharacterType.Player && p.Name == Game1.player.name);
if (data != null)
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{
Game1.player.previousLocationName = Game1.player.currentLocation.name;
Game1.locationAfterWarp = Game1.getLocationFromName(data.Map);
Game1.xLocationAfterWarp = data.X;
Game1.yLocationAfterWarp = data.Y;
Game1.facingDirectionAfterWarp = data.FacingDirection;
Game1.fadeScreenToBlack();
Game1.warpFarmer(data.Map, data.X, data.Y, false);
Game1.player.faceDirection(data.FacingDirection);
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}
}
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// NPCs (including horse and pets)
foreach (NPC npc in Utility.getAllCharacters())
{
// get NPC type
CharacterType? type = this.GetCharacterType(npc);
if (type == null)
continue;
// get saved data
CharacterData data = positions.FirstOrDefault(p => p.Type == type && p.Name == npc.name);
if (data == null)
continue;
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// update NPC
Game1.warpCharacter(npc, data.Map, new Point(data.X, data.Y), false, true);
npc.faceDirection(data.FacingDirection);
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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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{
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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}
/// <summary>Remove legacy save data for this player.</summary>
private void RemoveLegacyDataForThisPlayer()
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{
DirectoryInfo dataDir = new DirectoryInfo(Path.Combine(this.Helper.DirectoryPath, "Save_Data"));
DirectoryInfo playerDir = new DirectoryInfo(Path.Combine(dataDir.FullName, Game1.player.name));
if (playerDir.Exists)
playerDir.Delete(recursive: true);
if (dataDir.Exists && !dataDir.EnumerateDirectories().Any())
dataDir.Delete(recursive: true);
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}
}
}