using StardewModdingAPI; using StardewValley; using StardewValley.Menus; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace Save_Anywhere_V2.Save_Utilities { public class GameUtilities { public static bool passiveSave; public static bool should_ship; public static void save_game() { /* if (Game1.player.currentLocation.name == "Sewer") { Log.Error("There is an issue saving in the Sewer. Blame the animals for not being saved to the player's save file."); Log.Error("Your data has not been saved. Sorry for the issue."); return; } */ //if a player has shipped an item, run this code. if (Enumerable.Count((IEnumerable)Game1.getFarm().shippingBin) > 0) { should_ship = true; // Game1.endOfNightMenus.Push((IClickableMenu)new ShippingMenu(Game1.getFarm().shippingBin)); // Game1.showEndOfNightStuff(); //shows the nightly shipping menu. // Game1.getFarm().shippingBin.Clear(); //clears out the shipping bin to prevent exploits } try { shipping_check(); // Game1.activeClickableMenu = new StardewValley.Menus.SaveGameMenu(); } catch(Exception rrr) { Game1.showRedMessage("Can't save here. See log for error."); Mod_Core.thisMonitor.Log(rrr.ToString(), LogLevel.Error); } // Game1.activeClickableMenu = new StardewValley.Menus.SaveGameMenu(); //This command is what allows the player to save anywhere as it calls the saving function. Save_Anywhere_V2.Save_Utilities.Player_Utilities.save_player_info(); Save_Anywhere_V2.Save_Utilities.Animal_Utilities.save_animal_info(); Save_Anywhere_V2.Save_Utilities.NPC_Utilities.Save_NPC_Info(); //grab the player's info // player_map_name = StardewValley.Game1.player.currentLocation.name; // player_tile_x = StardewValley.Game1.player.getTileX(); // player_tile_Y = StardewValley.Game1.player.getTileY(); // player_flop = false; // MyWritter_Player(); //write my info to a text file // MyWritter_Horse(); // DataLoader_Settings(); //load settings. Prevents acidental overwrite. // MyWritter_Settings(); //save settings. //Game1.warpFarmer(player_map_name, player_tile_x, player_tile_Y, player_flop); //refresh the player's location just incase. That will prove that they character's info was valid. //so this is essentially the basics of the code... // Log.Error("IS THIS BREAKING?"); } public static void shipping_check() { if (Game1.activeClickableMenu != null) return; if (should_ship == true) { Game1.activeClickableMenu = new StardewValley.Menus.New_Shipping_Menu(Game1.getFarm().shippingBin); should_ship = false; Game1.getFarm().shippingBin.Clear(); Game1.getFarm().lastItemShipped = null; passiveSave = true; } else { Game1.activeClickableMenu = new StardewValley.Menus.SaveGameMenu(); } } } }