273 lines
10 KiB
C#
273 lines
10 KiB
C#
using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using Microsoft.Xna.Framework;
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using Omegasis.SaveAnywhere.Framework.Models;
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using StardewModdingAPI;
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using StardewValley;
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using StardewValley.Characters;
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using StardewValley.Monsters;
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namespace Omegasis.SaveAnywhere.Framework
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{
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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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** Properties
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*********/
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/// <summary>Simplifies access to game code.</summary>
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private readonly IReflectionHelper Reflection;
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/// <summary>A callback invoked when data is loaded.</summary>
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private readonly Action OnLoaded;
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/// <summary>SMAPI's APIs for this mod.</summary>
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private readonly IModHelper Helper;
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/// <summary>The full path to the player data file.</summary>
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private string SavePath => Path.Combine(this.Helper.DirectoryPath, "data", $"{Constants.SaveFolderName}.json");
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/// <summary>Whether we should save at the next opportunity.</summary>
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private bool WaitingToSave;
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/// <summary> Currently displayed save menu (null if no menu is displayed) </summary>
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private NewSaveGameMenu currentSaveMenu;
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/*********
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** Public methods
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*********/
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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>
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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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{
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}
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/// <summary>Perform any required update logic.</summary>
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public void Update()
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{
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// perform passive save
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if (this.WaitingToSave && Game1.activeClickableMenu == null)
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{
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currentSaveMenu = new NewSaveGameMenu();
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currentSaveMenu.SaveComplete += CurrentSaveMenu_SaveComplete;
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Game1.activeClickableMenu = currentSaveMenu;
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this.WaitingToSave = false;
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}
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}
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/// <summary>
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/// Event function for NewSaveGameMenu event SaveComplete
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/// </summary>
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/// <param name="sender"></param>
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/// <param name="e"></param>
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private void CurrentSaveMenu_SaveComplete(object sender, EventArgs e)
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{
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currentSaveMenu.SaveComplete -= CurrentSaveMenu_SaveComplete;
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currentSaveMenu = null;
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//AfterSave.Invoke(this, EventArgs.Empty);
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UnifiedSaveCore.UnifiedSaveCore.SaveEvents_AfterSave(this, EventArgs.Empty);
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}
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/// <summary>Clear saved data.</summary>
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public void ClearData()
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{
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File.Delete(this.SavePath);
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this.RemoveLegacyDataForThisPlayer();
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}
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/// <summary>Initiate a game save.</summary>
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public void BeginSaveData()
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{
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SaveAnywhere.ModMonitor.Log("SVE ANYWHERE WHAT YOU DOING???");
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UnifiedSaveCore.UnifiedSaveCore.SaveEvents_BeforeSave(this, EventArgs.Empty);
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// save game data
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Farm farm = Game1.getFarm();
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if (farm.shippingBin.Any())
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{
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Game1.activeClickableMenu = new NewShippingMenu(farm.shippingBin, this.Reflection);
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farm.shippingBin.Clear();
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farm.lastItemShipped = null;
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this.WaitingToSave = true;
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}
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else
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{
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currentSaveMenu = new NewSaveGameMenu();
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currentSaveMenu.SaveComplete += CurrentSaveMenu_SaveComplete;
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Game1.activeClickableMenu = currentSaveMenu;
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}
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// get data
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PlayerData data = new PlayerData
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{
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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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// save to disk
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// ReSharper disable once PossibleNullReferenceException -- not applicable
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Directory.CreateDirectory(new FileInfo(this.SavePath).Directory.FullName);
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this.Helper.WriteJsonFile(this.SavePath, data);
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// clear any legacy data (no longer needed as backup)1
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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.ReadJsonFile<PlayerData>(this.SavePath);
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if (data == null)
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return;
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// apply
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Game1.timeOfDay = data.Time;
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this.ResumeSwimming(data);
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this.SetPositions(data.Characters);
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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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UnifiedSaveCore.UnifiedSaveCore.SaveEvents_AfterLoad(this, EventArgs.Empty);
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}
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/// <summary>
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/// Checks to see if the player was swimming when the game was saved and if so, resumes the swimming animation.
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/// </summary>
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/// <param name="data"></param>
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public void ResumeSwimming(PlayerData data)
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{
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try
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{
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if (data.IsCharacterSwimming == true)
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{
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Game1.player.changeIntoSwimsuit();
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Game1.player.swimming.Value = true;
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}
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}
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catch (Exception err)
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{
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err.ToString();
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//Here to allow compatability with old save files.
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}
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}
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/*********
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** Private methods
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*********/
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/// <summary>Get the current character positions.</summary>
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private IEnumerable<CharacterData> GetPositions()
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{
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// player
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{
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var player = Game1.player;
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string name = player.Name;
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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 (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.
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Point tile = player.getTileLocationPoint();
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int facingDirection = player.facingDirection;
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yield return new CharacterData(CharacterType.Player, name, map, tile, facingDirection);
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}
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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)
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continue;
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if (npc == null || npc.currentLocation == null) continue;
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string name = npc.Name;
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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>
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/// <param name="positions">The positions to set.</param>
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/// <returns>Returns whether any NPCs changed position.</returns>
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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;
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//Game1.player. locationAfterWarp = Game1.getLocationFromName(data.Map);
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Game1.xLocationAfterWarp = data.X;
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Game1.yLocationAfterWarp = data.Y;
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Game1.facingDirectionAfterWarp = data.FacingDirection;
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Game1.fadeScreenToBlack();
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Game1.warpFarmer(data.Map, data.X, data.Y, false);
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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())
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{
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// get NPC type
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CharacterType? type = this.GetCharacterType(npc);
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if (type == null)
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continue;
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// 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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}
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/// <summary>Get the character type for an NPC.</summary>
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/// <param name="npc">The NPC to check.</param>
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private CharacterType? GetCharacterType(NPC npc)
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{
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if (npc is Monster)
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return null;
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if (npc is Horse)
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return CharacterType.Horse;
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if (npc is Pet)
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return CharacterType.Pet;
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return CharacterType.Villager;
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}
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/// <summary>Remove legacy save data for this player.</summary>
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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)
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playerDir.Delete(recursive: true);
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if (dataDir.Exists && !dataDir.EnumerateDirectories().Any())
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dataDir.Delete(recursive: true);
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}
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}
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}
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