Esempio n. 1
0
        private void SaveEvents_BeforeSave(object s, EventArgs e)
        {
            this.Monitor.Log("Packing custom objects...", LogLevel.Trace);
            ItemEvents.FireBeforeSerialize();
            var data = new Dictionary <string, InstanceState>();

            foreach (GameLocation loc in Game1.locations)
            {
                //TODO Testing.    look into where Chests & Fridge store thier item locations

                /*[22:58:19 ERROR Entoarox Framework] This mod failed in the SaveEvents.AfterSave event. Technical details:
                 * System.InvalidCastException: Unable to cast object of type 'StardewValley.Object' to type 'StardewValley.Objects.Chest'.
                 * at Entoarox.Framework.Core.EntoaroxFrameworkMod.SaveEvents_AfterSave(Object s, EventArgs e)
                 * at StardewModdingAPI.Framework.Events.ManagedEvent.Raise() in C:\source\_Stardew\SMAPI\src\SMAPI\Framework\Events\ManagedEvent.cs:line 126
                 */
                foreach (SObject objects in loc.Objects.Values)
                {
                    if (objects is Chest chest)
                    {
                        Serialize(data, chest.items);
                    }
                }
            }
            Game1.player.Items = Serialize(data, Game1.player.Items);
            if (Game1.getLocationFromName("FarmHouse") is FarmHouse house && house.fridge.Value != null)
            {
                Serialize(data, house.fridge.Value.items);
            }


            string path = Path.Combine(Constants.CurrentSavePath, "Entoarox.Framework", "CustomItems.json");

            this.Helper.WriteJsonFile(path, data);
            ItemEvents.FireAfterSerialize();
        }
Esempio n. 2
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        /// <summary>Raised before the game begins writes data to the save file (except the initial save creation).</summary>
        /// <param name="sender">The event sender.</param>
        /// <param name="e">The event arguments.</param>
        private void OnSaving(object sender, SavingEventArgs e)
        {
            if (Context.IsMainPlayer)
            {
                this.Monitor.Log("Packing custom objects...", LogLevel.Trace);
                ItemEvents.FireBeforeSerialize();
                Dictionary <string, InstanceState> data = new Dictionary <string, InstanceState>();
                foreach (GameLocation loc in Game1.locations)
                {
                    foreach (Chest chest in loc.Objects.Values.OfType <Chest>())
                    {
                        this.Serialize(data, chest.items);
                    }
                }

                this.Serialize(data, Game1.player.Items);
                FarmHouse house = Game1.getLocationFromName("FarmHouse") as FarmHouse;

                if (house.fridge.Value != null)
                {
                    this.Serialize(data, house.fridge.Value.items);
                }
                this.Helper.Data.WriteSaveData("custom-items", data);
                ItemEvents.FireAfterSerialize();
            }
        }
Esempio n. 3
0
        private void SaveEvents_BeforeSave(object s, EventArgs e)
        {
            this.Monitor.Log("Packing custom objects...", LogLevel.Trace);
            ItemEvents.FireBeforeSerialize();
            var data = new Dictionary <string, InstanceState>();

            foreach (GameLocation loc in Game1.locations)
            {
                foreach (Chest chest in loc.objects.Where(a => a.Value is Chest).Select(a => (Chest)a.Value))
                {
                    chest.items = Serialize(data, chest.items);
                }
            }
            Game1.player.items = Serialize(data, Game1.player.items);
            var house = (Game1.getLocationFromName("FarmHouse") as StardewValley.Locations.FarmHouse);

            if (house.fridge != null)
            {
                house.fridge.items = Serialize(data, house.fridge.items);
            }
            string path = Path.Combine(Constants.CurrentSavePath, "Entoarox.Framework", "CustomItems.json");

            this.Helper.WriteJsonFile(path, data);
            ItemEvents.FireAfterSerialize();
        }
Esempio n. 4
0
        private void SaveEvents_BeforeSave(object s, EventArgs e)
        {
            this.Monitor.Log("Packing custom objects...", LogLevel.Trace);
            ItemEvents.FireBeforeSerialize();
            Dictionary <string, InstanceState> data = new Dictionary <string, InstanceState>();

            foreach (GameLocation loc in Game1.locations)
            {
                foreach (Chest chest in loc.Objects.Values.OfType <Chest>())
                {
                    this.Serialize(data, chest.items);
                }
            }

            this.Serialize(data, Game1.player.Items);
            FarmHouse house = Game1.getLocationFromName("FarmHouse") as FarmHouse;

            if (house.fridge.Value != null)
            {
                this.Serialize(data, house.fridge.Value.items);
            }
            string path = Path.Combine(Constants.CurrentSavePath, "Entoarox.Framework", "CustomItems.json");

            this.Helper.WriteJsonFile(path, data);
            ItemEvents.FireAfterSerialize();
        }
Esempio n. 5
0
 /// <summary>Raised before the game begins writes data to the save file (except the initial save creation).</summary>
 /// <param name="sender">The event sender.</param>
 /// <param name="e">The event arguments.</param>
 private void OnSaving(object sender, SavingEventArgs e)
 {
     if (Context.IsMainPlayer)
     {
         this.Monitor.Log("Packing custom objects...", LogLevel.Trace);
         ItemEvents.FireBeforeSerialize();
         var data      = new Dictionary <string, InstanceState>();
         var features  = new List <Tuple <string, Vector2, InstanceState> >();
         var locations = new Dictionary <string, Tuple <bool, InstanceState> >();
         foreach (var loc in this.GetAllLocations())
         {
             foreach (Chest chest in loc.Objects.Values.OfType <Chest>())
             {
                 this.Serialize(data, chest.items);
             }
             this.Serialize(data, loc.Objects);
             if (loc.terrainFeatures != null)
             {
                 this.Serialize(features, loc, loc.terrainFeatures);
             }
         }
         foreach (var location in Game1.locations.Where(a => a is ICustomItem).ToArray())
         {
             Game1.locations.Remove(location);
             this.Serialize(locations, location);
         }
         this.Serialize(data, Game1.player.Items);
         FarmHouse house = Game1.getLocationFromName("FarmHouse") as FarmHouse;
         if (house.fridge.Value != null)
         {
             this.Serialize(data, house.fridge.Value.items);
         }
         this.Monitor.Log("Found and serialized [" + data.Count + "] Item instances", LogLevel.Trace);
         this.Monitor.Log("Found and serialized [" + features.Count + "] TerrainFeature instances", LogLevel.Trace);
         this.Monitor.Log("Found and serialized [" + locations.Count + "] GameLocation instances", LogLevel.Trace);
         string path = Path.Combine(Constants.CurrentSavePath, "Entoarox.Framework");
         this.Helper.Data.WriteSaveData("custom-items", data);
         this.Helper.Data.WriteSaveData("custom-features", features);
         this.Helper.Data.WriteSaveData("custom-locations", locations);
         ItemEvents.FireAfterSerialize();
         this.Monitor.Log("Packing complete", LogLevel.Trace);
     }
 }