public override void Entry(IModHelper helper) { BitwiseJonMods.Common.Utility.InitLogging(this.Monitor); _config = helper.ReadConfig <ModConfig>(); helper.Events.GameLoop.GameLaunched += this.OnGameLaunched; }
public InstantBuildMenu(ModConfig config, BluePrint tractorBlueprint) { _config = config; this.magicalConstruction = true; Game1.player.forceCanMove(); this.resetBounds(); this.blueprints = new List <BluePrint>(); this.blueprints.Add(new BluePrint("Coop")); this.blueprints.Add(new BluePrint("Barn")); this.blueprints.Add(new BluePrint("Well")); this.blueprints.Add(new BluePrint("Silo")); this.blueprints.Add(new BluePrint("Mill")); this.blueprints.Add(new BluePrint("Shed")); int buildingsConstructed = Game1.getFarm().getNumberBuildingsConstructed("Cabin"); if (Game1.IsMasterGame && buildingsConstructed < MULTIPLAYER_LIMIT - 1) { this.blueprints.Add(new BluePrint("Stone Cabin")); this.blueprints.Add(new BluePrint("Plank Cabin")); this.blueprints.Add(new BluePrint("Log Cabin")); } if (Game1.getFarm().getNumberBuildingsConstructed("Stable") < buildingsConstructed + 1) { this.blueprints.Add(new BluePrint("Stable")); } this.blueprints.Add(new BluePrint("Slime Hutch")); //if (Game1.getFarm().isBuildingConstructed("Coop")) this.blueprints.Add(new BluePrint("Big Coop")); //if (Game1.getFarm().isBuildingConstructed("Big Coop")) this.blueprints.Add(new BluePrint("Deluxe Coop")); //if (Game1.getFarm().isBuildingConstructed("Barn")) this.blueprints.Add(new BluePrint("Big Barn")); //if (Game1.getFarm().isBuildingConstructed("Big Barn")) this.blueprints.Add(new BluePrint("Deluxe Barn")); this.blueprints.Add(new BluePrint("Shipping Bin")); if (tractorBlueprint != null) { this.blueprints.Add(tractorBlueprint); } if (_config.AllowMagicalBuildingsWithoutMagicInk || (!_config.AllowMagicalBuildingsWithoutMagicInk && Game1.player.hasMagicInk)) { this.blueprints.Add(new BluePrint("Junimo Hut")); this.blueprints.Add(new BluePrint("Earth Obelisk")); this.blueprints.Add(new BluePrint("Water Obelisk")); this.blueprints.Add(new BluePrint("Gold Clock")); } ModifyBlueprints(); this.setNewActiveBlueprint(); if (!Game1.options.SnappyMenus) { return; } this.populateClickableComponentList(); this.snapToDefaultClickableComponent(); }