public override void Entry(IModHelper helper) { Config = Helper.ReadConfig <CookoutKitConfig>(); CookoutKitConfig.VerifyConfigValues(Config, this); Helper.Events.GameLoop.GameLaunched += delegate { CookoutKitConfig.SetUpModConfigMenu(Config, this); }; Helper.Events.GameLoop.DayEnding += delegate { SaveCookingKits(); }; Patcher.PatchAll(this); }
public override void Entry(IModHelper helper) { mod = this; config = Helper.ReadConfig <CookoutKitConfig>(); CookoutKitConfig.VerifyConfigValues(config, this); Helper.Events.GameLoop.GameLaunched += delegate { CookoutKitConfig.SetUpModConfigMenu(config, this); }; Helper.Events.GameLoop.DayEnding += delegate { SaveCookingKits(); }; var harmony = HarmonyInstance.Create(ModManifest.UniqueID); try { harmony.Patch( original: AccessTools.Method(typeof(Torch), "draw", new[] { typeof(SpriteBatch), typeof(int), typeof(int), typeof(float) }), postfix: new HarmonyMethod(typeof(PermanentCookoutKit), nameof(Draw_Post)) ); harmony.Patch( original: AccessTools.Method(typeof(Torch), "updateWhenCurrentLocation"), postfix: new HarmonyMethod(typeof(PermanentCookoutKit), nameof(UpdateWhenCurrentLocation_Post)) ); harmony.Patch( original: AccessTools.Method(typeof(Torch), "checkForAction"), prefix: new HarmonyMethod(typeof(PermanentCookoutKit), nameof(CheckForAction_Pre)) ); harmony.Patch( original: AccessTools.Method(typeof(StardewObject), "performObjectDropInAction", new[] { typeof(Item), typeof(bool), typeof(Farmer) }), prefix: new HarmonyMethod(typeof(PermanentCookoutKit), nameof(UpdateCharcoalKilnInput)) ); } catch (Exception e) { ErrorLog("Error while trying to setup required patches:", e); } if (mod.Helper.ModRegistry.IsLoaded("Pathoschild.Automate")) { try { mod.DebugLog("This mod patches Automate. If you notice issues with Automate, make sure it happens without this mod before reporting it to the Automate page."); // this is so ugly but I can't include a reference Assembly assembly = null; foreach (var item in AppDomain.CurrentDomain.GetAssemblies()) { if (item.GetName().Name.Trim() == "Automate") { assembly = item; break; } } if (assembly == null) { mod.ErrorLog($"Error while trying to patch Automate. Please report this to the mod page of {mod.ModManifest.Name}, not Automate."); return; } // I don't see a use in using MachineWrapper because it's also internal I need to check for the type of the machine anyway which would be way too much reflection at runtime var charcoalKiln = assembly.GetType("Pathoschild.Stardew.Automate.Framework.Machines.Objects.CharcoalKilnMachine"); harmony.Patch( original: AccessTools.Method(charcoalKiln, "SetInput"), prefix: new HarmonyMethod(typeof(PermanentCookoutKit), nameof(PatchCharcoalKiln)) ); } catch (Exception e) { mod.ErrorLog($"Error while trying to patch Automate. Please report this to the mod page of {mod.ModManifest.Name}, not Automate:", e); } } }