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→‎Medium changes: move consistent display name usage to done
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===Small changes===
 
===Small changes===
* ☐ Change all remaining <code>internal class</code> and <code>private class</code> to <code>public class</code> to simplify mod access.
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''All done!''
    
===Medium changes===
 
===Medium changes===
* ☐ Some XNB files have a separate display name field, but only in non-English. Using display names consistently regardless of language would let mods rename things without breaking keys:
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* ☐ Add map property for default warp location (e.g. <samp>Utility.getDefaultWarpLocation</samp>).
** ☐ <tt>Data\Bundles</tt>
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** ☐ <tt>Data\CraftingRecipes</tt>
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** ☐ <tt>Data\CookingRecipes</tt>
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** ☐ <tt>Data\Weapons</tt>
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* ☐ Remove hardcoded logic that ignores display names when playing in English (e.g. for NPC gift taste dialogues); can search <code>LocalizedContentManager.LanguageCode.en</code> to find many of them. That causes a bug where renamed NPCs still show their internal name in some places.
      
===Refactoring===
 
===Refactoring===
<ul>
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* ☐ Change all <code>const</code> fields to <code>static readonly</code>. They're accessed the same way and the performance difference is negligible, but that'll make the decompiled code much easier to understand, and avoid issues where const values get 'baked in' to mod assemblies.
<li>☐ Replace <tt>Item.ParentSheetIndex</tt> with three properties:
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{| class="wikitable"
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|-
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! field
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! type
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! notes
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|-
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| <tt>ID</tt>
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| <tt>string</tt>
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| An ID unique across all item types (like <tt>parsnip</tt> or <tt>radish_salad</tt>). That would allow unambiguous and human-readable item references throughout the code (e.g. gift tastes, machine behaviour, etc), fix bugs like the wallpaper glitch, and make it easy to avoid ID collisions in mods (e.g. <tt>spacechase0.JsonAssets/watermelon</tt>).
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|-
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| <tt>Sheet</tt>
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| <tt>Texture2D</tt>
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| The spritesheet to draw (e.g. <tt>Game1.objectSpriteSheet</tt>). This lets modders easily add custom items with their own spritesheet, and simplifies draw logic.
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|-
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| <tt>SheetIndex</tt>
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| <tt>int</tt>
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| Equivalent to the old <tt>ParentSheetIndex</tt>, but for the <tt>Sheet</tt> texture. No longer used as an ID.
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|}
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Files like <tt>Data/ObjectInformation</tt> would be updated to use the new IDs:
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<syntaxhighlight lang="yaml">
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# old format
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634: "Apricot/50/15/Basic -79/Apricot/A tender little fruit with a rock-hard pit."
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629: "Apricot Sapling/500/-300/Basic -74/Apricot Sapling/Takes 28 days to produce a mature Apricot tree. Bears fruit in the spring. Only grows if the 8 surrounding \"tiles\" are empty."
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# new format
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apricot: "634/Apricot/50/15/Basic -79/A tender little fruit with a rock-hard pit."
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apricot_sapling: "629/Apricot Sapling/500/-300/Basic -74/Takes 28 days to produce a mature Apricot tree. Bears fruit in the spring. Only grows if the 8 surrounding \"tiles\" are empty."
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</syntaxhighlight>
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With equivalent changes in files like <tt>Data/NPCGiftTastes</tt>:
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<syntaxhighlight lang="yaml">
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# old format
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Universal_Like: "-2 -7 -26 -75 -80 72 395 613 634 635 636 637 638 724 459"
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# new format
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Universal_Like: "-2 -7 -26 -75 -80 apple apricot cherry coffee maple_syrup mead orange peach pomegranate shrimp"
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</syntaxhighlight>
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Creating a vanilla item would use a key lookup like before:
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<syntaxhighlight lang="C#">
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Object item = new Object("apricot"); // equivalent to new Object("apricot", "Maps/springobjects", 634, ...);
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</syntaxhighlight>
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This also avoids needing to check item types in most code (e.g. no need to exclude bigcraftables in gift tastes, since there's no possible ID overlap with the IDs listed in <tt>Data/NPCGiftTastes</tt>).
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</li>
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<li>☐ Change all <code>const</code> fields to <code>static readonly</code>. They're accessed the same way and the performance difference is negligible, but that'll make the decompiled code much easier to understand, and avoid issues where const values get 'baked in' to mod assemblies.</li>
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</ul>
      
==Completed items==
 
==Completed items==
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