TechbloxModdingAPI/GamecraftModdingAPI/Main.cs

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Reflection;
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using HarmonyLib;
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using GamecraftModdingAPI.Utility;
using GamecraftModdingAPI.Events;
using GamecraftModdingAPI.Players;
using GamecraftModdingAPI.Tasks;
using uREPL;
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namespace GamecraftModdingAPI
{
/// <summary>
/// The main class of the GamecraftModdingAPI.
/// Use this to initialize the API before calling it.
/// </summary>
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public static class Main
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{
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private static Harmony harmony;
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public static bool IsInitialized {
get { return harmony != null; }
}
private static int referenceCount = 0;
/// <summary>
/// Initializes the GamecraftModdingAPI.
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/// Call this as soon as possible after Gamecraft starts up.
/// Ideally, this should be called from your main Plugin class's OnApplicationStart() method.
/// </summary>
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public static void Init()
{
referenceCount++;
if (referenceCount > 1) { return; }
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if (IsInitialized)
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{
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Logging.LogWarning("GamecraftModdingAPI.Main.Init() called but API is already initialized!");
return;
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}
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Logging.MetaDebugLog($"Patching Gamecraft");
var currentAssembly = Assembly.GetExecutingAssembly();
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harmony = new Harmony(currentAssembly.GetName().Name);
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harmony.PatchAll(currentAssembly);
// init utility
Logging.MetaDebugLog($"Initializing Utility");
Utility.GameState.Init();
Utility.VersionTracking.Init();
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// create default event emitters
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Logging.MetaDebugLog($"Initializing Events");
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EventManager.AddEventEmitter(new SimpleEventEmitterEngine(EventType.ApplicationInitialized, "GamecraftModdingAPIApplicationInitializedEventEmitter", false));
EventManager.AddEventEmitter(new SimpleEventEmitterEngine(EventType.Menu, "GamecraftModdingAPIMenuActivatedEventEmitter", false));
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EventManager.AddEventEmitter(new SimpleEventEmitterEngine(EventType.MenuSwitchedTo, "GamecraftModdingAPIMenuSwitchedToEventEmitter", false));
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EventManager.AddEventEmitter(new SimpleEventEmitterEngine(EventType.Game, "GamecraftModdingAPIGameActivatedEventEmitter", false));
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EventManager.AddEventEmitter(new SimpleEventEmitterEngine(EventType.GameReloaded, "GamecraftModdingAPIGameReloadedEventEmitter", false));
EventManager.AddEventEmitter(new SimpleEventEmitterEngine(EventType.GameSwitchedTo, "GamecraftModdingAPIGameSwitchedToEventEmitter", false));
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EventManager.AddEventEmitter(GameHostTransitionDeterministicGroupEnginePatch.buildEngine);
EventManager.AddEventEmitter(GameHostTransitionDeterministicGroupEnginePatch.simEngine);
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// init block implementors
Logging.MetaDebugLog($"Initializing Blocks");
Blocks.Signals.Init();
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Blocks.Tweakable.Init();
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// init inventory
Inventory.Hotbar.Init();
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// init input
Input.FakeInput.Init();
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// init object-oriented classes
Player.Init();
Block.Init();
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Logging.MetaLog($"{currentAssembly.GetName().Name} v{currentAssembly.GetName().Version} initialized");
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}
/// <summary>
/// Shuts down & cleans up the GamecraftModdingAPI.
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/// Call this as late as possible before Gamecraft quits.
/// Ideally, this should be called from your main Plugin class's OnApplicationQuit() method.
/// </summary>
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public static void Shutdown()
{
if (referenceCount > 0) { referenceCount--; }
if (referenceCount == 0)
{
if (!IsInitialized)
{
Logging.LogWarning("GamecraftModdingAPI.Main.Shutdown() called but API is not initialized!");
return;
}
Scheduler.Dispose();
var currentAssembly = Assembly.GetExecutingAssembly();
harmony.UnpatchAll(currentAssembly.GetName().Name);
harmony = null;
Logging.MetaLog($"{currentAssembly.GetName().Name} v{currentAssembly.GetName().Version} shutdown");
}
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}
}
}