Initial Commit

This commit is contained in:
Chris N 2018-06-05 12:31:30 -10:00
commit b99c849fb7
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25
Fix-sellToStorePrice.sln Normal file
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using System;
using System.Reflection;
using System.Runtime.CompilerServices;
using StardewValley;
using StardewModdingAPI;
using Harmony;
using System.Collections.Generic;
using Netcode;
namespace Fix_sellToStorePrice
{
public class ModEntry : Mod
{
public override void Entry(IModHelper helper)
{
var harmony = HarmonyInstance.Create("ca.drau.stardewvalley");
harmony.PatchAll(Assembly.GetExecutingAssembly());
}
[HarmonyPatch(typeof(StardewValley.Object))]
[HarmonyPatch("sellToStorePrice")]
public class Patch
{
static bool Prefix()
{
return false;
}
static void Postfix(StardewValley.Object __instance, ref int __result)
{
HashSet<int> professions = new HashSet<int>();
professions.UnionWith(Game1.player.professions);
foreach (Farmer farmer in Game1.otherFarmers.Values)
{
professions.UnionWith(farmer.professions);
}
// Begin copy-pasta
if (__instance is Fence)
{
__result = (int)((NetFieldBase<int, NetInt>)__instance.price);
return;
}
if (__instance.Category == -22)
{
__result = (int)((double)(int)((NetFieldBase<int, NetInt>)__instance.price) * (1.0 + (double)(int)((NetFieldBase<int, NetInt>)__instance.quality) * 0.25) * (double)__instance.scale.Y);
return;
}
float num = (float)(int)((double)(int)((NetFieldBase<int, NetInt>)__instance.price) * (1.0 + (double)(int)((NetFieldBase<int, NetInt>)__instance.quality) * 0.25));
bool flag = false;
if (__instance.name.ToLower().Contains("mayonnaise") || __instance.name.ToLower().Contains("cheese") || (__instance.name.ToLower().Contains("cloth") || __instance.name.ToLower().Contains("wool")))
flag = true;
if (professions.Contains(0) && (flag || __instance.Category == -5 || (__instance.Category == -6 || __instance.Category == -18)))
num *= 1.2f;
if (professions.Contains(1) && (__instance.Category == -75 || __instance.Category == -80 || __instance.Category == -79 && !(bool)((NetFieldBase<bool, NetBool>)__instance.isSpawnedObject)))
num *= 1.1f;
if (professions.Contains(4) && __instance.Category == -26)
num *= 1.4f;
if (professions.Contains(6) && __instance.Category == -4)
num *= professions.Contains(8) ? 1.5f : 1.25f;
if (professions.Contains(12) && ((int)((NetFieldBase<int, NetInt>)__instance.parentSheetIndex) == 388 || (int)((NetFieldBase<int, NetInt>)__instance.parentSheetIndex) == 709))
num *= 1.5f;
if (professions.Contains(15) && __instance.Category == -27)
num *= 1.25f;
if (professions.Contains(20) && (int)((NetFieldBase<int, NetInt>)__instance.parentSheetIndex) >= 334 && (int)((NetFieldBase<int, NetInt>)__instance.parentSheetIndex) <= 337)
num *= 1.5f;
if (professions.Contains(23) && (__instance.Category == -2 || __instance.Category == -12))
num *= 1.3f;
if (Game1.player.eventsSeen.Contains(2120303) && ((int)((NetFieldBase<int, NetInt>)__instance.parentSheetIndex) == 296 || (int)((NetFieldBase<int, NetInt>)__instance.parentSheetIndex) == 410))
num *= 3f;
if (Game1.player.eventsSeen.Contains(3910979) && (int)((NetFieldBase<int, NetInt>)__instance.parentSheetIndex) == 399)
num *= 5f;
if ((int)((NetFieldBase<int, NetInt>)__instance.parentSheetIndex) == 493)
num /= 2f;
if ((double)num > 0.0)
num = Math.Max(1f, num * Game1.MasterPlayer.difficultyModifier);
__result = (int)num;
}
}
}
}

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using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
// General Information about an assembly is controlled through the following
// set of attributes. Change these attribute values to modify the information
// associated with an assembly.
[assembly: AssemblyTitle("Fix_sellToStorePrice")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("Fix_sellToStorePrice")]
[assembly: AssemblyCopyright("Copyright © 2018")]
[assembly: AssemblyTrademark("")]
[assembly: AssemblyCulture("")]
// Setting ComVisible to false makes the types in this assembly not visible
// to COM components. If you need to access a type in this assembly from
// COM, set the ComVisible attribute to true on that type.
[assembly: ComVisible(false)]
// The following GUID is for the ID of the typelib if this project is exposed to COM
[assembly: Guid("e410efa1-3c40-4ef3-9e87-6a32f6a05735")]
// Version information for an assembly consists of the following four values:
//
// Major Version
// Minor Version
// Build Number
// Revision
//
// You can specify all the values or you can default the Build and Revision Numbers
// by using the '*' as shown below:
// [assembly: AssemblyVersion("1.0.*")]
[assembly: AssemblyVersion("1.0.0.0")]
[assembly: AssemblyFileVersion("1.0.0.0")]

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{
"Name": "Fix_sellToStorePrice",
"Author": "Unremarkable",
"Version": "1.0.0",
"Description": "Causes the game to use everyone's professions when calculating sell price",
"UniqueID": "unremarkable.fix-sellToStorePrice",
"EntryDll": "Fix-sellToStorePrice.dll",
"MinimumApiVersion": "2.6-beta.5",
"UpdateKeys": []
}

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E:\External Files\Documents\Visual Studio 2015\Projects\Stardew-Valley-Multiplayer-Sell-Price-Fix-master\Stardew-Valley-Multiplayer-Sell-Price-Fix-master\Fix-sellToStorePrice\obj\Debug\Fix-sellToStorePrice.csprojResolveAssemblyReference.cache
E:\External Files\Documents\Visual Studio 2015\Projects\SDV-Multiplayer-Sell-Price-Fix\Fix-sellToStorePrice\bin\Debug\Fix-sellToStorePrice.dll
E:\External Files\Documents\Visual Studio 2015\Projects\SDV-Multiplayer-Sell-Price-Fix\Fix-sellToStorePrice\bin\Debug\Fix-sellToStorePrice.pdb
E:\External Files\Documents\Visual Studio 2015\Projects\SDV-Multiplayer-Sell-Price-Fix\Fix-sellToStorePrice\bin\Debug\0Harmony.dll
E:\External Files\Documents\Visual Studio 2015\Projects\SDV-Multiplayer-Sell-Price-Fix\Fix-sellToStorePrice\obj\Debug\Fix-sellToStorePrice.dll
E:\External Files\Documents\Visual Studio 2015\Projects\SDV-Multiplayer-Sell-Price-Fix\Fix-sellToStorePrice\obj\Debug\Fix-sellToStorePrice.pdb

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E:\External Files\Documents\Visual Studio 2015\Projects\SDV-Multiplayer-Sell-Price-Fix\Fix-sellToStorePrice\bin\Release\Fix-sellToStorePrice.dll
E:\External Files\Documents\Visual Studio 2015\Projects\SDV-Multiplayer-Sell-Price-Fix\Fix-sellToStorePrice\bin\Release\Fix-sellToStorePrice.pdb
E:\External Files\Documents\Visual Studio 2015\Projects\SDV-Multiplayer-Sell-Price-Fix\Fix-sellToStorePrice\bin\Release\0Harmony.dll
E:\External Files\Documents\Visual Studio 2015\Projects\SDV-Multiplayer-Sell-Price-Fix\Fix-sellToStorePrice\bin\Release\0Harmony.pdb
E:\External Files\Documents\Visual Studio 2015\Projects\SDV-Multiplayer-Sell-Price-Fix\Fix-sellToStorePrice\obj\Release\Fix-sellToStorePrice.dll
E:\External Files\Documents\Visual Studio 2015\Projects\SDV-Multiplayer-Sell-Price-Fix\Fix-sellToStorePrice\obj\Release\Fix-sellToStorePrice.pdb

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<?xml version="1.0" encoding="utf-8"?>
<packages>
<package id="Pathoschild.Stardew.ModBuildConfig" version="2.1.0-beta-20180428" targetFramework="net45" />
</packages>

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ModEntry.cs Normal file
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using System;
using System.Reflection;
using System.Runtime.CompilerServices;
using StardewValley;
using StardewModdingAPI;
using Harmony;
using System.Collections.Generic;
using Netcode;
namespace Fix_sellToStorePrice
{
public class ModEntry : Mod
{
public override void Entry(IModHelper helper)
{
var harmony = HarmonyInstance.Create("ca.drau.stardewvalley");
harmony.PatchAll(Assembly.GetExecutingAssembly());
}
[HarmonyPatch(typeof(StardewValley.Object))]
[HarmonyPatch("sellToStorePrice")]
class Patch
{
static bool Prefix()
{
return false;
}
static void Postfix(StardewValley.Object __instance, ref int __result)
{
HashSet<int> professions = new HashSet<int>();
professions.UnionWith(Game1.player.professions);
foreach (Farmer farmer in Game1.otherFarmers.Values)
{
professions.UnionWith(farmer.professions);
}
// Begin copy-pasta
if (__instance is Fence)
{
__result = (int)((NetFieldBase<int, NetInt>)__instance.price);
return;
}
if (__instance.Category == -22)
{
__result = (int)((double)(int)((NetFieldBase<int, NetInt>)__instance.price) * (1.0 + (double)(int)((NetFieldBase<int, NetInt>)__instance.quality) * 0.25) * (double)__instance.scale.Y);
return;
}
float num = (float)(int)((double)(int)((NetFieldBase<int, NetInt>)__instance.price) * (1.0 + (double)(int)((NetFieldBase<int, NetInt>)__instance.quality) * 0.25));
bool flag = false;
if (__instance.name.ToLower().Contains("mayonnaise") || __instance.name.ToLower().Contains("cheese") || (__instance.name.ToLower().Contains("cloth") || __instance.name.ToLower().Contains("wool")))
flag = true;
if (professions.Contains(0) && (flag || __instance.Category == -5 || (__instance.Category == -6 || __instance.Category == -18)))
num *= 1.2f;
if (professions.Contains(1) && (__instance.Category == -75 || __instance.Category == -80 || __instance.Category == -79 && !(bool)((NetFieldBase<bool, NetBool>)__instance.isSpawnedObject)))
num *= 1.1f;
if (professions.Contains(4) && __instance.Category == -26)
num *= 1.4f;
if (professions.Contains(6) && __instance.Category == -4)
num *= professions.Contains(8) ? 1.5f : 1.25f;
if (professions.Contains(12) && ((int)((NetFieldBase<int, NetInt>)__instance.parentSheetIndex) == 388 || (int)((NetFieldBase<int, NetInt>)__instance.parentSheetIndex) == 709))
num *= 1.5f;
if (professions.Contains(15) && __instance.Category == -27)
num *= 1.25f;
if (professions.Contains(20) && (int)((NetFieldBase<int, NetInt>)__instance.parentSheetIndex) >= 334 && (int)((NetFieldBase<int, NetInt>)__instance.parentSheetIndex) <= 337)
num *= 1.5f;
if (professions.Contains(23) && (__instance.Category == -2 || __instance.Category == -12))
num *= 1.3f;
if (Game1.player.eventsSeen.Contains(2120303) && ((int)((NetFieldBase<int, NetInt>)__instance.parentSheetIndex) == 296 || (int)((NetFieldBase<int, NetInt>)__instance.parentSheetIndex) == 410))
num *= 3f;
if (Game1.player.eventsSeen.Contains(3910979) && (int)((NetFieldBase<int, NetInt>)__instance.parentSheetIndex) == 399)
num *= 5f;
if ((int)((NetFieldBase<int, NetInt>)__instance.parentSheetIndex) == 493)
num /= 2f;
if ((double)num > 0.0)
num = Math.Max(1f, num * Game1.MasterPlayer.difficultyModifier);
__result = (int)num;
}
}
}
}

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using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
// General Information about an assembly is controlled through the following
// set of attributes. Change these attribute values to modify the information
// associated with an assembly.
[assembly: AssemblyTitle("Fix_sellToStorePrice")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("Fix_sellToStorePrice")]
[assembly: AssemblyCopyright("Copyright © 2018")]
[assembly: AssemblyTrademark("")]
[assembly: AssemblyCulture("")]
// Setting ComVisible to false makes the types in this assembly not visible
// to COM components. If you need to access a type in this assembly from
// COM, set the ComVisible attribute to true on that type.
[assembly: ComVisible(false)]
// The following GUID is for the ID of the typelib if this project is exposed to COM
[assembly: Guid("e410efa1-3c40-4ef3-9e87-6a32f6a05735")]
// Version information for an assembly consists of the following four values:
//
// Major Version
// Minor Version
// Build Number
// Revision
//
// You can specify all the values or you can default the Build and Revision Numbers
// by using the '*' as shown below:
// [assembly: AssemblyVersion("1.0.*")]
[assembly: AssemblyVersion("1.0.0.0")]
[assembly: AssemblyFileVersion("1.0.0.0")]

10
manifest.json Normal file
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{
"Name": "Fix_sellToStorePrice",
"Author": "Unremarkable",
"Version": "1.0.0",
"Description": "Causes the game to use everyone's professions when calculating sell price",
"UniqueID": "unremarkable.fix-sellToStorePrice",
"EntryDll": "Fix_sellToStorePrice.dll",
"MinimumApiVersion": "2.6-beta.5",
"UpdateKeys": []
}

4
packages.config Normal file
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<?xml version="1.0" encoding="utf-8"?>
<packages>
<package id="Pathoschild.Stardew.ModBuildConfig" version="2.0.2" targetFramework="net45" />
</packages>

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<Project xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<!--*********************************************
** Import build tasks
**********************************************-->
<UsingTask TaskName="DeployModTask" AssemblyFile="StardewModdingAPI.ModBuildConfig.dll" />
<!--*********************************************
** Find the basic mod metadata
**********************************************-->
<!-- import developer's custom settings (if any) -->
<Import Condition="$(OS) != 'Windows_NT' AND Exists('$(HOME)\stardewvalley.targets')" Project="$(HOME)\stardewvalley.targets" />
<Import Condition="$(OS) == 'Windows_NT' AND Exists('$(USERPROFILE)\stardewvalley.targets')" Project="$(USERPROFILE)\stardewvalley.targets" />
<!-- set setting defaults -->
<PropertyGroup>
<!-- map legacy settings -->
<ModFolderName Condition="'$(ModFolderName)' == '' AND '$(DeployModFolderName)' != ''">$(DeployModFolderName)</ModFolderName>
<ModZipPath Condition="'$(ModZipPath)' == '' AND '$(DeployModZipTo)' != ''">$(DeployModZipTo)</ModZipPath>
<!-- set default settings -->
<ModFolderName Condition="'$(ModFolderName)' == ''">$(MSBuildProjectName)</ModFolderName>
<ModUnitTests Condition="'$(ModUnitTests)' == ''">False</ModUnitTests>
<ModZipPath Condition="'$(ModZipPath)' == ''">$(TargetDir)</ModZipPath>
<EnableModDeploy Condition="'$(EnableModDeploy)' == ''">True</EnableModDeploy>
<EnableModZip Condition="'$(EnableModZip)' == ''">True</EnableModZip>
<!-- disable mod deploy in unit test project -->
<EnableModDeploy Condition="'$(ModUnitTests)' == true">False</EnableModDeploy>
<EnableModZip Condition="'$(ModUnitTests)' == true">False</EnableModZip>
</PropertyGroup>
<!-- find platform + game path -->
<Choose>
<When Condition="$(OS) == 'Unix' OR $(OS) == 'OSX'">
<PropertyGroup>
<!-- Linux -->
<GamePath Condition="!Exists('$(GamePath)')">$(HOME)/GOG Games/Stardew Valley/game</GamePath>
<GamePath Condition="!Exists('$(GamePath)')">$(HOME)/.local/share/Steam/steamapps/common/Stardew Valley</GamePath>
<!-- Mac (may be 'Unix' or 'OSX') -->
<GamePath Condition="!Exists('$(GamePath)')">/Applications/Stardew Valley.app/Contents/MacOS</GamePath>
<GamePath Condition="!Exists('$(GamePath)')">$(HOME)/Library/Application Support/Steam/steamapps/common/Stardew Valley/Contents/MacOS</GamePath>
</PropertyGroup>
</When>
<When Condition="$(OS) == 'Windows_NT'">
<PropertyGroup>
<GamePath Condition="!Exists('$(GamePath)')">C:\Program Files (x86)\GalaxyClient\Games\Stardew Valley</GamePath>
<GamePath Condition="!Exists('$(GamePath)')">C:\Program Files (x86)\GOG Galaxy\Games\Stardew Valley</GamePath>
<GamePath Condition="!Exists('$(GamePath)')">C:\Program Files (x86)\Steam\steamapps\common\Stardew Valley</GamePath>
<GamePath Condition="!Exists('$(GamePath)')">$([MSBuild]::GetRegistryValueFromView('HKEY_LOCAL_MACHINE\SOFTWARE\GOG.com\Games\1453375253', 'PATH', null, RegistryView.Registry32))</GamePath>
<GamePath Condition="!Exists('$(GamePath)')">$([MSBuild]::GetRegistryValueFromView('HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows\CurrentVersion\Uninstall\Steam App 413150', 'InstallLocation', null, RegistryView.Registry64, RegistryView.Registry32))</GamePath>
</PropertyGroup>
</When>
</Choose>
<!--*********************************************
** Inject the assembly references and debugging configuration
**********************************************-->
<Choose>
<When Condition="$(OS) == 'Windows_NT'">
<!-- references -->
<ItemGroup>
<Reference Include="Microsoft.Xna.Framework, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553, processorArchitecture=x86">
<Private>false</Private>
<Private Condition="$(ModUnitTests)">true</Private>
</Reference>
<Reference Include="Microsoft.Xna.Framework.Game, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553, processorArchitecture=x86">
<Private>false</Private>
<Private Condition="$(ModUnitTests)">true</Private>
</Reference>
<Reference Include="Microsoft.Xna.Framework.Graphics, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553, processorArchitecture=x86">
<Private>false</Private>
<Private Condition="$(ModUnitTests)">true</Private>
</Reference>
<Reference Include="Microsoft.Xna.Framework.Xact, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553, processorArchitecture=x86">
<Private>false</Private>
<Private Condition="$(ModUnitTests)">true</Private>
</Reference>
<Reference Include="Netcode">
<HintPath>$(GamePath)\Netcode.dll</HintPath>
<Private>False</Private>
<Private Condition="$(ModUnitTests)">true</Private>
</Reference>
<Reference Include="Stardew Valley">
<HintPath>$(GamePath)\Stardew Valley.exe</HintPath>
<Private>false</Private>
<Private Condition="$(ModUnitTests)">true</Private>
</Reference>
<Reference Include="StardewModdingAPI">
<HintPath>$(GamePath)\StardewModdingAPI.exe</HintPath>
<Private>false</Private>
<Private Condition="$(ModUnitTests)">true</Private>
</Reference>
<Reference Include="xTile, Version=2.0.4.0, Culture=neutral, processorArchitecture=x86">
<HintPath>$(GamePath)\xTile.dll</HintPath>
<Private>false</Private>
<SpecificVersion>False</SpecificVersion>
<Private Condition="$(ModUnitTests)">true</Private>
</Reference>
</ItemGroup>
<!-- launch game for debugging -->
<PropertyGroup>
<StartAction>Program</StartAction>
<StartProgram>$(GamePath)\StardewModdingAPI.exe</StartProgram>
<StartWorkingDirectory>$(GamePath)</StartWorkingDirectory>
</PropertyGroup>
</When>
<Otherwise>
<!-- references -->
<ItemGroup>
<Reference Include="MonoGame.Framework">
<HintPath>$(GamePath)\MonoGame.Framework.dll</HintPath>
<Private>false</Private>
<SpecificVersion>False</SpecificVersion>
<Private Condition="$(ModUnitTests)">true</Private>
</Reference>
<Reference Include="StardewValley">
<HintPath>$(GamePath)\StardewValley.exe</HintPath>
<Private>false</Private>
<Private Condition="$(ModUnitTests)">true</Private>
</Reference>
<Reference Include="StardewModdingAPI">
<HintPath>$(GamePath)\StardewModdingAPI.exe</HintPath>
<Private>false</Private>
<Private Condition="$(ModUnitTests)">true</Private>
</Reference>
<Reference Include="xTile">
<HintPath>$(GamePath)\xTile.dll</HintPath>
<Private>false</Private>
<Private Condition="$(ModUnitTests)">true</Private>
</Reference>
</ItemGroup>
</Otherwise>
</Choose>
<!--*********************************************
** Deploy mod files & create release zip after build
**********************************************-->
<!-- if game path or OS is invalid, show one user-friendly error instead of a slew of reference errors -->
<Target Name="BeforeBuild">
<Error Condition="'$(OS)' != 'OSX' AND '$(OS)' != 'Unix' AND '$(OS)' != 'Windows_NT'" Text="The mod build package doesn't recognise OS type '$(OS)'." />
<Error Condition="!Exists('$(GamePath)')" Text="The mod build package can't find your game folder. You can specify where to find it; see https://smapi.io/buildmsg/game-path." />
<Error Condition="'$(OS)' == 'Windows_NT' AND !Exists('$(GamePath)\Stardew Valley.exe')" Text="The mod build package found a game folder at $(GamePath), but it doesn't contain the Stardew Valley.exe file. If this folder is invalid, delete it and the package will autodetect another game install path." />
<Error Condition="'$(OS)' != 'Windows_NT' AND !Exists('$(GamePath)\StardewValley.exe')" Text="The mod build package found a game folder at $(GamePath), but it doesn't contain the StardewValley.exe file. If this folder is invalid, delete it and the package will autodetect another game install path." />
<Error Condition="!Exists('$(GamePath)\StardewModdingAPI.exe')" Text="The mod build package found a game folder at $(GamePath), but it doesn't contain SMAPI. You need to install SMAPI before building the mod." />
</Target>
<!-- deploy mod files & create release zip -->
<Target Name="AfterBuild">
<DeployModTask
ModFolderName="$(ModFolderName)"
ModZipPath="$(ModZipPath)"
EnableModDeploy="$(EnableModDeploy)"
EnableModZip="$(EnableModZip)"
ProjectDir="$(ProjectDir)"
TargetDir="$(TargetDir)"
GameDir="$(GamePath)"
/>
</Target>
</Project>

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@ -0,0 +1,58 @@
param($installPath, $toolsPath, $package, $project)
if($project.Object.SupportsPackageDependencyResolution)
{
if($project.Object.SupportsPackageDependencyResolution())
{
# Do not install analyzers via install.ps1, instead let the project system handle it.
return
}
}
$analyzersPaths = Join-Path (Join-Path (Split-Path -Path $toolsPath -Parent) "analyzers") * -Resolve
foreach($analyzersPath in $analyzersPaths)
{
if (Test-Path $analyzersPath)
{
# Install the language agnostic analyzers.
foreach ($analyzerFilePath in Get-ChildItem -Path "$analyzersPath\*.dll" -Exclude *.resources.dll)
{
if($project.Object.AnalyzerReferences)
{
$project.Object.AnalyzerReferences.Add($analyzerFilePath.FullName)
}
}
}
}
# $project.Type gives the language name like (C# or VB.NET)
$languageFolder = ""
if($project.Type -eq "C#")
{
$languageFolder = "cs"
}
if($project.Type -eq "VB.NET")
{
$languageFolder = "vb"
}
if($languageFolder -eq "")
{
return
}
foreach($analyzersPath in $analyzersPaths)
{
# Install language specific analyzers.
$languageAnalyzersPath = join-path $analyzersPath $languageFolder
if (Test-Path $languageAnalyzersPath)
{
foreach ($analyzerFilePath in Get-ChildItem -Path "$languageAnalyzersPath\*.dll" -Exclude *.resources.dll)
{
if($project.Object.AnalyzerReferences)
{
$project.Object.AnalyzerReferences.Add($analyzerFilePath.FullName)
}
}
}
}

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@ -0,0 +1,65 @@
param($installPath, $toolsPath, $package, $project)
if($project.Object.SupportsPackageDependencyResolution)
{
if($project.Object.SupportsPackageDependencyResolution())
{
# Do not uninstall analyzers via uninstall.ps1, instead let the project system handle it.
return
}
}
$analyzersPaths = Join-Path (Join-Path (Split-Path -Path $toolsPath -Parent) "analyzers") * -Resolve
foreach($analyzersPath in $analyzersPaths)
{
# Uninstall the language agnostic analyzers.
if (Test-Path $analyzersPath)
{
foreach ($analyzerFilePath in Get-ChildItem -Path "$analyzersPath\*.dll" -Exclude *.resources.dll)
{
if($project.Object.AnalyzerReferences)
{
$project.Object.AnalyzerReferences.Remove($analyzerFilePath.FullName)
}
}
}
}
# $project.Type gives the language name like (C# or VB.NET)
$languageFolder = ""
if($project.Type -eq "C#")
{
$languageFolder = "cs"
}
if($project.Type -eq "VB.NET")
{
$languageFolder = "vb"
}
if($languageFolder -eq "")
{
return
}
foreach($analyzersPath in $analyzersPaths)
{
# Uninstall language specific analyzers.
$languageAnalyzersPath = join-path $analyzersPath $languageFolder
if (Test-Path $languageAnalyzersPath)
{
foreach ($analyzerFilePath in Get-ChildItem -Path "$languageAnalyzersPath\*.dll" -Exclude *.resources.dll)
{
if($project.Object.AnalyzerReferences)
{
try
{
$project.Object.AnalyzerReferences.Remove($analyzerFilePath.FullName)
}
catch
{
}
}
}
}
}