-
Notifications
You must be signed in to change notification settings - Fork 16
/
Copy pathModApi.cs
531 lines (460 loc) · 23.4 KB
/
ModApi.cs
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
namespace DaLion.Overhaul;
#region using directives
using DaLion.Overhaul.Modules.Combat.Resonance;
using DaLion.Overhaul.Modules.Combat.VirtualProperties;
using DaLion.Overhaul.Modules.Professions;
using DaLion.Overhaul.Modules.Professions.Extensions;
using DaLion.Overhaul.Modules.Professions.TreasureHunts;
using DaLion.Overhaul.Modules.Professions.Ultimates;
using DaLion.Overhaul.Modules.Professions.VirtualProperties;
using DaLion.Overhaul.Modules.Professions.Events.TreasureHunt.TreasureHuntEnded;
using DaLion.Overhaul.Modules.Professions.Events.TreasureHunt.TreasureHuntStarted;
using DaLion.Overhaul.Modules.Professions.Events.Ultimate.Activated;
using DaLion.Overhaul.Modules.Professions.Events.Ultimate.ChargeIncreased;
using DaLion.Overhaul.Modules.Professions.Events.Ultimate.ChargeInitiated;
using DaLion.Overhaul.Modules.Professions.Events.Ultimate.Deactivated;
using DaLion.Overhaul.Modules.Professions.Events.Ultimate.Emptied;
using DaLion.Overhaul.Modules.Professions.Events.Ultimate.FullyCharged;
using DaLion.Overhaul.Modules.Taxes;
using DaLion.Overhaul.Modules.Taxes.Extensions;
using DaLion.Shared.Events;
using DaLion.Shared.Exceptions;
using Microsoft.Xna.Framework;
using Modules.Combat.Extensions;
using StardewValley.Objects;
using StardewValley.Tools;
using StardewValley.Monsters;
using DaLion.Overhaul.Modules.Combat.StatusEffects;
#endregion using directives
/// <summary>Implementation of the mod API.</summary>
public sealed class ModApi
{
#region professions
/// <summary>Get the value of an Ecologist's forage quality.</summary>
/// <param name="farmer">The player.</param>
/// <returns>A <see cref="SObject"/> quality level.</returns>
public int GetEcologistForageQuality(Farmer? farmer = null)
{
farmer ??= Game1.player;
return farmer.HasProfession(Profession.Ecologist) ? farmer.GetEcologistForageQuality() : SObject.lowQuality;
}
/// <summary>Get the value of a Gemologist's mineral quality.</summary>
/// <param name="farmer">The player.</param>
/// <returns>A <see cref="SObject"/> quality level.</returns>
public int GetGemologistMineralQuality(Farmer? farmer = null)
{
farmer ??= Game1.player;
return farmer.HasProfession(Profession.Gemologist) ? farmer.GetGemologistMineralQuality() : SObject.lowQuality;
}
/// <summary>The price bonus applied to animal produce sold by Producer.</summary>
/// <param name="farmer">The player.</param>
/// <returns>A <see cref="float"/> multiplier for animal products.</returns>
public float GetProducerProducePriceBonus(Farmer? farmer = null)
{
farmer ??= Game1.player;
return farmer.GetProducerPriceBonus();
}
/// <summary>The price bonus applied to fish sold by Angler.</summary>
/// <param name="farmer">The player.</param>
/// <returns>A <see cref="float"/> multiplier for fish prices.</returns>
public float GetAnglerFishPriceBonus(Farmer? farmer = null)
{
farmer ??= Game1.player;
return farmer.GetAnglerPriceBonus();
}
/// <summary>
/// Get the value of the a Conservationist's effective tax deduction based on the preceding season's trash
/// collection.
/// </summary>
/// <param name="farmer">The player.</param>
/// <returns>A percentage of tax deductions based currently in effect due to the preceding season's collected trash.</returns>
public float GetConservationistTaxDeduction(Farmer? farmer = null)
{
farmer ??= Game1.player;
return farmer.GetConservationistPriceMultiplier() - 1f;
}
/// <summary>Determines the extra power of Desperado shots.</summary>
/// <param name="farmer">The player.</param>
/// <returns>A percentage between 0 and 1.</returns>
public float GetDesperadoOvercharge(Farmer? farmer = null)
{
farmer ??= Game1.player;
if (farmer.CurrentTool is not Slingshot slingshot || !farmer.usingSlingshot)
{
return 0f;
}
return slingshot.GetOvercharge();
}
/// <summary>Sets a flag to allow the specified SpaceCore skill to level past 10 and offer prestige professions.</summary>
/// <param name="id">The SpaceCore skill id.</param>
public void RegisterCustomSkillForPrestige(string id)
{
if (!SCSkill.Loaded.TryGetValue(id, out var skill))
{
ThrowHelper.ThrowInvalidOperationException($"The custom skill {id} is not loaded.");
}
((SCSkill)skill).CanPrestige = true;
}
#endregion professions
#region tresure hunts
/// <inheritdoc cref="ITreasureHunt.IsActive"/>
/// <param name="type">The type of treasure hunt.</param>
/// <param name="farmer">The <see cref="Farmer"/>.</param>
/// <returns><see langword="true"/> if the specified <see cref="ITreasureHunt"/> <paramref name="type"/> is currently active, otherwise <see langword="false"/>.</returns>
public bool IsHuntActive(TreasureHuntType type, Farmer? farmer = null)
{
farmer ??= Game1.player;
return type switch
{
TreasureHuntType.Prospector => farmer.Get_ProspectorHunt().IsActive,
TreasureHuntType.Scavenger => farmer.Get_ScavengerHunt().IsActive,
_ => ThrowHelperExtensions.ThrowUnexpectedEnumValueException<TreasureHuntType, bool>(type),
};
}
/// <inheritdoc cref="ITreasureHunt.TryStart"/>
/// <param name="location">The hunt location.</param>
/// <param name="type">The type of treasure hunt.</param>
/// <param name="farmer">The <see cref="Farmer"/>.</param>
/// <returns><see langword="true"/> if a hunt was started, otherwise <see langword="false"/>.</returns>
public bool TryStartNewHunt(GameLocation location, TreasureHuntType type, Farmer? farmer = null)
{
farmer ??= Game1.player;
return type switch
{
TreasureHuntType.Prospector => Game1.player.HasProfession(Profession.Prospector) &&
farmer.Get_ProspectorHunt().TryStart(location),
TreasureHuntType.Scavenger => Game1.player.HasProfession(Profession.Scavenger) &&
farmer.Get_ScavengerHunt().TryStart(location),
_ => ThrowHelperExtensions.ThrowUnexpectedEnumValueException<TreasureHuntType, bool>(type),
};
}
/// <inheritdoc cref="ITreasureHunt.ForceStart"/>
/// <param name="location">The hunt location.</param>
/// <param name="target">The target tile.</param>
/// <param name="type">The type of treasure hunt.</param>
/// <param name="farmer">The <see cref="Farmer"/>.</param>
public void ForceStartNewHunt(GameLocation location, Vector2 target, TreasureHuntType type, Farmer? farmer = null)
{
farmer ??= Game1.player;
switch (type)
{
case TreasureHuntType.Prospector:
if (!Game1.player.HasProfession(Profession.Prospector))
{
ThrowHelper.ThrowInvalidOperationException("Player does not have the Prospector profession.");
}
farmer.Get_ProspectorHunt().ForceStart(location, target);
break;
case TreasureHuntType.Scavenger:
if (!Game1.player.HasProfession(Profession.Scavenger))
{
ThrowHelper.ThrowInvalidOperationException("Player does not have the Scavenger profession.");
}
farmer.Get_ScavengerHunt().ForceStart(location, target);
break;
default:
ThrowHelperExtensions.ThrowUnexpectedEnumValueException(type);
return;
}
}
/// <inheritdoc cref="ITreasureHunt.Fail"/>
/// <param name="type">The type of treasure hunt.</param>
/// <param name="farmer">The <see cref="Farmer"/>.</param>
/// <returns>
/// <see langword="false"/> if the <see cref="ITreasureHunt"/> instance was not active, otherwise
/// <see langword="true"/>.
/// </returns>
public bool InterruptActiveHunt(TreasureHuntType type, Farmer? farmer = null)
{
farmer ??= Game1.player;
var hunt = type switch
{
TreasureHuntType.Prospector => farmer.Get_ProspectorHunt(),
TreasureHuntType.Scavenger => farmer.Get_ScavengerHunt(),
_ => ThrowHelperExtensions.ThrowUnexpectedEnumValueException<TreasureHuntType, TreasureHunt>(type),
};
if (!hunt.IsActive)
{
return false;
}
hunt.Fail();
return true;
}
/// <summary>Registers a new <see cref="TreasureHuntStartedEvent"/> instance.</summary>
/// <param name="callback">The delegate that will be called when the event is triggered.</param>
/// <returns>A new <see cref="IManagedEvent"/> instance which encapsulates the specified <paramref name="callback"/>.</returns>
public IManagedEvent RegisterTreasureHuntStartedEvent(Action<object?, ITreasureHuntStartedEventArgs> callback)
{
var e = new TreasureHuntStartedEvent(callback);
ModEntry.EventManager.Manage(e);
return e;
}
/// <summary>Registers a new <see cref="TreasureHuntEndedEvent"/> instance.</summary>
/// <param name="callback">The delegate that will be called when the event is triggered.</param>
/// <returns>A new <see cref="IManagedEvent"/> instance which encapsulates the specified <paramref name="callback"/>.</returns>
public IManagedEvent RegisterTreasureHuntEndedEvent(Action<object?, ITreasureHuntEndedEventArgs> callback)
{
var e = new TreasureHuntEndedEvent(callback);
ModEntry.EventManager.Manage(e);
return e;
}
#endregion treasure hunts
#region limit break
/// <summary>Gets the <paramref name="farmer"/>'s currently registered <see cref="IUltimate"/>, if any.</summary>
/// <param name="farmer">The <see cref="Farmer"/>.</param>
/// <returns>The <paramref name="farmer"/>'s <see cref="IUltimate"/>, or the local player's if supplied null.</returns>
public IUltimate? GetRegisteredUltimate(Farmer? farmer = null)
{
return farmer is null ? Game1.player.Get_Ultimate() : farmer.Get_Ultimate();
}
/// <summary>Registers a new <see cref="UltimateFullyChargedEvent"/> instance.</summary>
/// <param name="callback">The delegate that will be called when the event is triggered.</param>
/// <returns>A new <see cref="IManagedEvent"/> instance which encapsulates the specified <paramref name="callback"/>.</returns>
public IManagedEvent RegisterUltimateActivatedEvent(Action<object?, IUltimateActivatedEventArgs> callback)
{
var e = new UltimateActivatedEvent(callback);
ModEntry.EventManager.Manage(e);
return e;
}
/// <summary>Register a new <see cref="UltimateDeactivatedEvent"/> instance.</summary>
/// <param name="callback">The delegate that will be called when the event is triggered.</param>
/// <returns>A new <see cref="IManagedEvent"/> instance which encapsulates the specified <paramref name="callback"/>.</returns>
public IManagedEvent RegisterUltimateDeactivatedEvent(Action<object?, IUltimateDeactivatedEventArgs> callback)
{
var e = new UltimateDeactivatedEvent(callback);
ModEntry.EventManager.Manage(e);
return e;
}
/// <summary>Register a new <see cref="UltimateChargeInitiatedEvent"/> instance.</summary>
/// <param name="callback">The delegate that will be called when the event is triggered.</param>
/// <returns>A new <see cref="IManagedEvent"/> instance which encapsulates the specified <paramref name="callback"/>.</returns>
public IManagedEvent RegisterUltimateChargeInitiatedEvent(Action<object?, IUltimateChargeInitiatedEventArgs> callback)
{
var e = new UltimateChargeInitiatedEvent(callback);
ModEntry.EventManager.Manage(e);
return e;
}
/// <summary>Register a new <see cref="UltimateChargeIncreasedEvent"/> instance.</summary>
/// <param name="callback">The delegate that will be called when the event is triggered.</param>
/// <returns>A new <see cref="IManagedEvent"/> instance which encapsulates the specified <paramref name="callback"/>.</returns>
public IManagedEvent RegisterUltimateChargeIncreasedEvent(Action<object?, IUltimateChargeIncreasedEventArgs> callback)
{
var e = new UltimateChargeIncreasedEvent(callback);
ModEntry.EventManager.Manage(e);
return e;
}
/// <summary>Register a new <see cref="UltimateFullyChargedEvent"/> instance.</summary>
/// <param name="callback">The delegate that will be called when the event is triggered.</param>
/// <returns>A new <see cref="IManagedEvent"/> instance which encapsulates the specified <paramref name="callback"/>.</returns>
public IManagedEvent RegisterUltimateFullyChargedEvent(Action<object?, IUltimateFullyChargedEventArgs> callback)
{
var e = new UltimateFullyChargedEvent(callback);
ModEntry.EventManager.Manage(e);
return e;
}
/// <summary>Register a new <see cref="UltimateEmptiedEvent"/> instance.</summary>
/// <param name="callback">The delegate that will be called when the event is triggered.</param>
/// <returns>A new <see cref="IManagedEvent"/> instance which encapsulates the specified <paramref name="callback"/>.</returns>
public IManagedEvent RegisterUltimateEmptiedEvent(
Action<object?, IUltimateEmptiedEventArgs> callback)
{
var e = new UltimateEmptiedEvent(callback);
ModEntry.EventManager.Manage(e);
return e;
}
#endregion limit break
#region resonance
/// <summary>Gets the <see cref="IChord"/> for the specified <paramref name="ring"/>, if any.</summary>
/// <param name="ring">A <see cref="CombinedRing"/> which possibly contains a <see cref="IChord"/>.</param>
/// <returns>The <see cref="IChord"/> instance if the <paramref name="ring"/> is an Infinity Band with at least two gemstone, otherwise <see langword="null"/>.</returns>
public IChord? GetChord(CombinedRing ring)
{
return ring.Get_Chord();
}
#endregion resonance
#region status effects
/// <summary>Causes bleeding on the <paramref name="monster"/> for the specified <paramref name="duration"/> and with the specified <paramref name="intensity"/>.</summary>
/// <param name="monster">The <see cref="Monster"/>.</param>
/// <param name="bleeder">The <see cref="Farmer"/> who caused the bleeding.</param>
/// <param name="duration">The duration in milliseconds.</param>
/// <param name="intensity">The intensity of the bleeding effect (how many stacks).</param>
public void Bleed(Monster monster, Farmer bleeder, int duration = 30000, int intensity = 1)
{
monster.Bleed(bleeder, duration, intensity);
}
/// <summary>Removes bleeding from the <paramref name="monster"/>.</summary>
/// <param name="monster">The <see cref="Monster"/>.</param>
public void Unbleed(Monster monster)
{
monster.Unbleed();
}
/// <summary>Checks whether the <paramref name="monster"/> is bleeding.</summary>
/// <param name="monster">The <see cref="Monster"/>.</param>
/// <returns><see langword="true"/> if the <paramref name="monster"/> has non-zero bleeding stacks, otherwise <see langword="false"/>.</returns>
public bool IsBleeding(Monster monster)
{
return monster.IsBleeding();
}
/// <summary>Burns the <paramref name="monster"/> for the specified <paramref name="duration"/>.</summary>
/// <param name="monster">The <see cref="Monster"/>.</param>
/// <param name="burner">The <see cref="Farmer"/> who inflicted the burn.</param>
/// <param name="duration">The duration in milliseconds.</param>
public void Burn(Monster monster, Farmer burner, int duration = 15000)
{
monster.Burn(burner, duration);
}
/// <summary>Removes burn from <paramref name="monster"/>.</summary>
/// <param name="monster">The <see cref="Monster"/>.</param>
public void Unburn(Monster monster)
{
monster.Unburn();
}
/// <summary>Checks whether the <paramref name="monster"/> is burning.</summary>
/// <param name="monster">The <see cref="Monster"/>.</param>
/// <returns><see langword="true"/> if the <paramref name="monster"/> has non-zero burn timer, otherwise <see langword="false"/>.</returns>
public bool IsBurning(Monster monster)
{
return monster.IsBurning();
}
/// <summary>Chills the <paramref name="monster"/> for the specified <paramref name="duration"/>.</summary>
/// <param name="monster">The <see cref="Monster"/>.</param>
/// <param name="duration">The duration in milliseconds.</param>
public void Chill(Monster monster, int duration = 5000)
{
monster.Chill(duration);
}
/// <summary>Removes chilled status from the <paramref name="monster"/>.</summary>
/// <param name="monster">The <see cref="Monster"/>.</param>
public void Unchill(Monster monster)
{
monster.Unchill();
}
/// <summary>Checks whether the <paramref name="monster"/> is chilled.</summary>
/// <param name="monster">The <see cref="Monster"/>.</param>
/// <returns>The <paramref name="monster"/>'s chilled flag.</returns>
public bool IsChilled(Monster monster)
{
return monster.IsChilled();
}
/// <summary>Fears the <paramref name="monster"/> for the specified <paramref name="duration"/>.</summary>
/// <param name="monster">The <see cref="Monster"/>.</param>
/// <param name="duration">The duration in milliseconds.</param>
public void Fear(Monster monster, int duration)
{
monster.Fear(duration);
}
/// <summary>Removes fear from <paramref name="monster"/>.</summary>
/// <param name="monster">The <see cref="Monster"/>.</param>
public void Unfear(Monster monster)
{
monster.Unfear();
}
/// <summary>Checks whether the <paramref name="monster"/> is feared.</summary>
/// <param name="monster">The <see cref="Monster"/>.</param>
/// <returns><see langword="true"/> if the <paramref name="monster"/> has non-zero fear timer, otherwise <see langword="false"/>.</returns>
public bool IsFeared(Monster monster)
{
return monster.IsFeared();
}
/// <summary>Freezes the <paramref name="monster"/> for the specified <paramref name="duration"/>.</summary>
/// <param name="monster">The <see cref="Monster"/>.</param>
/// <param name="duration">The duration in milliseconds.</param>
public void Freeze(Monster monster, int duration = 30000)
{
monster.Freeze(duration);
}
/// <summary>Removes frozen status from the <paramref name="monster"/>.</summary>
/// <param name="monster">The <see cref="Monster"/>.</param>
public void Defrost(Monster monster)
{
monster.Defrost();
}
/// <summary>Checks whether the <paramref name="monster"/> is frozen.</summary>
/// <param name="monster">The <see cref="Monster"/>.</param>
/// <returns><see langword="true"/> if the <paramref name="monster"/> has non-zero freeze stacks, otherwise <see langword="false"/>.</returns>
public bool IsFrozen(Monster monster)
{
return monster.IsFrozen();
}
/// <summary>Poisons the <paramref name="monster"/> for the specified <paramref name="duration"/> and with the specified <paramref name="intensity"/>.</summary>
/// <param name="monster">The <see cref="Monster"/>.</param>
/// <param name="poisoner">The <see cref="Farmer"/> who inflicted the poison.</param>
/// <param name="duration">The duration in milliseconds.</param>
/// <param name="intensity">The intensity of the poison effect (how many stacks).</param>
public void Poison(Monster monster, Farmer poisoner, int duration = 15000, int intensity = 1)
{
monster.Poison(poisoner, duration, intensity);
}
/// <summary>Removes poison from <paramref name="monster"/>.</summary>
/// <param name="monster">The <see cref="Monster"/>.</param>
public void Detox(Monster monster)
{
monster.Detox();
}
/// <summary>Checks whether the <paramref name="monster"/> is poisoned.</summary>
/// <param name="monster">The <see cref="Monster"/>.</param>
/// <returns><see langword="true"/> if the <paramref name="monster"/> has non-zero poison stacks, otherwise <see langword="false"/>.</returns>
public bool IsPoisoned(Monster monster)
{
return monster.IsPoisoned();
}
/// <summary>Slows the <paramref name="monster"/> for the specified <paramref name="duration"/> and with the specified <paramref name="intensity"/>.</summary>
/// <param name="monster">The <see cref="Monster"/>.</param>
/// <param name="duration">The duration in milliseconds.</param>
/// <param name="intensity">The intensity of the slow effect.</param>
public void Slow(Monster monster, int duration, double intensity = 0.5)
{
monster.Slow(duration, intensity);
}
/// <summary>Removes slow from <paramref name="monster"/>.</summary>
/// <param name="monster">The <see cref="Monster"/>.</param>
public void Unslow(Monster monster)
{
monster.Unslow();
}
/// <summary>Checks whether the <paramref name="monster"/> is slowed.</summary>
/// <param name="monster">The <see cref="Monster"/>.</param>
/// <returns><see langword="true"/> if the <paramref name="monster"/> has non-zero slow timer, otherwise <see langword="false"/>.</returns>
public bool IsSlowed(Monster monster)
{
return monster.IsSlowed();
}
/// <summary>Stuns the <paramref name="monster"/> for the specified <paramref name="duration"/>.</summary>
/// <param name="monster">The <see cref="Monster"/>.</param>
/// <param name="duration">The duration in milliseconds.</param>
public void Stun(Monster monster, int duration)
{
monster.Stun(duration);
}
/// <summary>Checks whether the <paramref name="monster"/> is stunned.</summary>
/// <param name="monster">The <see cref="Monster"/>.</param>
/// <returns><see langword="true"/> if the <paramref name="monster"/> has non-zero stun timer, otherwise <see langword="false"/>.</returns>
public bool IsStunned(Monster monster)
{
return monster.IsStunned();
}
#endregion status effects
#region taxes
/// <summary>Evaluates the due income tax and other relevant stats for the <paramref name="farmer"/>.</summary>
/// <param name="farmer">The <see cref="Farmer"/>. Defaults to <see cref="Game1.player"/>.</param>
/// <returns>The amount of income tax due in gold, along with total income, business expenses, eligible deductions and total taxable amount (in that order).</returns>
public (int Due, int Income, int Expenses, float Deductions, int Taxable) CalculateIncomeTax(Farmer? farmer = null)
{
return RevenueService.CalculateTaxes(farmer ?? Game1.player);
}
/// <summary>Determines the total property value of the farm.</summary>
/// <returns>The total values of agriculture activities, livestock and buildings on the farm, as well as the total number of tiles used by all of those activities.</returns>
public (int AgricultureValue, int LivestockValue, int BuildingValue, int UsedTiles) CalculatePropertyTax()
{
return Game1.getFarm().Appraise(false);
}
#endregion taxes
#region configs
/// <summary>Gets the mod's config instance, which can be used in a read-only way.</summary>
/// <returns>The <see cref="ModConfig"/> instance.</returns>
public ModConfig GetConfig()
{
return ModEntry.Config;
}
#endregion configs
}