Stardew_Valley_Mods/GeneralMods/NightOwl/NightOwl.cs

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C#
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using System;
using System.IO;
using System.Linq;
using Microsoft.Xna.Framework;
using Omegasis.NightOwl.Framework;
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using StardewModdingAPI;
using StardewModdingAPI.Events;
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using StardewValley;
/*TODO:
Issues:
-Mail can't be wiped without destroying all mail.
-Lighting transition does not work if it is raining.
-set the weather to clear if you are stayig up late.
-transition still doesnt work. However atleast it is dark now.
-Known glitched
*/
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namespace Omegasis.NightOwl
{
/// <summary>The mod entry point.</summary>
public class NightOwl : Mod
{
/*********
** Properties
*********/
/// <summary>The mod configuration.</summary>
private ModConfig Config;
/****
** Context
****/
/// <summary>Whether the player stayed up all night.</summary>
private bool IsUpLate;
/// <summary>Whether the player should be reset to their pre-collapse details for the morning transition on the next update.</summary>
private bool ShouldResetPlayerAfterCollapseNow;
/// <summary>Whether the player just started a new day.</summary>
private bool JustStartedNewDay;
/// <summary>Whether the player just collapsed for the morning transition.</summary>
private bool JustCollapsed;
/****
** Pre-collapse state
****/
/// <summary>The player's location name before they collapsed.</summary>
private string PreCollapseMap;
/// <summary>The player's tile position before they collapsed.</summary>
private Point PreCollapseTile;
/// <summary>The player's money before they collapsed.</summary>
private int PreCollapseMoney;
/// <summary>The player's stamina before they collapsed.</summary>
private float PreCollapseStamina;
/// <summary>The player's health before they collapsed.</summary>
private int PreCollapseHealth;
/*********
** Public methods
*********/
/// <summary>The mod entry point, called after the mod is first loaded.</summary>
/// <param name="helper">Provides simplified APIs for writing mods.</param>
public override void Entry(IModHelper helper)
{
this.Config = helper.ReadConfig<ModConfig>();
TimeEvents.TimeOfDayChanged += this.TimeEvents_TimeOfDayChanged;
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TimeEvents.AfterDayStarted += this.TimeEvents_AfterDayStarted;
SaveEvents.AfterLoad += this.SaveEvents_AfterLoad;
GameEvents.FourthUpdateTick += this.GameEvents_FourthUpdateTick;
}
/*********
** Private methods
*********/
/// <summary>The method invoked every fourth game update (roughly 15 times per second).</summary>
/// <param name="sender">The event sender.</param>
/// <param name="e">The event data.</param>
public void GameEvents_FourthUpdateTick(object sender, EventArgs e)
{
try
{
// reset position after collapse
if (Context.IsWorldReady && this.JustStartedNewDay && this.Config.KeepPositionAfterCollapse)
{
if (this.PreCollapseMap != null)
Game1.warpFarmer(this.PreCollapseMap, this.PreCollapseTile.X, this.PreCollapseTile.Y, false);
this.PreCollapseMap = null;
this.JustStartedNewDay = false;
this.JustCollapsed = false;
}
}
catch (Exception ex)
{
this.Monitor.Log(ex.ToString(), LogLevel.Error);
this.WriteErrorLog();
}
}
/// <summary>The method invoked after the player loads a save.</summary>
/// <param name="sender">The event sender.</param>
/// <param name="e">The event data.</param>
public void SaveEvents_AfterLoad(object sender, EventArgs e)
{
this.IsUpLate = false;
this.JustStartedNewDay = false;
this.JustCollapsed = false;
}
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/// <summary>The method invoked when a new day starts.</summary>
/// <param name="sender">The event sender.</param>
/// <param name="e">The event data.</param>
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public void TimeEvents_AfterDayStarted(object sender, EventArgs e)
{
try
{
// reset data
this.IsUpLate = false;
Game1.farmerShouldPassOut = false;
// transition to the next day
if (this.ShouldResetPlayerAfterCollapseNow)
{
this.ShouldResetPlayerAfterCollapseNow = false;
if (this.Config.KeepStaminaAfterCollapse)
Game1.player.stamina = this.PreCollapseStamina;
if (this.Config.KeepHealthAfterCollapse)
Game1.player.health = this.PreCollapseHealth;
if (this.Config.KeepMoneyAfterCollapse)
Game1.player.money = this.PreCollapseMoney;
if (this.Config.KeepPositionAfterCollapse)
Game1.warpFarmer(this.PreCollapseMap, this.PreCollapseTile.X, this.PreCollapseTile.Y, false);
}
// delete annoying charge messages (if only I could do this with mail IRL)
if (this.Config.SkipCollapseMail)
{
string[] validMail = Game1.mailbox
.Where(p => !p.Contains("passedOut"))
.ToArray();
Game1.mailbox.Clear();
foreach (string mail in validMail)
Game1.mailbox.Add(mail);
}
this.JustStartedNewDay = true;
}
catch (Exception ex)
{
this.Monitor.Log(ex.ToString(), LogLevel.Error);
this.WriteErrorLog();
}
}
/// <summary>The method invoked when <see cref="Game1.timeOfDay"/> changes.</summary>
/// <param name="sender">The event sender.</param>
/// <param name="e">The event data.</param>
private void TimeEvents_TimeOfDayChanged(object sender, EventArgsIntChanged e)
{
if (!Context.IsWorldReady)
return;
try
{
// transition morning light more realistically
if (this.Config.MorningLightTransition && Game1.timeOfDay > 400 && Game1.timeOfDay < 600)
{
float colorMod = (1300 - Game1.timeOfDay) / 1000f;
Game1.outdoorLight = Game1.ambientLight * colorMod;
}
// transition to next morning
if (this.Config.StayUp && Game1.timeOfDay == 2550)
{
Game1.isRaining = false; // remove rain, otherwise lighting gets screwy
Game1.updateWeatherIcon();
Game1.timeOfDay = 150; //change it from 1:50 am late, to 1:50 am early
}
// collapse player at 6am to save & reset
if (Game1.timeOfDay == 550)
this.IsUpLate = true;
if (this.IsUpLate && Game1.timeOfDay == 600 && !this.JustCollapsed)
{
this.JustCollapsed = true;
this.ShouldResetPlayerAfterCollapseNow = true;
this.PreCollapseTile = new Point(Game1.player.getTileX(), Game1.player.getTileY());
this.PreCollapseMap = Game1.player.currentLocation.Name;
this.PreCollapseStamina = Game1.player.stamina;
this.PreCollapseHealth = Game1.player.health;
this.PreCollapseMoney = Game1.player.money;
if (Game1.currentMinigame != null)
Game1.currentMinigame = null;
Game1.farmerShouldPassOut = true;
}
}
catch (Exception ex)
{
this.Monitor.Log(ex.ToString(), LogLevel.Error);
this.WriteErrorLog();
}
}
/// <summary>Write the current mod state to the error log file.</summary>
private void WriteErrorLog()
{
var state = new
{
this.Config,
this.IsUpLate,
this.ShouldResetPlayerAfterCollapseNow,
this.JustStartedNewDay,
this.JustCollapsed,
this.PreCollapseMap,
this.PreCollapseTile,
this.PreCollapseMoney,
this.PreCollapseStamina,
this.PreCollapseHealth
};
string path = Path.Combine(this.Helper.DirectoryPath, "Error_Logs", "Mod_State.json");
this.Helper.WriteJsonFile(path, state);
}
}
}