Stardew_Valley_Mods/[Storm]BuildHealth/Class1.cs

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using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Newtonsoft.Json;
using Newtonsoft.Json.Linq;
using Storm.ExternalEvent;
using Storm.StardewValley;
using Storm.StardewValley.Event;
using Storm.StardewValley.Wrapper;
using Storm;
using Microsoft.Xna.Framework;
namespace BuildHealth
{
[Mod]
public class BuildHealth : DiskResource
{
public double data_xp_nextlvl;
public double data_xp_current;
public int data_current_lvl;
public int data_health_bonus_acumulated;
public int data_ini_health_bonus;
public bool data_clear_mod_effects = false;
public int data_old_health = 0;
public Config ModConfig { get; set; }
[Subscribe]
//Credit goes to Zoryn for pieces of this config generation that I kinda repurposed.
public void InitializeCallback(InitializeEvent @event)
{
var configLocation = Path.Combine(PathOnDisk, "BuildHealth_Config.json");
if (!File.Exists(configLocation))
{
Logging.LogToFile("The config file for BuildHealth was not found, guess I'll create it...");
ModConfig = new Config();
ModConfig.current_lvl = 0;
ModConfig.max_lvl = 100;
ModConfig.health_increase_upon_lvl_up = 1;
ModConfig.xp_current = 0;
ModConfig.xp_nextlvl = 20;
ModConfig.xp_curve = 1.15;
ModConfig.xp_eating = 2;
ModConfig.xp_sleeping = 10;
ModConfig.xp_tooluse = 1;
ModConfig.ini_health_boost = 0;
ModConfig.health_accumulated = 0;
File.WriteAllBytes(configLocation, Encoding.UTF8.GetBytes(JsonConvert.SerializeObject(ModConfig)));
// Console.WriteLine("The config file for MoreRain has been loaded.\n\t RainChance: {0}, ThunderChance: {1}",
// ModConfig.RainChance, ModConfig.ThunderChance);
}
else
{
ModConfig = JsonConvert.DeserializeObject<Config>(Encoding.UTF8.GetString(File.ReadAllBytes(configLocation)));
Logging.LogToFile("Found BuildHealth config file.");
}
DataLoader();
MyWritter();
Logging.LogToFile("BuildHealth Initialization Completed");
}
[Subscribe]
public void ToolCallBack(Storm.StardewValley.Event.ReleaseUseToolButtonEvent @event)
{
//this will be the code that runs when a tool is used
//Logging.LogToFile("A TOOL IS BEING USED");
data_xp_current += ModConfig.xp_tooluse;
}
[Subscribe]
public void EatingCallBack(Storm.StardewValley.Event.PlayerEatObjectEvent @event)
{
//this code will run when the player eats an object. I.E. increases their eating skills.
//Logging.LogToFile("A FOOD IS BEING CONSUMED");
data_xp_current += ModConfig.xp_eating;
}
[Subscribe]
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public void SleepCallback(Storm.StardewValley.Event.PreNewDayEvent @event)
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{
Clear_DataLoader();
//This will run when the character goes to sleep. It will increase their sleeping skill.
var player = @event.Root.Player;
data_xp_current += ModConfig.xp_sleeping;
if (data_old_health == 0)
{
data_old_health = player.MaxHealth; //grab the initial health value
}
if (data_clear_mod_effects == true)
{
player.MaxHealth = data_old_health;
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data_xp_nextlvl = ModConfig.xp_nextlvl;
data_xp_current = ModConfig.xp_current;
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data_health_bonus_acumulated = 0;
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data_old_health = player.MaxHealth;
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data_ini_health_bonus = 0;
data_current_lvl = 0;
Logging.LogToFile("BuildHealth Reset!");
}
if (data_clear_mod_effects == false)
{
if (data_current_lvl < ModConfig.max_lvl)
{
while (data_xp_current >= data_xp_nextlvl)
{
data_current_lvl += 1;
data_xp_current = data_xp_current - data_xp_nextlvl;
data_xp_nextlvl = (ModConfig.xp_curve * data_xp_nextlvl);
player.MaxHealth += ModConfig.health_increase_upon_lvl_up;
data_health_bonus_acumulated += ModConfig.health_increase_upon_lvl_up;
}
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/*
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if (player.MaxHealth != data_old_health + data_health_bonus_acumulated + data_ini_health_bonus)
{
player.MaxHealth = data_old_health + data_health_bonus_acumulated + data_ini_health_bonus;
}
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*/
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}
}
data_clear_mod_effects = false;
MyWritter();
}
[Subscribe]
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public void LoadingCallBack(Storm.StardewValley.Event.PostGameLoadedEvent @event)
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{
DataLoader();
MyWritter();
//runs when the player is loaded.
var player = @event.Root.Player;
if (data_old_health == 0)
{
data_old_health = player.MaxHealth; //grab the initial health value
}
player.MaxHealth = data_ini_health_bonus + data_health_bonus_acumulated + data_old_health; //incase the ini health bonus is loaded in.
if (data_clear_mod_effects == true)
{
player.MaxHealth = data_old_health;
Logging.LogToFile("BuildHealth Reset!");
}
DataLoader();
MyWritter();
}
//Mod config data.
public class Config
{
public double xp_nextlvl { get; set; }
public double xp_current { get; set; }
public double xp_curve { get; set; }
public int current_lvl { get; set; }
public int max_lvl { get; set; }
public int health_increase_upon_lvl_up { get; set; }
public int xp_tooluse { get; set; }
public int xp_eating { get; set; }
public int xp_sleeping { get; set; }
public int ini_health_boost { get; set; }
public int health_accumulated { get; set; }
}
void Clear_DataLoader()
{
//loads the data to the variables upon loading the game.
var mylocation = Path.Combine(PathOnDisk, "BuildHealth_data.txt");
string[] mystring = new string[20];
if (!File.Exists(mylocation)) //if not data.json exists, initialize the data variables to the ModConfig data. I.E. starting out.
{
Logging.LogToFile("The config file for BuildHealth was not found, guess I'll create it...");
data_clear_mod_effects = false;
data_old_health = 0;
data_ini_health_bonus = 0;
}
else
{
//loads the data upon loading the mod
string[] readtext = File.ReadAllLines(mylocation);
data_ini_health_bonus = Convert.ToInt32(readtext[9]);
data_clear_mod_effects = Convert.ToBoolean(readtext[14]);
data_old_health = Convert.ToInt32(readtext[16]);
}
}
void DataLoader()
{
//loads the data to the variables upon loading the game.
var mylocation = Path.Combine(PathOnDisk, "BuildHealth_data.txt");
//string[] mystring = new string[20];
if (!File.Exists(mylocation)) //if not data.json exists, initialize the data variables to the ModConfig data. I.E. starting out.
{
Logging.LogToFile("The config file for BuildHealth was not found, guess I'll create it...");
data_xp_nextlvl = ModConfig.xp_nextlvl;
data_xp_current = ModConfig.xp_current;
data_current_lvl = ModConfig.current_lvl;
data_ini_health_bonus = ModConfig.ini_health_boost;
data_health_bonus_acumulated = ModConfig.health_accumulated;
data_clear_mod_effects = false;
data_old_health = 0;
}
else
{
//loads the data upon loading the mod
string[] readtext = File.ReadAllLines(mylocation);
data_current_lvl = Convert.ToInt32(readtext[3]);
data_xp_nextlvl = Convert.ToDouble(readtext[7]); //these array locations refer to the lines in data.json
data_xp_current = Convert.ToDouble(readtext[5]);
data_ini_health_bonus = Convert.ToInt32(readtext[9]);
data_health_bonus_acumulated = Convert.ToInt32(readtext[11]);
data_clear_mod_effects = Convert.ToBoolean(readtext[14]);
data_old_health = Convert.ToInt32(readtext[16]);
}
}
void MyWritter()
{
//saves the data at the end of a new day;
var mylocation = Path.Combine(PathOnDisk, "BuildHealth_data.txt");
string[] mystring2 = new string[20];
if (!File.Exists(mylocation))
{
Logging.LogToFile("The data file for BuildHealth was not found, guess I'll create it when you sleep.");
//write out the info to a text file at the end of a day. This will run if it doesnt exist.
mystring2[0] = "Player: Build Health Data. Modification can cause errors. Edit at your own risk.";
mystring2[1] = "====================================================================================";
mystring2[2] = "Player Current Level:";
mystring2[3] = data_current_lvl.ToString();
mystring2[4] = "Player Current XP:";
mystring2[5] = data_xp_current.ToString();
mystring2[6] = "Xp to next Level:";
mystring2[7] = data_xp_nextlvl.ToString();
mystring2[8] = "Initial health Bonus:";
mystring2[9] = data_ini_health_bonus.ToString();
mystring2[10] = "Additional health Bonus:";
mystring2[11] = data_health_bonus_acumulated.ToString();
mystring2[12] = "=======================================================================================";
mystring2[13] = "RESET ALL MOD EFFECTS? This will effective start you back at square 1. Also good if you want to remove this mod.";
mystring2[14] = data_clear_mod_effects.ToString();
mystring2[15] = "OLD health AMOUNT: This is the initial value of the Player's health before this mod took over.";
mystring2[16] = data_old_health.ToString();
File.WriteAllLines(mylocation, mystring2);
}
else
{
//write out the info to a text file at the end of a day.
mystring2[0] = "Player: Build Health Data. Modification can cause errors. Edit at your own risk.";
mystring2[1] = "====================================================================================";
mystring2[2] = "Player Current Level:";
mystring2[3] = data_current_lvl.ToString();
mystring2[4] = "Player Current XP:";
mystring2[5] = data_xp_current.ToString();
mystring2[6] = "Xp to next Level:";
mystring2[7] = data_xp_nextlvl.ToString();
mystring2[8] = "Initial health Bonus:";
mystring2[9] = data_ini_health_bonus.ToString();
mystring2[10] = "Additional health Bonus:";
mystring2[11] = data_health_bonus_acumulated.ToString();
mystring2[12] = "=======================================================================================";
mystring2[13] = "RESET ALL MOD EFFECTS? This will effective start you back at square 1. Also good if you want to remove this mod.";
mystring2[14] = data_clear_mod_effects.ToString();
mystring2[15] = "OLD health AMOUNT: This is the initial value of the Player's health before this mod took over.";
mystring2[16] = data_old_health.ToString();
File.WriteAllLines(mylocation, mystring2);
}
}
} //end my function
}