Stardew_Valley_Mods/GeneralMods/HappyBirthday/HappyBirthday.cs

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using System;
using System.Collections.Generic;
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using System.IO;
using System.Linq;
using Omegasis.HappyBirthday.Framework;
using StardewModdingAPI;
using StardewModdingAPI.Events;
using StardewValley;
using StardewValley.Characters;
using StardewValley.Monsters;
using SObject = StardewValley.Object;
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namespace Omegasis.HappyBirthday
{
/// <summary>The mod entry point.</summary>
public class HappyBirthday : Mod
{
/*********
** Properties
*********/
/// <summary>The key which shows the menu.</summary>
private string KeyBinding = "O";
/// <summary>Whether the player has chosen a birthday.</summary>
private bool HasChosenBirthday;
/// <summary>The queue of villagers who haven't given a gift yet.</summary>
private List<string> VillagerQueue;
/// <summary>The gifts that villagers can give.</summary>
private List<Item> PossibleBirthdayGifts;
/// <summary>The next birthday gift the player will receive.</summary>
private Item BirthdayGiftToReceive;
/// <summary>Whether we've already checked for and (if applicable) set up the player's birthday today.</summary>
private bool CheckedForBirthday;
//private Dictionary<string, Dialogue> Dialogue;
//private bool SeenEvent;
/// <summary>The name of the folder containing birthday data files.</summary>
private readonly string FolderName = "Player_Birthdays";
/// <summary>The full path to the folder containing birthday data files.</summary>
private string BirthdayFolderPath;
/// <summary>The player's current birthday day.</summary>
public int BirthdayDay;
/// <summary>The player's current birthday season.</summary>
public string BirthdaySeason;
/*********
** 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)
{
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TimeEvents.AfterDayStarted += this.TimeEvents_AfterDayStarted;
GameEvents.UpdateTick += this.GameEvents_UpdateTick;
SaveEvents.AfterLoad += this.SaveEvents_AfterLoad;
ControlEvents.KeyPressed += this.ControlEvents_KeyPressed;
this.VillagerQueue = new List<string>();
this.PossibleBirthdayGifts = new List<Item>();
this.BirthdayFolderPath = Path.Combine(Helper.DirectoryPath, this.FolderName);
if (!Directory.Exists(this.BirthdayFolderPath))
Directory.CreateDirectory(this.BirthdayFolderPath);
}
/*********
** Private methods
*********/
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/// <summary>The method invoked after a new day starts.</summary>
/// <param name="sender">The event sender.</param>
/// <param name="e">The event data.</param>
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private void TimeEvents_AfterDayStarted(object sender, EventArgs e)
{
if (this.HasChosenBirthday)
this.WriteBirthday();
this.WriteConfig();
this.CheckedForBirthday = false;
}
/// <summary>The method invoked when the presses a keyboard button.</summary>
/// <param name="sender">The event sender.</param>
/// <param name="e">The event data.</param>
private void ControlEvents_KeyPressed(object sender, EventArgsKeyPressed e)
{
// show birthday selection menu
if (Context.IsPlayerFree && !this.HasChosenBirthday && e.KeyPressed.ToString() == this.KeyBinding)
Game1.activeClickableMenu = new BirthdayMenu(this.BirthdaySeason, this.BirthdayDay, this.SetBirthday);
}
/// <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>
private void SaveEvents_AfterLoad(object sender, EventArgs e)
{
this.LoadBirthday();
this.LoadConfig();
//this.SeenEvent = false;
//this.Dialogue = new Dictionary<string, Dialogue>();
}
/// <summary>The method invoked when the game updates (roughly 60 times per second).</summary>
/// <param name="sender">The event sender.</param>
/// <param name="e">The event data.</param>
private void GameEvents_UpdateTick(object sender, EventArgs e)
{
if (!Context.IsWorldReady || Game1.eventUp || Game1.isFestival())
return;
if (!this.CheckedForBirthday)
{
this.CheckedForBirthday = true;
// set up birthday
if (this.IsBirthday())
{
Messages.ShowStarMessage("It's your birthday today! Happy birthday!");
Game1.mailbox.Enqueue("birthdayMom");
Game1.mailbox.Enqueue("birthdayDad");
try
{
this.ResetVillagerQueue();
}
catch (Exception ex)
{
this.Monitor.Log(ex.ToString(), LogLevel.Error);
}
foreach (GameLocation location in Game1.locations)
{
foreach (NPC npc in location.characters)
{
if (npc is Child || npc is Horse || npc is Junimo || npc is Monster || npc is Pet)
continue;
try
{
Dialogue d = new Dialogue(Game1.content.Load<Dictionary<string, string>>("Data\\FarmerBirthdayDialogue")[npc.name], npc);
npc.CurrentDialogue.Push(d);
if (npc.CurrentDialogue.ElementAt(0) != d) npc.setNewDialogue(Game1.content.Load<Dictionary<string, string>>("Data\\FarmerBirthdayDialogue")[npc.name]);
}
catch
{
Dialogue d = new Dialogue("Happy Birthday @!", npc);
npc.CurrentDialogue.Push(d);
if (npc.CurrentDialogue.ElementAt(0) != d)
npc.setNewDialogue("Happy Birthday @!");
}
}
}
}
// ask for birthday date
if (string.IsNullOrEmpty(this.BirthdaySeason) || this.BirthdayDay == 0)
{
Game1.activeClickableMenu = new BirthdayMenu(this.BirthdaySeason, this.BirthdayDay, this.SetBirthday);
this.CheckedForBirthday = false;
}
}
// unreachable since we exit early if Game1.eventUp
//if (Game1.eventUp)
//{
// foreach (string npcName in this.VillagerQueue)
// {
// NPC npc = Game1.getCharacterFromName(npcName);
// try
// {
// this.Dialogue.Add(npcName, npc.CurrentDialogue.Pop());
// }
// catch (Exception ex)
// {
// this.Monitor.Log(ex.ToString(), LogLevel.Error);
// this.Dialogue.Add(npcName, npc.CurrentDialogue.ElementAt(0));
// npc.loadSeasonalDialogue();
// }
// this.SeenEvent = true;
// }
//}
//if (!Game1.eventUp && this.SeenEvent)
//{
// foreach (KeyValuePair<string, Dialogue> v in this.Dialogue)
// {
// NPC npc = Game1.getCharacterFromName(v.Key);
// npc.CurrentDialogue.Push(v.Value);
// }
// this.Dialogue.Clear();
// this.SeenEvent = false;
//}
// set birthday gift
if (Game1.currentSpeaker != null)
{
string name = Game1.currentSpeaker.name;
if (this.IsBirthday() && this.VillagerQueue.Contains(name))
{
try
{
this.SetNextBirthdayGift(Game1.currentSpeaker.name);
this.VillagerQueue.Remove(Game1.currentSpeaker.name);
}
catch (Exception ex)
{
this.Monitor.Log(ex.ToString(), LogLevel.Error);
}
}
}
if (this.BirthdayGiftToReceive != null && Game1.currentSpeaker != null)
{
while (this.BirthdayGiftToReceive.Name == "Error Item" || this.BirthdayGiftToReceive.Name == "Rock" || this.BirthdayGiftToReceive.Name == "???")
this.SetNextBirthdayGift(Game1.currentSpeaker.name);
Game1.player.addItemByMenuIfNecessaryElseHoldUp(this.BirthdayGiftToReceive);
this.BirthdayGiftToReceive = null;
}
// update settings
if (!this.HasChosenBirthday && !string.IsNullOrEmpty(this.BirthdaySeason) && this.BirthdayDay != 0)
{
this.WriteConfig();
this.WriteBirthday();
this.HasChosenBirthday = true;
}
}
/// <summary>Set the player's birtday/</summary>
/// <param name="season">The birthday season.</param>
/// <param name="day">The birthday day.</param>
private void SetBirthday(string season, int day)
{
this.BirthdaySeason = season;
this.BirthdayDay = day;
}
/// <summary>Reset the queue of villager names.</summary>
private void ResetVillagerQueue()
{
this.VillagerQueue.Clear();
foreach (GameLocation location in Game1.locations)
{
foreach (NPC npc in location.characters)
{
if (npc is Child || npc is Horse || npc is Junimo || npc is Monster || npc is Pet)
continue;
if (this.VillagerQueue.Contains(npc.name))
continue;
this.VillagerQueue.Add(npc.name);
}
}
}
/// <summary>Set the next birthday gift the player will receive.</summary>
/// <param name="name">The villager's name who's giving the gift.</param>
/// <remarks>This returns gifts based on the speaker's heart level towards the player: neutral for 0-3, good for 4-6, and best for 7-10.</remarks>
private void SetNextBirthdayGift(string name)
{
Item gift;
if (this.PossibleBirthdayGifts.Count > 0)
{
Random random = new Random();
int index = random.Next(this.PossibleBirthdayGifts.Count);
gift = this.PossibleBirthdayGifts[index];
if (Game1.player.isInventoryFull())
Game1.createItemDebris(gift, Game1.player.getStandingPosition(), Game1.player.getDirection());
else
this.BirthdayGiftToReceive = gift;
return;
}
this.PossibleBirthdayGifts.AddRange(this.GetDefaultBirthdayGifts(name));
Random rnd2 = new Random();
int r2 = rnd2.Next(this.PossibleBirthdayGifts.Count);
gift = this.PossibleBirthdayGifts.ElementAt(r2);
if (Game1.player.isInventoryFull())
Game1.createItemDebris(gift, Game1.player.getStandingPosition(), Game1.player.getDirection());
else
this.BirthdayGiftToReceive = gift;
this.PossibleBirthdayGifts.Clear();
}
/// <summary>Get the default gift items.</summary>
/// <param name="name">The villager's name.</param>
private IEnumerable<SObject> GetDefaultBirthdayGifts(string name)
{
List<SObject> gifts = new List<SObject>();
try
{
// read from birthday gifts file
IDictionary<string, string> data = Game1.content.Load<Dictionary<string, string>>("Data\\PossibleBirthdayGifts");
string text;
data.TryGetValue(name, out text);
if (text != null)
{
string[] fields = text.Split('/');
// love
if (Game1.player.getFriendshipHeartLevelForNPC(name) >= 7)
{
string[] loveFields = fields[1].Split(' ');
for (int i = 0; i < loveFields.Length; i += 2)
{
try
{
gifts.AddRange(this.GetItems(Convert.ToInt32(loveFields[i]), Convert.ToInt32(loveFields[i + 1])));
}
catch { }
}
}
// like
if (Game1.player.getFriendshipHeartLevelForNPC(name) >= 4 && Game1.player.getFriendshipHeartLevelForNPC(name) <= 6)
{
string[] likeFields = fields[3].Split(' ');
for (int i = 0; i < likeFields.Length; i += 2)
{
try
{
gifts.AddRange(this.GetItems(Convert.ToInt32(likeFields[i]), Convert.ToInt32(likeFields[i + 1])));
}
catch { }
}
}
// neutral
if (Game1.player.getFriendshipHeartLevelForNPC(name) >= 0 && Game1.player.getFriendshipHeartLevelForNPC(name) <= 3)
{
string[] neutralFields = fields[5].Split(' ');
for (int i = 0; i < neutralFields.Length; i += 2)
{
try
{
gifts.AddRange(this.GetItems(Convert.ToInt32(neutralFields[i]), Convert.ToInt32(neutralFields[i + 1])));
}
catch { }
}
}
}
// get NPC's preferred gifts
if (Game1.player.getFriendshipHeartLevelForNPC(name) >= 7)
gifts.AddRange(this.GetUniversalItems("Love", true));
if (Game1.player.getFriendshipHeartLevelForNPC(name) >= 4 && Game1.player.getFriendshipHeartLevelForNPC(name) <= 6)
this.PossibleBirthdayGifts.AddRange(this.GetUniversalItems("Like", true));
if (Game1.player.getFriendshipHeartLevelForNPC(name) >= 0 && Game1.player.getFriendshipHeartLevelForNPC(name) <= 3)
this.PossibleBirthdayGifts.AddRange(this.GetUniversalItems("Neutral", true));
}
catch
{
// get NPC's preferred gifts
if (Game1.player.getFriendshipHeartLevelForNPC(name) >= 7)
{
this.PossibleBirthdayGifts.AddRange(this.GetUniversalItems("Love", false));
this.PossibleBirthdayGifts.AddRange(this.GetLovedItems(name));
}
if (Game1.player.getFriendshipHeartLevelForNPC(name) >= 4 && Game1.player.getFriendshipHeartLevelForNPC(name) <= 6)
{
this.PossibleBirthdayGifts.AddRange(this.GetLikedItems(name));
this.PossibleBirthdayGifts.AddRange(this.GetUniversalItems("Like", false));
}
if (Game1.player.getFriendshipHeartLevelForNPC(name) >= 0 && Game1.player.getFriendshipHeartLevelForNPC(name) <= 3)
this.PossibleBirthdayGifts.AddRange(this.GetUniversalItems("Neutral", false));
}
//TODO: Make different tiers of gifts depending on the friendship, and if it is the spouse.
/*
this.possible_birthday_gifts.Add((Item)new SytardewValley.Object(198, 1));
this.possible_birthday_gifts.Add((Item)new SytardewValley.Object(204, 1));
this.possible_birthday_gifts.Add((Item)new SytardewValley.Object(220, 1));
this.possible_birthday_gifts.Add((Item)new SytardewValley.Object(221, 1));
this.possible_birthday_gifts.Add((Item)new SytardewValley.Object(223, 1));
this.possible_birthday_gifts.Add((Item)new SytardewValley.Object(233, 1));
this.possible_birthday_gifts.Add((Item)new SytardewValley.Object(234, 1));
this.possible_birthday_gifts.Add((Item)new SytardewValley.Object(286, 5));
this.possible_birthday_gifts.Add((Item)new SytardewValley.Object(368, 5));
this.possible_birthday_gifts.Add((Item)new SytardewValley.Object(608, 1));
this.possible_birthday_gifts.Add((Item)new SytardewValley.Object(612, 1));
this.possible_birthday_gifts.Add((Item)new SytardewValley.Object(773, 1));
*/
return gifts;
}
/// <summary>Get the items loved by all villagers.</summary>
/// <param name="group">The group to get (one of <c>Like</c>, <c>Love</c>, <c>Neutral</c>).</param>
/// <param name="isBirthdayGiftList">Whether to get data from <c>Data\PossibleBirthdayGifts.xnb</c> instead of the game data.</param>
private IEnumerable<SObject> GetUniversalItems(string group, bool isBirthdayGiftList)
{
if (!isBirthdayGiftList)
{
// get raw data
string text;
Game1.NPCGiftTastes.TryGetValue($"Universal_{group}", out text);
if (text == null)
yield break;
// parse
string[] neutralIDs = text.Split(' ');
foreach (string neutralID in neutralIDs)
{
foreach (SObject obj in this.GetItems(Convert.ToInt32(neutralID)))
yield return obj;
}
}
else
{
// get raw data
Dictionary<string, string> data = Game1.content.Load<Dictionary<string, string>>("Data\\PossibleBirthdayGifts");
string text;
data.TryGetValue($"Universal_{group}_Gift", out text);
if (text == null)
yield break;
// parse
string[] array = text.Split(' ');
for (int i = 0; i < array.Length; i += 2)
{
foreach (SObject obj in this.GetItems(Convert.ToInt32(array[i]), Convert.ToInt32(array[i + 1])))
yield return obj;
}
}
}
/// <summary>Get a villager's loved items.</summary>
/// <param name="name">The villager's name.</param>
private IEnumerable<SObject> GetLikedItems(string name)
{
// get raw data
string text;
Game1.NPCGiftTastes.TryGetValue(name, out text);
if (text == null)
yield break;
// parse
string[] data = text.Split('/');
string[] likedIDs = data[3].Split(' ');
foreach (string likedID in likedIDs)
{
foreach (SObject obj in this.GetItems(Convert.ToInt32(likedID)))
yield return obj;
}
}
/// <summary>Get a villager's loved items.</summary>
/// <param name="name">The villager's name.</param>
private IEnumerable<SObject> GetLovedItems(string name)
{
// get raw data
string text;
Game1.NPCGiftTastes.TryGetValue(name, out text);
if (text == null)
yield break;
// parse
string[] data = text.Split('/');
string[] lovedIDs = data[1].Split(' ');
foreach (string lovedID in lovedIDs)
{
foreach (SObject obj in this.GetItems(Convert.ToInt32(lovedID)))
yield return obj;
}
}
/// <summary>Get the items matching the given ID.</summary>
/// <param name="id">The category or item ID.</param>
private IEnumerable<SObject> GetItems(int id)
{
return id < 0
? ObjectUtility.GetObjectsInCategory(id)
: new[] { new SObject(id, 1) };
}
/// <summary>Get the items matching the given ID.</summary>
/// <param name="id">The category or item ID.</param>
/// <param name="stack">The stack size.</param>
private IEnumerable<SObject> GetItems(int id, int stack)
{
foreach (SObject obj in this.GetItems(id))
yield return new SObject(obj.parentSheetIndex, stack);
}
/// <summary>Get whether today is the player's birthday.</summary>
private bool IsBirthday()
{
return
this.BirthdayDay == Game1.dayOfMonth
&& this.BirthdaySeason == Game1.currentSeason;
}
/// <summary>Load the configuration settings.</summary>
private void LoadConfig()
{
string path = Path.Combine(Helper.DirectoryPath, "HappyBirthday_Config.txt");
if (!File.Exists(path))
this.KeyBinding = "O";
else
{
string[] text = File.ReadAllLines(path);
this.KeyBinding = Convert.ToString(text[3]);
}
}
/// <summary>Save the configuration settings.</summary>
private void WriteConfig()
{
string path = Path.Combine(Helper.DirectoryPath, "HappyBirthday_Config.txt");
string[] text = new string[20];
text[0] = "Config: HappyBirthday Info. Feel free to mess with these settings.";
text[1] = "====================================================================================";
text[2] = "Key binding for opening the birthday menu. Press this key to do so.";
text[3] = this.KeyBinding;
File.WriteAllLines(path, text);
}
/// <summary>Load the player's birthday from the config file.</summary>
private void LoadBirthday()
{
string path = Path.Combine(this.BirthdayFolderPath, $"HappyBirthday_{Game1.player.name}.txt");
if (File.Exists(path))
{
string[] text = File.ReadAllLines(path);
this.BirthdaySeason = Convert.ToString(text[3]);
this.BirthdayDay = Convert.ToInt32(text[5]);
}
}
/// <summary>Write the player's birthday to the config file.</summary>
private void WriteBirthday()
{
string path = Path.Combine(this.BirthdayFolderPath, $"HappyBirthday_{Game1.player.name}.txt");
string[] text = new string[20];
text[0] = "Player Info: Modifying these values could be considered cheating or an exploit. Edit at your own risk.";
text[1] = "====================================================================================";
text[2] = "Player's Birthday Season";
text[3] = this.BirthdaySeason;
text[4] = "Player's Birthday Date";
text[5] = this.BirthdayDay.ToString();
File.WriteAllLines(path, text);
}
}
}