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 Newtonsoft.Json;
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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
*********/
/****
** Context
****/
/// <summary>Whether the player loaded a save.</summary>
private bool IsGameLoaded;
/// <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;
/****
** Settings
****/
/// <summary>Whether lighting should transition to day from 2am to 6am. If <c>false</c>, the world will stay dark until the player passes out or goes to bed.</summary>
private bool MorningLightTransition;
/// <summary>Whether the player can stay up until 6am.</summary>
private bool StayUp;
/// <summary>Whether to remove the mail received for collapsing like 'we charged X gold for your health fees'.</summary>
private bool SkipCollapseMail;
/// <summary>Whether to restore the player's position after they collapse.</summary>
private bool KeepPositionAfterCollapse;
/// <summary>Whether to restore the player's money after they collapse (i.e. prevent the automatic deduction).</summary>
private bool KeepMoneyAfterCollapse;
/// <summary>Whether to keep stamina as-is after the player collapses.</summary>
private bool KeepHealthAfterCollapse;
/// <summary>Whether to keep stamina as-is after the player collapses.</summary>
private bool KeepStaminaAfterCollapse;
/*********
** 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)
{
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 (!Game1.eventUp && this.IsGameLoaded && this.JustStartedNewDay && this.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.LoadConfig();
this.WriteConfig();
this.IsGameLoaded = true;
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)
{
if (!this.IsGameLoaded)
return;
try
{
// reset data
this.LoadConfig();
this.WriteConfig();
this.IsUpLate = false;
Game1.farmerShouldPassOut = false;
// transition to the next day
if (this.ShouldResetPlayerAfterCollapseNow)
{
this.ShouldResetPlayerAfterCollapseNow = false;
if (this.KeepStaminaAfterCollapse)
Game1.player.stamina = this.PreCollapseStamina;
if (this.KeepHealthAfterCollapse)
Game1.player.health = this.PreCollapseHealth;
if (this.KeepMoneyAfterCollapse)
Game1.player.money = this.PreCollapseMoney;
if (this.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.SkipCollapseMail)
{
string[] validMail = Game1.mailbox
.Where(p => !p.Contains("passedOut"))
.ToArray();
Game1.mailbox.Clear();
foreach (string mail in validMail)
Game1.mailbox.Enqueue(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 (!this.IsGameLoaded)
return;
try
{
// transition morning light more realistically
if (this.MorningLightTransition && Game1.timeOfDay > 400 && Game1.timeOfDay < 600)
{
float colorMod = (1300 - Game1.timeOfDay) / 1000f;
Game1.outdoorLight = Game1.ambientLight * colorMod;
}
// transition to next morning
if (this.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>Save the configuration settings.</summary>
private void WriteConfig()
{
string path = Path.Combine(Helper.DirectoryPath, "Night_Owl_Config_.txt");
string[] text = new string[20];
text[0] = "Player: Night Owl Config. Feel free to edit.";
text[1] = "====================================================================================";
text[2] = "Whether you can stay up until 6am.";
text[3] = this.StayUp.ToString();
text[4] = "Whether the lighting should transition to daytime from 2am to 6am. Setting this to false will keep the world dark until the player passes out or goes to bed.";
text[5] = this.MorningLightTransition.ToString();
text[6] = "Whether to keep your position as-is after you collapse at 6am. If false, you'll warp back home.";
text[7] = this.KeepPositionAfterCollapse.ToString();
text[8] = "Whether to prevent money from being deducted after you collapse at 6am.";
text[9] = this.KeepMoneyAfterCollapse.ToString();
text[10] = "Whether to keep your stamina as-is after you collapse at 6am.";
text[11] = this.KeepStaminaAfterCollapse.ToString();
text[12] = "Whether to keep your health as-is after you collapse at 6am.";
text[13] = this.KeepHealthAfterCollapse.ToString();
text[14] = "Whether to remove the mail you receive for collapsing like 'we charged X gold for your health fees'.";
text[15] = this.SkipCollapseMail.ToString();
File.WriteAllLines(path, text);
}
/// <summary>Load the configuration settings.</summary>
private void LoadConfig()
{
string path = Path.Combine(Helper.DirectoryPath, "Night_Owl_Config_.txt");
if (!File.Exists(path))
{
this.MorningLightTransition = true;
this.KeepPositionAfterCollapse = true;
this.StayUp = true;
this.KeepHealthAfterCollapse = true;
this.KeepStaminaAfterCollapse = true;
this.SkipCollapseMail = true;
this.KeepMoneyAfterCollapse = true;
}
else
{
string[] text = File.ReadAllLines(path);
this.StayUp = Convert.ToBoolean(text[3]);
this.MorningLightTransition = Convert.ToBoolean(text[5]);
this.KeepPositionAfterCollapse = Convert.ToBoolean(text[7]);
this.KeepMoneyAfterCollapse = Convert.ToBoolean(text[9]);
this.KeepStaminaAfterCollapse = Convert.ToBoolean(text[11]);
this.KeepHealthAfterCollapse = Convert.ToBoolean(text[13]);
this.SkipCollapseMail = text[15] == "" || Convert.ToBoolean(text[15]);
}
}
/// <summary>Write the current mod state to the error log file.</summary>
private void WriteErrorLog()
{
try
{
JsonSerializer serializer = new JsonSerializer
{
NullValueHandling = NullValueHandling.Ignore,
TypeNameHandling = TypeNameHandling.All,
Formatting = Formatting.Indented,
ReferenceLoopHandling = ReferenceLoopHandling.Ignore
};
string path = Path.Combine(this.Helper.DirectoryPath, "Error_Logs", "Mod_State.json");
using (StreamWriter sw = new StreamWriter(path))
{
using (JsonWriter writer2 = new JsonTextWriter(sw))
serializer.Serialize(writer2, this);
}
}
catch (Exception ex)
{
this.Monitor.Log(ex.ToString(), LogLevel.Error);
}
}
}
}