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 relative path for the current player's data file.</summary>
private string DataFilePath => Path.Combine("data", $"{Constants.SaveFolderName}.json");
/// <summary>The absolute path for the current player's legacy data file.</summary>
private string LegacyDataFilePath => Path.Combine(this.Helper.DirectoryPath, "Player_Birthdays", $"HappyBirthday_{Game1.player.name}.txt");
/// <summary>The mod configuration.</summary>
private ModConfig Config;
/// <summary>The data for the current player.</summary>
private PlayerData PlayerData;
/// <summary>Whether the player has chosen a birthday.</summary>
private bool HasChosenBirthday => !string.IsNullOrEmpty(this.PlayerData.BirthdaySeason) && this.PlayerData.BirthdayDay != 0;
/// <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;
/*********
** 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>();
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TimeEvents.AfterDayStarted += this.TimeEvents_AfterDayStarted;
GameEvents.UpdateTick += this.GameEvents_UpdateTick;
SaveEvents.AfterLoad += this.SaveEvents_AfterLoad;
SaveEvents.BeforeSave += this.SaveEvents_BeforeSave;
ControlEvents.KeyPressed += this.ControlEvents_KeyPressed;
}
/*********
** 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)
{
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.Config.KeyBinding)
Game1.activeClickableMenu = new BirthdayMenu(this.PlayerData.BirthdaySeason, this.PlayerData.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)
{
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// reset state
this.VillagerQueue = new List<string>();
this.PossibleBirthdayGifts = new List<Item>();
this.BirthdayGiftToReceive = null;
this.CheckedForBirthday = false;
// load settings
this.MigrateLegacyData();
this.PlayerData = this.Helper.ReadJsonFile<PlayerData>(this.DataFilePath) ?? new PlayerData();
//this.SeenEvent = false;
//this.Dialogue = new Dictionary<string, Dialogue>();
}
/// <summary>The method invoked just before the game updates the saves.</summary>
/// <param name="sender">The event sender.</param>
/// <param name="e">The event data.</param>
private void SaveEvents_BeforeSave(object sender, EventArgs e)
{
if (this.HasChosenBirthday)
this.Helper.WriteJsonFile(this.DataFilePath, this.PlayerData);
}
/// <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 (!this.HasChosenBirthday)
{
Game1.activeClickableMenu = new BirthdayMenu(this.PlayerData.BirthdaySeason, this.PlayerData.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;
}
}
/// <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.PlayerData.BirthdaySeason = season;
this.PlayerData.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.PlayerData.BirthdayDay == Game1.dayOfMonth
&& this.PlayerData.BirthdaySeason == Game1.currentSeason;
}
/// <summary>Migrate the legacy settings for the current player.</summary>
private void MigrateLegacyData()
{
// skip if no legacy data or new data already exists
try
{
if (!File.Exists(this.LegacyDataFilePath) || File.Exists(this.DataFilePath))
if (this.PlayerData == null) this.PlayerData = new PlayerData();
return;
}
catch(Exception err)
{
// migrate to new file
try
{
string[] text = File.ReadAllLines(this.LegacyDataFilePath);
this.Helper.WriteJsonFile(this.DataFilePath, new PlayerData
{
BirthdaySeason = text[3],
BirthdayDay = Convert.ToInt32(text[5])
});
FileInfo file = new FileInfo(this.LegacyDataFilePath);
file.Delete();
if (!file.Directory.EnumerateFiles().Any())
file.Directory.Delete();
}
catch (Exception ex)
{
this.Monitor.Log($"Error migrating data from the legacy 'Player_Birthdays' folder for the current player. Technical details:\n {ex}", LogLevel.Error);
}
}
}
}
}