Stardew_Valley_Mods/GeneralMods/DailyQuestAnywhere/DailyQuestAnywhere.cs

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using System;
using Omegasis.DailyQuestAnywhere.Framework;
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using StardewModdingAPI;
using StardewModdingAPI.Events;
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using StardewValley;
using StardewValley.Menus;
using StardewValley.Quests;
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namespace Omegasis.DailyQuestAnywhere
{
/*
*TODO: Make quest core mod???
*/
/// <summary>The mod entry point.</summary>
public class DailyQuestAnywhere : Mod
{
/*********
** Properties
*********/
/// <summary>The mod configuration.</summary>
private ModConfig Config;
Quest dailyQuest;
/*********
** 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>();
ControlEvents.KeyPressed += this.ControlEvents_KeyPressed;
SaveEvents.AfterSave += this.SaveEvents_AfterSave;
}
/*********
** Private methods
*********/
/// <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)
{
if (Context.IsPlayerFree && e.KeyPressed.ToString() == this.Config.KeyBinding)
if (!Game1.player.hasDailyQuest())
{
if (this.dailyQuest == null)
{
this.dailyQuest = this.generateDailyQuest();
}
Game1.questOfTheDay = this.dailyQuest;
Game1.activeClickableMenu = new Billboard(true);
}
}
/// <summary>Makes my daily quest referene null so we can't just keep getting a new reference.</summary>
/// <param name="sender">The event sender.</param>
/// <param name="e">The event data.</param>
private void SaveEvents_AfterSave(object sender, System.EventArgs e)
{
this.dailyQuest = null; //Nullify my quest reference.
}
/// <summary>Generate a daily quest for sure.</summary>
public Quest generateDailyQuest()
{
Random chanceRandom = new Random((int)Game1.uniqueIDForThisGame + (int)Game1.stats.DaysPlayed);
int chance = chanceRandom.Next(0, 101);
float actualChance = chance / 100;
//If we hit the chance for actually generating a daily quest do so, otherwise don't generate a daily quest.
if (actualChance <= this.Config.chanceForDailyQuest)
{
Random r = new Random((int)Game1.uniqueIDForThisGame + (int)Game1.stats.DaysPlayed);
int rand = r.Next(0, 7);
switch (rand)
{
case 0:
return new ItemDeliveryQuest();
case 1:
return new FishingQuest();
case 2:
return new StardewValley.Quests.CraftingQuest();
case 3:
return new StardewValley.Quests.ItemDeliveryQuest();
case 4:
return new StardewValley.Quests.ItemHarvestQuest();
case 5:
return new StardewValley.Quests.ResourceCollectionQuest();
case 6:
return new StardewValley.Quests.SlayMonsterQuest();
}
}
return null; //This should never happen.
}
}
}