Stardew_Valley_Mods/GeneralMods/SaveAnywhere/SaveAnywhere.cs

313 lines
13 KiB
C#
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using System;
using System.Collections.Generic;
using System.Linq;
using Omegasis.SaveAnywhere.Framework;
using StardewModdingAPI;
using StardewModdingAPI.Events;
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using StardewValley;
using StardewValley.Characters;
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namespace Omegasis.SaveAnywhere
{
/// <summary>The mod entry point.</summary>
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public class SaveAnywhere : Mod
{
/*********
** Properties
*********/
/// <summary>Provides methods for saving and loading game data.</summary>
private SaveManager SaveManager;
/// <summary>Provides methods for reading and writing the config file.</summary>
private ConfigUtilities ConfigUtilities;
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/// <summary>Whether villager schedules should be reset now.</summary>
private bool ShouldResetSchedules;
/// <summary>The parsed schedules by NPC name.</summary>
private readonly IDictionary<string, string> NpcSchedules = new Dictionary<string, string>();
/*********
** 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.ConfigUtilities = new ConfigUtilities(this.Helper.DirectoryPath);
SaveEvents.AfterLoad += this.SaveEvents_AfterLoad;
ControlEvents.KeyPressed += this.ControlEvents_KeyPressed;
GameEvents.UpdateTick += this.GameEvents_UpdateTick;
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TimeEvents.AfterDayStarted += this.TimeEvents_AfterDayStarted;
}
/*********
** Private methods
*********/
/// <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)
{
// load config
this.ConfigUtilities.LoadConfig();
this.ConfigUtilities.WriteConfig();
// load positions
this.SaveManager = new SaveManager(Game1.player, this.Helper.DirectoryPath, this.Monitor, this.Helper.Reflection, onVillagersReset: () => this.ShouldResetSchedules = true);
this.SaveManager.LoadPositions();
}
/// <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)
{
// let save manager run background logic
if (Context.IsWorldReady)
this.SaveManager.Update();
// reset NPC schedules
if (Context.IsWorldReady && this.ShouldResetSchedules)
{
this.ShouldResetSchedules = false;
this.ApplySchedules();
}
}
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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)
{
// reload NPC schedules
this.ShouldResetSchedules = true;
// update NPC schedules
this.NpcSchedules.Clear();
foreach (NPC npc in Utility.getAllCharacters())
{
if (!this.NpcSchedules.ContainsKey(npc.name))
this.NpcSchedules.Add(npc.name, this.ParseSchedule(npc));
}
}
/// <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)
return;
if (e.KeyPressed.ToString() == this.ConfigUtilities.KeyBinding)
this.SaveManager.SaveGameAndPositions();
}
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/// <summary>Apply the NPC schedules to each NPC.</summary>
private void ApplySchedules()
{
if (Game1.weatherIcon == Game1.weather_festival || Game1.isFestival() || Game1.eventUp)
return;
// apply for each NPC
foreach (NPC npc in Utility.getAllCharacters())
{
if (npc.DirectionsToNewLocation != null || npc.isMoving() || npc.Schedule == null || npc.controller != null || npc is Horse)
continue;
// get raw schedule from XNBs
IDictionary<string, string> rawSchedule = this.GetRawSchedule(npc.name);
if (rawSchedule == null)
continue;
// get schedule data
string scheduleData;
if (!this.NpcSchedules.TryGetValue(npc.name, out scheduleData) || string.IsNullOrEmpty(scheduleData))
{
this.Monitor.Log("THIS IS AWKWARD");
continue;
}
// get schedule script
string script;
if (!rawSchedule.TryGetValue(scheduleData, out script))
continue;
// parse entries
string[] entries = script.Split('/');
int index = 0;
foreach (string _ in entries)
{
string[] fields = entries[index].Split(' ');
// handle GOTO command
if (fields.Contains("GOTO"))
{
for (int i = 0; i < fields.Length; i++)
{
string s = fields[i];
if (s == "GOTO")
{
rawSchedule.TryGetValue(fields[i + 1], out script);
string[] newEntries = script.Split('/');
fields = newEntries[0].Split(' ');
}
}
}
// parse schedule script
SchedulePathDescription schedulePathDescription;
try
{
if (Convert.ToInt32(fields[0]) > Game1.timeOfDay) break;
string endMap = Convert.ToString(fields[1]);
int x = Convert.ToInt32(fields[2]);
int y = Convert.ToInt32(fields[3]);
int endFacingDir = Convert.ToInt32(fields[4]);
schedulePathDescription = this.Helper.Reflection
.GetPrivateMethod(npc, "pathfindToNextScheduleLocation")
.Invoke<SchedulePathDescription>(npc.currentLocation.name, npc.getTileX(), npc.getTileY(), endMap, x, y, endFacingDir, null, null);
index++;
}
catch (Exception ex)
{
//this.Monitor.Log($"Error pathfinding NPC {npc.name}: {ex}", LogLevel.Error);
continue;
}
npc.DirectionsToNewLocation = schedulePathDescription;
npc.controller = new PathFindController(npc.DirectionsToNewLocation.route, npc, Utility.getGameLocationOfCharacter(npc))
{
finalFacingDirection = npc.DirectionsToNewLocation.facingDirection,
endBehaviorFunction = null
};
}
}
}
/// <summary>Get an NPC's raw schedule data from the XNB files.</summary>
/// <param name="npcName">The NPC name whose schedules to read.</param>
/// <returns>Returns the NPC schedule if found, else <c>null</c>.</returns>
private IDictionary<string, string> GetRawSchedule(string npcName)
{
try
{
return Game1.content.Load<Dictionary<string, string>>($"Characters\\schedules\\{npcName}");
}
catch (Exception)
{
return null;
}
}
/// <summary>Load the raw schedule data for an NPC.</summary>
/// <param name="npc">The NPC whose schedule to read.</param>
private string ParseSchedule(NPC npc)
{
// set flags
if (npc.name.Equals("Robin") || Game1.player.currentUpgrade != null)
npc.isInvisible = false;
if (npc.name.Equals("Willy") && Game1.stats.DaysPlayed < 2u)
npc.isInvisible = true;
else if (npc.Schedule != null)
npc.followSchedule = true;
// read schedule data
IDictionary<string, string> schedule = this.GetRawSchedule(npc.name);
if (schedule == null)
return "";
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// do stuff
if (npc.isMarried())
{
string dayName = Game1.shortDayNameFromDayOfSeason(Game1.dayOfMonth);
if ((npc.name.Equals("Penny") && (dayName.Equals("Tue") || dayName.Equals("Wed") || dayName.Equals("Fri"))) || (npc.name.Equals("Maru") && (dayName.Equals("Tue") || dayName.Equals("Thu"))) || (npc.name.Equals("Harvey") && (dayName.Equals("Tue") || dayName.Equals("Thu"))))
{
this.Helper.Reflection
.GetPrivateField<string>(npc, "nameofTodaysSchedule")
.SetValue("marriageJob");
return "marriageJob";
}
if (!Game1.isRaining && schedule.ContainsKey("marriage_" + Game1.shortDayNameFromDayOfSeason(Game1.dayOfMonth)))
{
this.Helper.Reflection
.GetPrivateField<string>(npc, "nameofTodaysSchedule")
.SetValue("marriage_" + Game1.shortDayNameFromDayOfSeason(Game1.dayOfMonth));
return "marriage_" + Game1.shortDayNameFromDayOfSeason(Game1.dayOfMonth);
}
npc.followSchedule = false;
return null;
}
else
{
if (schedule.ContainsKey(Game1.currentSeason + "_" + Game1.dayOfMonth))
return Game1.currentSeason + "_" + Game1.dayOfMonth;
int i;
for (i = (Game1.player.friendships.ContainsKey(npc.name) ? (Game1.player.friendships[npc.name][0] / 250) : -1); i > 0; i--)
{
if (schedule.ContainsKey(Game1.dayOfMonth + "_" + i))
return Game1.dayOfMonth + "_" + i;
}
if (schedule.ContainsKey(string.Empty + Game1.dayOfMonth))
return string.Empty + Game1.dayOfMonth;
if (npc.name.Equals("Pam") && Game1.player.mailReceived.Contains("ccVault"))
return "bus";
if (Game1.isRaining)
{
if (Game1.random.NextDouble() < 0.5 && schedule.ContainsKey("rain2"))
return "rain2";
if (schedule.ContainsKey("rain"))
return "rain";
}
List<string> list = new List<string> { Game1.currentSeason, Game1.shortDayNameFromDayOfSeason(Game1.dayOfMonth) };
i = (Game1.player.friendships.ContainsKey(npc.name) ? (Game1.player.friendships[npc.name][0] / 250) : -1);
while (i > 0)
{
list.Add(string.Empty + i);
if (schedule.ContainsKey(string.Join("_", list)))
{
return string.Join("_", list);
}
i--;
list.RemoveAt(list.Count - 1);
}
if (schedule.ContainsKey(string.Join("_", list)))
{
return string.Join("_", list);
}
if (schedule.ContainsKey(Game1.shortDayNameFromDayOfSeason(Game1.dayOfMonth)))
{
return Game1.shortDayNameFromDayOfSeason(Game1.dayOfMonth);
}
if (schedule.ContainsKey(Game1.currentSeason))
{
return Game1.currentSeason;
}
if (schedule.ContainsKey("spring_" + Game1.shortDayNameFromDayOfSeason(Game1.dayOfMonth)))
{
return "spring_" + Game1.shortDayNameFromDayOfSeason(Game1.dayOfMonth);
}
list.RemoveAt(list.Count - 1);
list.Add("spring");
i = (Game1.player.friendships.ContainsKey(npc.name) ? (Game1.player.friendships[npc.name][0] / 250) : -1);
while (i > 0)
{
list.Add(string.Empty + i);
if (schedule.ContainsKey(string.Join("_", list)))
return string.Join("_", list);
i--;
list.RemoveAt(list.Count - 1);
}
if (schedule.ContainsKey("spring"))
return "spring";
return null;
}
}
}
}