Reset money to previous value before the save

So, if you let the timer run down to 6:00 A.M., you lose 10% of your cash, the game saves, the new day starts, and NightOwl resets your money to what it was at 5:59.  There are two problems with this.  First, if you quit to the title and reload, your money doesn't get reset again on load, so you lose the 10%.  Second, if you shipped anything the day before, the cash reset wipes out the cash gained from shipping items.  This fixes both.  The first is fixed by resetting the cash value during the before save event, the second is fixed by reading the cash penalty amount from the mailbox before the mailbox is cleared, and adding the value rather than setting the total.
This commit is contained in:
Logan Perkins 2018-06-08 09:47:34 -07:00 committed by GitHub
parent 5b0de7f736
commit 5e5c79c0a0
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
1 changed files with 23 additions and 2 deletions

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@ -74,6 +74,7 @@ namespace Omegasis.NightOwl
TimeEvents.TimeOfDayChanged += this.TimeEvents_TimeOfDayChanged; TimeEvents.TimeOfDayChanged += this.TimeEvents_TimeOfDayChanged;
TimeEvents.AfterDayStarted += this.TimeEvents_AfterDayStarted; TimeEvents.AfterDayStarted += this.TimeEvents_AfterDayStarted;
SaveEvents.AfterLoad += this.SaveEvents_AfterLoad; SaveEvents.AfterLoad += this.SaveEvents_AfterLoad;
SaveEvents.BeforeSave += this.SaveEvents_BeforeSave;
GameEvents.FourthUpdateTick += this.GameEvents_FourthUpdateTick; GameEvents.FourthUpdateTick += this.GameEvents_FourthUpdateTick;
} }
@ -105,6 +106,28 @@ namespace Omegasis.NightOwl
this.WriteErrorLog(); this.WriteErrorLog();
} }
} }
/// <summary>The method invoked before the game saves.</summary>
/// <param name="sender">The event sender.</param>
/// <param name="e">The event data.</param>
public void SaveEvents_BeforeSave(object sender, EventArgs e)
{
int collapseFee = 0;
string[] passOutFees = Game1.player.mailbox
.Where(p => p.Contains("passedOut"))
.ToArray();
for (int idx=0; idx<pofees.Length; idx++)
{
string[] msg = passOutFees[idx].Split(' ');
collapseFee += Int32.Parse(msg[1]);
}
if (this.Config.KeepMoneyAfterCollapse)
{
Game1.player.money += collapseFee;
}
}
/// <summary>The method invoked after the player loads a save.</summary> /// <summary>The method invoked after the player loads a save.</summary>
/// <param name="sender">The event sender.</param> /// <param name="sender">The event sender.</param>
@ -136,8 +159,6 @@ namespace Omegasis.NightOwl
Game1.player.stamina = this.PreCollapseStamina; Game1.player.stamina = this.PreCollapseStamina;
if (this.Config.KeepHealthAfterCollapse) if (this.Config.KeepHealthAfterCollapse)
Game1.player.health = this.PreCollapseHealth; Game1.player.health = this.PreCollapseHealth;
if (this.Config.KeepMoneyAfterCollapse)
Game1.player.money = this.PreCollapseMoney;
if (this.Config.KeepPositionAfterCollapse) if (this.Config.KeepPositionAfterCollapse)
Game1.warpFarmer(this.PreCollapseMap, this.PreCollapseTile.X, this.PreCollapseTile.Y, false); Game1.warpFarmer(this.PreCollapseMap, this.PreCollapseTile.X, this.PreCollapseTile.Y, false);
} }