attempted rough implementation of farmers market. Needs a lot more work before rough prototype would be complete.

This commit is contained in:
2018-03-20 03:10:02 -07:00
parent 44d2f4e7e9
commit 67c110f282
10 changed files with 303 additions and 0 deletions

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@ -19,7 +19,10 @@ using System.Threading.Tasks;
namespace CustomNPCFramework
{
/// <summary>
/// BETA VERSION 0.1.0: Lots of ways this can be improved upon.
/// TODO:
///
///
/// List all asset managers in use.
/// Have all asset managers list what assets they are using.
///
@ -39,6 +42,8 @@ namespace CustomNPCFramework
/// -Collect a bunch of assets together to test this thing.
///
/// Find way to make sideways shirts render correctly.
///
///Get suggestions from modding community on requests and ways to improve the mod.
/// </summary>

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@ -0,0 +1,55 @@
using EventSystem.Framework.FunctionEvents;
using FarmersMarketStall.Framework.MapEvents;
using Microsoft.Xna.Framework;
using StardewModdingAPI;
using StardewValley;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace FarmersMarketStall
{
/// <summary>
/// TODO:
/// Make a farmers market menu
/// MAke a way to store items to sell in a sort of inventory
/// Make a map event to call the farmers market stall menu
/// Make way to sell market items at a higher value
/// Make a selling menu
/// Make a minigame event for bonus money to earn.
/// </summary>
/// <param name="helper"></param>
public class Class1 :Mod
{
public static IModHelper ModHelper;
public static IMonitor ModMonitor;
public static FarmersMarketStall.Framework.MarketStall marketStall;
public override void Entry(IModHelper helper)
{
ModHelper = Helper;
ModMonitor = Monitor;
StardewModdingAPI.Events.SaveEvents.BeforeSave += SaveEvents_BeforeSave;
StardewModdingAPI.Events.SaveEvents.AfterLoad += SaveEvents_AfterLoad;
marketStall = new Framework.MarketStall();
}
private void SaveEvents_AfterLoad(object sender, EventArgs e)
{
EventSystem.EventSystem.eventManager.addEvent(Game1.getLocationFromName("BusStop"), new ShopInteractionEvent("FarmersMarketStall", Game1.getLocationFromName("BusStop"), new Vector2(6, 11), new MouseButtonEvents(null, true), new MouseEntryLeaveEvent(null, null)));
}
private void SaveEvents_BeforeSave(object sender, EventArgs e)
{
if (marketStall.stock.Count > 0) {
// Game1.endOfNightMenus.Push(new StardewValley.Menus.ShippingMenu(marketStall.stock));
marketStall.sellAllItems();
}
}
}
}

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@ -0,0 +1,65 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
<ProjectGuid>{0E37BE57-6B3C-4C79-A134-D16283D5306D}</ProjectGuid>
<OutputType>Library</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder>
<RootNamespace>FarmersMarketStall</RootNamespace>
<AssemblyName>FarmersMarketStall</AssemblyName>
<TargetFrameworkVersion>v4.6.1</TargetFrameworkVersion>
<FileAlignment>512</FileAlignment>
<NuGetPackageImportStamp>
</NuGetPackageImportStamp>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>bin\Debug\</OutputPath>
<DefineConstants>DEBUG;TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
<DebugType>pdbonly</DebugType>
<Optimize>true</Optimize>
<OutputPath>bin\Release\</OutputPath>
<DefineConstants>TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<ItemGroup>
<Reference Include="EventSystem">
<HintPath>..\MapEvents\bin\Release\EventSystem.dll</HintPath>
</Reference>
<Reference Include="System" />
<Reference Include="System.Core" />
<Reference Include="System.Xml.Linq" />
<Reference Include="System.Data.DataSetExtensions" />
<Reference Include="Microsoft.CSharp" />
<Reference Include="System.Data" />
<Reference Include="System.Net.Http" />
<Reference Include="System.Xml" />
</ItemGroup>
<ItemGroup>
<Compile Include="Class1.cs" />
<Compile Include="Framework\MapEvents\ShopInteractionEvent.cs" />
<Compile Include="Framework\MarketStall.cs" />
<Compile Include="Framework\Menus\MarketStallMenu.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
</ItemGroup>
<ItemGroup>
<None Include="packages.config" />
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<Import Project="..\packages\Pathoschild.Stardew.ModBuildConfig.2.0.2\build\Pathoschild.Stardew.ModBuildConfig.targets" Condition="Exists('..\packages\Pathoschild.Stardew.ModBuildConfig.2.0.2\build\Pathoschild.Stardew.ModBuildConfig.targets')" />
<Target Name="EnsureNuGetPackageBuildImports" BeforeTargets="PrepareForBuild">
<PropertyGroup>
<ErrorText>This project references NuGet package(s) that are missing on this computer. Use NuGet Package Restore to download them. For more information, see http://go.microsoft.com/fwlink/?LinkID=322105. The missing file is {0}.</ErrorText>
</PropertyGroup>
<Error Condition="!Exists('..\packages\Pathoschild.Stardew.ModBuildConfig.2.0.2\build\Pathoschild.Stardew.ModBuildConfig.targets')" Text="$([System.String]::Format('$(ErrorText)', '..\packages\Pathoschild.Stardew.ModBuildConfig.2.0.2\build\Pathoschild.Stardew.ModBuildConfig.targets'))" />
</Target>
</Project>

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@ -0,0 +1,48 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using EventSystem;
using EventSystem.Framework.FunctionEvents;
using Microsoft.Xna.Framework;
using StardewValley;
namespace FarmersMarketStall.Framework.MapEvents
{
public class ShopInteractionEvent :EventSystem.Framework.MapEvent
{
public ShopInteractionEvent(string Name, GameLocation Location, Vector2 Position, MouseButtonEvents MouseEvents, MouseEntryLeaveEvent EntryLeave) : base(Name, Location, Position)
{
this.name = Name;
this.location = Location;
this.tilePosition = Position;
this.mouseButtonEvents = MouseEvents;
this.doesInteractionNeedToRun = true;
this.mouseEntryLeaveEvents = EntryLeave;
}
public override bool OnLeftClick()
{
if (base.OnLeftClick() == false) return false;
if (this.location.isObjectAt((int)this.tilePosition.X * Game1.tileSize, (int)this.tilePosition.Y * Game1.tileSize)) return false;
Game1.activeClickableMenu = Menus.MarketStallMenu.openMenu(Class1.marketStall);
return true;
}
/// <summary>
/// Used to update the event and check for interaction.
/// </summary>
public override void update()
{
this.clickEvent();
//Needed for updating.
this.OnMouseEnter();
this.OnMouseLeave();
}
}
}

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@ -0,0 +1,39 @@
using StardewValley;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace FarmersMarketStall.Framework
{
public class MarketStall
{
public List<Item> stock;
public MarketStall()
{
}
public void addItemToSell(Item item)
{
this.stock.Add(item);
}
public void removeItemFromStock(Item item)
{
this.stock.Remove(item);
}
public void sellAllItems()
{
foreach(var item in stock)
{
Game1.player.money+=(int)(item.salePrice() * 1.10f); //Replace the multiplier with some sort of level.
}
this.stock.Clear();
}
}
}

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@ -0,0 +1,25 @@
using StardewValley;
using StardewValley.Menus;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace FarmersMarketStall.Framework.Menus
{
class MarketStallMenu
{
public MarketStallMenu(MarketStall marketStall)
{
openMenu(marketStall);
}
public static IClickableMenu openMenu(MarketStall marketStall)
{
return null;
//return new StardewValley.Menus.InventoryMenu((int)(Game1.viewport.Width*.25f),(int)(Game1.viewport.Height*.25f),true,marketStall.stock);
}
}
}

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@ -0,0 +1,36 @@
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
// General Information about an assembly is controlled through the following
// set of attributes. Change these attribute values to modify the information
// associated with an assembly.
[assembly: AssemblyTitle("FarmersMarketStall")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("FarmersMarketStall")]
[assembly: AssemblyCopyright("Copyright © 2018")]
[assembly: AssemblyTrademark("")]
[assembly: AssemblyCulture("")]
// Setting ComVisible to false makes the types in this assembly not visible
// to COM components. If you need to access a type in this assembly from
// COM, set the ComVisible attribute to true on that type.
[assembly: ComVisible(false)]
// The following GUID is for the ID of the typelib if this project is exposed to COM
[assembly: Guid("0e37be57-6b3c-4c79-a134-d16283d5306d")]
// Version information for an assembly consists of the following four values:
//
// Major Version
// Minor Version
// Build Number
// Revision
//
// You can specify all the values or you can default the Build and Revision Numbers
// by using the '*' as shown below:
// [assembly: AssemblyVersion("1.0.*")]
[assembly: AssemblyVersion("1.0.0.0")]
[assembly: AssemblyFileVersion("1.0.0.0")]

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@ -0,0 +1,16 @@
{
"Name": "FarmersMarketStall",
"Author": "Alpha_Omegasis",
"Version": "0.1.0",
"Description": "A system to add a farmers market stall to Sundrop.",
"UniqueID": "SunDrop.SunDropMapEvents.FarmersMarketStall",
"EntryDll": "FarmersMarketStall.dll",
"MinimumApiVersion": "2.0",
"UpdateKeys": [ ],
"Dependencies": [
{
"UniqueID": "Omegasis.EventSystem",
"IsRequired": true
}
]
}

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@ -0,0 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<packages>
<package id="Pathoschild.Stardew.ModBuildConfig" version="2.0.2" targetFramework="net461" />
</packages>

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@ -79,6 +79,11 @@ Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "SundropMapEvents", "Sundrop
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "CustomNPCFramework", "CustomNPCFramework\CustomNPCFramework.csproj", "{89C7DF45-8AE5-49AC-ADA9-6312E9590829}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "FarmersMarketStall", "FarmersMarketStall\FarmersMarketStall.csproj", "{0E37BE57-6B3C-4C79-A134-D16283D5306D}"
ProjectSection(ProjectDependencies) = postProject
{BB737337-2D82-4245-AA46-F3B82FC6F228} = {BB737337-2D82-4245-AA46-F3B82FC6F228}
EndProjectSection
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
@ -185,6 +190,10 @@ Global
{89C7DF45-8AE5-49AC-ADA9-6312E9590829}.Debug|Any CPU.Build.0 = Debug|Any CPU
{89C7DF45-8AE5-49AC-ADA9-6312E9590829}.Release|Any CPU.ActiveCfg = Release|Any CPU
{89C7DF45-8AE5-49AC-ADA9-6312E9590829}.Release|Any CPU.Build.0 = Release|Any CPU
{0E37BE57-6B3C-4C79-A134-D16283D5306D}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{0E37BE57-6B3C-4C79-A134-D16283D5306D}.Debug|Any CPU.Build.0 = Debug|Any CPU
{0E37BE57-6B3C-4C79-A134-D16283D5306D}.Release|Any CPU.ActiveCfg = Release|Any CPU
{0E37BE57-6B3C-4C79-A134-D16283D5306D}.Release|Any CPU.Build.0 = Release|Any CPU
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
@ -195,6 +204,7 @@ Global
{BAAC8F21-C12F-42B0-A51C-0C5F33B52575} = {3EE26DA0-0337-4991-8B02-BCB8D408008C}
{29A68F94-B23C-442B-8867-8B8F3502E64F} = {BAAC8F21-C12F-42B0-A51C-0C5F33B52575}
{89C7DF45-8AE5-49AC-ADA9-6312E9590829} = {3EE26DA0-0337-4991-8B02-BCB8D408008C}
{0E37BE57-6B3C-4C79-A134-D16283D5306D} = {3EE26DA0-0337-4991-8B02-BCB8D408008C}
EndGlobalSection
GlobalSection(ExtensibilityGlobals) = postSolution
SolutionGuid = {4135247C-1326-43F4-A762-3916E50635EF}