Delete Class1.cs

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janavarro95 2016-06-07 11:31:57 -07:00
parent e47ba8bfd5
commit 799c2ecf1c
1 changed files with 0 additions and 144 deletions

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using StardewModdingAPI;
using System.IO;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Input;
namespace MoreRain
{
public class MoreRain : Mod
{
string rainstring = "15";
bool auto_update = false;
string mypath = "";
int rainint = 0;
string thunderstring = "5";
int thunderint = 0;
public override string Name
{
get { return "MoreRain"; }
}
public override string Authour
{
get { return "Alpha_Omegasis"; }
}
public override string Version
{
get { return "0.0.2a"; }
}
public override string Description
{
get { return "Overrides normal rain patterns using a int in MoreRain.txt. Won't take place if the next day doesn't have a chance to be rainy or sunny. I.E a festival or a wedding."; }
}
public override void Entry(params object[] objects)
{
set_up();
StardewModdingAPI.Events.GameEvents.UpdateTick += Events_UpdateTick;
}
void set_up()
{
string line;
int counter = 0;
mypath = Path.GetFullPath("Mods/MoreRain.txt");
Console.WriteLine("Found MoreRain.txt at " + mypath);
// Open the text file using a stream reader.
//Reads in the rain variable from MoreRain.txt
System.IO.StreamReader file = new System.IO.StreamReader(mypath);
while((line = file.ReadLine()) != null)
{
System.Console.WriteLine (line);
if (counter == 0) { rainstring = line; }
if (counter == 1) { thunderstring = line; }
counter++;
}
rainint = Convert.ToInt32(rainstring);
thunderint = Convert.ToInt32(thunderstring);
Console.WriteLine(rainint);
Console.WriteLine("MoreRain mod has loaded.");
Program.LogColour(ConsoleColor.Blue, "MAKE IT RAIN");
}
void Events_UpdateTick(object sender, EventArgs e)
{
if (StardewModdingAPI.Inheritance.SGame.newDay)
{
auto_update = false; //resets upon a new day
}
if (StardewModdingAPI.Inheritance.SGame.hasLoadedGame) //makes sure a game file is loaded up
{
if (StardewModdingAPI.Inheritance.SGame.player.isMoving()) //waits for the character to move to update speed
{
if (auto_update == false)
{
New_day_Update(); //updates the info upon a new day.
}
}
}
}
void New_day_Update() //updates all info whenever I call this.
{
Random random = new Random();
int randomNumber = random.Next(0, 100); //sets ran variable to some num between 0 and 100
Random thunder_random = new Random();
int thunder_randomNumber = random.Next(0, 100);
if (StardewValley.Game1.weatherForTomorrow == StardewValley.Game1.weather_sunny || StardewValley.Game1.weatherForTomorrow == StardewValley.Game1.weather_rain || StardewValley.Game1.weatherForTomorrow == StardewValley.Game1.weather_lightning)
{ //if my weather isn't something special. This is to prevent something from going wierd.
if (randomNumber <= rainint) //if the random variable is less than or equal to the chance for rain.
{
StardewValley.Game1.weatherForTomorrow = StardewValley.Game1.weather_rain; //sets rainy weather tomorrow
Console.WriteLine("It will rain tomorrow.");
}
else {
StardewValley.Game1.weatherForTomorrow = StardewValley.Game1.weather_sunny;//sets sunny weather tomorrow
Console.WriteLine("It will not rain tomorrow.");
}
/*
Console.WriteLine(randomNumber);
Console.WriteLine(rainint);
*/
if (StardewValley.Game1.weatherForTomorrow == StardewValley.Game1.weather_rain)
{
if (randomNumber <= thunderint) //if the random variable is less than or equal to the chance for rain.
{
StardewValley.Game1.weatherForTomorrow = StardewValley.Game1.weather_lightning; //sets rainy weather tomorrow
Console.WriteLine("It will be stormy tomorrow.");
}
else
{
StardewValley.Game1.weatherForTomorrow = StardewValley.Game1.weather_rain;//sets sunny weather tomorrow
Console.WriteLine("There will be no lightning tomorrow.");
}
}
}
else
{
Console.WriteLine("The weather for tomorrow is not rainy, stormy, or sunny. Must be something special.");
}
Console.WriteLine("RainMod has updated.");
auto_update = true;
}
}
}