Fixed Game1.shouldFarmerPassOut issue, need to test night owl, started fixing Happy bday, need to update SimpleSoundManager
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349d053727
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@ -99,7 +99,7 @@ namespace Omegasis.BuildEndurance
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}
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// give XP when exhausted
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if (!this.WasExhausted && Game1.player.exhausted)
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if (!this.WasExhausted && Game1.player.exhausted.Value)
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{
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this.PlayerData.CurrentExp += this.Config.ExpForExhaustion;
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this.WasExhausted = true;
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@ -107,8 +107,9 @@ namespace Omegasis.BuildEndurance
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}
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// give XP when player stays up too late or collapses
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if (!this.WasCollapsed && Game1.farmerShouldPassOut)
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if (!this.WasCollapsed && shouldFarmerPassout())
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{
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this.PlayerData.CurrentExp += this.Config.ExpForCollapsing;
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this.WasCollapsed = true;
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//this.Monitor.Log("The player has collapsed!");
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@ -180,7 +181,7 @@ namespace Omegasis.BuildEndurance
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}
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}
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this.PlayerData.ClearModEffects = false;
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this.PlayerData.NightlyStamina = Game1.player.maxStamina;
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this.PlayerData.NightlyStamina = Game1.player.MaxStamina;
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// save data
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this.Helper.WriteJsonFile(this.DataFilePath, this.PlayerData);
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@ -219,5 +220,15 @@ namespace Omegasis.BuildEndurance
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this.Monitor.Log($"Error migrating data from the legacy 'PlayerData' folder for the current player. Technical details:\n {ex}", LogLevel.Error);
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}
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}
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/// <summary>
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/// Try and emulate the old Game1.shouldFarmerPassout logic.
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/// </summary>
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/// <returns></returns>
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public bool shouldFarmerPassout()
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{
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if (Game1.player.stamina <= 0 || Game1.player.health <= 0 || Game1.timeOfDay >= 2600) return true;
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else return false;
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}
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}
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}
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@ -103,11 +103,10 @@ namespace Omegasis.BuildHealth
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this.LastHealth = player.health;
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// give XP when player stays up too late or collapses
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if (!this.WasCollapsed && Game1.farmerShouldPassOut)
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if (!this.WasCollapsed && shouldFarmerPassout())
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{
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this.PlayerData.CurrentExp += this.Config.ExpForCollapsing;
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this.WasCollapsed = true;
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this.Monitor.Log("The player has collapsed!");
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}
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}
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@ -210,5 +209,11 @@ namespace Omegasis.BuildHealth
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this.Monitor.Log($"Error migrating data from the legacy 'PlayerData' folder for the current player. Technical details:\n {ex}", LogLevel.Error);
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}
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}
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public bool shouldFarmerPassout()
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{
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if (Game1.player.stamina <= 0 || Game1.player.health <= 0 || Game1.timeOfDay >= 2600) return true;
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else return false;
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}
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}
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}
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@ -147,6 +147,7 @@ namespace Omegasis.HappyBirthday
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private void ControlEvents_KeyPressed(object sender, EventArgsKeyPressed e)
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{
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// show birthday selection menu
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if (Game1.activeClickableMenu != null) return;
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if (Context.IsPlayerFree && !this.HasChosenBirthday && e.KeyPressed.ToString() == this.Config.KeyBinding)
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Game1.activeClickableMenu = new BirthdayMenu(this.PlayerData.BirthdaySeason, this.PlayerData.BirthdayDay, this.SetBirthday);
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}
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@ -240,7 +241,7 @@ namespace Omegasis.HappyBirthday
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if (Game1.activeClickableMenu.GetType() == typeof(BirthdayMenu)) return;
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}
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// ask for birthday date
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if (!this.HasChosenBirthday)
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if (!this.HasChosenBirthday && Game1.activeClickableMenu==null)
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{
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Game1.activeClickableMenu = new BirthdayMenu(this.PlayerData.BirthdaySeason, this.PlayerData.BirthdayDay, this.SetBirthday);
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this.CheckedForBirthday = false;
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@ -160,7 +160,7 @@ namespace Omegasis.NightOwl
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string[] passOutFees = Game1.player.mailbox
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.Where(p => p.Contains("passedOut"))
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.ToArray();
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for (int idx=0; idx<pofees.Length; idx++)
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for (int idx=0; idx< passOutFees.Length; idx++)
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{
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string[] msg = passOutFees[idx].Split(' ');
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collapseFee += Int32.Parse(msg[1]);
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@ -192,7 +192,6 @@ namespace Omegasis.NightOwl
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{
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// reset data
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this.IsUpLate = false;
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Game1.farmerShouldPassOut = false;
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// transition to the next day
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if (this.ShouldResetPlayerAfterCollapseNow)
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@ -355,7 +354,7 @@ namespace Omegasis.NightOwl
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if (Game1.currentMinigame != null)
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Game1.currentMinigame = null;
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Game1.farmerShouldPassOut = true;
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Game1.player.startToPassOut();
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}
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@ -386,5 +385,15 @@ namespace Omegasis.NightOwl
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string path = Path.Combine(this.Helper.DirectoryPath, "Error_Logs", "Mod_State.json");
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this.Helper.WriteJsonFile(path, state);
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}
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/// <summary>
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/// Try and emulate the old Game1.shouldFarmerPassout logic.
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/// </summary>
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/// <returns></returns>
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public bool shouldFarmerPassout()
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{
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if (Game1.player.stamina <= 0 || Game1.player.health <= 0 || Game1.timeOfDay >= 2600) return true;
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else return false;
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}
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}
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}
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@ -4,7 +4,7 @@ using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace SimpleSoundManager
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namespace SimpleSoundManager.Framework
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{
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/// <summary>
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/// Interface used for common sound functionality;
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@ -7,8 +7,13 @@ using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace SimpleSoundManager
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namespace SimpleSoundManager.Framework
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{
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/// <summary>
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/// TODO:
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/// Play, stop, pause songs.
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/// </summary>
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class SoundManager
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{
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@ -7,7 +7,7 @@ using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace SimpleSoundManager
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namespace SimpleSoundManager.Framework
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{
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public class XACTSound : Sound
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{
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@ -196,6 +196,8 @@ namespace StardustCore.Objects
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{
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if (animationManager == null)
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{
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//FIX SCALE SIZE AND POSITION APPROPRIATELY DEPENDING ON # OF OBJECTS!!!
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aosdkpoasdopjsa
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spriteBatch.Draw(v.Value.getExtendedTexture().getTexture(), location+new Vector2(v.Key.X*16,v.Key.Y*16), this.defaultSourceRect, Color.White * transparency, 0f, new Vector2(0, 0), 1, SpriteEffects.None, layerDepth);
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}
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else
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