refactor NightOwl

This commit formats/documents/simplifies code, standardises naming conventions, removes redundant code, etc.
This commit is contained in:
Jesse Plamondon-Willard 2017-07-29 19:59:16 -04:00
parent 022f12e1ed
commit a71aeb5147
2 changed files with 233 additions and 353 deletions

View File

@ -1,13 +1,13 @@
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using Microsoft.Xna.Framework;
using Newtonsoft.Json;
using StardewModdingAPI;
using StardewModdingAPI.Events;
using StardewValley;
/*TODO:
*/
/*
Issues:
-Mail can't be wiped without destroying all mail.
-Lighting transition does not work if it is raining.
@ -15,431 +15,311 @@ Issues:
-transition still doesnt work. However atleast it is dark now.
-Known glitched
*/
namespace Omegasis.NightOwl
{
/// <summary>The mod entry point.</summary>
public class Class1 : Mod
{
int player_x;
int player_y;
string prior_map;
/*********
** Properties
*********/
/****
** Context
****/
/// <summary>Whether the player loaded a save.</summary>
private bool IsGameLoaded;
bool reset_check;
bool was_raining;
bool time_reset;
int prior_money;
int post_money;
float pre_stam;
int pre_health;
/// <summary>Whether the player stayed up all night.</summary>
private bool IsUpLate;
bool lighting_transition; //if true transition happens. If false, game starts out bright at 2AM. Good to remove that awkward change from dark to bright.
bool warp;
bool stay_up;
/// <summary>Whether the player should be reset to their pre-collapse details for the morning transition on the next update.</summary>
private bool ShouldResetPlayerAfterCollapseNow;
bool wipe_mail;
bool protect_money;
bool persistant_health;
bool persistant_stamina;
/// <summary>Whether the player just started a new day.</summary>
private bool JustStartedNewDay;
bool game_loaded;
/// <summary>Whether the player just collapsed for the morning transition.</summary>
private bool JustCollapsed;
bool once;
bool up_late;
/****
** Pre-collapse state
****/
/// <summary>The player's location name before they collapsed.</summary>
private string PreCollapseMap;
bool first_check;
/// <summary>The player's tile position before they collapsed.</summary>
private Point PreCollapseTile;
bool warped_check;
/// <summary>The player's money before they collapsed.</summary>
private int PreCollapseMoney;
bool super_map_warping_check;
/// <summary>The player's stamina before they collapsed.</summary>
private float PreCollapseStamina;
/// <summary>The player's health before they collapsed.</summary>
private int PreCollapseHealth;
public static string ModPath;
public static string Error_Path;
/****
** Settings
****/
/// <summary>Whether lighting should transition to day from 2am to 6am. If <c>false</c>, the world will stay dark until the player passes out or goes to bed.</summary>
private bool MorningLightTransition;
/// <summary>Whether the player can stay up until 6am.</summary>
private bool StayUp;
/// <summary>Whether to remove the mail received for collapsing like 'we charged X gold for your health fees'.</summary>
private bool SkipCollapseMail;
/// <summary>Whether to restore the player's position after they collapse.</summary>
private bool KeepPositionAfterCollapse;
/// <summary>Whether to restore the player's money after they collapse (i.e. prevent the automatic deduction).</summary>
private bool KeepMoneyAfterCollapse;
/// <summary>Whether to keep stamina as-is after the player collapses.</summary>
private bool KeepHealthAfterCollapse;
/// <summary>Whether to keep stamina as-is after the player collapses.</summary>
private bool KeepStaminaAfterCollapse;
/*********
** 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)
{
StardewModdingAPI.Events.TimeEvents.TimeOfDayChanged += TimeEvents_TimeOfDayChanged;
StardewModdingAPI.Events.TimeEvents.DayOfMonthChanged += TimeEvents_DayOfMonthChanged;
StardewModdingAPI.Events.SaveEvents.AfterLoad += PlayerEvents_LoadedGame;
StardewModdingAPI.Events.GameEvents.FourthUpdateTick += GameEvents_FourthUpdateTick;
ModPath =Helper.DirectoryPath;
Error_Path = Path.Combine(ModPath, "Error_Logs");
TimeEvents.TimeOfDayChanged += this.TimeEvents_TimeOfDayChanged;
TimeEvents.DayOfMonthChanged += this.TimeEvents_DayOfMonthChanged;
SaveEvents.AfterLoad += this.SaveEvents_AfterLoad;
GameEvents.FourthUpdateTick += this.GameEvents_FourthUpdateTick;
}
/*********
** Private methods
*********/
/// <summary>The method invoked every fourth game update (roughly 15 times per second).</summary>
/// <param name="sender">The event sender.</param>
/// <param name="e">The event data.</param>
public void GameEvents_FourthUpdateTick(object sender, EventArgs e)
{
/*
IMPLEMENT TRY CATCH SYSTEM HERE;
*/
try
{
if (Game1.eventUp == true) return;
if (game_loaded == false) return;
if (Game1.timeOfDay == 600)
{
if (once==true)
// reset position after collapse
if (!Game1.eventUp && this.IsGameLoaded && this.JustStartedNewDay && this.KeepPositionAfterCollapse)
{
// Log.AsyncM("NEW MONEY" + Game1.player.money);
// Game1.player.money = Game1.player.money + post_money;
once = false;
}
}
if (warped_check == false)
{
if (warp == true)
{
Monitor.Log("Warping!!!");
if (prior_map == null)
{
warped_check = true;
super_map_warping_check = true;
return;
}
Game1.warpFarmer(prior_map, player_x, player_y, false);
warped_check = true;
super_map_warping_check = true;
prior_map = null;
}
if (this.PreCollapseMap != null)
Game1.warpFarmer(this.PreCollapseMap, this.PreCollapseTile.X, this.PreCollapseTile.Y, false);
this.PreCollapseMap = null;
this.JustStartedNewDay = false;
this.JustCollapsed = false;
}
}
catch (Exception ex)
{
try
{
Newtonsoft.Json.JsonSerializer serializer = new Newtonsoft.Json.JsonSerializer();
serializer.NullValueHandling = Newtonsoft.Json.NullValueHandling.Ignore;
serializer.TypeNameHandling = Newtonsoft.Json.TypeNameHandling.All;
serializer.Formatting = Newtonsoft.Json.Formatting.Indented;
serializer.ReferenceLoopHandling = ReferenceLoopHandling.Ignore;
using (StreamWriter sw = new StreamWriter(Path.Combine(Error_Path, "Mod_State.json")))
{
using (Newtonsoft.Json.JsonWriter writer2 = new Newtonsoft.Json.JsonTextWriter(sw))
{
serializer.Serialize(writer2, this);
}
}
}
catch (Exception exc)
{
Monitor.Log(exc.ToString());
}
this.Monitor.Log(ex.ToString(), LogLevel.Error);
this.WriteErrorLog();
}
}
public void PlayerEvents_LoadedGame(object sender, EventArgs e)
/// <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>
public void SaveEvents_AfterLoad(object sender, EventArgs e)
{
DataLoader();
MyWritter();
game_loaded = true;
once = false;
up_late = false;
first_check = false;
warped_check = true;
super_map_warping_check = true;
this.LoadConfig();
this.WriteConfig();
this.IsGameLoaded = true;
this.IsUpLate = false;
this.JustStartedNewDay = false;
this.JustCollapsed = false;
}
public void TimeEvents_DayOfMonthChanged(object sender, StardewModdingAPI.Events.EventArgsIntChanged e)
/// <summary>The method invoked when <see cref="Game1.dayOfMonth"/> changes.</summary>
/// <param name="sender">The event sender.</param>
/// <param name="e">The event data.</param>
public void TimeEvents_DayOfMonthChanged(object sender, EventArgsIntChanged e)
{
/*
IMPLEMENT TRY CATCH SYSTEM HERE
*/
try {
if (game_loaded == false) return;
if (first_check == false)
{
first_check = true;
Monitor.Log("first");
if (!this.IsGameLoaded)
return;
}
else
try
{
first_check = false;
Monitor.Log("Second");
}
if(Game1.farmerShouldPassOut== true) Game1.farmerShouldPassOut = false; //make the farmer collapse.
reset_check = false;
//Game1.farmerShouldPassOut = false; //make the farmer collapse.
DataLoader();
MyWritter();
//List<string> newmail = new List<string>();
Queue<string> newmail = new Queue<string>();
up_late = false;
if (time_reset == true)
{
was_raining = false;
if (persistant_stamina==true) Game1.player.stamina = pre_stam; //reset health and stam upon collapsing
if (persistant_health == true) Game1.player.health = pre_health;
//post_money = Game1.player.money;
if (protect_money == true) {
// reset data
this.LoadConfig();
this.WriteConfig();
this.IsUpLate = false;
Game1.farmerShouldPassOut = false;
Game1.player.money += post_money;
once = true;
} //add the money back from colapsing.
time_reset = false; //reset my bool.
if(warp==true)Game1.warpFarmer(prior_map, player_x, player_y, false);
// very_old_money = (safety_cash - Game1.player.money);
//Game1.player.money += very_old_money;
}
if (wipe_mail == true)
{
foreach (var i in Game1.mailbox) //delete those annoying charge messages. If only I could do this with mail IRL.
{
Monitor.Log(i);
if (i.Contains("passedOut"))
{
Monitor.Log("Found bad mail");
}
else {
newmail.Enqueue(i);
}
}
Game1.mailbox.Clear();
foreach (string mail in newmail)
// transition to the next day
if (this.ShouldResetPlayerAfterCollapseNow)
{
Game1.mailbox.Enqueue(mail);
this.ShouldResetPlayerAfterCollapseNow = false;
if (this.KeepStaminaAfterCollapse)
Game1.player.stamina = this.PreCollapseStamina;
if (this.KeepHealthAfterCollapse)
Game1.player.health = this.PreCollapseHealth;
if (this.KeepMoneyAfterCollapse)
Game1.player.money = this.PreCollapseMoney;
if (this.KeepPositionAfterCollapse)
Game1.warpFarmer(this.PreCollapseMap, this.PreCollapseTile.X, this.PreCollapseTile.Y, false);
}
}
warped_check = false;
//prior_map==null; //prevents multiple warping when sleeping
// delete annoying charge messages (if only I could do this with mail IRL)
if (this.SkipCollapseMail)
{
string[] validMail = Game1.mailbox
.Where(p => !p.Contains("passedOut"))
.ToArray();
Game1.mailbox.Clear();
foreach (string mail in validMail)
Game1.mailbox.Enqueue(mail);
}
this.JustStartedNewDay = true;
}
catch (Exception ex)
{
try
{
Newtonsoft.Json.JsonSerializer serializer = new Newtonsoft.Json.JsonSerializer();
serializer.NullValueHandling = Newtonsoft.Json.NullValueHandling.Ignore;
serializer.TypeNameHandling = Newtonsoft.Json.TypeNameHandling.All;
serializer.Formatting = Newtonsoft.Json.Formatting.Indented;
serializer.ReferenceLoopHandling = ReferenceLoopHandling.Ignore;
using (StreamWriter sw = new StreamWriter(Path.Combine(Error_Path, "Mod_State.json")))
{
using (Newtonsoft.Json.JsonWriter writer2 = new Newtonsoft.Json.JsonTextWriter(sw))
{
serializer.Serialize(writer2, this);
}
}
}
catch (Exception exc)
{
Monitor.Log(exc.ToString());
}
this.Monitor.Log(ex.ToString(), LogLevel.Error);
this.WriteErrorLog();
}
}
public void TimeEvents_TimeOfDayChanged(object sender, StardewModdingAPI.Events.EventArgsIntChanged e)
/// <summary>The method invoked when <see cref="Game1.timeOfDay"/> changes.</summary>
/// <param name="sender">The event sender.</param>
/// <param name="e">The event data.</param>
private void TimeEvents_TimeOfDayChanged(object sender, EventArgsIntChanged e)
{
/*
Implement try catch system here.
if (!this.IsGameLoaded)
return;
*/
try {
if (game_loaded == false) return;
float color_mod;
//transition the lighting for more "realistic" lighting from 2am to 11am. There is an awkward screen shuffle that happens because of this update.
if (lighting_transition == true)
try
{
if (Game1.timeOfDay > 400 && Game1.timeOfDay < 600)
// transition morning light more realistically
if (this.MorningLightTransition && Game1.timeOfDay > 400 && Game1.timeOfDay < 600)
{
color_mod = (1300 - Game1.timeOfDay) / 1000f; //.7f
Game1.outdoorLight = Game1.ambientLight * color_mod;
float colorMod = (1300 - Game1.timeOfDay) / 1000f;
Game1.outdoorLight = Game1.ambientLight * colorMod;
}
}
if (stay_up == true)
{
if (Game1.timeOfDay == 2550)
// transition to next morning
if (this.StayUp && Game1.timeOfDay == 2550)
{
if (StardewValley.Game1.isRaining == true)
{
was_raining = true;
StardewValley.Game1.isRaining = false; //regardless make sure I change the weather. Otherwise lighting gets screwy.
}
StardewValley.Game1.updateWeatherIcon();
Game1.isRaining = false; // remove rain, otherwise lighting gets screwy
Game1.updateWeatherIcon();
Game1.timeOfDay = 150; //change it from 1:50 am late, to 1:50 am early
}
}
if (Game1.timeOfDay == 550) //if the game time is 5:50 AM
{
up_late = true;
}
if (Game1.timeOfDay == 600) //when time is 6:00 AM after staying up
{
if (up_late == false)
// collapse player at 6am to save & reset
if (Game1.timeOfDay == 550)
this.IsUpLate = true;
if (this.IsUpLate && Game1.timeOfDay == 600 && !this.JustCollapsed)
{
return;
this.JustCollapsed = true;
this.ShouldResetPlayerAfterCollapseNow = true;
this.PreCollapseTile = new Point(Game1.player.getTileX(), Game1.player.getTileY());
this.PreCollapseMap = Game1.player.currentLocation.name;
this.PreCollapseStamina = Game1.player.stamina;
this.PreCollapseHealth = Game1.player.health;
this.PreCollapseMoney = Game1.player.money;
if (Game1.currentMinigame != null)
Game1.currentMinigame = null;
Game1.farmerShouldPassOut = true;
}
if (super_map_warping_check == true)
{
if (Game1.currentMinigame != null) Game1.currentMinigame = null;
//if (time_reset == false) return;
time_reset = true;
player_x = Game1.player.getTileX();
player_y = Game1.player.getTileY();
prior_map = Game1.player.currentLocation.name;
Monitor.Log(prior_map);
Monitor.Log(player_x.ToString());
Monitor.Log(player_y.ToString());
super_map_warping_check = false;
Game1.farmerShouldPassOut = true; //make the farmer collapse.
pre_stam = Game1.player.stamina;
pre_health = Game1.player.health;
prior_money = Game1.player.money;
if (Game1.player.money <= 10000)
{
post_money = prior_money / 10;
}
else
{
post_money = 1000;
}
}
}
}
catch (Exception ex)
{
try
{
Newtonsoft.Json.JsonSerializer serializer = new Newtonsoft.Json.JsonSerializer();
serializer.NullValueHandling = Newtonsoft.Json.NullValueHandling.Ignore;
serializer.TypeNameHandling = Newtonsoft.Json.TypeNameHandling.All;
serializer.Formatting = Newtonsoft.Json.Formatting.Indented;
serializer.ReferenceLoopHandling = ReferenceLoopHandling.Ignore;
using (StreamWriter sw = new StreamWriter(Path.Combine(Error_Path, "Mod_State.json")))
{
using (Newtonsoft.Json.JsonWriter writer2 = new Newtonsoft.Json.JsonTextWriter(sw))
{
serializer.Serialize(writer2, this);
}
}
}
catch (Exception exc)
{
Monitor.Log(exc.ToString());
}
this.Monitor.Log(ex.ToString(), LogLevel.Error);
this.WriteErrorLog();
}
}
void MyWritter()
/// <summary>Save the configuration settings.</summary>
private void WriteConfig()
{
//saves the BuildEndurance_data at the end of a new day;
string myname = Game1.player.name;
string mylocation = Path.Combine(Helper.DirectoryPath, "Night_Owl_Config_");
//string mylocation2 = mylocation + myname;
string mylocation3 = mylocation + ".txt";
string[] mystring3 = new string[20];
if (!File.Exists(mylocation3))
{
Monitor.Log("The data file for Night Owl wasn't found. Time to create it!");
mystring3[0] = "Player: Night Owl Config. Feel free to edit.";
mystring3[1] = "====================================================================================";
mystring3[2] = "Stay up to 6 AM?: Do you wan't to stay up till 6 AM the next morning?";
mystring3[3] = stay_up.ToString();
mystring3[4] = "Custom Lighting Transition?: Do you want to have a lighting transition from 2AM to 5:50 AM? Setting this to false will keep the world dark until the player passes out or goes to bed.";
mystring3[5] = lighting_transition.ToString();
mystring3[6] = "Warp to collapse position?: True: Stay in the same place. False: Warp back home.";
mystring3[7] = warp.ToString();
mystring3[8] = "Keep Money?: True: Don't be charged for passing out.";
mystring3[9] = protect_money.ToString();
mystring3[10] = "Keep stamina when staying up? When the farmer passes out at 6, should their stamina be their stamina before collapsing?";
mystring3[11] = persistant_stamina.ToString();
mystring3[12] = "Keep health when staying up? When the farmer passes out at 6, should their health be their health before collapsing?";
mystring3[13] = persistant_health.ToString();
mystring3[14] = "Clean out charges mail?: Get rid of the annoying We charged X gold for your health fees, etc.";
mystring3[15] = wipe_mail.ToString();
File.WriteAllLines(mylocation3, mystring3);
}
string path = Path.Combine(Helper.DirectoryPath, "Night_Owl_Config_.txt");
string[] text = new string[20];
text[0] = "Player: Night Owl Config. Feel free to edit.";
text[1] = "====================================================================================";
text[2] = "Whether you can stay up until 6am.";
text[3] = this.StayUp.ToString();
text[4] = "Whether the lighting should transition to daytime from 2am to 6am. Setting this to false will keep the world dark until the player passes out or goes to bed.";
text[5] = this.MorningLightTransition.ToString();
text[6] = "Whether to keep your position as-is after you collapse at 6am. If false, you'll warp back home.";
text[7] = this.KeepPositionAfterCollapse.ToString();
text[8] = "Whether to prevent money from being deducted after you collapse at 6am.";
text[9] = this.KeepMoneyAfterCollapse.ToString();
text[10] = "Whether to keep your stamina as-is after you collapse at 6am.";
text[11] = this.KeepStaminaAfterCollapse.ToString();
text[12] = "Whether to keep your health as-is after you collapse at 6am.";
text[13] = this.KeepHealthAfterCollapse.ToString();
text[14] = "Whether to remove the mail you receive for collapsing like 'we charged X gold for your health fees'.";
text[15] = this.SkipCollapseMail.ToString();
File.WriteAllLines(path, text);
}
/// <summary>Load the configuration settings.</summary>
private void LoadConfig()
{
string path = Path.Combine(Helper.DirectoryPath, "Night_Owl_Config_.txt");
if (!File.Exists(path)) //if not data.json exists, initialize the data variables to the ModConfig data. I.E. starting out.
{
this.Monitor.Log("Loading Night_Owl_Config");
this.MorningLightTransition = true;
this.KeepPositionAfterCollapse = true;
this.StayUp = true;
this.KeepHealthAfterCollapse = true;
this.KeepStaminaAfterCollapse = true;
this.SkipCollapseMail = true;
this.KeepMoneyAfterCollapse = true;
}
else
{
// Console.WriteLine("HEY IM SAVING DATA");
//write out the info to a text file at the end of a day.
mystring3[0] = "Player: Night Owl Config. Feel free to edit.";
mystring3[1] = "====================================================================================";
mystring3[2] = "Stay up to 6 AM?: Do you wan't to stay up till 6 AM the next morning?";
mystring3[3] = stay_up.ToString();
mystring3[4] = "Custom Lighting Transition?: Do you want to have a lighting transition from 2AM to 5:50 AM? Setting this to false will keep the world dark until the player passes out or goes to bed.";
mystring3[5] = lighting_transition.ToString();
mystring3[6] = "Warp to collapse position?: True: Stay in the same place. False: Warp back home.";
mystring3[7] = warp.ToString();
mystring3[8] = "Keep Money?: True: Don't be charged for passing out.";
mystring3[9] = protect_money.ToString();
mystring3[10] = "Keep stamina when staying up? When the farmer passes out at 6, should their stamina be their stamina before collapsing?";
mystring3[11] = persistant_stamina.ToString();
mystring3[12] = "Keep health when staying up? When the farmer passes out at 6, should their health be their health before collapsing?";
mystring3[13] = persistant_health.ToString();
mystring3[14] = "Clean out charges mail?: Get rid of the annoying We charged X gold for your health fees, etc.";
mystring3[15] = wipe_mail.ToString();
File.WriteAllLines(mylocation3, mystring3);
string[] text = File.ReadAllLines(path);
this.StayUp = Convert.ToBoolean(text[3]);
this.MorningLightTransition = Convert.ToBoolean(text[5]);
this.KeepPositionAfterCollapse = Convert.ToBoolean(text[7]);
this.KeepMoneyAfterCollapse = Convert.ToBoolean(text[9]);
this.KeepStaminaAfterCollapse = Convert.ToBoolean(text[11]);
this.KeepHealthAfterCollapse = Convert.ToBoolean(text[13]);
this.SkipCollapseMail = text[15] == "" || Convert.ToBoolean(text[15]);
}
}
void DataLoader()
/// <summary>Write the current mod state to the error log file.</summary>
private void WriteErrorLog()
{
//loads the data to the variables upon loading the game.
string myname = StardewValley.Game1.player.name;
string mylocation = Path.Combine(Helper.DirectoryPath, "Night_Owl_Config_");
//string mylocation2 = mylocation + myname;
string mylocation3 = mylocation + ".txt";
if (!File.Exists(mylocation3)) //if not data.json exists, initialize the data variables to the ModConfig data. I.E. starting out.
try
{
Monitor.Log("Loading Night_Owl_Config");
lighting_transition = true;
warp = true;
stay_up = true;
persistant_health = true;
persistant_stamina = true;
wipe_mail = true;
protect_money = true;
JsonSerializer serializer = new JsonSerializer
{
NullValueHandling = NullValueHandling.Ignore,
TypeNameHandling = TypeNameHandling.All,
Formatting = Formatting.Indented,
ReferenceLoopHandling = ReferenceLoopHandling.Ignore
};
string path = Path.Combine(this.Helper.DirectoryPath, "Error_Logs", "Mod_State.json");
using (StreamWriter sw = new StreamWriter(path))
{
using (JsonWriter writer2 = new JsonTextWriter(sw))
serializer.Serialize(writer2, this);
}
}
else
catch (Exception ex)
{
string[] readtext = File.ReadAllLines(mylocation3);
stay_up = Convert.ToBoolean(readtext[3]);//will the player stay up?
lighting_transition = Convert.ToBoolean(readtext[5]); //does the lighting transition occur?
warp = Convert.ToBoolean(readtext[7]); //does the player warp back to the spot they passed out at?
protect_money = Convert.ToBoolean(readtext[9]); //Is their money safe from stealing?
persistant_stamina = Convert.ToBoolean(readtext[11]); //Does the player have the same stam when collapsing?
persistant_health = Convert.ToBoolean(readtext[13]); //Ditto but with health.
if (readtext[15] == "") wipe_mail = true;
else wipe_mail = Convert.ToBoolean(readtext[15]); //will I clean out their mailbox?
this.Monitor.Log(ex.ToString(), LogLevel.Error);
}
}
}

View File

@ -11,4 +11,4 @@
"UniqueID": "Stardew_NightOwl",
"PerSaveConfigs": false,
"EntryDll": "NightOwl.dll"
}
}