refactor NightOwl
This commit formats/documents/simplifies code, standardises naming conventions, removes redundant code, etc.
This commit is contained in:
parent
022f12e1ed
commit
a71aeb5147
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@ -1,13 +1,13 @@
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using Microsoft.Xna.Framework;
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using Newtonsoft.Json;
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using StardewModdingAPI;
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using StardewModdingAPI.Events;
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using StardewValley;
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/*TODO:
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*/
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/*
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Issues:
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-Mail can't be wiped without destroying all mail.
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-Lighting transition does not work if it is raining.
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@ -15,431 +15,311 @@ Issues:
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-transition still doesnt work. However atleast it is dark now.
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-Known glitched
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*/
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namespace Omegasis.NightOwl
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{
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/// <summary>The mod entry point.</summary>
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public class Class1 : Mod
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{
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int player_x;
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int player_y;
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string prior_map;
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/*********
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** Properties
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*********/
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/****
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** Context
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****/
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/// <summary>Whether the player loaded a save.</summary>
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private bool IsGameLoaded;
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bool reset_check;
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bool was_raining;
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bool time_reset;
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int prior_money;
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int post_money;
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float pre_stam;
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int pre_health;
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/// <summary>Whether the player stayed up all night.</summary>
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private bool IsUpLate;
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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.
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bool warp;
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bool stay_up;
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/// <summary>Whether the player should be reset to their pre-collapse details for the morning transition on the next update.</summary>
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private bool ShouldResetPlayerAfterCollapseNow;
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bool wipe_mail;
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bool protect_money;
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bool persistant_health;
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bool persistant_stamina;
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/// <summary>Whether the player just started a new day.</summary>
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private bool JustStartedNewDay;
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bool game_loaded;
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/// <summary>Whether the player just collapsed for the morning transition.</summary>
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private bool JustCollapsed;
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bool once;
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bool up_late;
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/****
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** Pre-collapse state
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****/
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/// <summary>The player's location name before they collapsed.</summary>
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private string PreCollapseMap;
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bool first_check;
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/// <summary>The player's tile position before they collapsed.</summary>
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private Point PreCollapseTile;
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bool warped_check;
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/// <summary>The player's money before they collapsed.</summary>
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private int PreCollapseMoney;
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bool super_map_warping_check;
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/// <summary>The player's stamina before they collapsed.</summary>
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private float PreCollapseStamina;
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/// <summary>The player's health before they collapsed.</summary>
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private int PreCollapseHealth;
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/****
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** Settings
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****/
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/// <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>
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private bool MorningLightTransition;
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/// <summary>Whether the player can stay up until 6am.</summary>
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private bool StayUp;
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/// <summary>Whether to remove the mail received for collapsing like 'we charged X gold for your health fees'.</summary>
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private bool SkipCollapseMail;
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/// <summary>Whether to restore the player's position after they collapse.</summary>
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private bool KeepPositionAfterCollapse;
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/// <summary>Whether to restore the player's money after they collapse (i.e. prevent the automatic deduction).</summary>
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private bool KeepMoneyAfterCollapse;
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/// <summary>Whether to keep stamina as-is after the player collapses.</summary>
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private bool KeepHealthAfterCollapse;
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/// <summary>Whether to keep stamina as-is after the player collapses.</summary>
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private bool KeepStaminaAfterCollapse;
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public static string ModPath;
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public static string Error_Path;
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/*********
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** Public methods
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*********/
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/// <summary>The mod entry point, called after the mod is first loaded.</summary>
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/// <param name="helper">Provides simplified APIs for writing mods.</param>
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public override void Entry(IModHelper helper)
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{
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StardewModdingAPI.Events.TimeEvents.TimeOfDayChanged += TimeEvents_TimeOfDayChanged;
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StardewModdingAPI.Events.TimeEvents.DayOfMonthChanged += TimeEvents_DayOfMonthChanged;
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StardewModdingAPI.Events.SaveEvents.AfterLoad += PlayerEvents_LoadedGame;
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StardewModdingAPI.Events.GameEvents.FourthUpdateTick += GameEvents_FourthUpdateTick;
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ModPath =Helper.DirectoryPath;
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Error_Path = Path.Combine(ModPath, "Error_Logs");
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TimeEvents.TimeOfDayChanged += this.TimeEvents_TimeOfDayChanged;
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TimeEvents.DayOfMonthChanged += this.TimeEvents_DayOfMonthChanged;
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SaveEvents.AfterLoad += this.SaveEvents_AfterLoad;
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GameEvents.FourthUpdateTick += this.GameEvents_FourthUpdateTick;
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}
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/*********
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** Private methods
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*********/
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/// <summary>The method invoked every fourth game update (roughly 15 times per second).</summary>
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/// <param name="sender">The event sender.</param>
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/// <param name="e">The event data.</param>
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public void GameEvents_FourthUpdateTick(object sender, EventArgs e)
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{
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/*
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IMPLEMENT TRY CATCH SYSTEM HERE;
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*/
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try
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{
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// reset position after collapse
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if (!Game1.eventUp && this.IsGameLoaded && this.JustStartedNewDay && this.KeepPositionAfterCollapse)
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{
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if (this.PreCollapseMap != null)
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Game1.warpFarmer(this.PreCollapseMap, this.PreCollapseTile.X, this.PreCollapseTile.Y, false);
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if (Game1.eventUp == true) return;
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if (game_loaded == false) return;
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if (Game1.timeOfDay == 600)
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{
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if (once==true)
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{
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// Log.AsyncM("NEW MONEY" + Game1.player.money);
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// Game1.player.money = Game1.player.money + post_money;
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once = false;
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}
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}
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if (warped_check == false)
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{
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if (warp == true)
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{
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Monitor.Log("Warping!!!");
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if (prior_map == null)
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{
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warped_check = true;
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super_map_warping_check = true;
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return;
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}
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Game1.warpFarmer(prior_map, player_x, player_y, false);
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warped_check = true;
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super_map_warping_check = true;
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prior_map = null;
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}
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this.PreCollapseMap = null;
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this.JustStartedNewDay = false;
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this.JustCollapsed = false;
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}
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}
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catch (Exception ex)
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{
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this.Monitor.Log(ex.ToString(), LogLevel.Error);
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this.WriteErrorLog();
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}
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}
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/// <summary>The method invoked after the player loads a save.</summary>
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/// <param name="sender">The event sender.</param>
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/// <param name="e">The event data.</param>
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public void SaveEvents_AfterLoad(object sender, EventArgs e)
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{
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this.LoadConfig();
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this.WriteConfig();
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this.IsGameLoaded = true;
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this.IsUpLate = false;
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this.JustStartedNewDay = false;
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this.JustCollapsed = false;
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}
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/// <summary>The method invoked when <see cref="Game1.dayOfMonth"/> changes.</summary>
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/// <param name="sender">The event sender.</param>
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/// <param name="e">The event data.</param>
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public void TimeEvents_DayOfMonthChanged(object sender, EventArgsIntChanged e)
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{
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if (!this.IsGameLoaded)
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return;
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try
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{
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Newtonsoft.Json.JsonSerializer serializer = new Newtonsoft.Json.JsonSerializer();
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serializer.NullValueHandling = Newtonsoft.Json.NullValueHandling.Ignore;
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serializer.TypeNameHandling = Newtonsoft.Json.TypeNameHandling.All;
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serializer.Formatting = Newtonsoft.Json.Formatting.Indented;
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serializer.ReferenceLoopHandling = ReferenceLoopHandling.Ignore;
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using (StreamWriter sw = new StreamWriter(Path.Combine(Error_Path, "Mod_State.json")))
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// reset data
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this.LoadConfig();
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this.WriteConfig();
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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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{
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using (Newtonsoft.Json.JsonWriter writer2 = new Newtonsoft.Json.JsonTextWriter(sw))
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this.ShouldResetPlayerAfterCollapseNow = false;
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if (this.KeepStaminaAfterCollapse)
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Game1.player.stamina = this.PreCollapseStamina;
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if (this.KeepHealthAfterCollapse)
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Game1.player.health = this.PreCollapseHealth;
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if (this.KeepMoneyAfterCollapse)
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Game1.player.money = this.PreCollapseMoney;
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if (this.KeepPositionAfterCollapse)
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Game1.warpFarmer(this.PreCollapseMap, this.PreCollapseTile.X, this.PreCollapseTile.Y, false);
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}
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// delete annoying charge messages (if only I could do this with mail IRL)
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if (this.SkipCollapseMail)
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{
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serializer.Serialize(writer2, this);
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}
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}
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}
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catch (Exception exc)
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{
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Monitor.Log(exc.ToString());
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}
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}
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}
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string[] validMail = Game1.mailbox
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.Where(p => !p.Contains("passedOut"))
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.ToArray();
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public void PlayerEvents_LoadedGame(object sender, EventArgs e)
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{
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DataLoader();
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MyWritter();
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game_loaded = true;
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once = false;
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up_late = false;
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first_check = false;
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warped_check = true;
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super_map_warping_check = true;
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}
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public void TimeEvents_DayOfMonthChanged(object sender, StardewModdingAPI.Events.EventArgsIntChanged e)
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{
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/*
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IMPLEMENT TRY CATCH SYSTEM HERE
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*/
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try {
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if (game_loaded == false) return;
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if (first_check == false)
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{
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first_check = true;
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Monitor.Log("first");
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return;
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}
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else
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{
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first_check = false;
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Monitor.Log("Second");
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}
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if(Game1.farmerShouldPassOut== true) Game1.farmerShouldPassOut = false; //make the farmer collapse.
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reset_check = false;
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//Game1.farmerShouldPassOut = false; //make the farmer collapse.
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DataLoader();
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MyWritter();
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//List<string> newmail = new List<string>();
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Queue<string> newmail = new Queue<string>();
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up_late = false;
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if (time_reset == true)
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{
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was_raining = false;
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if (persistant_stamina==true) Game1.player.stamina = pre_stam; //reset health and stam upon collapsing
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if (persistant_health == true) Game1.player.health = pre_health;
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//post_money = Game1.player.money;
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if (protect_money == true) {
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Game1.player.money += post_money;
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once = true;
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} //add the money back from colapsing.
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time_reset = false; //reset my bool.
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if(warp==true)Game1.warpFarmer(prior_map, player_x, player_y, false);
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// very_old_money = (safety_cash - Game1.player.money);
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//Game1.player.money += very_old_money;
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}
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if (wipe_mail == true)
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{
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foreach (var i in Game1.mailbox) //delete those annoying charge messages. If only I could do this with mail IRL.
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{
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Monitor.Log(i);
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if (i.Contains("passedOut"))
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{
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Monitor.Log("Found bad mail");
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}
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else {
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newmail.Enqueue(i);
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}
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}
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Game1.mailbox.Clear();
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foreach (string mail in newmail)
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{
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foreach (string mail in validMail)
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Game1.mailbox.Enqueue(mail);
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}
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}
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warped_check = false;
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//prior_map==null; //prevents multiple warping when sleeping
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this.JustStartedNewDay = true;
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}
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catch (Exception ex)
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{
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this.Monitor.Log(ex.ToString(), LogLevel.Error);
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this.WriteErrorLog();
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}
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}
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/// <summary>The method invoked when <see cref="Game1.timeOfDay"/> changes.</summary>
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/// <param name="sender">The event sender.</param>
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/// <param name="e">The event data.</param>
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private void TimeEvents_TimeOfDayChanged(object sender, EventArgsIntChanged e)
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{
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if (!this.IsGameLoaded)
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return;
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try
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{
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Newtonsoft.Json.JsonSerializer serializer = new Newtonsoft.Json.JsonSerializer();
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serializer.NullValueHandling = Newtonsoft.Json.NullValueHandling.Ignore;
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serializer.TypeNameHandling = Newtonsoft.Json.TypeNameHandling.All;
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serializer.Formatting = Newtonsoft.Json.Formatting.Indented;
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serializer.ReferenceLoopHandling = ReferenceLoopHandling.Ignore;
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using (StreamWriter sw = new StreamWriter(Path.Combine(Error_Path, "Mod_State.json")))
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// transition morning light more realistically
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if (this.MorningLightTransition && Game1.timeOfDay > 400 && Game1.timeOfDay < 600)
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{
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using (Newtonsoft.Json.JsonWriter writer2 = new Newtonsoft.Json.JsonTextWriter(sw))
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{
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serializer.Serialize(writer2, this);
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}
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}
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}
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catch (Exception exc)
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{
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Monitor.Log(exc.ToString());
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}
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}
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float colorMod = (1300 - Game1.timeOfDay) / 1000f;
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Game1.outdoorLight = Game1.ambientLight * colorMod;
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}
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public void TimeEvents_TimeOfDayChanged(object sender, StardewModdingAPI.Events.EventArgsIntChanged e)
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// transition to next morning
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if (this.StayUp && Game1.timeOfDay == 2550)
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{
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/*
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Implement try catch system here.
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*/
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try {
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if (game_loaded == false) return;
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float color_mod;
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//transition the lighting for more "realistic" lighting from 2am to 11am. There is an awkward screen shuffle that happens because of this update.
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if (lighting_transition == true)
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{
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if (Game1.timeOfDay > 400 && Game1.timeOfDay < 600)
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{
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color_mod = (1300 - Game1.timeOfDay) / 1000f; //.7f
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Game1.outdoorLight = Game1.ambientLight * color_mod;
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}
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}
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if (stay_up == true)
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{
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if (Game1.timeOfDay == 2550)
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{
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if (StardewValley.Game1.isRaining == true)
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{
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was_raining = true;
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StardewValley.Game1.isRaining = false; //regardless make sure I change the weather. Otherwise lighting gets screwy.
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}
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StardewValley.Game1.updateWeatherIcon();
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Game1.isRaining = false; // remove rain, otherwise lighting gets screwy
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Game1.updateWeatherIcon();
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Game1.timeOfDay = 150; //change it from 1:50 am late, to 1:50 am early
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}
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}
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if (Game1.timeOfDay == 550) //if the game time is 5:50 AM
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// collapse player at 6am to save & reset
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if (Game1.timeOfDay == 550)
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this.IsUpLate = true;
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if (this.IsUpLate && Game1.timeOfDay == 600 && !this.JustCollapsed)
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{
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up_late = true;
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}
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this.JustCollapsed = true;
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if (Game1.timeOfDay == 600) //when time is 6:00 AM after staying up
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{
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this.ShouldResetPlayerAfterCollapseNow = true;
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this.PreCollapseTile = new Point(Game1.player.getTileX(), Game1.player.getTileY());
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this.PreCollapseMap = Game1.player.currentLocation.name;
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this.PreCollapseStamina = Game1.player.stamina;
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this.PreCollapseHealth = Game1.player.health;
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this.PreCollapseMoney = Game1.player.money;
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if (up_late == false)
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{
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return;
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}
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if (super_map_warping_check == true)
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{
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if (Game1.currentMinigame != null) Game1.currentMinigame = null;
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//if (time_reset == false) return;
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time_reset = true;
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player_x = Game1.player.getTileX();
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player_y = Game1.player.getTileY();
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prior_map = Game1.player.currentLocation.name;
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Monitor.Log(prior_map);
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Monitor.Log(player_x.ToString());
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Monitor.Log(player_y.ToString());
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super_map_warping_check = false;
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Game1.farmerShouldPassOut = true; //make the farmer collapse.
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pre_stam = Game1.player.stamina;
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pre_health = Game1.player.health;
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prior_money = Game1.player.money;
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if (Game1.player.money <= 10000)
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{
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post_money = prior_money / 10;
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}
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else
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{
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post_money = 1000;
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}
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}
|
||||
if (Game1.currentMinigame != null)
|
||||
Game1.currentMinigame = null;
|
||||
Game1.farmerShouldPassOut = true;
|
||||
}
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
this.Monitor.Log(ex.ToString(), LogLevel.Error);
|
||||
this.WriteErrorLog();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Save the configuration settings.</summary>
|
||||
private void WriteConfig()
|
||||
{
|
||||
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
|
||||
{
|
||||
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]);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Write the current mod state to the error log file.</summary>
|
||||
private void WriteErrorLog()
|
||||
{
|
||||
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")))
|
||||
JsonSerializer serializer = new JsonSerializer
|
||||
{
|
||||
using (Newtonsoft.Json.JsonWriter writer2 = new Newtonsoft.Json.JsonTextWriter(sw))
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
catch (Exception exc)
|
||||
catch (Exception ex)
|
||||
{
|
||||
Monitor.Log(exc.ToString());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void MyWritter()
|
||||
{
|
||||
//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);
|
||||
}
|
||||
|
||||
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);
|
||||
}
|
||||
}
|
||||
void DataLoader()
|
||||
{
|
||||
//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.
|
||||
{
|
||||
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;
|
||||
|
||||
}
|
||||
|
||||
else
|
||||
{
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue