using System; using System.IO; using System.Text; using Newtonsoft.Json; using StardewModdingAPI; namespace Omegasis.BuildEndurance { public class BuildEndurance : Mod { static bool exhausted_check = false; static bool collapse_check = false; static double BuildEndurance_data_xp_nextlvl = 20; static double BuildEndurance_data_xp_current = 0; static int BuildEndurance_data_current_lvl = 0; static int BuildEndurance_data_stam_bonus_acumulated = 0; static int BuildEndurance_data_ini_stam_bonus = 0; static bool BuildEndurance_data_clear_mod_effects = false; static int BuildEndurance_data_old_stamina = 0; static bool tool_cleaner = false; static bool fed = false; public Config ModConfig { get; set; } static bool upon_loading = false; static int nightly_stamina_value = 0; //Credit goes to Zoryn for pieces of this config generation that I kinda repurposed. public override void Entry(IModHelper helper) { StardewModdingAPI.Events.GameEvents.UpdateTick += EatingCallBack; //sloppy again but it'll do. StardewModdingAPI.Events.GameEvents.OneSecondTick += Tool_Cleanup; StardewModdingAPI.Events.GameEvents.UpdateTick += ToolCallBack; StardewModdingAPI.Events.SaveEvents.AfterLoad += LoadingCallBack; StardewModdingAPI.Events.TimeEvents.DayOfMonthChanged += SleepCallback; StardewModdingAPI.Events.GameEvents.UpdateTick += Exhaustion_callback; StardewModdingAPI.Events.GameEvents.UpdateTick += Collapse_Callback; var configLocation = Path.Combine(helper.DirectoryPath, "BuildEnduranceConfig.json"); if (!File.Exists(configLocation)) { Monitor.Log("Initial configuration file setup."); ModConfig = new Config(); ModConfig.BuildEndurance_current_lvl = 0; ModConfig.BuildEndurance_max_lvl = 100; ModConfig.BuildEndurance_stam_increase_upon_lvl_up = 1; ModConfig.BuildEndurance_xp_current = 0; ModConfig.BuildEndurance_xp_nextlvl = 20; ModConfig.BuildEndurance_xp_curve = 1.15; ModConfig.BuildEndurance_xp_eating = 2; ModConfig.BuildEndurance_xp_sleeping = 10; ModConfig.BuildEndurance_xp_tooluse = 1; ModConfig.BuildEndurance_ini_stam_boost = 0; ModConfig.BuildEndurance_stam_accumulated = 0; ModConfig.BuildEndurance_Exhaustion_XP = 25; ModConfig.BuildEndurance_Pass_Out_XP = 50; File.WriteAllBytes(configLocation, Encoding.UTF8.GetBytes(JsonConvert.SerializeObject(ModConfig))); } else { ModConfig = JsonConvert.DeserializeObject(Encoding.UTF8.GetString(File.ReadAllBytes(configLocation))); Monitor.Log("Found BuildEndurance config file."); } // DataLoader(); // MyWritter(); //hopefully loading these after the game is loaded will prevent wierd issues. Monitor.Log("BuildEndurance Initialization Completed"); } public void ToolCallBack(object sender, EventArgs e) //ultra quick response for checking if a tool is used. { if (tool_cleaner == true) return; if (StardewValley.Game1.player.usingTool == true) { // Console.WriteLine("Tool is being used"); BuildEndurance_data_xp_current += ModConfig.BuildEndurance_xp_tooluse; //BuildEndurance_data_xp_current += 1000; For testing purposes // Log.Info(BuildEndurance_data_xp_current); tool_cleaner = true; } else return; } public void Tool_Cleanup(object sender, EventArgs e) //nerfs how quickly xp is actually gained. I hope. { if (tool_cleaner == true) tool_cleaner = false; else return; } public void EatingCallBack(object sender, EventArgs e) { if (StardewValley.Game1.isEating == true) { // Console.WriteLine("NOM NOM NOM"); fed = true; //this code will run when the player eats an object. I.E. increases their eating skills. } //I'm going to assume they ate the food. if ((StardewValley.Game1.isEating == false) && fed == true) { //Console.WriteLine("NOM NOM NOM22222222222"); BuildEndurance_data_xp_current += ModConfig.BuildEndurance_xp_eating; fed = false; } return; } public void Exhaustion_callback(object sender, EventArgs e) //if the player is exhausted add xp. { if (exhausted_check == false) { if (StardewValley.Game1.player.exhausted) { BuildEndurance_data_xp_current += ModConfig.BuildEndurance_Exhaustion_XP; exhausted_check = true; Monitor.Log("The player is exhausted"); } } } public void Collapse_Callback(object sender, EventArgs e) //if the player stays up too late add some xp. { if (collapse_check == false) { if (StardewValley.Game1.farmerShouldPassOut == true) { BuildEndurance_data_xp_current += ModConfig.BuildEndurance_Pass_Out_XP; collapse_check = true; Monitor.Log("The player has collapsed!"); return; } } } public void LoadingCallBack(object sender, EventArgs e) { DataLoader(); MyWritter(); upon_loading = true; //runs when the player is loaded. var player = StardewValley.Game1.player; if (BuildEndurance_data_old_stamina == 0) { BuildEndurance_data_old_stamina = player.MaxStamina; //grab the initial stamina value } player.MaxStamina = nightly_stamina_value; if (nightly_stamina_value == 0) { player.MaxStamina = BuildEndurance_data_ini_stam_bonus + BuildEndurance_data_stam_bonus_acumulated + BuildEndurance_data_old_stamina; //incase the ini stam bonus is loaded in. } if (BuildEndurance_data_clear_mod_effects == true) { player.MaxStamina = BuildEndurance_data_old_stamina; // Console.WriteLine("BuildEndurance Reset!"); } DataLoader(); MyWritter(); } public void SleepCallback(object sender, EventArgs e) { //This will run when the character goes to sleep. It will increase their sleeping skill. exhausted_check = false; collapse_check = false; if (upon_loading == true) { //Log.Info("THIS IS MY NEW DAY CALL BACK XP version 1"); Monitor.Log(BuildEndurance_data_xp_current.ToString()); Clear_Checker(); Monitor.Log(BuildEndurance_data_clear_mod_effects.ToString()); var player = StardewValley.Game1.player; BuildEndurance_data_xp_current += ModConfig.BuildEndurance_xp_sleeping; if (BuildEndurance_data_old_stamina == 0) { BuildEndurance_data_old_stamina = player.MaxStamina; //grab the initial stamina value } if (BuildEndurance_data_clear_mod_effects == true) { Clear_DataLoader(); player.MaxStamina = BuildEndurance_data_old_stamina; BuildEndurance_data_xp_nextlvl = ModConfig.BuildEndurance_xp_nextlvl; BuildEndurance_data_xp_current = ModConfig.BuildEndurance_xp_current; BuildEndurance_data_stam_bonus_acumulated = 0; BuildEndurance_data_old_stamina = player.MaxStamina; BuildEndurance_data_ini_stam_bonus = 0; BuildEndurance_data_current_lvl = 0; //because this doesn't work propperly at first anyways. // Console.WriteLine("BuildEndurance Reset!"); } if (BuildEndurance_data_clear_mod_effects == false) { if (BuildEndurance_data_current_lvl < ModConfig.BuildEndurance_max_lvl) { while (BuildEndurance_data_xp_current >= BuildEndurance_data_xp_nextlvl) { BuildEndurance_data_current_lvl += 1; BuildEndurance_data_xp_current = BuildEndurance_data_xp_current - BuildEndurance_data_xp_nextlvl; BuildEndurance_data_xp_nextlvl = (ModConfig.BuildEndurance_xp_curve * BuildEndurance_data_xp_nextlvl); player.MaxStamina += ModConfig.BuildEndurance_stam_increase_upon_lvl_up; BuildEndurance_data_stam_bonus_acumulated += ModConfig.BuildEndurance_stam_increase_upon_lvl_up; } } } BuildEndurance_data_clear_mod_effects = false; nightly_stamina_value = StardewValley.Game1.player.maxStamina; MyWritter(); } //else Log.Info("Safely Loading."); } //Mod config data. public class Config { public double BuildEndurance_xp_nextlvl { get; set; } public double BuildEndurance_xp_current { get; set; } public double BuildEndurance_xp_curve { get; set; } public int BuildEndurance_current_lvl { get; set; } public int BuildEndurance_max_lvl { get; set; } public int BuildEndurance_stam_increase_upon_lvl_up { get; set; } public int BuildEndurance_xp_tooluse { get; set; } public int BuildEndurance_xp_eating { get; set; } public int BuildEndurance_xp_sleeping { get; set; } public int BuildEndurance_ini_stam_boost { get; set; } public int BuildEndurance_stam_accumulated { get; set; } public int BuildEndurance_Exhaustion_XP { get; set; } public int BuildEndurance_Pass_Out_XP { get; set; } } void Clear_DataLoader() { DataLoader(); MyWritter(); if (!Directory.Exists(Path.Combine(Helper.DirectoryPath, "PlayerData"))) Directory.CreateDirectory(Path.Combine(Helper.DirectoryPath, "PlayerData")); string myname = StardewValley.Game1.player.name; string mylocation = Path.Combine(Helper.DirectoryPath, "PlayerData", "BuildEndurance_data_"); string mylocation2 = mylocation + myname; string mylocation3 = mylocation2 + ".txt"; if (!File.Exists(mylocation3)) //if not data.json exists, initialize the data variables to the ModConfig data. I.E. starting out. { Console.WriteLine("Clear Data Loaded could not find the correct file."); BuildEndurance_data_clear_mod_effects = false; BuildEndurance_data_old_stamina = 0; BuildEndurance_data_ini_stam_bonus = 0; //return; } else { //loads the BuildEndurance_data upon loading the mod string[] readtext = File.ReadAllLines(mylocation3); BuildEndurance_data_ini_stam_bonus = Convert.ToInt32(readtext[9]); BuildEndurance_data_clear_mod_effects = Convert.ToBoolean(readtext[14]); BuildEndurance_data_old_stamina = Convert.ToInt32(readtext[16]); } } void Clear_Checker() { //loads the data to the variables upon loading the game. if (!Directory.Exists(Path.Combine(Helper.DirectoryPath, "PlayerData"))) Directory.CreateDirectory(Path.Combine(Helper.DirectoryPath, "PlayerData")); string myname = StardewValley.Game1.player.name; string mylocation = Path.Combine(Helper.DirectoryPath, "PlayerData", "BuildEndurance_data_"); ; string mylocation2 = mylocation + myname; string mylocation3 = mylocation2 + ".txt"; if (!File.Exists(mylocation3)) //if not data.json exists, initialize the data variables to the ModConfig data. I.E. starting out. { Console.WriteLine("Clear Data Loaded could not find the correct file."); BuildEndurance_data_clear_mod_effects = false; BuildEndurance_data_old_stamina = 0; BuildEndurance_data_ini_stam_bonus = 0; //return; } else { //loads the BuildEndurance_data upon loading the mod string[] readtext = File.ReadAllLines(mylocation3); BuildEndurance_data_clear_mod_effects = Convert.ToBoolean(readtext[14]); } } void DataLoader() { if (!Directory.Exists(Path.Combine(Helper.DirectoryPath, "PlayerData"))) Directory.CreateDirectory(Path.Combine(Helper.DirectoryPath, "PlayerData")); //loads the data to the variables upon loading the game. string myname = StardewValley.Game1.player.name; string mylocation = Path.Combine(Helper.DirectoryPath,"PlayerData", "BuildEndurance_data_"); string mylocation2 = mylocation + myname; string mylocation3 = mylocation2 + ".txt"; if (!File.Exists(mylocation3)) //if not data.json exists, initialize the data variables to the ModConfig data. I.E. starting out. { Console.WriteLine("DataLoading"); BuildEndurance_data_xp_nextlvl = ModConfig.BuildEndurance_xp_nextlvl; BuildEndurance_data_xp_current = ModConfig.BuildEndurance_xp_current; BuildEndurance_data_current_lvl = ModConfig.BuildEndurance_current_lvl; BuildEndurance_data_ini_stam_bonus = ModConfig.BuildEndurance_ini_stam_boost; BuildEndurance_data_stam_bonus_acumulated = ModConfig.BuildEndurance_stam_accumulated; BuildEndurance_data_clear_mod_effects = false; BuildEndurance_data_old_stamina = 0; } else { // Console.WriteLine("HEY THERE IM LOADING DATA"); //loads the BuildEndurance_data upon loading the mod string[] readtext = File.ReadAllLines(mylocation3); BuildEndurance_data_current_lvl = Convert.ToInt32(readtext[3]); BuildEndurance_data_xp_nextlvl = Convert.ToDouble(readtext[7]); //these array locations refer to the lines in BuildEndurance_data.json BuildEndurance_data_xp_current = Convert.ToDouble(readtext[5]); BuildEndurance_data_ini_stam_bonus = Convert.ToInt32(readtext[9]); BuildEndurance_data_stam_bonus_acumulated = Convert.ToInt32(readtext[11]); BuildEndurance_data_clear_mod_effects = Convert.ToBoolean(readtext[14]); BuildEndurance_data_old_stamina = Convert.ToInt32(readtext[16]); nightly_stamina_value = Convert.ToInt32(readtext[18]); //this should grab the nightly stamina values } } void MyWritter() { //saves the BuildEndurance_data at the end of a new day; if (!Directory.Exists(Path.Combine(Helper.DirectoryPath, "PlayerData"))) Directory.CreateDirectory(Path.Combine(Helper.DirectoryPath, "PlayerData")); string myname = StardewValley.Game1.player.name; string mylocation = Path.Combine(Helper.DirectoryPath,"PlayerData", "BuildEndurance_data_"); string mylocation2 = mylocation + myname; string mylocation3 = mylocation2 + ".txt"; string[] mystring3 = new string[20]; if (!File.Exists(mylocation3)) { Console.WriteLine("The data file for BuildEndurance was not found, guess I'll create it when you sleep."); //write out the info to a text file at the end of a day. This will run if it doesnt exist. mystring3[0] = "Player: Build Endurance Data. Modification can cause errors. Edit at your own risk."; mystring3[1] = "===================================================================================="; mystring3[2] = "Player Current Level:"; mystring3[3] = BuildEndurance_data_current_lvl.ToString(); mystring3[4] = "Player Current XP:"; mystring3[5] = BuildEndurance_data_xp_current.ToString(); mystring3[6] = "Xp to next Level:"; mystring3[7] = BuildEndurance_data_xp_nextlvl.ToString(); mystring3[8] = "Initial Stam Bonus:"; mystring3[9] = BuildEndurance_data_ini_stam_bonus.ToString(); mystring3[10] = "Additional Stam Bonus:"; mystring3[11] = BuildEndurance_data_stam_bonus_acumulated.ToString(); mystring3[12] = "======================================================================================="; mystring3[13] = "RESET ALL MOD EFFECTS? This will effective start you back at square 1. Also good if you want to remove this mod."; mystring3[14] = BuildEndurance_data_clear_mod_effects.ToString(); mystring3[15] = "OLD STAMINA AMOUNT: This is the initial value of the Player's Stamina before this mod took over."; mystring3[16] = BuildEndurance_data_old_stamina.ToString(); mystring3[17] = "Nightly Stamina Value: This is the value of the player's stamina that was saved when the player slept."; mystring3[18] = nightly_stamina_value.ToString(); //this should save the player's stamina upon sleeping. 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: Build Endurance Data. Modification can cause errors. Edit at your own risk."; mystring3[1] = "===================================================================================="; mystring3[2] = "Player Current Level:"; mystring3[3] = BuildEndurance_data_current_lvl.ToString(); mystring3[4] = "Player Current XP:"; mystring3[5] = BuildEndurance_data_xp_current.ToString(); mystring3[6] = "Xp to next Level:"; mystring3[7] = BuildEndurance_data_xp_nextlvl.ToString(); mystring3[8] = "Initial Stam Bonus:"; mystring3[9] = BuildEndurance_data_ini_stam_bonus.ToString(); mystring3[10] = "Additional Stam Bonus:"; mystring3[11] = BuildEndurance_data_stam_bonus_acumulated.ToString(); mystring3[12] = "======================================================================================="; mystring3[13] = "RESET ALL MOD EFFECTS? This will effective start you back at square 1. Also good if you want to remove this mod."; mystring3[14] = BuildEndurance_data_clear_mod_effects.ToString(); mystring3[15] = "OLD STAMINA AMOUNT: This is the initial value of the Player's Stamina before this mod took over."; mystring3[16] = BuildEndurance_data_old_stamina.ToString(); mystring3[17] = "Nightly Stamina Value: This is the value of the player's stamina that was saved when the player slept."; mystring3[18] = nightly_stamina_value.ToString(); File.WriteAllLines(mylocation3, mystring3); } } } //end my function }