using System; using System.Collections.Generic; using System.Linq; using Omegasis.SaveAnywhere.Framework; using StardewModdingAPI; using StardewModdingAPI.Events; using StardewValley; using StardewValley.Characters; using StardewValley.Monsters; namespace Omegasis.SaveAnywhere { /// The mod entry point. public class SaveAnywhere : Mod { /********* ** Fields *********/ /// The mod configuration. private ModConfig Config; /// Provides methods for saving and loading game data. private SaveManager SaveManager; /// The parsed schedules by NPC name. private readonly IDictionary NpcSchedules = new Dictionary(); /// Whether villager schedules should be reset now. private bool ShouldResetSchedules; /// Whether we're performing a non-vanilla save (i.e. not by sleeping in bed). private bool IsCustomSaving; /// Used to access the Mod's helper from other files associated with the mod. public static IModHelper ModHelper; /// Used to access the Mod's monitor to allow for debug logging in other files associated with the mod. public static IMonitor ModMonitor; private List monsters; private bool customMenuOpen; /********* ** Public methods *********/ /// The mod entry point, called after the mod is first loaded. /// Provides simplified APIs for writing mods. public override void Entry(IModHelper helper) { this.Config = helper.ReadConfig(); this.SaveManager = new SaveManager(this.Helper, this.Helper.Reflection, onLoaded: () => this.ShouldResetSchedules = true); helper.Events.GameLoop.SaveLoaded += this.OnSaveLoaded; helper.Events.GameLoop.Saved += this.OnSaved; helper.Events.GameLoop.UpdateTicked += this.OnUpdateTicked; helper.Events.GameLoop.DayStarted += this.OnDayStarted; helper.Events.Input.ButtonPressed += this.OnButtonPressed; ModHelper = helper; ModMonitor = this.Monitor; this.customMenuOpen = false; } /********* ** Private methods *********/ /// Raised after the player loads a save slot and the world is initialised. /// The event sender. /// The event arguments. private void OnSaveLoaded(object sender, SaveLoadedEventArgs e) { // reset state this.IsCustomSaving = false; this.ShouldResetSchedules = false; // load positions this.SaveManager.LoadData(); } /// Raised after the game finishes writing data to the save file (except the initial save creation). /// The event sender. /// The event arguments. private void OnSaved(object sender, SavedEventArgs e) { // clear custom data after a normal save (to avoid restoring old state) if (!this.IsCustomSaving) this.SaveManager.ClearData(); else { this.IsCustomSaving = false; } } /// Raised after the game state is updated (≈60 times per second). /// The event sender. /// The event arguments. private void OnUpdateTicked(object sender, UpdateTickedEventArgs e) { // let save manager run background logic if (Context.IsWorldReady) { if (!Game1.player.IsMainPlayer) return; this.SaveManager.Update(); } // reset NPC schedules if (Context.IsWorldReady && this.ShouldResetSchedules) { this.ShouldResetSchedules = false; this.ApplySchedules(); } if (Game1.activeClickableMenu == null && !this.customMenuOpen) return; if (Game1.activeClickableMenu == null && this.customMenuOpen) { this.restoreMonsters(); this.customMenuOpen = false; return; } if (Game1.activeClickableMenu != null) { if (Game1.activeClickableMenu.GetType() == typeof(NewSaveGameMenu)) { this.customMenuOpen = true; } } } /// Saves all monsters from the game world. private void cleanMonsters() { this.monsters = new List(); foreach (var npc in Game1.player.currentLocation.characters) { try { if (npc is Monster monster) this.monsters.Add(monster); } catch { } } foreach (var monster in this.monsters) Game1.player.currentLocation.characters.Remove(monster); } /// Adds all saved monster back into the game world. private void restoreMonsters() { foreach (var monster in this.monsters) Game1.player.currentLocation.characters.Add(monster); } /// Raised after the game begins a new day (including when the player loads a save). /// The event sender. /// The event arguments. private void OnDayStarted(object sender, DayStartedEventArgs e) { // reload NPC schedules this.ShouldResetSchedules = true; // update NPC schedules this.NpcSchedules.Clear(); foreach (NPC npc in Utility.getAllCharacters()) { if (!this.NpcSchedules.ContainsKey(npc.Name)) this.NpcSchedules.Add(npc.Name, this.ParseSchedule(npc)); } } /// Raised after the player presses a button on the keyboard, controller, or mouse. /// The event sender. /// The event arguments. private void OnButtonPressed(object sender, ButtonPressedEventArgs e) { if (!Context.IsPlayerFree) return; // initiate save (if valid context) if (e.Button == this.Config.SaveKey) { if (Game1.client == null) { this.cleanMonsters(); // validate: community center Junimos can't be saved if (Game1.player.currentLocation.getCharacters().OfType().Any()) { Game1.addHUDMessage(new HUDMessage("The spirits don't want you to save here.", HUDMessage.error_type)); return; } // save this.IsCustomSaving = true; this.SaveManager.BeginSaveData(); } else { Game1.addHUDMessage(new HUDMessage("Only server hosts can save anywhere.", HUDMessage.error_type)); } } } /// Apply the NPC schedules to each NPC. private void ApplySchedules() { if (Game1.weatherIcon == Game1.weather_festival || Game1.isFestival() || Game1.eventUp) return; // apply for each NPC foreach (NPC npc in Utility.getAllCharacters()) { if (npc.DirectionsToNewLocation != null || npc.isMoving() || npc.Schedule == null || npc.controller != null || npc is Horse) continue; // get raw schedule from XNBs IDictionary rawSchedule = this.GetRawSchedule(npc.Name); if (rawSchedule == null) continue; // get schedule data if (!this.NpcSchedules.TryGetValue(npc.Name, out string scheduleData) || string.IsNullOrEmpty(scheduleData)) { //this.Monitor.Log("THIS IS AWKWARD"); continue; } // get schedule script if (!rawSchedule.TryGetValue(scheduleData, out string script)) continue; // parse entries string[] entries = script.Split('/'); int index = 0; foreach (string _ in entries) { string[] fields = entries[index].Split(' '); // handle GOTO command if (fields.Contains("GOTO")) { for (int i = 0; i < fields.Length; i++) { string s = fields[i]; if (s == "GOTO") { rawSchedule.TryGetValue(fields[i + 1], out script); string[] newEntries = script.Split('/'); fields = newEntries[0].Split(' '); } } } // parse schedule script SchedulePathDescription schedulePathDescription; try { if (Convert.ToInt32(fields[0]) > Game1.timeOfDay) break; string endMap = Convert.ToString(fields[1]); int x = Convert.ToInt32(fields[2]); int y = Convert.ToInt32(fields[3]); int endFacingDir = Convert.ToInt32(fields[4]); schedulePathDescription = this.Helper.Reflection .GetMethod(npc, "pathfindToNextScheduleLocation") .Invoke(npc.currentLocation.Name, npc.getTileX(), npc.getTileY(), endMap, x, y, endFacingDir, null, null); index++; } catch { continue; } npc.DirectionsToNewLocation = schedulePathDescription; npc.controller = new PathFindController(npc.DirectionsToNewLocation.route, npc, Utility.getGameLocationOfCharacter(npc)) { finalFacingDirection = npc.DirectionsToNewLocation.facingDirection, endBehaviorFunction = null }; } } } /// Get an NPC's raw schedule data from the XNB files. /// The NPC name whose schedules to read. /// Returns the NPC schedule if found, else null. private IDictionary GetRawSchedule(string npcName) { try { return Game1.content.Load>($"Characters\\schedules\\{npcName}"); } catch { return null; } } /// Load the raw schedule data for an NPC. /// The NPC whose schedule to read. private string ParseSchedule(NPC npc) { // set flags if (npc.Name.Equals("Robin") || Game1.player.currentUpgrade != null) npc.IsInvisible = false; if (npc.Name.Equals("Willy") && Game1.stats.DaysPlayed < 2u) npc.IsInvisible = true; else if (npc.Schedule != null) npc.followSchedule = true; // read schedule data IDictionary schedule = this.GetRawSchedule(npc.Name); if (schedule == null) return ""; // do stuff if (npc.isMarried()) { string dayName = Game1.shortDayNameFromDayOfSeason(Game1.dayOfMonth); if ((npc.Name.Equals("Penny") && (dayName.Equals("Tue") || dayName.Equals("Wed") || dayName.Equals("Fri"))) || (npc.Name.Equals("Maru") && (dayName.Equals("Tue") || dayName.Equals("Thu"))) || (npc.Name.Equals("Harvey") && (dayName.Equals("Tue") || dayName.Equals("Thu")))) { this.Helper.Reflection .GetField(npc, "nameOfTodaysSchedule") .SetValue("marriageJob"); return "marriageJob"; } if (!Game1.isRaining && schedule.ContainsKey("marriage_" + Game1.shortDayNameFromDayOfSeason(Game1.dayOfMonth))) { this.Helper.Reflection .GetField(npc, "nameOfTodaysSchedule") .SetValue("marriage_" + Game1.shortDayNameFromDayOfSeason(Game1.dayOfMonth)); return "marriage_" + Game1.shortDayNameFromDayOfSeason(Game1.dayOfMonth); } npc.followSchedule = false; return null; } else { if (schedule.ContainsKey(Game1.currentSeason + "_" + Game1.dayOfMonth)) return Game1.currentSeason + "_" + Game1.dayOfMonth; int i; Game1.player.friendshipData.TryGetValue(npc.Name, out Friendship f); for (i = (Game1.player.friendshipData.ContainsKey(npc.Name) ? (f.Points / 250) : -1); i > 0; i--) { if (schedule.ContainsKey(Game1.dayOfMonth + "_" + i)) return Game1.dayOfMonth + "_" + i; } if (schedule.ContainsKey(string.Empty + Game1.dayOfMonth)) return string.Empty + Game1.dayOfMonth; if (npc.Name.Equals("Pam") && Game1.player.mailReceived.Contains("ccVault")) return "bus"; if (Game1.isRaining) { if (Game1.random.NextDouble() < 0.5 && schedule.ContainsKey("rain2")) return "rain2"; if (schedule.ContainsKey("rain")) return "rain"; } List list = new List { Game1.currentSeason, Game1.shortDayNameFromDayOfSeason(Game1.dayOfMonth) }; Game1.player.friendshipData.TryGetValue(npc.Name, out Friendship friendship); i = (Game1.player.friendshipData.ContainsKey(npc.Name) ? (friendship.Points / 250) : -1); while (i > 0) { list.Add(string.Empty + i); if (schedule.ContainsKey(string.Join("_", list))) { return string.Join("_", list); } i--; list.RemoveAt(list.Count - 1); } if (schedule.ContainsKey(string.Join("_", list))) { return string.Join("_", list); } if (schedule.ContainsKey(Game1.shortDayNameFromDayOfSeason(Game1.dayOfMonth))) { return Game1.shortDayNameFromDayOfSeason(Game1.dayOfMonth); } if (schedule.ContainsKey(Game1.currentSeason)) { return Game1.currentSeason; } if (schedule.ContainsKey("spring_" + Game1.shortDayNameFromDayOfSeason(Game1.dayOfMonth))) { return "spring_" + Game1.shortDayNameFromDayOfSeason(Game1.dayOfMonth); } list.RemoveAt(list.Count - 1); list.Add("spring"); Game1.player.friendshipData.TryGetValue(npc.Name, out Friendship friendship2); i = (Game1.player.friendshipData.ContainsKey(npc.Name) ? (friendship2.Points / 250) : -1); while (i > 0) { list.Add(string.Empty + i); if (schedule.ContainsKey(string.Join("_", list))) return string.Join("_", list); i--; list.RemoveAt(list.Count - 1); } return schedule.ContainsKey("spring") ? "spring" : null; } } } }