using System.IO; using Omegasis.BuildHealth.Framework; using StardewModdingAPI; using StardewModdingAPI.Events; using StardewValley; namespace Omegasis.BuildHealth { /// The mod entry point. public class BuildHealth : Mod { /********* ** Fields *********/ /// The relative path for the current player's data file. private string RelativeDataPath => Path.Combine("data", $"{Constants.SaveFolderName}.json"); /// The mod settings and player data. private ModConfig Config; /// The data for the current player. private PlayerData PlayerData; /// Whether the player recently gained XP for tool use. private bool HasRecentToolExp; /// Whether the player was eating last time we checked. private bool WasEating; /// The player's health last time we checked it. private int LastHealth; /// Whether the player has collapsed today. private bool WasCollapsed; /********* ** 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) { helper.Events.GameLoop.UpdateTicked += this.OnUpdateTicked; helper.Events.GameLoop.DayStarted += this.OnDayStarted; helper.Events.GameLoop.SaveLoaded += this.OnSaveLoaded; this.Config = helper.ReadConfig(); } /********* ** Private methods *********/ /// Raised after the game state is updated (≈60 times per second). /// The event sender. /// The event arguments. private void OnUpdateTicked(object sender, UpdateTickedEventArgs e) { if (!Context.IsWorldReady) return; // nerf how quickly tool xp is gained (I hope) if (e.IsOneSecond && this.HasRecentToolExp) this.HasRecentToolExp = false; // give XP when player finishes eating if (Game1.player.isEating) this.WasEating = true; else if (this.WasEating) { this.PlayerData.CurrentExp += this.Config.ExpForEating; this.WasEating = false; } // give XP when player uses tool if (!this.HasRecentToolExp && Game1.player.UsingTool) { this.PlayerData.CurrentExp += this.Config.ExpForToolUse; this.HasRecentToolExp = true; } // give XP for taking damage var player = Game1.player; if (this.LastHealth > player.health) { this.PlayerData.CurrentExp += this.LastHealth - player.health; this.LastHealth = player.health; } else if (this.LastHealth < player.health) this.LastHealth = player.health; // give XP when player stays up too late or collapses if (!this.WasCollapsed && this.shouldFarmerPassout()) { this.PlayerData.CurrentExp += this.Config.ExpForCollapsing; this.WasCollapsed = true; } } /// 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.HasRecentToolExp = false; this.WasEating = false; this.LastHealth = Game1.player.health; this.WasCollapsed = false; // load player data this.PlayerData = this.Helper.Data.ReadJsonFile(this.RelativeDataPath) ?? new PlayerData(); if (this.PlayerData.OriginalMaxHealth == 0) this.PlayerData.OriginalMaxHealth = Game1.player.maxHealth; // reset if needed if (this.PlayerData.ClearModEffects) { Game1.player.maxHealth = this.PlayerData.OriginalMaxHealth; this.PlayerData.ExpToNextLevel = this.Config.ExpToNextLevel; this.PlayerData.CurrentExp = this.Config.CurrentExp; this.PlayerData.CurrentLevelHealthBonus = 0; this.PlayerData.OriginalMaxHealth = Game1.player.maxHealth; this.PlayerData.BaseHealthBonus = 0; this.PlayerData.CurrentLevel = 0; this.PlayerData.ClearModEffects = false; } // else apply health bonus else Game1.player.maxHealth = this.PlayerData.BaseHealthBonus + this.PlayerData.CurrentLevelHealthBonus + this.PlayerData.OriginalMaxHealth; } /// 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) { // reset data this.LastHealth = Game1.player.maxHealth; this.WasCollapsed = false; // update settings var player = Game1.player; this.PlayerData.CurrentExp += this.Config.ExpForSleeping; if (this.PlayerData.OriginalMaxHealth == 0) this.PlayerData.OriginalMaxHealth = player.maxHealth; //grab the initial Health value if (this.PlayerData.CurrentLevel < this.Config.MaxLevel) { while (this.PlayerData.CurrentExp >= this.PlayerData.ExpToNextLevel) { this.PlayerData.CurrentLevel += 1; this.PlayerData.CurrentExp = this.PlayerData.CurrentExp - this.PlayerData.ExpToNextLevel; this.PlayerData.ExpToNextLevel = (this.Config.ExpCurve * this.PlayerData.ExpToNextLevel); player.maxHealth += this.Config.HealthIncreasePerLevel; this.PlayerData.CurrentLevelHealthBonus += this.Config.HealthIncreasePerLevel; } } // save data this.Helper.Data.WriteJsonFile(this.RelativeDataPath, this.PlayerData); } public bool shouldFarmerPassout() { if (Game1.player.stamina <= 0 || Game1.player.health <= 0 || Game1.timeOfDay >= 2600) return true; else return false; } } }