using System; using System.Collections.Generic; using System.IO; using System.Linq; using System.Text; using System.Threading.Tasks; using Newtonsoft.Json; using Newtonsoft.Json.Linq; using StardewModdingAPI; using Microsoft.Xna.Framework; namespace BuildHealth { public class BuildHealth : Mod { public double BuildHealth_data_xp_nextlvl; public double BuildHealth_data_xp_current; public int BuildHealth_data_current_lvl; public int BuildHealth_data_health_bonus_acumulated; public int BuildHealth_data_ini_health_bonus; public bool BuildHealth_data_clear_mod_effects = false; public int BuildHealth_data_old_health = 0; public bool tool_cleaner = false; public bool fed = false; public Config ModConfig { get; set; } //Credit goes to Zoryn for pieces of this config generation that I kinda repurposed. public override void Entry(params object[] objects) { StardewModdingAPI.Events.TimeEvents.DayOfMonthChanged += SleepCallback; StardewModdingAPI.Events.GameEvents.UpdateTick += EatingCallBack; //sloppy again but it'll do. StardewModdingAPI.Events.GameEvents.OneSecondTick += Tool_Cleanup; StardewModdingAPI.Events.GameEvents.UpdateTick += ToolCallBack; StardewModdingAPI.Events.PlayerEvents.LoadedGame += LoadingCallBack; var configLocation = Path.Combine(PathOnDisk, "BuildHealthConfig.json"); if (!File.Exists(configLocation)) { Console.WriteLine("The config file for BuildHealth was not found, guess I'll create it..."); ModConfig = new Config(); ModConfig.BuildHealth_current_lvl = 0; ModConfig.BuildHealth_max_lvl = 100; ModConfig.BuildHealth_Health_increase_upon_lvl_up = 1; ModConfig.BuildHealth_xp_current = 0; ModConfig.BuildHealth_xp_nextlvl = 20; ModConfig.BuildHealth_xp_curve = 1.15; ModConfig.BuildHealth_xp_eating = 2; ModConfig.BuildHealth_xp_sleeping = 10; ModConfig.BuildHealth_xp_tooluse = 1; ModConfig.BuildHealth_ini_Health_boost = 0; ModConfig.BuildHealth_Health_accumulated = 0; File.WriteAllBytes(configLocation, Encoding.UTF8.GetBytes(JsonConvert.SerializeObject(ModConfig))); } else { ModConfig = JsonConvert.DeserializeObject(Encoding.UTF8.GetString(File.ReadAllBytes(configLocation))); Console.WriteLine("Found BuildHealth config file."); } DataLoader(); MyWritter(); Console.WriteLine("BuildHealth 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 (StardewModdingAPI.Entities.SPlayer.CurrentFarmer.usingTool == true) { //Console.WriteLine("Tool is being used"); BuildHealth_data_xp_current += ModConfig.BuildHealth_xp_tooluse; 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 NOM"); BuildHealth_data_xp_current += ModConfig.BuildHealth_xp_eating; fed = false; } return; } public void SleepCallback(object sender, EventArgs e) { Clear_DataLoader(); //This will run when the character goes to sleep. It will increase their sleeping skill. var player = StardewValley.Game1.player; BuildHealth_data_xp_current += ModConfig.BuildHealth_xp_sleeping; if (BuildHealth_data_old_health == 0) { BuildHealth_data_old_health = player.maxHealth; //grab the initial Health value } if (BuildHealth_data_clear_mod_effects == true) { player.maxHealth = BuildHealth_data_old_health; BuildHealth_data_xp_nextlvl = ModConfig.BuildHealth_xp_nextlvl; BuildHealth_data_xp_current = ModConfig.BuildHealth_xp_current; BuildHealth_data_health_bonus_acumulated = 0; BuildHealth_data_old_health = player.maxHealth; BuildHealth_data_ini_health_bonus = 0; BuildHealth_data_current_lvl = 0; Console.WriteLine("BuildHealth Reset!"); } if (BuildHealth_data_clear_mod_effects == false) { if (BuildHealth_data_current_lvl < ModConfig.BuildHealth_max_lvl) { while (BuildHealth_data_xp_current >= BuildHealth_data_xp_nextlvl) { BuildHealth_data_current_lvl += 1; BuildHealth_data_xp_current = BuildHealth_data_xp_current - BuildHealth_data_xp_nextlvl; BuildHealth_data_xp_nextlvl = (ModConfig.BuildHealth_xp_curve * BuildHealth_data_xp_nextlvl); player.maxHealth += ModConfig.BuildHealth_Health_increase_upon_lvl_up; BuildHealth_data_health_bonus_acumulated += ModConfig.BuildHealth_Health_increase_upon_lvl_up; } } } BuildHealth_data_clear_mod_effects = false; MyWritter(); } public void LoadingCallBack(object sender, EventArgs e) { // Console.WriteLine("entering loading callback"); if (StardewModdingAPI.Inheritance.SGame.hasLoadedGame == true) { // Console.WriteLine("Penetrated loading callback"); DataLoader(); MyWritter(); //runs when the player is loaded. var player = StardewValley.Game1.player; if (BuildHealth_data_old_health == 0) { BuildHealth_data_old_health = player.maxHealth; //grab the initial health value } player.maxHealth = BuildHealth_data_ini_health_bonus + BuildHealth_data_health_bonus_acumulated + BuildHealth_data_old_health; //incase the ini stam bonus is loaded in. if (BuildHealth_data_clear_mod_effects == true) { player.maxHealth = BuildHealth_data_old_health; Console.WriteLine("BuildHealth Reset!"); } DataLoader(); MyWritter(); } } //Mod config data. public class Config { public double BuildHealth_xp_nextlvl { get; set; } public double BuildHealth_xp_current { get; set; } public double BuildHealth_xp_curve { get; set; } public int BuildHealth_current_lvl { get; set; } public int BuildHealth_max_lvl { get; set; } public int BuildHealth_Health_increase_upon_lvl_up { get; set; } public int BuildHealth_xp_tooluse { get; set; } public int BuildHealth_xp_eating { get; set; } public int BuildHealth_xp_sleeping { get; set; } public int BuildHealth_ini_Health_boost { get; set; } public int BuildHealth_Health_accumulated { get; set; } } void Clear_DataLoader() { //loads the data to the variables upon loading the game. var mylocation = Path.Combine(PathOnDisk, "BuildHealth_data.txt"); // string[] mystring = new string[20]; if (!File.Exists(mylocation)) //if not data.json exists, initialize the data variables to the ModConfig data. I.E. starting out. { Console.WriteLine("The config file for BuildHealth was not found, guess I'll create it..."); BuildHealth_data_clear_mod_effects = false; BuildHealth_data_old_health = 0; BuildHealth_data_ini_health_bonus = 0; } else { //loads the BuildHealth_data upon loading the mod string[] readtext = File.ReadAllLines(mylocation); BuildHealth_data_ini_health_bonus = Convert.ToInt32(readtext[9]); BuildHealth_data_clear_mod_effects = Convert.ToBoolean(readtext[14]); BuildHealth_data_old_health = Convert.ToInt32(readtext[16]); } } void DataLoader() { //loads the data to the variables upon loading the game. var mylocation = Path.Combine(PathOnDisk, "BuildHealth_data.txt"); //string[] mystring = new string[20]; if (!File.Exists(mylocation)) //if not data.json exists, initialize the data variables to the ModConfig data. I.E. starting out. { Console.WriteLine("The config file for BuildHealth was not found, guess I'll create it..."); BuildHealth_data_xp_nextlvl = ModConfig.BuildHealth_xp_nextlvl; BuildHealth_data_xp_current = ModConfig.BuildHealth_xp_current; BuildHealth_data_current_lvl = ModConfig.BuildHealth_current_lvl; BuildHealth_data_ini_health_bonus = ModConfig.BuildHealth_ini_Health_boost; BuildHealth_data_health_bonus_acumulated = ModConfig.BuildHealth_Health_accumulated; BuildHealth_data_clear_mod_effects = false; BuildHealth_data_old_health = 0; } else { // Console.WriteLine("HEY THERE IM LOADING DATA"); //loads the BuildHealth_data upon loading the mod string[] readtext = File.ReadAllLines(mylocation); BuildHealth_data_current_lvl = Convert.ToInt32(readtext[3]); BuildHealth_data_xp_nextlvl = Convert.ToDouble(readtext[7]); //these array locations refer to the lines in BuildHealth_data.json BuildHealth_data_xp_current = Convert.ToDouble(readtext[5]); BuildHealth_data_ini_health_bonus = Convert.ToInt32(readtext[9]); BuildHealth_data_health_bonus_acumulated = Convert.ToInt32(readtext[11]); BuildHealth_data_clear_mod_effects = Convert.ToBoolean(readtext[14]); BuildHealth_data_old_health = Convert.ToInt32(readtext[16]); } } void MyWritter() { //saves the BuildHealth_data at the end of a new day; var mylocation = Path.Combine(PathOnDisk, "BuildHealth_data.txt"); string[] mystring3 = new string[20]; if (!File.Exists(mylocation)) { Console.WriteLine("The data file for BuildHealth 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 Health Data. Modification can cause errors. Edit at your own risk."; mystring3[1] = "===================================================================================="; mystring3[2] = "Player Current Level:"; mystring3[3] = BuildHealth_data_current_lvl.ToString(); mystring3[4] = "Player Current XP:"; mystring3[5] = BuildHealth_data_xp_current.ToString(); mystring3[6] = "Xp to next Level:"; mystring3[7] = BuildHealth_data_xp_nextlvl.ToString(); mystring3[8] = "Initial Health Bonus:"; mystring3[9] = BuildHealth_data_ini_health_bonus.ToString(); mystring3[10] = "Additional Health Bonus:"; mystring3[11] = BuildHealth_data_health_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] = BuildHealth_data_clear_mod_effects.ToString(); mystring3[15] = "OLD Health AMOUNT: This is the initial value of the Player's Health before this mod took over."; mystring3[16] = BuildHealth_data_old_health.ToString(); File.WriteAllLines(mylocation, 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 Health Data. Modification can cause errors. Edit at your own risk."; mystring3[1] = "===================================================================================="; mystring3[2] = "Player Current Level:"; mystring3[3] = BuildHealth_data_current_lvl.ToString(); mystring3[4] = "Player Current XP:"; mystring3[5] = BuildHealth_data_xp_current.ToString(); mystring3[6] = "Xp to next Level:"; mystring3[7] = BuildHealth_data_xp_nextlvl.ToString(); mystring3[8] = "Initial Health Bonus:"; mystring3[9] = BuildHealth_data_ini_health_bonus.ToString(); mystring3[10] = "Additional Health Bonus:"; mystring3[11] = BuildHealth_data_health_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] = BuildHealth_data_clear_mod_effects.ToString(); mystring3[15] = "OLD Health AMOUNT: This is the initial value of the Player's Health before this mod took over."; mystring3[16] = BuildHealth_data_old_health.ToString(); File.WriteAllLines(mylocation, mystring3); } } } //end my function }