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 Storm.ExternalEvent; using Storm.StardewValley; using Storm.StardewValley.Event; using Storm.StardewValley.Wrapper; using Storm; using Microsoft.Xna.Framework; namespace BuildHealth { [Mod] public class BuildHealth : DiskResource { public double data_xp_nextlvl; public double data_xp_current; public int data_current_lvl; public int data_health_bonus_acumulated; public int data_ini_health_bonus; public bool data_clear_mod_effects = false; public int data_old_health = 0; public Config ModConfig { get; set; } [Subscribe] //Credit goes to Zoryn for pieces of this config generation that I kinda repurposed. public void InitializeCallback(InitializeEvent @event) { var configLocation = Path.Combine(PathOnDisk, "BuildHealth_Config.json"); if (!File.Exists(configLocation)) { Logging.LogToFile("The config file for BuildHealth was not found, guess I'll create it..."); ModConfig = new Config(); ModConfig.current_lvl = 0; ModConfig.max_lvl = 100; ModConfig.health_increase_upon_lvl_up = 1; ModConfig.xp_current = 0; ModConfig.xp_nextlvl = 20; ModConfig.xp_curve = 1.15; ModConfig.xp_eating = 2; ModConfig.xp_sleeping = 10; ModConfig.xp_tooluse = 1; ModConfig.ini_health_boost = 0; ModConfig.health_accumulated = 0; File.WriteAllBytes(configLocation, Encoding.UTF8.GetBytes(JsonConvert.SerializeObject(ModConfig))); // Console.WriteLine("The config file for MoreRain has been loaded.\n\t RainChance: {0}, ThunderChance: {1}", // ModConfig.RainChance, ModConfig.ThunderChance); } else { ModConfig = JsonConvert.DeserializeObject(Encoding.UTF8.GetString(File.ReadAllBytes(configLocation))); Logging.LogToFile("Found BuildHealth config file."); } DataLoader(); MyWritter(); Logging.LogToFile("BuildHealth Initialization Completed"); } [Subscribe] public void ToolCallBack(Storm.StardewValley.Event.ReleaseUseToolButtonEvent @event) { //this will be the code that runs when a tool is used //Logging.LogToFile("A TOOL IS BEING USED"); data_xp_current += ModConfig.xp_tooluse; } [Subscribe] public void EatingCallBack(Storm.StardewValley.Event.PlayerEatObjectEvent @event) { //this code will run when the player eats an object. I.E. increases their eating skills. //Logging.LogToFile("A FOOD IS BEING CONSUMED"); data_xp_current += ModConfig.xp_eating; } [Subscribe] public void SleepCallback(Storm.StardewValley.Event.PreNewDayEvent @event) { Clear_DataLoader(); //This will run when the character goes to sleep. It will increase their sleeping skill. var player = @event.Root.Player; data_xp_current += ModConfig.xp_sleeping; if (data_old_health == 0) { data_old_health = player.MaxHealth; //grab the initial health value } if (data_clear_mod_effects == true) { player.MaxHealth = data_old_health; data_xp_nextlvl = ModConfig.xp_nextlvl; data_xp_current = ModConfig.xp_current; data_health_bonus_acumulated = 0; data_old_health = player.MaxHealth; data_ini_health_bonus = 0; data_current_lvl = 0; Logging.LogToFile("BuildHealth Reset!"); } if (data_clear_mod_effects == false) { if (data_current_lvl < ModConfig.max_lvl) { while (data_xp_current >= data_xp_nextlvl) { data_current_lvl += 1; data_xp_current = data_xp_current - data_xp_nextlvl; data_xp_nextlvl = (ModConfig.xp_curve * data_xp_nextlvl); player.MaxHealth += ModConfig.health_increase_upon_lvl_up; data_health_bonus_acumulated += ModConfig.health_increase_upon_lvl_up; } /* if (player.MaxHealth != data_old_health + data_health_bonus_acumulated + data_ini_health_bonus) { player.MaxHealth = data_old_health + data_health_bonus_acumulated + data_ini_health_bonus; } */ } } data_clear_mod_effects = false; MyWritter(); } [Subscribe] public void LoadingCallBack(Storm.StardewValley.Event.PostGameLoadedEvent @event) { DataLoader(); MyWritter(); //runs when the player is loaded. var player = @event.Root.Player; if (data_old_health == 0) { data_old_health = player.MaxHealth; //grab the initial health value } player.MaxHealth = data_ini_health_bonus + data_health_bonus_acumulated + data_old_health; //incase the ini health bonus is loaded in. if (data_clear_mod_effects == true) { player.MaxHealth = data_old_health; Logging.LogToFile("BuildHealth Reset!"); } DataLoader(); MyWritter(); } //Mod config data. public class Config { public double xp_nextlvl { get; set; } public double xp_current { get; set; } public double xp_curve { get; set; } public int current_lvl { get; set; } public int max_lvl { get; set; } public int health_increase_upon_lvl_up { get; set; } public int xp_tooluse { get; set; } public int xp_eating { get; set; } public int xp_sleeping { get; set; } public int ini_health_boost { get; set; } public int 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. { Logging.LogToFile("The config file for BuildHealth was not found, guess I'll create it..."); data_clear_mod_effects = false; data_old_health = 0; data_ini_health_bonus = 0; } else { //loads the data upon loading the mod string[] readtext = File.ReadAllLines(mylocation); data_ini_health_bonus = Convert.ToInt32(readtext[9]); data_clear_mod_effects = Convert.ToBoolean(readtext[14]); 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. { Logging.LogToFile("The config file for BuildHealth was not found, guess I'll create it..."); data_xp_nextlvl = ModConfig.xp_nextlvl; data_xp_current = ModConfig.xp_current; data_current_lvl = ModConfig.current_lvl; data_ini_health_bonus = ModConfig.ini_health_boost; data_health_bonus_acumulated = ModConfig.health_accumulated; data_clear_mod_effects = false; data_old_health = 0; } else { //loads the data upon loading the mod string[] readtext = File.ReadAllLines(mylocation); data_current_lvl = Convert.ToInt32(readtext[3]); data_xp_nextlvl = Convert.ToDouble(readtext[7]); //these array locations refer to the lines in data.json data_xp_current = Convert.ToDouble(readtext[5]); data_ini_health_bonus = Convert.ToInt32(readtext[9]); data_health_bonus_acumulated = Convert.ToInt32(readtext[11]); data_clear_mod_effects = Convert.ToBoolean(readtext[14]); data_old_health = Convert.ToInt32(readtext[16]); } } void MyWritter() { //saves the data at the end of a new day; var mylocation = Path.Combine(PathOnDisk, "BuildHealth_data.txt"); string[] mystring2 = new string[20]; if (!File.Exists(mylocation)) { Logging.LogToFile("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. mystring2[0] = "Player: Build Health Data. Modification can cause errors. Edit at your own risk."; mystring2[1] = "===================================================================================="; mystring2[2] = "Player Current Level:"; mystring2[3] = data_current_lvl.ToString(); mystring2[4] = "Player Current XP:"; mystring2[5] = data_xp_current.ToString(); mystring2[6] = "Xp to next Level:"; mystring2[7] = data_xp_nextlvl.ToString(); mystring2[8] = "Initial health Bonus:"; mystring2[9] = data_ini_health_bonus.ToString(); mystring2[10] = "Additional health Bonus:"; mystring2[11] = data_health_bonus_acumulated.ToString(); mystring2[12] = "======================================================================================="; mystring2[13] = "RESET ALL MOD EFFECTS? This will effective start you back at square 1. Also good if you want to remove this mod."; mystring2[14] = data_clear_mod_effects.ToString(); mystring2[15] = "OLD health AMOUNT: This is the initial value of the Player's health before this mod took over."; mystring2[16] = data_old_health.ToString(); File.WriteAllLines(mylocation, mystring2); } else { //write out the info to a text file at the end of a day. mystring2[0] = "Player: Build Health Data. Modification can cause errors. Edit at your own risk."; mystring2[1] = "===================================================================================="; mystring2[2] = "Player Current Level:"; mystring2[3] = data_current_lvl.ToString(); mystring2[4] = "Player Current XP:"; mystring2[5] = data_xp_current.ToString(); mystring2[6] = "Xp to next Level:"; mystring2[7] = data_xp_nextlvl.ToString(); mystring2[8] = "Initial health Bonus:"; mystring2[9] = data_ini_health_bonus.ToString(); mystring2[10] = "Additional health Bonus:"; mystring2[11] = data_health_bonus_acumulated.ToString(); mystring2[12] = "======================================================================================="; mystring2[13] = "RESET ALL MOD EFFECTS? This will effective start you back at square 1. Also good if you want to remove this mod."; mystring2[14] = data_clear_mod_effects.ToString(); mystring2[15] = "OLD health AMOUNT: This is the initial value of the Player's health before this mod took over."; mystring2[16] = data_old_health.ToString(); File.WriteAllLines(mylocation, mystring2); } } } //end my function }