using System;
using Omegasis.TimeFreeze.Framework;
using StardewModdingAPI;
using StardewModdingAPI.Events;
using StardewValley;
using StardewValley.Locations;
namespace Omegasis.TimeFreeze
{
/// The mod entry point.
public class TimeFreeze : Mod
{
/*********
** Properties
*********/
/// The mod configuration.
private ModConfig Config;
/*********
** 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();
GameEvents.UpdateTick += this.GameEvents_UpdateTick;
}
/*********
** Private methods
*********/
/// The method invoked when the game updates (roughly 60 times per second).
/// The event sender.
/// The event data.
private void GameEvents_UpdateTick(object sender, EventArgs e)
{
if (!Context.IsWorldReady)
return;
if (this.ShouldFreezeTime(Game1.player, Game1.player.currentLocation))
Game1.gameTimeInterval = 0;
}
/// Get whether time should be frozen for the player at the given location.
/// The player to check.
/// The location to check.
private bool ShouldFreezeTime(StardewValley.Farmer player, GameLocation location)
{
if (location.name == "Mine" || location.name == "SkullCave" || location.name == "UndergroundMine" || location.isOutdoors)
return false;
if (player.swimming)
{
if (this.Config.PassTimeWhileSwimmingInBathhouse && location is BathHousePool)
return false;
if (this.Config.PassTimeWhileSwimming)
return false;
}
return true;
}
}
}