using System;
using System.Collections.Generic;
using System.IO;
using StardewModdingAPI;
using StardewModdingAPI.Events;
using StardewValley;
namespace Omegasis.MoreRain
{
/// The mod entry point.
public class MoreRain : Mod
{
/*********
** Properties
*********/
/// The weathers that can be safely overridden.
private readonly HashSet NormalWeathers = new HashSet { Game1.weather_sunny, Game1.weather_rain, Game1.weather_lightning, Game1.weather_debris, Game1.weather_snow };
/// The chance out of 100 that it will rain tomorrow if it's spring.
private int SpringRainChance;
/// The chance out of 100 that it will storm tomorrow if it's spring.
private int SpringThunderChance;
/// The chance out of 100 that it will rain tomorrow if it's summer.
private int SummerRainChance;
/// The chance out of 100 that it will storm tomorrow if it's summer.
private int SummerThunderChance;
/// The chance out of 100 that it will rain tomorrow if it's fall.
private int FallRainChance;
/// The chance out of 100 that it will storm tomorrow if it's fall.
private int FallThunderChance;
/// The chance out of 100 that it will snow tomorrow if it's winter.
private int WinterSnowChance;
/// Whether the player loaded a save.
private bool IsGameLoaded;
/// Whether to suppress verbose logging.
private bool SuppressLog;
/*********
** 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)
{
SaveEvents.AfterLoad += this.SaveEvents_AfterLoad;
TimeEvents.DayOfMonthChanged += this.TimeEvents_DayOfMonthChanged;
this.LoadConfig();
}
/*********
** Private methods
*********/
/// The method invoked after the player loads a save.
/// The event sender.
/// The event data.
private void SaveEvents_AfterLoad(object sender, EventArgs e)
{
this.IsGameLoaded = true;
this.HandleNewDay();
}
/// The method invoked when changes.
/// The event sender.
/// The event data.
private void TimeEvents_DayOfMonthChanged(object sender, EventArgsIntChanged e)
{
if (this.IsGameLoaded)
this.HandleNewDay();
}
/// Update all data for a new day.
private void HandleNewDay()
{
// skip if special weather
if (!this.NormalWeathers.Contains(Game1.weatherForTomorrow))
{
if (Game1.weatherForTomorrow == Game1.weather_festival)
this.VerboseLog("There is a festival tomorrow, therefore it will not rain.");
else if (Game1.weatherForTomorrow == Game1.weather_wedding)
this.VerboseLog("There is a wedding tomorrow and rain on your wedding day will not happen.");
else
this.VerboseLog("The weather tomorrow is unknown, so it will not rain.");
return;
}
// set weather
Random random = new Random();
int chance = random.Next(0, 100);
switch (Game1.currentSeason)
{
case "spring":
// set rain
if (chance <= this.SpringRainChance)
{
Game1.weatherForTomorrow = Game1.weather_rain;
this.VerboseLog("It will rain tomorrow.");
}
else
{
Game1.weatherForTomorrow = Game1.weather_sunny;
this.VerboseLog("It will not rain tomorrow.");
}
// set storm
if (Game1.weatherForTomorrow == Game1.weather_rain)
{
if (chance <= this.SpringThunderChance)
{
Game1.weatherForTomorrow = Game1.weather_lightning;
this.VerboseLog("It will be stormy tomorrow.");
}
else
{
Game1.weatherForTomorrow = Game1.weather_rain;
this.VerboseLog("There will be no lightning tomorrow.");
}
}
break;
case "summer":
// set rain
if (chance <= this.SummerRainChance)
{
Game1.weatherForTomorrow = Game1.weather_rain;
this.VerboseLog("It will rain tomorrow.");
}
else
{
Game1.weatherForTomorrow = Game1.weather_sunny;
this.VerboseLog("It will not rain tomorrow.");
}
// set storm
if (Game1.weatherForTomorrow == Game1.weather_rain)
{
if (chance <= this.SummerThunderChance)
{
Game1.weatherForTomorrow = Game1.weather_lightning;
this.VerboseLog("It will be stormy tomorrow.");
}
else
{
Game1.weatherForTomorrow = Game1.weather_rain;
this.VerboseLog("There will be no lightning tomorrow.");
}
}
break;
case "fall":
case "autumn":
// set rain
if (chance <= this.FallRainChance)
{
Game1.weatherForTomorrow = Game1.weather_rain;
this.VerboseLog("It will rain tomorrow.");
}
else
{
Game1.weatherForTomorrow = Game1.weather_sunny;
this.VerboseLog("It will not rain tomorrow.");
}
// set storm
if (Game1.weatherForTomorrow == Game1.weather_rain)
{
if (chance <= this.FallThunderChance)
{
Game1.weatherForTomorrow = Game1.weather_lightning;
this.VerboseLog("It will be stormy tomorrow.");
}
else
{
Game1.weatherForTomorrow = Game1.weather_rain;
this.VerboseLog("There will be no lightning tomorrow.");
}
}
break;
case "winter":
// set snow
if (chance <= this.WinterSnowChance)
{
Game1.weatherForTomorrow = Game1.weather_snow;
this.VerboseLog("It will snow tomorrow.");
}
else
{
//StardewValley.Game1.weatherForTomorrow = StardewValley.Game1.weather_sunny;
this.VerboseLog("It will not snow tomorrow.");
}
break;
}
}
/// Save the configuration settings.
void SaveConfig()
{
string path = Path.Combine(Helper.DirectoryPath, "More_Rain_Config.txt");
string[] text = new string[20];
text[0] = "Player: More Rain Config. Feel free to edit.";
text[1] = "====================================================================================";
text[2] = "Spring Rain chance: The chance out of 100 that it will rain tomorrow.";
text[3] = this.SpringRainChance.ToString();
text[4] = "Spring Storm chance: The chance out of 100 that it will be stormy tomorrow.";
text[5] = this.SpringThunderChance.ToString();
text[6] = "Summer Rain chance: The chance out of 100 that it will rain tomorrow.";
text[7] = this.SummerRainChance.ToString();
text[8] = "Summer Storm chance: The chance out of 100 that it will be stormy tomorrow.";
text[9] = this.SummerThunderChance.ToString();
text[10] = "Fall Rain chance: The chance out of 100 that it will rain tomorrow.";
text[11] = this.FallRainChance.ToString();
text[12] = "Fall Storm chance: The chance out of 100 that it will be stormy tomorrow.";
text[13] = this.FallThunderChance.ToString();
text[14] = "Winter Snow chance: The chance out of 100 that it will rain tomorrow.";
text[15] = this.WinterSnowChance.ToString();
text[16] = "Supress Log: If true, the mod won't output any messages to the console.";
text[17] = this.SuppressLog.ToString();
File.WriteAllLines(path, text);
}
/// Load the configuration settings.
private void LoadConfig()
{
string path = Path.Combine(Helper.DirectoryPath, $"More_Rain_Config.txt");
if (!File.Exists(path))
{
this.SpringRainChance = 15;
this.SummerRainChance = 5;
this.FallRainChance = 15;
this.WinterSnowChance = 15;
this.SpringThunderChance = 5;
this.SummerThunderChance = 10;
this.FallThunderChance = 5;
this.SuppressLog = true;
this.SaveConfig();
}
else
{
try
{
string[] text = File.ReadAllLines(path);
this.SpringRainChance = Convert.ToInt32(text[3]);
this.SpringThunderChance = Convert.ToInt32(text[5]);
this.SummerRainChance = Convert.ToInt32(text[7]);
this.SummerThunderChance = Convert.ToInt32(text[9]);
this.FallRainChance = Convert.ToInt32(text[11]);
this.FallThunderChance = Convert.ToInt32(text[13]);
this.WinterSnowChance = Convert.ToInt32(text[15]);
this.SuppressLog = Convert.ToBoolean(text[17]);
}
catch (Exception) //something dun goofed
{
this.SpringRainChance = 15;
this.SummerRainChance = 5;
this.FallRainChance = 15;
this.WinterSnowChance = 15;
this.SpringThunderChance = 5;
this.SummerThunderChance = 10;
this.FallThunderChance = 5;
this.SuppressLog = true;
this.SaveConfig();
}
}
}
/// Log a message if is false.
/// The message to log.
private void VerboseLog(string message)
{
if (!this.SuppressLog)
this.Monitor.Log(message);
}
}
}