185 lines
7.2 KiB
C#
185 lines
7.2 KiB
C#
using System.IO;
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using Omegasis.BuildEndurance.Framework;
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using StardewModdingAPI;
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using StardewModdingAPI.Events;
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using StardewValley;
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namespace Omegasis.BuildEndurance
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{
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/// <summary>The mod entry point.</summary>
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public class BuildEndurance : Mod
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{
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/*********
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** Fields
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*********/
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/// <summary>The relative path for the current player's data file.</summary>
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private string RelativeDataPath => Path.Combine("data", $"{Constants.SaveFolderName}.json");
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/// <summary>The mod settings.</summary>
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private ModConfig Config;
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/// <summary>The data for the current player.</summary>
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private PlayerData PlayerData;
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/// <summary>Whether the player has been exhausted today.</summary>
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private bool WasExhausted;
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/// <summary>Whether the player has collapsed today.</summary>
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private bool WasCollapsed;
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/// <summary>Whether the player recently gained XP for tool use.</summary>
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private bool HasRecentToolExp;
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/// <summary>Whether the player was eating last time we checked.</summary>
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private bool WasEating;
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public IModHelper ModHelper;
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public IMonitor ModMonitor;
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/*********
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** Public methods
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*********/
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/// <summary>The mod entry point, called after the mod is first loaded.</summary>
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/// <param name="helper">Provides simplified APIs for writing mods.</param>
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public override void Entry(IModHelper helper)
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{
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this.Config = helper.ReadConfig<ModConfig>();
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helper.Events.GameLoop.UpdateTicked += this.OnUpdateTicked;
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helper.Events.GameLoop.SaveLoaded += this.OnSaveLoaded;
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helper.Events.GameLoop.Saving += this.OnSaving;
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this.ModHelper = this.Helper;
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this.ModMonitor = this.Monitor;
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}
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/*********
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** Private methods
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*********/
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/// <summary>Raised after the game state is updated (≈60 times per second).</summary>
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/// <param name="sender">The event sender.</param>
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/// <param name="e">The event arguments.</param>
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private void OnUpdateTicked(object sender, UpdateTickedEventArgs e)
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{
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if (!Context.IsWorldReady)
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return;
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// nerf how quickly tool xp is gained (I hope)
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if (e.IsOneSecond && this.HasRecentToolExp)
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this.HasRecentToolExp = false;
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// give XP when player finishes eating
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if (Game1.player.isEating)
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this.WasEating = true;
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else if (this.WasEating)
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{
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this.PlayerData.CurrentExp += this.Config.ExpForEating;
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this.WasEating = false;
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}
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// give XP when player uses tool
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if (!this.HasRecentToolExp && Game1.player.UsingTool)
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{
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this.PlayerData.CurrentExp += this.Config.ExpForToolUse;
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this.HasRecentToolExp = true;
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}
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// give XP when exhausted
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if (!this.WasExhausted && Game1.player.exhausted.Value)
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{
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this.PlayerData.CurrentExp += this.Config.ExpForExhaustion;
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this.WasExhausted = true;
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//this.Monitor.Log("The player is exhausted");
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}
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// give XP when player stays up too late or collapses
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if (!this.WasCollapsed && this.shouldFarmerPassout())
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{
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this.PlayerData.CurrentExp += this.Config.ExpForCollapsing;
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this.WasCollapsed = true;
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//this.Monitor.Log("The player has collapsed!");
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}
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}
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/// <summary>Raised after the player loads a save slot and the world is initialised.</summary>
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/// <param name="sender">The event sender.</param>
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/// <param name="e">The event arguments.</param>
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private void OnSaveLoaded(object sender, SaveLoadedEventArgs e)
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{
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// reset state
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this.WasExhausted = false;
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this.WasCollapsed = false;
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this.HasRecentToolExp = false;
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this.WasEating = false;
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// load player data
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this.PlayerData = this.Helper.Data.ReadJsonFile<PlayerData>(this.RelativeDataPath) ?? new PlayerData();
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if (this.PlayerData.OriginalMaxStamina == 0)
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this.PlayerData.OriginalMaxStamina = Game1.player.MaxStamina;
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// reset if needed
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if (this.PlayerData.ClearModEffects)
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{
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Game1.player.MaxStamina = this.PlayerData.OriginalMaxStamina;
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this.PlayerData.ExpToNextLevel = this.Config.ExpToNextLevel;
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this.PlayerData.CurrentExp = this.Config.CurrentExp;
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this.PlayerData.CurrentLevelStaminaBonus = 0;
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this.PlayerData.OriginalMaxStamina = Game1.player.MaxStamina;
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this.PlayerData.BaseStaminaBonus = 0;
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this.PlayerData.CurrentLevel = 0;
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this.PlayerData.ClearModEffects = false;
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}
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// else apply stamina
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else
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{
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Game1.player.MaxStamina = this.PlayerData.NightlyStamina <= 0
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? this.PlayerData.BaseStaminaBonus + this.PlayerData.CurrentLevelStaminaBonus + this.PlayerData.OriginalMaxStamina
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: this.PlayerData.NightlyStamina;
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}
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}
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/// <summary>Raised before the game begins writes data to the save file (except the initial save creation).</summary>
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/// <param name="sender">The event sender.</param>
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/// <param name="e">The event arguments.</param>
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private void OnSaving(object sender, SavingEventArgs e)
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{
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// reset data
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this.WasExhausted = false;
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this.WasCollapsed = false;
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// update player data
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this.PlayerData.CurrentExp += this.Config.ExpForSleeping;
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if (this.PlayerData.OriginalMaxStamina == 0)
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this.PlayerData.OriginalMaxStamina = Game1.player.MaxStamina; //grab the initial stamina value
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if (this.PlayerData.CurrentLevel < this.Config.MaxLevel)
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{
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while (this.PlayerData.CurrentExp >= this.PlayerData.ExpToNextLevel)
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{
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this.PlayerData.CurrentLevel += 1;
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this.PlayerData.CurrentExp = this.PlayerData.CurrentExp - this.PlayerData.ExpToNextLevel;
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this.PlayerData.ExpToNextLevel = (this.Config.ExpCurve * this.PlayerData.ExpToNextLevel);
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Game1.player.MaxStamina += this.Config.StaminaIncreasePerLevel;
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this.PlayerData.CurrentLevelStaminaBonus += this.Config.StaminaIncreasePerLevel;
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}
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}
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this.PlayerData.ClearModEffects = false;
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this.PlayerData.NightlyStamina = Game1.player.MaxStamina;
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// save data
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this.Helper.Data.WriteJsonFile(this.RelativeDataPath, this.PlayerData);
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}
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/// <summary>Try and emulate the old Game1.shouldFarmerPassout logic.</summary>
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public bool shouldFarmerPassout()
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{
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if (Game1.player.stamina <= 0 || Game1.player.health <= 0 || Game1.timeOfDay >= 2600) return true;
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else return false;
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}
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}
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}
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