Stardew_Valley_Mods/GeneralMods/DailyQuestAnywhere/DailyQuestAnywhere.cs

103 lines
3.6 KiB
C#

using System;
using Omegasis.DailyQuestAnywhere.Framework;
using StardewModdingAPI;
using StardewModdingAPI.Events;
using StardewValley;
using StardewValley.Menus;
using StardewValley.Quests;
namespace Omegasis.DailyQuestAnywhere
{
/*
*TODO: Make quest core mod???
*/
/// <summary>The mod entry point.</summary>
public class DailyQuestAnywhere : Mod
{
/*********
** Fields
*********/
/// <summary>The mod configuration.</summary>
private ModConfig Config;
Quest dailyQuest;
/*********
** Public methods
*********/
/// <summary>The mod entry point, called after the mod is first loaded.</summary>
/// <param name="helper">Provides simplified APIs for writing mods.</param>
public override void Entry(IModHelper helper)
{
this.Config = helper.ReadConfig<ModConfig>();
helper.Events.Input.ButtonPressed += this.OnButtonPressed;
helper.Events.GameLoop.SaveLoaded += this.OnSaveLoaded;
}
/*********
** Private methods
*********/
/// <summary>Raised after the player presses a button on the keyboard, controller, or mouse.</summary>
/// <param name="sender">The event sender.</param>
/// <param name="e">The event arguments.</param>
private void OnButtonPressed(object sender, ButtonPressedEventArgs e)
{
if (Context.IsPlayerFree && e.Button == this.Config.KeyBinding)
{
if (!Game1.player.hasDailyQuest())
{
if (this.dailyQuest == null)
this.dailyQuest = this.generateDailyQuest();
Game1.questOfTheDay = this.dailyQuest;
Game1.activeClickableMenu = new Billboard(true);
}
}
}
/// <summary>Raised after the player loads a save slot and the world is initialised.</summary>
/// <param name="sender">The event sender.</param>
/// <param name="e">The event arguments.</param>
private void OnSaveLoaded(object sender, SaveLoadedEventArgs e)
{
// makes daily quest null so we can't just keep getting a new reference
this.dailyQuest = null;
}
/// <summary>Generate a daily quest for sure.</summary>
public Quest generateDailyQuest()
{
Random chanceRandom = new Random((int)Game1.uniqueIDForThisGame + (int)Game1.stats.DaysPlayed);
int chance = chanceRandom.Next(0, 101);
float actualChance = chance / 100;
//If we hit the chance for actually generating a daily quest do so, otherwise don't generate a daily quest.
if (actualChance <= this.Config.chanceForDailyQuest)
{
Random r = new Random((int)Game1.uniqueIDForThisGame + (int)Game1.stats.DaysPlayed);
int rand = r.Next(0, 7);
switch (rand)
{
case 0:
return new ItemDeliveryQuest();
case 1:
return new FishingQuest();
case 2:
return new CraftingQuest();
case 3:
return new ItemDeliveryQuest();
case 4:
return new ItemHarvestQuest();
case 5:
return new ResourceCollectionQuest();
case 6:
return new SlayMonsterQuest();
}
}
return null; //This should never happen.
}
}
}