Stardew_Valley_Mods/GeneralMods/Revitalize/Framework/Objects/ResourceManager.cs

297 lines
12 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Microsoft.Xna.Framework;
using Revitalize.Framework.Objects.InformationFiles;
using Revitalize.Framework.Objects.Resources.OreVeins;
using Revitalize.Framework.Utilities;
using StardewValley;
using StardustCore.Animations;
using StardustCore.UIUtilities;
namespace Revitalize.Framework.Objects
{
public class ResourceManager
{
/// <summary>
/// A static reference to the resource manager for quicker access.
/// </summary>
public static ResourceManager self;
/// <summary>
/// A list of all of the ores held by the resource manager.
/// </summary>
public Dictionary<string, OreVeinObj> ores;
public List<int> visitedFloors;
/// <summary>
/// Constructor.
/// </summary>
public ResourceManager()
{
self = this;
this.ores = new Dictionary<string, OreVeinObj>();
this.visitedFloors = new List<int>();
this.loadOreVeins();
}
/// <summary>
/// Loads in all of the ore veins for the game.
/// </summary>
private void loadOreVeins()
{
//The pancake ore.
OreVeinObj testOre = new OreVeinObj(PyTKHelper.CreateOBJData("Omegasis.Revitalize.Resources.Ore.Test", TextureManager.GetTexture(ModCore.Manifest, "Resources.Ore", "Test"), typeof(OreVeinTile), Color.White), new BasicItemInformation("Test Ore Vein", "Omegasis.Revitalize.Resources.Ore.Test", "A ore vein that is used for testing purposes.", "Revitalize.Ore", Color.Black, -300, 0, false, 350, Vector2.Zero, true, true, TextureManager.GetTexture(ModCore.Manifest, "Resources.Ore", "Test"), new AnimationManager(TextureManager.GetExtendedTexture(ModCore.Manifest, "Resources.Ore", "Test"), new Animation(0, 0, 16, 16)), Color.White, false, null, null));
/*
testOre.addComponent(new Vector2(0, 0), new OreVeinTile(PyTKHelper.CreateOBJData("Omegasis.Revitalize.Resources.Ore.Test", TextureManager.GetTexture(ModCore.Manifest, "Resources.Ore", "Test"), typeof(OreVeinTile), Color.White), new BasicItemInformation("Test Ore Vein", "Omegasis.Revitalize.Resources.Ore.Test", "A ore vein that is used for testing purposes.", "Revitalize.Ore", Color.Black, -300, 0, false, 350, Vector2.Zero, true, true, TextureManager.GetTexture(ModCore.Manifest, "Resources.Ore", "Test"), new AnimationManager(TextureManager.GetExtendedTexture(ModCore.Manifest, "Resources.Ore", "Test"), new Animation(0, 0, 16, 16)), Color.White, false, null, null), new InformationFiles.OreResourceInformation(new StardewValley.Object(211, 1), false, true, true, false, new List<IntRange>()
{
new IntRange(1,9)
}, new List<IntRange>(), 1, 5, 1, 10, 1d, 1d, 0, 0, 0, 0), new List<ResourceInformaton>()));
this.ores.Add("Omegasis.Revitalize.Resources.Ore.Test", testOre);
*/
}
/// <summary>
/// Spawns an ore vein at the given location if possible.
/// </summary>
/// <param name="name"></param>
public bool spawnOreVein(string name, GameLocation Location, Vector2 TilePosition)
{
if (this.ores.ContainsKey(name))
{
OreVeinObj spawn;
this.ores.TryGetValue(name, out spawn);
if (spawn != null)
{
spawn = (OreVeinObj)spawn.getOne();
bool spawnable = this.canResourceBeSpawnedHere(spawn, Location, TilePosition);
if (spawnable)
{
//ModCore.log("Location is: " + Location.Name);
spawn.placementAction(Location, (int)TilePosition.X * Game1.tileSize, (int)TilePosition.Y * Game1.tileSize, Game1.player);
}
else
{
ModCore.log("Can't spawn ore: " + name + "at tile location: " + TilePosition);
}
return spawnable;
}
ModCore.log("Key doesn't exist. Weird.");
return false;
}
else
{
throw new Exception("The ore dictionary doesn't contain they key for resource: " + name);
}
}
/// <summary>
/// Spawns an orevein at the tile position at the same location as the player.
/// </summary>
/// <param name="name"></param>
/// <param name="TilePosition"></param>
/// <returns></returns>
public bool spawnOreVein(string name, Vector2 TilePosition)
{
return this.spawnOreVein(name, Game1.player.currentLocation, TilePosition);
}
/// <summary>
/// Checks to see if a resource can be spawned here.
/// </summary>
/// <param name="OBJ"></param>
/// <param name="Location"></param>
/// <param name="TilePosition"></param>
/// <returns></returns>
public bool canResourceBeSpawnedHere(MultiTiledObject OBJ, GameLocation Location, Vector2 TilePosition)
{
return OBJ.canBePlacedHere(Location, TilePosition) && Location.isTileLocationTotallyClearAndPlaceable(TilePosition);
}
//~~~~~~~~~~~~~~~~~~~~~~~//
// Mine ore spawn code //
//~~~~~~~~~~~~~~~~~~~~~~~//
#region
public void spawnOreInMine()
{
int floorLevel = LocationUtilities.CurrentMineLevel();
if (this.hasVisitedFloor(floorLevel))
{
//Already has spawned ores for this visit.
return;
}
else
{
this.visitedFloors.Add(floorLevel);
}
List<OreVeinObj> spawnableOreVeins = new List<OreVeinObj>();
//Get a list of all of the ores that can spawn on this mine level.
foreach (KeyValuePair<string, OreVeinObj> pair in this.ores)
{
if (pair.Value.resourceInfo.canSpawnAtLocation() && (pair.Value.resourceInfo as OreResourceInformation).canSpawnOnCurrentMineLevel())
{
spawnableOreVeins.Add(pair.Value);
}
}
foreach (OreVeinObj ore in spawnableOreVeins)
{
if (ore.resourceInfo.shouldSpawn())
{
int amount = ore.resourceInfo.getNumberOfNodesToSpawn();
List<Vector2> openTiles = LocationUtilities.GetOpenObjectTiles(Game1.player.currentLocation, (OreVeinObj)ore.getOne());
amount = Math.Min(amount, openTiles.Count); //Only spawn for as many open tiles or the amount of nodes to spawn.
for (int i = 0; i < amount; i++)
{
int position = Game1.random.Next(openTiles.Count);
bool didSpawn = this.spawnOreVein(ore.info.id, openTiles[position]);
if (didSpawn == false)
{
i--; //If the tile didn't spawn due to some odd reason ensure that the amount is spawned.
openTiles.Remove(openTiles[position]);
}
else
{
openTiles.Remove(openTiles[position]); //Remove that tile from the list of open tiles.
}
}
}
else
{
//Ore doesn't meet spawn chance.
}
//ModCore.log("Spawned :" + amount + " pancake test ores!");
}
}
/// <summary>
/// Checks to see if the player has visited the given floor.
/// </summary>
/// <param name="Floor"></param>
/// <returns></returns>
public bool hasVisitedFloor(int Floor)
{
return this.visitedFloors.Contains(Floor);
}
/// <summary>
/// Source: SDV.
/// </summary>
/// <param name="tileX"></param>
/// <param name="tileY"></param>
/// <returns></returns>
private bool isTileOpenForQuarryStone(int tileX, int tileY)
{
GameLocation loc = Game1.getLocationFromName("Mountain");
if (loc.doesTileHaveProperty(tileX, tileY, "Diggable", "Back") != null)
return loc.isTileLocationTotallyClearAndPlaceable(new Vector2((float)tileX, (float)tileY));
return false;
}
/// <summary>
/// Update the quarry every day with new ores to spawn.
/// </summary>
private void quarryDayUpdate()
{
List<OreVeinObj> spawnableOreVeins = new List<OreVeinObj>();
//Get a list of all of the ores that can spawn on this mine level.
foreach (KeyValuePair<string, OreVeinObj> pair in this.ores)
{
if ((pair.Value.resourceInfo as OreResourceInformation).spawnsInQuarry)
{
spawnableOreVeins.Add(pair.Value);
//ModCore.log("Found an ore that spawns in the quarry");
}
}
foreach (OreVeinObj ore in spawnableOreVeins)
{
if (ore.resourceInfo.shouldSpawn())
{
int amount = ore.resourceInfo.getNumberOfNodesToSpawn();
List<Vector2> openTiles = this.getOpenQuarryTiles(ore);
//ModCore.log("Number of open tiles is: " + openTiles.Count);
amount = Math.Min(amount, openTiles.Count); //Only spawn for as many open tiles or the amount of nodes to spawn.
for (int i = 0; i < amount; i++)
{
int position = Game1.random.Next(openTiles.Count);
bool didSpawn = this.spawnOreVein(ore.info.id,Game1.getLocationFromName("Mountain"),openTiles[position]);
if (didSpawn == false)
{
i--; //If the tile didn't spawn due to some odd reason ensure that the amount is spawned.
openTiles.Remove(openTiles[position]);
//amount = Math.Min(amount, openTiles.Count); //Only spawn for as many open tiles or the amount of nodes to spawn.
}
else
{
//ModCore.log("Spawned ore in the quarry!");
openTiles.Remove(openTiles[position]); //Remove that tile from the list of open tiles.
}
}
}
else
{
//Ore doesn't meet spawn chance.
}
//ModCore.log("Spawned :" + amount + " pancake test ores!");
}
}
/// <summary>
/// Gets a list of all of the open quarry tiles.
/// </summary>
/// <returns></returns>
private List<Vector2> getOpenQuarryTiles(MultiTiledObject obj)
{
List<Vector2> tiles = new List<Vector2>();
Microsoft.Xna.Framework.Rectangle r = new Microsoft.Xna.Framework.Rectangle(106, 13, 21, 21);
for(int i = r.X; i <= r.X + r.Width; i++)
{
for(int j=r.Y;j<= r.Y + r.Height; j++)
{
if (this.isTileOpenForQuarryStone(i, j) && this.canResourceBeSpawnedHere(obj,Game1.getLocationFromName("Mountain"),new Vector2(i,j)))
{
tiles.Add(new Vector2(i, j));
}
}
}
if (tiles.Count == 0)
{
//ModCore.log("Quarry is full! Can't spawn more resources!");
}
return tiles;
}
#endregion
/// <summary>
/// What happens when the player warps maps.
/// </summary>
/// <param name="o"></param>
/// <param name="playerWarped"></param>
public void OnPlayerLocationChanged(object o, EventArgs playerWarped)
{
this.spawnOreInMine();
if (LocationUtilities.IsPlayerInMine() == false && LocationUtilities.IsPlayerInSkullCave() == false && LocationUtilities.IsPlayerInMineEnterance() == false)
{
this.visitedFloors.Clear();
}
}
public void DailyResourceSpawn(object o, EventArgs NewDay)
{
this.quarryDayUpdate();
}
}
}