166 lines
5.9 KiB
C#
166 lines
5.9 KiB
C#
using System;
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using System.IO;
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using StardewModdingAPI;
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using StardewValley;
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namespace Omegasis.SaveAnywhere
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{
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class Player_Utilities
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{
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public static int player_x_tile;
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public static int player_y_tile;
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public static string players_current_map_name;
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public static int player_game_time;
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public static int player_facing_direction;
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public static bool has_player_warped_yet;
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public static void get_player_info()
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{
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get_x();
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get_y();
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get_current_map_name();
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get_facing_direction();
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}
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public static void get_x()
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{
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player_x_tile=Game1.player.getTileX();
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}
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public static void get_y()
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{
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player_y_tile = Game1.player.getTileY();
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}
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public static void get_current_map_name()
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{
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players_current_map_name = Game1.player.currentLocation.name;
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}
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public static void get_facing_direction()
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{
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player_facing_direction = Game1.player.facingDirection;
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}
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public static void save_player_info()
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{
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get_player_info();
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string name = StardewValley.Game1.player.name;
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Mod_Core.player_path= Path.Combine(Mod_Core.mod_path, "Save_Data", name);
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if (!Directory.Exists(Mod_Core.player_path)){
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Directory.CreateDirectory(Mod_Core.player_path);
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}
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string mylocation = Path.Combine(Mod_Core.player_path, "Player_Save_Info_");
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string mylocation2 = mylocation + name;
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string mylocation3 = mylocation2 + ".txt";
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string[] mystring3 = new string[20];
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if (!File.Exists(mylocation3))
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{
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Mod_Core.thisMonitor.Log("Save Anywhere: The custom character save info doesn't exist. It will be created when the custom saving method is run. Which is now.", LogLevel.Info);
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//write out the info to a text file at the end of a day. This will run if it doesnt exist.
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mystring3[0] = "Player: Save_Anywhere Info. Editing this might break some things.";
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mystring3[1] = "====================================================================================";
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mystring3[2] = "Player Current Game Time";
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mystring3[3] = Game1.timeOfDay.ToString();
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mystring3[4] = "Player Current Map Name";
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mystring3[5] = players_current_map_name.ToString();
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mystring3[6] = "Player X Position";
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mystring3[7] = player_x_tile.ToString();
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mystring3[8] = "Player Y Position";
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mystring3[9] = player_y_tile.ToString();
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File.WriteAllLines(mylocation3, mystring3);
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}
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else
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{
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//write out the info to a text file at the end of a day. This will run if it doesnt exist.
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mystring3[0] = "Player: Save_Anywhere Info. Editing this might break some things.";
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mystring3[1] = "====================================================================================";
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mystring3[2] = "Player Current Game Time";
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mystring3[3] = Game1.timeOfDay.ToString();
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mystring3[4] = "Player Current Map Name";
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mystring3[5] = players_current_map_name.ToString();
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mystring3[6] = "Player X Position";
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mystring3[7] = player_x_tile.ToString();
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mystring3[8] = "Player Y Position";
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mystring3[9] = player_y_tile.ToString();
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File.WriteAllLines(mylocation3, mystring3);
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}
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}
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public static void load_player_info()
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{
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string name = StardewValley.Game1.player.name;
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Mod_Core.player_path = Path.Combine(Mod_Core.mod_path, "Save_Data", name);
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if (!Directory.Exists(Mod_Core.player_path))
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{
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Directory.CreateDirectory(Mod_Core.player_path);
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}
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string mylocation = Path.Combine(Mod_Core.player_path, "Player_Save_Info_");
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string mylocation2 = mylocation + name;
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string mylocation3 = mylocation2 + ".txt";
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string[] mystring3 = new string[20];
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if (!File.Exists(mylocation3)) //if not data.json exists, initialize the data variables to the ModConfig data. I.E. starting out.
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{
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// Console.WriteLine("Can't load custom save info since the file doesn't exist.");
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Player_Utilities.has_player_warped_yet = true;
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}
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else
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{
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// Console.WriteLine("HEY THERE IM LOADING DATA");
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string[] readtext = File.ReadAllLines(mylocation3);
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player_game_time = Convert.ToInt32(readtext[3]);
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players_current_map_name = Convert.ToString(readtext[5]);
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player_x_tile = Convert.ToInt32(readtext[7]);
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player_y_tile = Convert.ToInt32(readtext[9]);
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Game1.timeOfDay = player_game_time;
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}
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}
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public static void warp_player()
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{
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GameLocation new_location = Game1.getLocationFromName(players_current_map_name);
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Game1.player.previousLocationName = Game1.player.currentLocation.name;
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Game1.locationAfterWarp = new_location;
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Game1.xLocationAfterWarp = player_x_tile;
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Game1.yLocationAfterWarp = player_y_tile;
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Game1.facingDirectionAfterWarp = player_facing_direction;
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Game1.fadeScreenToBlack();
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Game1.warpFarmer(players_current_map_name, player_x_tile, player_y_tile, false);
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Mod_Core.thisMonitor.Log("WARP THE PLAYER");
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Game1.player.faceDirection(player_facing_direction);
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if (Directory.Exists(Mod_Core.player_path))
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{
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// Directory.Delete(player_path, true);
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}
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}
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}
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}
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