238 lines
8.8 KiB
C#
238 lines
8.8 KiB
C#
using System;
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using System.IO;
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using System.Linq;
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using Microsoft.Xna.Framework;
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using Omegasis.NightOwl.Framework;
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using StardewModdingAPI;
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using StardewModdingAPI.Events;
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using StardewValley;
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/*TODO:
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Issues:
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-Mail can't be wiped without destroying all mail.
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-Lighting transition does not work if it is raining.
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-set the weather to clear if you are stayig up late.
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-transition still doesnt work. However atleast it is dark now.
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-Known glitched
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*/
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namespace Omegasis.NightOwl
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{
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/// <summary>The mod entry point.</summary>
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public class NightOwl : Mod
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{
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/*********
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** Properties
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*********/
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/// <summary>The mod configuration.</summary>
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private ModConfig Config;
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/****
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** Context
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****/
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/// <summary>Whether the player stayed up all night.</summary>
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private bool IsUpLate;
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/// <summary>Whether the player should be reset to their pre-collapse details for the morning transition on the next update.</summary>
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private bool ShouldResetPlayerAfterCollapseNow;
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/// <summary>Whether the player just started a new day.</summary>
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private bool JustStartedNewDay;
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/// <summary>Whether the player just collapsed for the morning transition.</summary>
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private bool JustCollapsed;
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/****
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** Pre-collapse state
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****/
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/// <summary>The player's location name before they collapsed.</summary>
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private string PreCollapseMap;
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/// <summary>The player's tile position before they collapsed.</summary>
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private Point PreCollapseTile;
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/// <summary>The player's money before they collapsed.</summary>
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private int PreCollapseMoney;
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/// <summary>The player's stamina before they collapsed.</summary>
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private float PreCollapseStamina;
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/// <summary>The player's health before they collapsed.</summary>
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private int PreCollapseHealth;
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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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TimeEvents.TimeOfDayChanged += this.TimeEvents_TimeOfDayChanged;
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TimeEvents.AfterDayStarted += this.TimeEvents_AfterDayStarted;
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SaveEvents.AfterLoad += this.SaveEvents_AfterLoad;
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GameEvents.FourthUpdateTick += this.GameEvents_FourthUpdateTick;
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}
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/*********
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** Private methods
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*********/
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/// <summary>The method invoked every fourth game update (roughly 15 times per second).</summary>
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/// <param name="sender">The event sender.</param>
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/// <param name="e">The event data.</param>
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public void GameEvents_FourthUpdateTick(object sender, EventArgs e)
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{
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try
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{
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// reset position after collapse
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if (Context.IsWorldReady && this.JustStartedNewDay && this.Config.KeepPositionAfterCollapse)
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{
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if (this.PreCollapseMap != null)
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Game1.warpFarmer(this.PreCollapseMap, this.PreCollapseTile.X, this.PreCollapseTile.Y, false);
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this.PreCollapseMap = null;
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this.JustStartedNewDay = false;
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this.JustCollapsed = false;
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}
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}
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catch (Exception ex)
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{
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this.Monitor.Log(ex.ToString(), LogLevel.Error);
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this.WriteErrorLog();
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}
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}
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/// <summary>The method invoked after the player loads a save.</summary>
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/// <param name="sender">The event sender.</param>
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/// <param name="e">The event data.</param>
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public void SaveEvents_AfterLoad(object sender, EventArgs e)
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{
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this.IsUpLate = false;
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this.JustStartedNewDay = false;
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this.JustCollapsed = false;
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}
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/// <summary>The method invoked when a new day starts.</summary>
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/// <param name="sender">The event sender.</param>
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/// <param name="e">The event data.</param>
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public void TimeEvents_AfterDayStarted(object sender, EventArgs e)
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{
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try
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{
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// reset data
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this.IsUpLate = false;
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Game1.farmerShouldPassOut = false;
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// transition to the next day
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if (this.ShouldResetPlayerAfterCollapseNow)
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{
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this.ShouldResetPlayerAfterCollapseNow = false;
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if (this.Config.KeepStaminaAfterCollapse)
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Game1.player.stamina = this.PreCollapseStamina;
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if (this.Config.KeepHealthAfterCollapse)
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Game1.player.health = this.PreCollapseHealth;
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if (this.Config.KeepMoneyAfterCollapse)
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Game1.player.money = this.PreCollapseMoney;
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if (this.Config.KeepPositionAfterCollapse)
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Game1.warpFarmer(this.PreCollapseMap, this.PreCollapseTile.X, this.PreCollapseTile.Y, false);
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}
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// delete annoying charge messages (if only I could do this with mail IRL)
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if (this.Config.SkipCollapseMail)
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{
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string[] validMail = Game1.mailbox
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.Where(p => !p.Contains("passedOut"))
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.ToArray();
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Game1.mailbox.Clear();
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foreach (string mail in validMail)
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Game1.mailbox.Enqueue(mail);
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}
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this.JustStartedNewDay = true;
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}
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catch (Exception ex)
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{
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this.Monitor.Log(ex.ToString(), LogLevel.Error);
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this.WriteErrorLog();
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}
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}
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/// <summary>The method invoked when <see cref="Game1.timeOfDay"/> changes.</summary>
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/// <param name="sender">The event sender.</param>
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/// <param name="e">The event data.</param>
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private void TimeEvents_TimeOfDayChanged(object sender, EventArgsIntChanged e)
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{
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if (!Context.IsWorldReady)
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return;
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try
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{
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// transition morning light more realistically
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if (this.Config.MorningLightTransition && Game1.timeOfDay > 400 && Game1.timeOfDay < 600)
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{
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float colorMod = (1300 - Game1.timeOfDay) / 1000f;
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Game1.outdoorLight = Game1.ambientLight * colorMod;
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}
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// transition to next morning
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if (this.Config.StayUp && Game1.timeOfDay == 2550)
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{
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Game1.isRaining = false; // remove rain, otherwise lighting gets screwy
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Game1.updateWeatherIcon();
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Game1.timeOfDay = 150; //change it from 1:50 am late, to 1:50 am early
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}
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// collapse player at 6am to save & reset
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if (Game1.timeOfDay == 550)
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this.IsUpLate = true;
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if (this.IsUpLate && Game1.timeOfDay == 600 && !this.JustCollapsed)
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{
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this.JustCollapsed = true;
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this.ShouldResetPlayerAfterCollapseNow = true;
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this.PreCollapseTile = new Point(Game1.player.getTileX(), Game1.player.getTileY());
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this.PreCollapseMap = Game1.player.currentLocation.name;
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this.PreCollapseStamina = Game1.player.stamina;
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this.PreCollapseHealth = Game1.player.health;
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this.PreCollapseMoney = Game1.player.money;
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if (Game1.currentMinigame != null)
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Game1.currentMinigame = null;
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Game1.farmerShouldPassOut = true;
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}
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}
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catch (Exception ex)
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{
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this.Monitor.Log(ex.ToString(), LogLevel.Error);
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this.WriteErrorLog();
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}
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}
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/// <summary>Write the current mod state to the error log file.</summary>
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private void WriteErrorLog()
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{
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var state = new
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{
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this.Config,
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this.IsUpLate,
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this.ShouldResetPlayerAfterCollapseNow,
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this.JustStartedNewDay,
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this.JustCollapsed,
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this.PreCollapseMap,
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this.PreCollapseTile,
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this.PreCollapseMoney,
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this.PreCollapseStamina,
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this.PreCollapseHealth
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};
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string path = Path.Combine(this.Helper.DirectoryPath, "Error_Logs", "Mod_State.json");
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this.Helper.WriteJsonFile(path, state);
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}
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}
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}
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