300 lines
15 KiB
C#
300 lines
15 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.MoreRain
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{
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public class MoreRain : Mod
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{
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int springRainInt;
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int springThunderInt;
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int summerRainInt;
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int summerThunderInt;
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int fallRainInt;
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int fallThunderInt;
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int winterSnowInt;
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bool gameloaded;
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bool suppress_log;
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public override void Entry(IModHelper helper)
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{
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// set_up();
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StardewModdingAPI.Events.SaveEvents.AfterLoad += PlayerEvents_LoadedGame;
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StardewModdingAPI.Events.TimeEvents.DayOfMonthChanged += TimeEvents_DayOfMonthChanged;
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DataLoader();
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}
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public void TimeEvents_DayOfMonthChanged(object sender, StardewModdingAPI.Events.EventArgsIntChanged e)
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{
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if (gameloaded == false) return;
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New_day_Update();
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}
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public void PlayerEvents_LoadedGame(object sender, EventArgs e)
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{
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gameloaded = true;
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New_day_Update();
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}
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void New_day_Update() //updates all info whenever I call this.
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{
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if (Game1.weatherForTomorrow == Game1.weather_festival )
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{
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if(suppress_log==false)Monitor.Log("There is a festival tomorrow, therefore it will not rain.");
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return;
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}
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if(Game1.weatherForTomorrow== Game1.weather_wedding)
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{
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if(suppress_log==false)Monitor.Log("There is a wedding tomorrow and rain on your wedding day will not happen.");
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return;
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}
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Random random = new Random();
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int randomNumber = random.Next(0, 100); //sets ran variable to some num between 0 and 100
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Random thunder_random = new Random();
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int thunder_randomNumber = random.Next(0, 100);
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if (Game1.currentSeason == "spring")
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{
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if (StardewValley.Game1.weatherForTomorrow == StardewValley.Game1.weather_sunny || StardewValley.Game1.weatherForTomorrow == StardewValley.Game1.weather_rain || StardewValley.Game1.weatherForTomorrow == StardewValley.Game1.weather_lightning || StardewValley.Game1.weatherForTomorrow == StardewValley.Game1.weather_debris)
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{ //if my weather isn't something special. This is to prevent something from going wierd.
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if (randomNumber <= springRainInt) //if the random variable is less than or equal to the chance for rain.
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{
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StardewValley.Game1.weatherForTomorrow = StardewValley.Game1.weather_rain; //sets rainy weather tomorrow
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if (suppress_log == false) Monitor.Log("It will rain tomorrow.");
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}
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else
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{
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StardewValley.Game1.weatherForTomorrow = StardewValley.Game1.weather_sunny;//sets sunny weather tomorrow
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if (suppress_log == false) Monitor.Log("It will not rain tomorrow.");
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}
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if (StardewValley.Game1.weatherForTomorrow == StardewValley.Game1.weather_rain)
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{
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if (randomNumber <= springThunderInt) //if the random variable is less than or equal to the chance for rain.
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{
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StardewValley.Game1.weatherForTomorrow = StardewValley.Game1.weather_lightning; //sets rainy weather tomorrow
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if (suppress_log == false) Monitor.Log("It will be stormy tomorrow.");
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}
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else
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{
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StardewValley.Game1.weatherForTomorrow = StardewValley.Game1.weather_rain;//sets sunny weather tomorrow
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if (suppress_log == false) Monitor.Log("There will be no lightning tomorrow.");
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}
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}
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}
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}
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else if (Game1.currentSeason == "summer")
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{
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if (StardewValley.Game1.weatherForTomorrow == StardewValley.Game1.weather_sunny || StardewValley.Game1.weatherForTomorrow == StardewValley.Game1.weather_rain || StardewValley.Game1.weatherForTomorrow == StardewValley.Game1.weather_lightning || StardewValley.Game1.weatherForTomorrow == StardewValley.Game1.weather_debris)
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{ //if my weather isn't something special. This is to prevent something from going wierd.
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if (randomNumber <= summerRainInt) //if the random variable is less than or equal to the chance for rain.
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{
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StardewValley.Game1.weatherForTomorrow = StardewValley.Game1.weather_rain; //sets rainy weather tomorrow
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if (suppress_log == false) Monitor.Log("It will rain tomorrow.");
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}
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else
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{
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StardewValley.Game1.weatherForTomorrow = StardewValley.Game1.weather_sunny;//sets sunny weather tomorrow
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if (suppress_log == false) Monitor.Log("It will not rain tomorrow.");
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}
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if (StardewValley.Game1.weatherForTomorrow == StardewValley.Game1.weather_rain)
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{
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if (randomNumber <= summerThunderInt) //if the random variable is less than or equal to the chance for rain.
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{
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StardewValley.Game1.weatherForTomorrow = StardewValley.Game1.weather_lightning; //sets rainy weather tomorrow
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if (suppress_log == false) Monitor.Log("It will be stormy tomorrow.");
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}
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else
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{
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StardewValley.Game1.weatherForTomorrow = StardewValley.Game1.weather_rain;//sets sunny weather tomorrow
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if (suppress_log == false) Monitor.Log("There will be no lightning tomorrow.");
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}
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}
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}
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}
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else if (Game1.currentSeason=="fall"|| Game1.currentSeason == "autumn")
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{
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if (StardewValley.Game1.weatherForTomorrow == StardewValley.Game1.weather_sunny || StardewValley.Game1.weatherForTomorrow == StardewValley.Game1.weather_rain || StardewValley.Game1.weatherForTomorrow == StardewValley.Game1.weather_lightning || StardewValley.Game1.weatherForTomorrow == StardewValley.Game1.weather_debris)
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{ //if my weather isn't something special. This is to prevent something from going wierd.
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if (randomNumber <= fallRainInt) //if the random variable is less than or equal to the chance for rain.
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{
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StardewValley.Game1.weatherForTomorrow = StardewValley.Game1.weather_rain; //sets rainy weather tomorrow
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if (suppress_log == false) Monitor.Log("It will rain tomorrow.");
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}
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else
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{
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StardewValley.Game1.weatherForTomorrow = StardewValley.Game1.weather_sunny;//sets sunny weather tomorrow
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if (suppress_log == false) Monitor.Log("It will not rain tomorrow.");
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}
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if (StardewValley.Game1.weatherForTomorrow == StardewValley.Game1.weather_rain)
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{
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if (randomNumber <= fallThunderInt) //if the random variable is less than or equal to the chance for rain.
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{
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StardewValley.Game1.weatherForTomorrow = StardewValley.Game1.weather_lightning; //sets rainy weather tomorrow
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if (suppress_log == false) Monitor.Log("It will be stormy tomorrow.");
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}
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else
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{
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StardewValley.Game1.weatherForTomorrow = StardewValley.Game1.weather_rain;//sets sunny weather tomorrow
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if (suppress_log == false) Monitor.Log("There will be no lightning tomorrow.");
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}
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}
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}
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}
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else if (Game1.currentSeason == "winter")
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{
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if (StardewValley.Game1.weatherForTomorrow == StardewValley.Game1.weather_sunny || StardewValley.Game1.weatherForTomorrow == StardewValley.Game1.weather_rain || StardewValley.Game1.weatherForTomorrow == StardewValley.Game1.weather_lightning || StardewValley.Game1.weatherForTomorrow == StardewValley.Game1.weather_debris || Game1.weatherForTomorrow==StardewValley.Game1.weather_snow)
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{ //if my weather isn't something special. This is to prevent something from going wierd.
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if (randomNumber <= winterSnowInt) //if the random variable is less than or equal to the chance for rain.
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{
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StardewValley.Game1.weatherForTomorrow = StardewValley.Game1.weather_snow; //sets rainy weather tomorrow
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if (suppress_log == false) Monitor.Log("It will snow tomorrow.");
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}
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else
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{
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//StardewValley.Game1.weatherForTomorrow = StardewValley.Game1.weather_sunny;//sets sunny weather tomorrow
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if (suppress_log == false) Monitor.Log("It will not snow tomorrow.");
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}
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}
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}
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}
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void MyWritter()
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{
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//saves the BuildEndurance_data at the end of a new day;
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string mylocation = Path.Combine(Helper.DirectoryPath, "More_Rain_Config");
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//string mylocation2 = mylocation + myname;
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string mylocation3 = mylocation + ".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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Monitor.Log("The data file for More Rain wasn't found. Time to create it!");
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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: More Rain Config. Feel free to edit.";
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mystring3[1] = "====================================================================================";
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mystring3[2] = "Spring Rain chance: The chance out of 100 that it will rain tomorrow.";
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mystring3[3] = springRainInt.ToString();
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mystring3[4] = "Spring Storm chance: The chance out of 100 that it will be stormy tomorrow.";
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mystring3[5] = springThunderInt.ToString();
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mystring3[6] = "Summer Rain chance: The chance out of 100 that it will rain tomorrow.";
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mystring3[7] = summerRainInt.ToString();
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mystring3[8] = "Summer Storm chance: The chance out of 100 that it will be stormy tomorrow.";
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mystring3[9] = summerThunderInt.ToString();
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mystring3[10] = "Fall Rain chance: The chance out of 100 that it will rain tomorrow.";
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mystring3[11] = fallRainInt.ToString();
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mystring3[12] = "Fall Storm chance: The chance out of 100 that it will be stormy tomorrow.";
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mystring3[13] = fallThunderInt.ToString();
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mystring3[14] = "Winter Snow chance: The chance out of 100 that it will rain tomorrow.";
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mystring3[15] = winterSnowInt.ToString();
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mystring3[16] = "Supress Log: If true, the mod won't output any messages to the console.";
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mystring3[17] = suppress_log.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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Monitor.Log("The data file for More Rain wasn't found. Time to create it!");
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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: More Rain Config. Feel free to edit.";
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mystring3[1] = "====================================================================================";
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mystring3[2] = "Spring Rain chance: The chance out of 100 that it will rain tomorrow.";
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mystring3[3] = springRainInt.ToString();
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mystring3[4] = "Spring Storm chance: The chance out of 100 that it will be stormy tomorrow.";
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mystring3[5] = springThunderInt.ToString();
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mystring3[6] = "Summer Rain chance: The chance out of 100 that it will rain tomorrow.";
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mystring3[7] = summerRainInt.ToString();
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mystring3[8] = "Summer Storm chance: The chance out of 100 that it will be stormy tomorrow.";
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mystring3[9] = summerThunderInt.ToString();
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mystring3[10] = "Fall Rain chance: The chance out of 100 that it will rain tomorrow.";
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mystring3[11] = fallRainInt.ToString();
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mystring3[12] = "Fall Storm chance: The chance out of 100 that it will be stormy tomorrow.";
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mystring3[13] = fallThunderInt.ToString();
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mystring3[14] = "Winter Snow chance: The chance out of 100 that it will rain tomorrow.";
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mystring3[15] = winterSnowInt.ToString();
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mystring3[16] = "Supress Log: If true, the mod won't output any messages to the console.";
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mystring3[17] = suppress_log.ToString();
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File.WriteAllLines(mylocation3, mystring3);
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}
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}
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void DataLoader()
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{
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//loads the data to the variables upon loading the game.
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string mylocation = Path.Combine(Helper.DirectoryPath, "More_Rain_Config");
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//string mylocation2 = mylocation + myname;
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string mylocation3 = mylocation + ".txt";
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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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springRainInt = 15;
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summerRainInt = 5;
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fallRainInt = 15;
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winterSnowInt = 15;
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springThunderInt = 5;
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summerThunderInt = 10;
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fallThunderInt = 5;
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suppress_log = true;
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MyWritter();
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}
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else
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{
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try
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{
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string[] readtext = File.ReadAllLines(mylocation3);
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springRainInt = Convert.ToInt32(readtext[3]);
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springThunderInt = Convert.ToInt32(readtext[5]);
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summerRainInt = Convert.ToInt32(readtext[7]);
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summerThunderInt = Convert.ToInt32(readtext[9]);
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fallRainInt = Convert.ToInt32(readtext[11]);
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fallThunderInt = Convert.ToInt32(readtext[13]);
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winterSnowInt = Convert.ToInt32(readtext[15]);
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suppress_log = Convert.ToBoolean(readtext[17]);
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}
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catch (Exception e) //something dun goofed
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{
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springRainInt = 15;
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summerRainInt = 5;
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fallRainInt = 15;
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winterSnowInt = 15;
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springThunderInt = 5;
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summerThunderInt = 10;
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fallThunderInt = 5;
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suppress_log = true;
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MyWritter();
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}
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}
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}
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}
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}
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