332 lines
13 KiB
C#
332 lines
13 KiB
C#
using System;
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using System.IO;
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using System.Text;
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using Newtonsoft.Json;
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using Omegasis.BuildHealth.Framework;
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using StardewModdingAPI;
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using StardewModdingAPI.Events;
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using StardewValley;
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namespace Omegasis.BuildHealth
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{
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/// <summary>The mod entry point.</summary>
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public class BuildHealth : 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 settings and player data.</summary>
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private ModConfig Config;
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/// <summary>The XP points needed to reach the next level.</summary>
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private double ExpToNextLevel = 20;
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/// <summary>The player's current XP points.</summary>
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private double CurrentExp;
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/// <summary>The player's current level.</summary>
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private int CurrentLevel;
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/// <summary>The health points to add to the player's base health due to their current level.</summary>
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private int CurrentLevelHealthBonus;
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/// <summary>The initial health bonus to apply regardless of the player's level, from the config file.</summary>
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private int BaseHealthBonus;
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/// <summary>Whether to reset all changes by the mod to the default values (i.e. start over).</summary>
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private bool ClearModEffects;
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/// <summary>The player's original max health value, excluding mod effects.</summary>
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private int OriginalMaxHealth;
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/// <summary>Whether the player recently gained XP for tool use.</summary>
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private bool HasRecentToolExp;
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/// <summary>Whether the player was eating last time we checked.</summary>
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private bool WasEating;
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/// <summary>The player's health last time we checked it.</summary>
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private int LastHealth;
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/// <summary>Whether the player has collapsed today.</summary>
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private bool WasCollapsed;
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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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GameEvents.UpdateTick += this.GameEvents_UpdateTick;
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GameEvents.OneSecondTick += this.GameEvents_OneSecondTick;
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TimeEvents.AfterDayStarted += this.TimeEvents_AfterDayStarted;
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SaveEvents.AfterLoad += this.SaveEvents_AfterLoaded;
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var configPath = Path.Combine(helper.DirectoryPath, "BuildHealthConfig.json");
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if (!File.Exists(configPath))
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{
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this.Config = new ModConfig
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{
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CurrentLevel = 0,
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MaxLevel = 100,
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HealthIncreasePerLevel = 1,
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CurrentExp = 0,
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ExpToNextLevel = 20,
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ExpCurve = 1.15,
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ExpForEating = 2,
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ExpForSleeping = 10,
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ExpForToolUse = 1,
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BaseHealthBonus = 0,
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CurrentLevelHealthBonus = 0
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};
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File.WriteAllBytes(configPath, Encoding.UTF8.GetBytes(JsonConvert.SerializeObject(this.Config)));
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}
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else
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{
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this.Config = JsonConvert.DeserializeObject<ModConfig>(Encoding.UTF8.GetString(File.ReadAllBytes(configPath)));
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this.Monitor.Log("Found BuildHealth config file.");
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}
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this.Monitor.Log("BuildHealth Initialization Completed");
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}
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/// <summary>The method invoked once per second during a game update.</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_OneSecondTick(object sender, EventArgs e)
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{
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// nerf how quickly tool xp is gained (I hope)
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if (this.HasRecentToolExp)
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this.HasRecentToolExp = false;
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}
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/// <summary>The method invoked when the game updates (roughly 60 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_UpdateTick(object sender, EventArgs e)
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{
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// give XP when player finishes eating
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if (Game1.isEating)
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this.WasEating = true;
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else if (this.WasEating)
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{
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this.CurrentExp += this.Config.ExpForEating;
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this.WasEating = false;
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}
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// give XP when player uses tool
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if (!this.HasRecentToolExp && Game1.player.usingTool)
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{
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this.CurrentExp += this.Config.ExpForToolUse;
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this.HasRecentToolExp = true;
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}
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// give XP for taking damage
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var player = Game1.player;
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if (this.LastHealth > player.health)
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{
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this.CurrentExp += this.LastHealth - player.health;
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this.LastHealth = player.health;
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}
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else if (this.LastHealth < player.health)
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this.LastHealth = player.health;
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// give XP when player stays up too late or collapses
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if (!this.WasCollapsed && Game1.farmerShouldPassOut)
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{
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this.CurrentExp += this.Config.ExpForCollapsing;
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this.WasCollapsed = true;
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this.Monitor.Log("The player has collapsed!");
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}
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}
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/// <summary>The method invoked after 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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// reset data
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this.LastHealth = Game1.player.maxHealth;
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this.WasCollapsed = false;
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// update settings
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this.UpdateClearSetting();
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var player = Game1.player;
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this.CurrentExp += this.Config.ExpForSleeping;
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if (this.OriginalMaxHealth == 0)
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this.OriginalMaxHealth = player.maxHealth; //grab the initial Health value
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if (this.ClearModEffects)
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{
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this.LoadClearSettings();
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//This will run when the character goes to sleep. It will increase their sleeping skill.
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player.maxHealth = this.OriginalMaxHealth;
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this.ExpToNextLevel = this.Config.ExpToNextLevel;
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this.CurrentExp = this.Config.CurrentExp;
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this.CurrentLevelHealthBonus = 0;
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this.OriginalMaxHealth = player.maxHealth;
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this.BaseHealthBonus = 0;
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this.CurrentLevel = 0;
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this.Monitor.Log("BuildHealth Reset!");
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}
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if (!this.ClearModEffects && this.CurrentLevel < this.Config.MaxLevel)
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{
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while (this.CurrentExp >= this.ExpToNextLevel)
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{
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this.CurrentLevel += 1;
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this.CurrentExp = this.CurrentExp - this.ExpToNextLevel;
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this.ExpToNextLevel =
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(this.Config.ExpCurve * this.ExpToNextLevel);
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player.maxHealth += this.Config.HealthIncreasePerLevel;
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this.CurrentLevelHealthBonus += this.Config.HealthIncreasePerLevel;
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}
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}
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this.ClearModEffects = false;
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this.WriteConfig();
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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_AfterLoaded(object sender, EventArgs e)
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{
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// initialise
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this.LoadConfig();
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this.WriteConfig();
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// grab initial health
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var player = Game1.player;
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if (this.OriginalMaxHealth == 0)
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this.OriginalMaxHealth = player.maxHealth;
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// set max health
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player.maxHealth = this.BaseHealthBonus + this.CurrentLevelHealthBonus + this.OriginalMaxHealth;
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// reset if needed
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if (this.ClearModEffects)
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{
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player.maxHealth = this.OriginalMaxHealth;
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this.Monitor.Log("BuildHealth Reset!");
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}
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// save config
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this.LastHealth = Game1.player.maxHealth;
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this.LoadConfig();
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this.WriteConfig();
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}
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/// <summary>Update the settings needed for <see cref="ClearModEffects"/> from the latest config file on disk.</summary>
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void LoadClearSettings()
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{
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if (!Directory.Exists(Path.Combine(Helper.DirectoryPath, "PlayerData")))
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Directory.CreateDirectory(Path.Combine(Helper.DirectoryPath, "PlayerData"));
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string path = Path.Combine(Helper.DirectoryPath, "PlayerData", $"BuildHealth_data_{Game1.player.name}.txt");
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if (!File.Exists(path))
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{
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this.ClearModEffects = false;
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this.OriginalMaxHealth = 0;
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this.BaseHealthBonus = 0;
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}
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else
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{
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string[] text = File.ReadAllLines(path);
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this.BaseHealthBonus = Convert.ToInt32(text[9]);
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this.ClearModEffects = Convert.ToBoolean(text[14]);
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this.OriginalMaxHealth = Convert.ToInt32(text[16]);
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}
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}
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/// <summary>Update <see cref="ClearModEffects"/> based on the latest config file on disk.</summary>
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private void UpdateClearSetting()
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{
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if (!Directory.Exists(Path.Combine(Helper.DirectoryPath, "PlayerData")))
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Directory.CreateDirectory(Path.Combine(Helper.DirectoryPath, "PlayerData"));
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string path = Path.Combine(Helper.DirectoryPath, "PlayerData", $"BuildHealth_data_{Game1.player.name}.txt");
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if (!File.Exists(path))
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{
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this.ClearModEffects = false;
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this.OriginalMaxHealth = 0;
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this.BaseHealthBonus = 0;
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}
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else
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{
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string[] text = File.ReadAllLines(path);
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this.ClearModEffects = Convert.ToBoolean(text[14]);
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}
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}
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/// <summary>Load the configuration settings.</summary>
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private void LoadConfig()
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{
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if (!Directory.Exists(Path.Combine(Helper.DirectoryPath, "PlayerData")))
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Directory.CreateDirectory(Path.Combine(Helper.DirectoryPath, "PlayerData"));
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string path = Path.Combine(Helper.DirectoryPath, "PlayerData", $"BuildHealth_data_{Game1.player.name}.txr");
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if (!File.Exists(path))
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{
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this.ExpToNextLevel = this.Config.ExpToNextLevel;
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this.CurrentExp = this.Config.CurrentExp;
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this.CurrentLevel = this.Config.CurrentLevel;
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this.BaseHealthBonus = this.Config.BaseHealthBonus;
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this.CurrentLevelHealthBonus = this.Config.CurrentLevelHealthBonus;
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this.ClearModEffects = false;
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this.OriginalMaxHealth = 0;
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}
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else
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{
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string[] text = File.ReadAllLines(path);
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this.CurrentLevel = Convert.ToInt32(text[3]);
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this.ExpToNextLevel = Convert.ToDouble(text[7]);
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this.CurrentExp = Convert.ToDouble(text[5]);
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this.BaseHealthBonus = Convert.ToInt32(text[9]);
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this.CurrentLevelHealthBonus = Convert.ToInt32(text[11]);
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this.ClearModEffects = Convert.ToBoolean(text[14]);
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this.OriginalMaxHealth = Convert.ToInt32(text[16]);
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}
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}
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/// <summary>Save the configuration settings.</summary>
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private void WriteConfig()
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{
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if (!Directory.Exists(Path.Combine(Helper.DirectoryPath, "PlayerData")))
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Directory.CreateDirectory(Path.Combine(Helper.DirectoryPath, "PlayerData"));
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string path = Path.Combine(Helper.DirectoryPath, "PlayerData", $"BuildHealth_data_{Game1.player.name}.txt");
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string[] text = new string[20];
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text[0] = "Player: Build Health Data. Modification can cause errors. Edit at your own risk.";
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text[1] = "====================================================================================";
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text[2] = "Player Current Level:";
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text[3] = this.CurrentLevel.ToString();
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text[4] = "Player Current XP:";
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text[5] = this.CurrentExp.ToString();
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text[6] = "Xp to next Level:";
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text[7] = this.ExpToNextLevel.ToString();
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text[8] = "Initial Health Bonus:";
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text[9] = this.BaseHealthBonus.ToString();
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text[10] = "Additional Health Bonus:";
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text[11] = this.CurrentLevelHealthBonus.ToString();
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text[12] = "=======================================================================================";
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text[13] = "RESET ALL MOD EFFECTS? This will effective start you back at square 1. Also good if you want to remove this mod.";
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text[14] = this.ClearModEffects.ToString();
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text[15] = "OLD Health AMOUNT: This is the initial value of the Player's Health before this mod took over.";
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text[16] = this.OriginalMaxHealth.ToString();
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File.WriteAllLines(path, text);
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}
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}
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}
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