409 lines
17 KiB
C#
409 lines
17 KiB
C#
using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using Newtonsoft.Json;
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using Newtonsoft.Json.Linq;
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using StardewModdingAPI;
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using Microsoft.Xna.Framework;
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namespace BuildHealth
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{
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public class BuildHealth : Mod
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{
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public double BuildHealth_data_xp_nextlvl=20;
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public double BuildHealth_data_xp_current=0;
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public int BuildHealth_data_current_lvl=0;
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public int BuildHealth_data_health_bonus_acumulated=0;
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public int BuildHealth_data_ini_health_bonus=0;
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public bool BuildHealth_data_clear_mod_effects = false;
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public int BuildHealth_data_old_health = 0;
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public bool tool_cleaner = false;
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public bool fed = false;
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public Config ModConfig { get; set; }
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public static bool upon_loading = false;
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//Credit goes to Zoryn for pieces of this config generation that I kinda repurposed.
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public override void Entry(params object[] objects)
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{
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StardewModdingAPI.Events.TimeEvents.DayOfMonthChanged += SleepCallback;
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StardewModdingAPI.Events.GameEvents.UpdateTick += EatingCallBack; //sloppy again but it'll do.
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StardewModdingAPI.Events.GameEvents.OneSecondTick += Tool_Cleanup;
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StardewModdingAPI.Events.GameEvents.UpdateTick += ToolCallBack;
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StardewModdingAPI.Events.PlayerEvents.LoadedGame += LoadingCallBack;
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var configLocation = Path.Combine(PathOnDisk, "BuildHealthConfig.json");
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if (!File.Exists(configLocation))
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{
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Console.WriteLine("The config file for BuildHealth was not found, guess I'll create it...");
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ModConfig = new Config();
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ModConfig.BuildHealth_current_lvl = 0;
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ModConfig.BuildHealth_max_lvl = 100;
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ModConfig.BuildHealth_Health_increase_upon_lvl_up = 1;
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ModConfig.BuildHealth_xp_current = 0;
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ModConfig.BuildHealth_xp_nextlvl = 20;
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ModConfig.BuildHealth_xp_curve = 1.15;
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ModConfig.BuildHealth_xp_eating = 2;
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ModConfig.BuildHealth_xp_sleeping = 10;
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ModConfig.BuildHealth_xp_tooluse = 1;
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ModConfig.BuildHealth_ini_Health_boost = 0;
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ModConfig.BuildHealth_Health_accumulated = 0;
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File.WriteAllBytes(configLocation, Encoding.UTF8.GetBytes(JsonConvert.SerializeObject(ModConfig)));
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}
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else
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{
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ModConfig = JsonConvert.DeserializeObject<Config>(Encoding.UTF8.GetString(File.ReadAllBytes(configLocation)));
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Console.WriteLine("Found BuildHealth config file.");
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}
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// DataLoader();
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// MyWritter();
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Console.WriteLine("BuildHealth Initialization Completed");
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}
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public void ToolCallBack(object sender, EventArgs e) //ultra quick response for checking if a tool is used.
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{
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if (tool_cleaner == true) return;
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if (StardewValley.Game1.player.usingTool == true)
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{
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//Console.WriteLine("Tool is being used");
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BuildHealth_data_xp_current += ModConfig.BuildHealth_xp_tooluse;
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tool_cleaner = true;
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}
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else return;
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}
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public void Tool_Cleanup(object sender, EventArgs e) //nerfs how quickly xp is actually gained. I hope.
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{
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if (tool_cleaner == true) tool_cleaner = false;
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else return;
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}
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public void EatingCallBack(object sender, EventArgs e)
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{
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if (StardewValley.Game1.isEating == true)
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{
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// Console.WriteLine("NOM NOM NOM");
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fed = true;
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//this code will run when the player eats an object. I.E. increases their eating skills.
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}
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//I'm going to assume they ate the food.
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if ((StardewValley.Game1.isEating == false) && fed == true)
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{
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// Console.WriteLine("NOM NOM NOM");
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BuildHealth_data_xp_current += ModConfig.BuildHealth_xp_eating;
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fed = false;
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}
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return;
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}
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public void SleepCallback(object sender, EventArgs e)
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{
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if(upon_loading ==true){
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Clear_Checker();
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var player = StardewValley.Game1.player;
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BuildHealth_data_xp_current += ModConfig.BuildHealth_xp_sleeping;
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if (BuildHealth_data_old_health == 0)
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{
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BuildHealth_data_old_health = player.maxHealth; //grab the initial Health value
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}
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if (BuildHealth_data_clear_mod_effects == true)
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{
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Clear_DataLoader();
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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 = BuildHealth_data_old_health;
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BuildHealth_data_xp_nextlvl = ModConfig.BuildHealth_xp_nextlvl;
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BuildHealth_data_xp_current = ModConfig.BuildHealth_xp_current;
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BuildHealth_data_health_bonus_acumulated = 0;
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BuildHealth_data_old_health = player.maxHealth;
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BuildHealth_data_ini_health_bonus = 0;
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BuildHealth_data_current_lvl = 0;
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Console.WriteLine("BuildHealth Reset!");
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}
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if (BuildHealth_data_clear_mod_effects == false)
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{
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if (BuildHealth_data_current_lvl < ModConfig.BuildHealth_max_lvl)
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{
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while (BuildHealth_data_xp_current >= BuildHealth_data_xp_nextlvl)
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{
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BuildHealth_data_current_lvl += 1;
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BuildHealth_data_xp_current = BuildHealth_data_xp_current - BuildHealth_data_xp_nextlvl;
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BuildHealth_data_xp_nextlvl = (ModConfig.BuildHealth_xp_curve * BuildHealth_data_xp_nextlvl);
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player.maxHealth += ModConfig.BuildHealth_Health_increase_upon_lvl_up;
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BuildHealth_data_health_bonus_acumulated += ModConfig.BuildHealth_Health_increase_upon_lvl_up;
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}
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}
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}
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BuildHealth_data_clear_mod_effects = false;
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MyWritter();
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}
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}
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public void LoadingCallBack(object sender, EventArgs e)
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{
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// Console.WriteLine("entering loading callback");
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if (StardewModdingAPI.Inheritance.SGame.hasLoadedGame == true)
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{
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// Console.WriteLine("Penetrated loading callback");
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DataLoader();
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MyWritter();
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upon_loading=true;
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//runs when the player is loaded.
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var player = StardewValley.Game1.player;
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if (BuildHealth_data_old_health == 0)
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{
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BuildHealth_data_old_health = player.maxHealth; //grab the initial health value
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}
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player.maxHealth = BuildHealth_data_ini_health_bonus + BuildHealth_data_health_bonus_acumulated + BuildHealth_data_old_health; //incase the ini stam bonus is loaded in.
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if (BuildHealth_data_clear_mod_effects == true)
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{
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player.maxHealth = BuildHealth_data_old_health;
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Console.WriteLine("BuildHealth Reset!");
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}
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DataLoader();
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MyWritter();
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}
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}
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//Mod config data.
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public class Config
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{
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public double BuildHealth_xp_nextlvl { get; set; }
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public double BuildHealth_xp_current { get; set; }
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public double BuildHealth_xp_curve { get; set; }
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public int BuildHealth_current_lvl { get; set; }
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public int BuildHealth_max_lvl { get; set; }
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public int BuildHealth_Health_increase_upon_lvl_up { get; set; }
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public int BuildHealth_xp_tooluse { get; set; }
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public int BuildHealth_xp_eating { get; set; }
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public int BuildHealth_xp_sleeping { get; set; }
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public int BuildHealth_ini_Health_boost { get; set; }
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public int BuildHealth_Health_accumulated { get; set; }
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}
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void Clear_DataLoader()
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{
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//loads the data to the variables upon loading the game.
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string myname = StardewValley.Game1.player.name;
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string mylocation = Path.Combine(PathOnDisk, "BuildHealth_data_");
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string mylocation2 = mylocation+myname;
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string mylocation3 = mylocation2+".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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Console.WriteLine("The config file for BuildHealth was not found, guess I'll create it...");
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BuildHealth_data_clear_mod_effects = false;
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BuildHealth_data_old_health = 0;
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BuildHealth_data_ini_health_bonus = 0;
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}
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else
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{
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//loads the BuildHealth_data upon loading the mod
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string[] readtext = File.ReadAllLines(mylocation3);
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BuildHealth_data_ini_health_bonus = Convert.ToInt32(readtext[9]);
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BuildHealth_data_clear_mod_effects = Convert.ToBoolean(readtext[14]);
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BuildHealth_data_old_health = Convert.ToInt32(readtext[16]);
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}
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}
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void Clear_Checker()
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{
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//loads the data to the variables upon loading the game.
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string myname = StardewValley.Game1.player.name;
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string mylocation = Path.Combine(PathOnDisk, "BuildHealth_data_");
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string mylocation2 = mylocation + myname;
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string mylocation3 = mylocation2 + ".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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Console.WriteLine("The config file for BuildHealth was not found, guess I'll create it...");
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BuildHealth_data_clear_mod_effects = false;
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BuildHealth_data_old_health = 0;
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BuildHealth_data_ini_health_bonus = 0;
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}
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else
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{
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//loads the BuildHealth_data upon loading the mod
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string[] readtext = File.ReadAllLines(mylocation3);
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BuildHealth_data_clear_mod_effects = Convert.ToBoolean(readtext[14]);
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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 myname = StardewValley.Game1.player.name;
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string mylocation = Path.Combine(PathOnDisk, "BuildHealth_data_");
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string mylocation2 = mylocation+myname;
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string mylocation3 = mylocation2+".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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Console.WriteLine("The config file for BuildHealth was not found, guess I'll create it...");
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BuildHealth_data_xp_nextlvl = ModConfig.BuildHealth_xp_nextlvl;
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BuildHealth_data_xp_current = ModConfig.BuildHealth_xp_current;
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BuildHealth_data_current_lvl = ModConfig.BuildHealth_current_lvl;
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BuildHealth_data_ini_health_bonus = ModConfig.BuildHealth_ini_Health_boost;
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BuildHealth_data_health_bonus_acumulated = ModConfig.BuildHealth_Health_accumulated;
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BuildHealth_data_clear_mod_effects = false;
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BuildHealth_data_old_health = 0;
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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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//loads the BuildHealth_data upon loading the mod
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string[] readtext = File.ReadAllLines(mylocation3);
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BuildHealth_data_current_lvl = Convert.ToInt32(readtext[3]);
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BuildHealth_data_xp_nextlvl = Convert.ToDouble(readtext[7]); //these array locations refer to the lines in BuildHealth_data.json
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BuildHealth_data_xp_current = Convert.ToDouble(readtext[5]);
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BuildHealth_data_ini_health_bonus = Convert.ToInt32(readtext[9]);
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BuildHealth_data_health_bonus_acumulated = Convert.ToInt32(readtext[11]);
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BuildHealth_data_clear_mod_effects = Convert.ToBoolean(readtext[14]);
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BuildHealth_data_old_health = Convert.ToInt32(readtext[16]);
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}
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}
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void MyWritter()
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{
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//saves the BuildHealth_data at the end of a new day;
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string myname = StardewValley.Game1.player.name;
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string mylocation = Path.Combine(PathOnDisk, "BuildHealth_data_");
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string mylocation2 = mylocation+myname;
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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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Console.WriteLine("The data file for BuildHealth was not found, guess I'll create it when you sleep.");
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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: Build Health Data. Modification can cause errors. Edit at your own risk.";
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mystring3[1] = "====================================================================================";
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mystring3[2] = "Player Current Level:";
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mystring3[3] = BuildHealth_data_current_lvl.ToString();
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mystring3[4] = "Player Current XP:";
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mystring3[5] = BuildHealth_data_xp_current.ToString();
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mystring3[6] = "Xp to next Level:";
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mystring3[7] = BuildHealth_data_xp_nextlvl.ToString();
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mystring3[8] = "Initial Health Bonus:";
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mystring3[9] = BuildHealth_data_ini_health_bonus.ToString();
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mystring3[10] = "Additional Health Bonus:";
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mystring3[11] = BuildHealth_data_health_bonus_acumulated.ToString();
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mystring3[12] = "=======================================================================================";
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mystring3[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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mystring3[14] = BuildHealth_data_clear_mod_effects.ToString();
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mystring3[15] = "OLD Health AMOUNT: This is the initial value of the Player's Health before this mod took over.";
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mystring3[16] = BuildHealth_data_old_health.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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// Console.WriteLine("HEY IM SAVING DATA");
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//write out the info to a text file at the end of a day.
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mystring3[0] = "Player: Build Health Data. Modification can cause errors. Edit at your own risk.";
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mystring3[1] = "====================================================================================";
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mystring3[2] = "Player Current Level:";
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mystring3[3] = BuildHealth_data_current_lvl.ToString();
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mystring3[4] = "Player Current XP:";
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mystring3[5] = BuildHealth_data_xp_current.ToString();
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mystring3[6] = "Xp to next Level:";
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mystring3[7] = BuildHealth_data_xp_nextlvl.ToString();
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mystring3[8] = "Initial Health Bonus:";
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mystring3[9] = BuildHealth_data_ini_health_bonus.ToString();
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mystring3[10] = "Additional Health Bonus:";
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mystring3[11] = BuildHealth_data_health_bonus_acumulated.ToString();
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mystring3[12] = "=======================================================================================";
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mystring3[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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mystring3[14] = BuildHealth_data_clear_mod_effects.ToString();
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mystring3[15] = "OLD Health AMOUNT: This is the initial value of the Player's Health before this mod took over.";
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mystring3[16] = BuildHealth_data_old_health.ToString();
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File.WriteAllLines(mylocation3, mystring3);
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}
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}
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} //end my function
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} |