447 lines
18 KiB
C#
447 lines
18 KiB
C#
using System;
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using System.Collections.Generic;
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using System.IO;
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using Newtonsoft.Json;
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using StardewModdingAPI;
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using StardewValley;
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/*TODO:
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*/
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/*
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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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public class Class1 : Mod
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{
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int player_x;
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int player_y;
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string prior_map;
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bool reset_check;
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bool was_raining;
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bool time_reset;
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int prior_money;
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int post_money;
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float pre_stam;
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int pre_health;
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bool lighting_transition; //if true transition happens. If false, game starts out bright at 2AM. Good to remove that awkward change from dark to bright.
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bool warp;
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bool stay_up;
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bool wipe_mail;
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bool protect_money;
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bool persistant_health;
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bool persistant_stamina;
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bool game_loaded;
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bool once;
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bool up_late;
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bool first_check;
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bool warped_check;
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bool super_map_warping_check;
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public static string ModPath;
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public static string Error_Path;
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public override void Entry(IModHelper helper)
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{
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StardewModdingAPI.Events.TimeEvents.TimeOfDayChanged += TimeEvents_TimeOfDayChanged;
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StardewModdingAPI.Events.TimeEvents.DayOfMonthChanged += TimeEvents_DayOfMonthChanged;
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StardewModdingAPI.Events.SaveEvents.AfterLoad += PlayerEvents_LoadedGame;
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StardewModdingAPI.Events.GameEvents.FourthUpdateTick += GameEvents_FourthUpdateTick;
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ModPath =Helper.DirectoryPath;
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Error_Path = Path.Combine(ModPath, "Error_Logs");
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}
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public void GameEvents_FourthUpdateTick(object sender, EventArgs e)
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{
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/*
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IMPLEMENT TRY CATCH SYSTEM HERE;
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*/
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try
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{
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if (Game1.eventUp == true) return;
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if (game_loaded == false) return;
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if (Game1.timeOfDay == 600)
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{
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if (once==true)
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{
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// Log.AsyncM("NEW MONEY" + Game1.player.money);
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// Game1.player.money = Game1.player.money + post_money;
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once = false;
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}
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}
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if (warped_check == false)
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{
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if (warp == true)
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{
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Monitor.Log("Warping!!!");
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if (prior_map == null)
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{
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warped_check = true;
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super_map_warping_check = true;
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return;
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}
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Game1.warpFarmer(prior_map, player_x, player_y, false);
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warped_check = true;
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super_map_warping_check = true;
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prior_map = null;
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}
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}
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}
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catch (Exception ex)
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{
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try
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{
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Newtonsoft.Json.JsonSerializer serializer = new Newtonsoft.Json.JsonSerializer();
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serializer.NullValueHandling = Newtonsoft.Json.NullValueHandling.Ignore;
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serializer.TypeNameHandling = Newtonsoft.Json.TypeNameHandling.All;
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serializer.Formatting = Newtonsoft.Json.Formatting.Indented;
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serializer.ReferenceLoopHandling = ReferenceLoopHandling.Ignore;
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using (StreamWriter sw = new StreamWriter(Path.Combine(Error_Path, "Mod_State.json")))
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{
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using (Newtonsoft.Json.JsonWriter writer2 = new Newtonsoft.Json.JsonTextWriter(sw))
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{
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serializer.Serialize(writer2, this);
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}
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}
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}
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catch (Exception exc)
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{
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Monitor.Log(exc.ToString());
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}
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}
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}
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public void PlayerEvents_LoadedGame(object sender, EventArgs e)
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{
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DataLoader();
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MyWritter();
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game_loaded = true;
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once = false;
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up_late = false;
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first_check = false;
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warped_check = true;
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super_map_warping_check = true;
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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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/*
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IMPLEMENT TRY CATCH SYSTEM HERE
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*/
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try {
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if (game_loaded == false) return;
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if (first_check == false)
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{
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first_check = true;
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Monitor.Log("first");
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return;
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}
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else
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{
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first_check = false;
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Monitor.Log("Second");
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}
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if(Game1.farmerShouldPassOut== true) Game1.farmerShouldPassOut = false; //make the farmer collapse.
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reset_check = false;
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//Game1.farmerShouldPassOut = false; //make the farmer collapse.
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DataLoader();
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MyWritter();
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//List<string> newmail = new List<string>();
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Queue<string> newmail = new Queue<string>();
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up_late = false;
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if (time_reset == true)
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{
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was_raining = false;
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if (persistant_stamina==true) Game1.player.stamina = pre_stam; //reset health and stam upon collapsing
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if (persistant_health == true) Game1.player.health = pre_health;
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//post_money = Game1.player.money;
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if (protect_money == true) {
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Game1.player.money += post_money;
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once = true;
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} //add the money back from colapsing.
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time_reset = false; //reset my bool.
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if(warp==true)Game1.warpFarmer(prior_map, player_x, player_y, false);
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// very_old_money = (safety_cash - Game1.player.money);
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//Game1.player.money += very_old_money;
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}
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if (wipe_mail == true)
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{
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foreach (var i in Game1.mailbox) //delete those annoying charge messages. If only I could do this with mail IRL.
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{
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Monitor.Log(i);
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if (i.Contains("passedOut"))
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{
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Monitor.Log("Found bad mail");
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}
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else {
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newmail.Enqueue(i);
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}
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}
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Game1.mailbox.Clear();
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foreach (string mail in newmail)
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{
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Game1.mailbox.Enqueue(mail);
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}
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}
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warped_check = false;
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//prior_map==null; //prevents multiple warping when sleeping
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}
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catch (Exception ex)
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{
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try
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{
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Newtonsoft.Json.JsonSerializer serializer = new Newtonsoft.Json.JsonSerializer();
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serializer.NullValueHandling = Newtonsoft.Json.NullValueHandling.Ignore;
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serializer.TypeNameHandling = Newtonsoft.Json.TypeNameHandling.All;
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serializer.Formatting = Newtonsoft.Json.Formatting.Indented;
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serializer.ReferenceLoopHandling = ReferenceLoopHandling.Ignore;
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using (StreamWriter sw = new StreamWriter(Path.Combine(Error_Path, "Mod_State.json")))
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{
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using (Newtonsoft.Json.JsonWriter writer2 = new Newtonsoft.Json.JsonTextWriter(sw))
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{
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serializer.Serialize(writer2, this);
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}
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}
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}
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catch (Exception exc)
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{
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Monitor.Log(exc.ToString());
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}
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}
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}
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public void TimeEvents_TimeOfDayChanged(object sender, StardewModdingAPI.Events.EventArgsIntChanged e)
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{
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/*
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Implement try catch system here.
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*/
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try {
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if (game_loaded == false) return;
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float color_mod;
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//transition the lighting for more "realistic" lighting from 2am to 11am. There is an awkward screen shuffle that happens because of this update.
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if (lighting_transition == true)
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{
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if (Game1.timeOfDay > 400 && Game1.timeOfDay < 600)
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{
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color_mod = (1300 - Game1.timeOfDay) / 1000f; //.7f
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Game1.outdoorLight = Game1.ambientLight * color_mod;
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}
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}
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if (stay_up == true)
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{
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if (Game1.timeOfDay == 2550)
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{
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if (StardewValley.Game1.isRaining == true)
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{
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was_raining = true;
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StardewValley.Game1.isRaining = false; //regardless make sure I change the weather. Otherwise lighting gets screwy.
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}
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StardewValley.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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}
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if (Game1.timeOfDay == 550) //if the game time is 5:50 AM
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{
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up_late = true;
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}
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if (Game1.timeOfDay == 600) //when time is 6:00 AM after staying up
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{
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if (up_late == false)
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{
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return;
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}
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if (super_map_warping_check == true)
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{
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if (Game1.currentMinigame != null) Game1.currentMinigame = null;
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//if (time_reset == false) return;
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time_reset = true;
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player_x = Game1.player.getTileX();
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player_y = Game1.player.getTileY();
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prior_map = Game1.player.currentLocation.name;
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Monitor.Log(prior_map);
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Monitor.Log(player_x.ToString());
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Monitor.Log(player_y.ToString());
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super_map_warping_check = false;
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Game1.farmerShouldPassOut = true; //make the farmer collapse.
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pre_stam = Game1.player.stamina;
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pre_health = Game1.player.health;
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prior_money = Game1.player.money;
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if (Game1.player.money <= 10000)
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{
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post_money = prior_money / 10;
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}
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else
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{
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post_money = 1000;
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}
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}
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}
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}
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catch (Exception ex)
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{
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try
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{
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Newtonsoft.Json.JsonSerializer serializer = new Newtonsoft.Json.JsonSerializer();
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serializer.NullValueHandling = Newtonsoft.Json.NullValueHandling.Ignore;
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serializer.TypeNameHandling = Newtonsoft.Json.TypeNameHandling.All;
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serializer.Formatting = Newtonsoft.Json.Formatting.Indented;
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serializer.ReferenceLoopHandling = ReferenceLoopHandling.Ignore;
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using (StreamWriter sw = new StreamWriter(Path.Combine(Error_Path, "Mod_State.json")))
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{
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using (Newtonsoft.Json.JsonWriter writer2 = new Newtonsoft.Json.JsonTextWriter(sw))
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{
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serializer.Serialize(writer2, this);
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}
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}
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}
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catch (Exception exc)
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{
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Monitor.Log(exc.ToString());
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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 myname = Game1.player.name;
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string mylocation = Path.Combine(Helper.DirectoryPath, "Night_Owl_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 Night Owl wasn't found. Time to create it!");
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mystring3[0] = "Player: Night Owl Config. Feel free to edit.";
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mystring3[1] = "====================================================================================";
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mystring3[2] = "Stay up to 6 AM?: Do you wan't to stay up till 6 AM the next morning?";
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mystring3[3] = stay_up.ToString();
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mystring3[4] = "Custom Lighting Transition?: Do you want to have a lighting transition from 2AM to 5:50 AM? Setting this to false will keep the world dark until the player passes out or goes to bed.";
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mystring3[5] = lighting_transition.ToString();
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mystring3[6] = "Warp to collapse position?: True: Stay in the same place. False: Warp back home.";
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mystring3[7] = warp.ToString();
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mystring3[8] = "Keep Money?: True: Don't be charged for passing out.";
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mystring3[9] = protect_money.ToString();
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mystring3[10] = "Keep stamina when staying up? When the farmer passes out at 6, should their stamina be their stamina before collapsing?";
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mystring3[11] = persistant_stamina.ToString();
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mystring3[12] = "Keep health when staying up? When the farmer passes out at 6, should their health be their health before collapsing?";
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mystring3[13] = persistant_health.ToString();
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mystring3[14] = "Clean out charges mail?: Get rid of the annoying We charged X gold for your health fees, etc.";
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mystring3[15] = wipe_mail.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: Night Owl Config. Feel free to edit.";
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mystring3[1] = "====================================================================================";
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mystring3[2] = "Stay up to 6 AM?: Do you wan't to stay up till 6 AM the next morning?";
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mystring3[3] = stay_up.ToString();
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mystring3[4] = "Custom Lighting Transition?: Do you want to have a lighting transition from 2AM to 5:50 AM? Setting this to false will keep the world dark until the player passes out or goes to bed.";
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mystring3[5] = lighting_transition.ToString();
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mystring3[6] = "Warp to collapse position?: True: Stay in the same place. False: Warp back home.";
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mystring3[7] = warp.ToString();
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mystring3[8] = "Keep Money?: True: Don't be charged for passing out.";
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mystring3[9] = protect_money.ToString();
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mystring3[10] = "Keep stamina when staying up? When the farmer passes out at 6, should their stamina be their stamina before collapsing?";
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mystring3[11] = persistant_stamina.ToString();
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mystring3[12] = "Keep health when staying up? When the farmer passes out at 6, should their health be their health before collapsing?";
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mystring3[13] = persistant_health.ToString();
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mystring3[14] = "Clean out charges mail?: Get rid of the annoying We charged X gold for your health fees, etc.";
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mystring3[15] = wipe_mail.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 myname = StardewValley.Game1.player.name;
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string mylocation = Path.Combine(Helper.DirectoryPath, "Night_Owl_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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Monitor.Log("Loading Night_Owl_Config");
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lighting_transition = true;
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warp = true;
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stay_up = true;
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persistant_health = true;
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persistant_stamina = true;
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wipe_mail = true;
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protect_money = true;
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}
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else
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{
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string[] readtext = File.ReadAllLines(mylocation3);
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stay_up = Convert.ToBoolean(readtext[3]);//will the player stay up?
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lighting_transition = Convert.ToBoolean(readtext[5]); //does the lighting transition occur?
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warp = Convert.ToBoolean(readtext[7]); //does the player warp back to the spot they passed out at?
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protect_money = Convert.ToBoolean(readtext[9]); //Is their money safe from stealing?
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persistant_stamina = Convert.ToBoolean(readtext[11]); //Does the player have the same stam when collapsing?
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persistant_health = Convert.ToBoolean(readtext[13]); //Ditto but with health.
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if (readtext[15] == "") wipe_mail = true;
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else wipe_mail = Convert.ToBoolean(readtext[15]); //will I clean out their mailbox?
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}
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}
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}
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}
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