358 lines
15 KiB
C#
358 lines
15 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using Omegasis.SaveAnywhere.Framework;
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using StardewModdingAPI;
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using StardewModdingAPI.Events;
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using StardewValley;
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using StardewValley.Characters;
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namespace Omegasis.SaveAnywhere
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{
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/// <summary>The mod entry point.</summary>
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public class SaveAnywhere : Mod
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{
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/*********
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** Properties
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*********/
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/// <summary>The mod configuration.</summary>
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private ModConfig Config;
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/// <summary>Provides methods for saving and loading game data.</summary>
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private SaveManager SaveManager;
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/// <summary>The parsed schedules by NPC name.</summary>
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private readonly IDictionary<string, string> NpcSchedules = new Dictionary<string, string>();
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/// <summary>Whether villager schedules should be reset now.</summary>
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private bool ShouldResetSchedules;
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/// <summary>Whether we're performing a non-vanilla save (i.e. not by sleeping in bed).</summary>
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private bool IsCustomSaving;
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/// <summary>
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/// Used to access the Mod's helper from other files associated with the mod.
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/// </summary>
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public static IModHelper ModHelper;
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/// <summary>
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/// Used to access the Mod's monitor to allow for debug logging in other files associated with the mod.
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/// </summary>
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public static IMonitor ModMonitor;
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/*********
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** Public methods
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*********/
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/// <summary>The mod entry point, called after the mod is first loaded.</summary>
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/// <param name="helper">Provides simplified APIs for writing mods.</param>
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public override void Entry(IModHelper helper)
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{
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this.Config = helper.ReadConfig<ModConfig>();
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SaveEvents.AfterLoad += this.SaveEvents_AfterLoad;
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SaveEvents.AfterSave += this.SaveEvents_AfterSave;
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MenuEvents.MenuChanged += this.MenuEvents_MenuChanged;
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ControlEvents.KeyPressed += this.ControlEvents_KeyPressed;
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GameEvents.UpdateTick += this.GameEvents_UpdateTick;
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TimeEvents.AfterDayStarted += this.TimeEvents_AfterDayStarted;
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ModHelper = helper;
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ModMonitor = Monitor;
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}
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/*********
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** Private methods
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*********/
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/// <summary>The method invoked 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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private void SaveEvents_AfterLoad(object sender, EventArgs e)
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{
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// reset state
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this.IsCustomSaving = false;
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this.ShouldResetSchedules = false;
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// load positions
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this.SaveManager = new SaveManager(this.Helper, this.Helper.Reflection, onLoaded: () => this.ShouldResetSchedules = true);
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this.SaveManager.LoadData();
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}
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/// <summary>The method invoked after the player finishes saving.</summary>
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/// <param name="sender">The event sender.</param>
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/// <param name="e">The event data.</param>
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private void SaveEvents_AfterSave(object sender, EventArgs e)
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{
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// clear custom data after a normal save (to avoid restoring old state)
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if (!this.IsCustomSaving)
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this.SaveManager.ClearData();
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}
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/// <summary>The method invoked after a menu is opened or changed.</summary>
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/// <param name="sender">The event sender.</param>
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/// <param name="e">The event data.</param>
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private void MenuEvents_MenuChanged(object sender, EventArgsClickableMenuChanged e)
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{
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this.IsCustomSaving = e.NewMenu != null && (e.NewMenu is NewSaveGameMenu || e.NewMenu is NewShippingMenu);
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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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private void GameEvents_UpdateTick(object sender, EventArgs e)
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{
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// let save manager run background logic
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if (Context.IsWorldReady)
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this.SaveManager.Update();
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// reset NPC schedules
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if (Context.IsWorldReady && this.ShouldResetSchedules)
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{
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this.ShouldResetSchedules = false;
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this.ApplySchedules();
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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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private void TimeEvents_AfterDayStarted(object sender, EventArgs e)
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{
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// reload NPC schedules
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this.ShouldResetSchedules = true;
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// update NPC schedules
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this.NpcSchedules.Clear();
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foreach (NPC npc in Utility.getAllCharacters())
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{
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if (!this.NpcSchedules.ContainsKey(npc.name))
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this.NpcSchedules.Add(npc.name, this.ParseSchedule(npc));
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}
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}
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/// <summary>The method invoked when the presses a keyboard button.</summary>
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/// <param name="sender">The event sender.</param>
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/// <param name="e">The event data.</param>
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private void ControlEvents_KeyPressed(object sender, EventArgsKeyPressed e)
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{
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if (!Context.IsPlayerFree)
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return;
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// initiate save (if valid context)
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if (e.KeyPressed.ToString() == this.Config.SaveKey)
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{
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// validate: community center Junimos can't be saved
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if (Utility.getAllCharacters().OfType<Junimo>().Any())
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{
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Game1.addHUDMessage(new HUDMessage("The spirits don't want you to save here.", HUDMessage.error_type));
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return;
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}
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// save
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this.SaveManager.BeginSaveData();
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}
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}
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/// <summary>Apply the NPC schedules to each NPC.</summary>
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private void ApplySchedules()
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{
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if (Game1.weatherIcon == Game1.weather_festival || Game1.isFestival() || Game1.eventUp)
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return;
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// apply for each NPC
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foreach (NPC npc in Utility.getAllCharacters())
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{
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if (npc.DirectionsToNewLocation != null || npc.isMoving() || npc.Schedule == null || npc.controller != null || npc is Horse)
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continue;
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// get raw schedule from XNBs
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IDictionary<string, string> rawSchedule = this.GetRawSchedule(npc.name);
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if (rawSchedule == null)
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continue;
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// get schedule data
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string scheduleData;
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if (!this.NpcSchedules.TryGetValue(npc.name, out scheduleData) || string.IsNullOrEmpty(scheduleData))
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{
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this.Monitor.Log("THIS IS AWKWARD");
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continue;
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}
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// get schedule script
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string script;
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if (!rawSchedule.TryGetValue(scheduleData, out script))
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continue;
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// parse entries
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string[] entries = script.Split('/');
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int index = 0;
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foreach (string _ in entries)
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{
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string[] fields = entries[index].Split(' ');
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// handle GOTO command
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if (fields.Contains("GOTO"))
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{
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for (int i = 0; i < fields.Length; i++)
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{
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string s = fields[i];
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if (s == "GOTO")
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{
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rawSchedule.TryGetValue(fields[i + 1], out script);
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string[] newEntries = script.Split('/');
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fields = newEntries[0].Split(' ');
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}
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}
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}
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// parse schedule script
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SchedulePathDescription schedulePathDescription;
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try
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{
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if (Convert.ToInt32(fields[0]) > Game1.timeOfDay) break;
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string endMap = Convert.ToString(fields[1]);
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int x = Convert.ToInt32(fields[2]);
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int y = Convert.ToInt32(fields[3]);
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int endFacingDir = Convert.ToInt32(fields[4]);
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schedulePathDescription = this.Helper.Reflection
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.GetMethod(npc, "pathfindToNextScheduleLocation")
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.Invoke<SchedulePathDescription>(npc.currentLocation.name, npc.getTileX(), npc.getTileY(), endMap, x, y, endFacingDir, null, null);
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index++;
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}
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catch (Exception ex)
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{
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//this.Monitor.Log($"Error pathfinding NPC {npc.name}: {ex}", LogLevel.Error);
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continue;
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}
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npc.DirectionsToNewLocation = schedulePathDescription;
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npc.controller = new PathFindController(npc.DirectionsToNewLocation.route, npc, Utility.getGameLocationOfCharacter(npc))
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{
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finalFacingDirection = npc.DirectionsToNewLocation.facingDirection,
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endBehaviorFunction = null
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};
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}
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}
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}
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/// <summary>Get an NPC's raw schedule data from the XNB files.</summary>
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/// <param name="npcName">The NPC name whose schedules to read.</param>
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/// <returns>Returns the NPC schedule if found, else <c>null</c>.</returns>
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private IDictionary<string, string> GetRawSchedule(string npcName)
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{
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try
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{
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return Game1.content.Load<Dictionary<string, string>>($"Characters\\schedules\\{npcName}");
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}
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catch (Exception)
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{
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return null;
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}
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}
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/// <summary>Load the raw schedule data for an NPC.</summary>
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/// <param name="npc">The NPC whose schedule to read.</param>
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private string ParseSchedule(NPC npc)
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{
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// set flags
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if (npc.name.Equals("Robin") || Game1.player.currentUpgrade != null)
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npc.isInvisible = false;
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if (npc.name.Equals("Willy") && Game1.stats.DaysPlayed < 2u)
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npc.isInvisible = true;
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else if (npc.Schedule != null)
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npc.followSchedule = true;
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// read schedule data
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IDictionary<string, string> schedule = this.GetRawSchedule(npc.name);
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if (schedule == null)
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return "";
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// do stuff
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if (npc.isMarried())
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{
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string dayName = Game1.shortDayNameFromDayOfSeason(Game1.dayOfMonth);
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if ((npc.name.Equals("Penny") && (dayName.Equals("Tue") || dayName.Equals("Wed") || dayName.Equals("Fri"))) || (npc.name.Equals("Maru") && (dayName.Equals("Tue") || dayName.Equals("Thu"))) || (npc.name.Equals("Harvey") && (dayName.Equals("Tue") || dayName.Equals("Thu"))))
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{
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this.Helper.Reflection
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.GetField<string>(npc, "nameofTodaysSchedule")
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.SetValue("marriageJob");
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return "marriageJob";
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}
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if (!Game1.isRaining && schedule.ContainsKey("marriage_" + Game1.shortDayNameFromDayOfSeason(Game1.dayOfMonth)))
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{
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this.Helper.Reflection
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.GetField<string>(npc, "nameofTodaysSchedule")
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.SetValue("marriage_" + Game1.shortDayNameFromDayOfSeason(Game1.dayOfMonth));
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return "marriage_" + Game1.shortDayNameFromDayOfSeason(Game1.dayOfMonth);
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}
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npc.followSchedule = false;
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return null;
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}
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else
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{
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if (schedule.ContainsKey(Game1.currentSeason + "_" + Game1.dayOfMonth))
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return Game1.currentSeason + "_" + Game1.dayOfMonth;
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int i;
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for (i = (Game1.player.friendships.ContainsKey(npc.name) ? (Game1.player.friendships[npc.name][0] / 250) : -1); i > 0; i--)
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{
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if (schedule.ContainsKey(Game1.dayOfMonth + "_" + i))
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return Game1.dayOfMonth + "_" + i;
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}
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if (schedule.ContainsKey(string.Empty + Game1.dayOfMonth))
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return string.Empty + Game1.dayOfMonth;
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if (npc.name.Equals("Pam") && Game1.player.mailReceived.Contains("ccVault"))
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return "bus";
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if (Game1.isRaining)
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{
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if (Game1.random.NextDouble() < 0.5 && schedule.ContainsKey("rain2"))
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return "rain2";
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if (schedule.ContainsKey("rain"))
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return "rain";
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}
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List<string> list = new List<string> { Game1.currentSeason, Game1.shortDayNameFromDayOfSeason(Game1.dayOfMonth) };
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i = (Game1.player.friendships.ContainsKey(npc.name) ? (Game1.player.friendships[npc.name][0] / 250) : -1);
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while (i > 0)
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{
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list.Add(string.Empty + i);
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if (schedule.ContainsKey(string.Join("_", list)))
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{
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return string.Join("_", list);
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}
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i--;
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list.RemoveAt(list.Count - 1);
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}
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if (schedule.ContainsKey(string.Join("_", list)))
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{
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return string.Join("_", list);
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}
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if (schedule.ContainsKey(Game1.shortDayNameFromDayOfSeason(Game1.dayOfMonth)))
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{
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return Game1.shortDayNameFromDayOfSeason(Game1.dayOfMonth);
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}
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if (schedule.ContainsKey(Game1.currentSeason))
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{
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return Game1.currentSeason;
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}
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if (schedule.ContainsKey("spring_" + Game1.shortDayNameFromDayOfSeason(Game1.dayOfMonth)))
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{
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return "spring_" + Game1.shortDayNameFromDayOfSeason(Game1.dayOfMonth);
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}
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list.RemoveAt(list.Count - 1);
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list.Add("spring");
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i = (Game1.player.friendships.ContainsKey(npc.name) ? (Game1.player.friendships[npc.name][0] / 250) : -1);
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while (i > 0)
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{
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list.Add(string.Empty + i);
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if (schedule.ContainsKey(string.Join("_", list)))
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return string.Join("_", list);
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i--;
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list.RemoveAt(list.Count - 1);
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}
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if (schedule.ContainsKey("spring"))
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return "spring";
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return null;
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}
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}
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}
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}
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