Stardew_Valley_Mods/NightOwl/Class1.cs

356 lines
14 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using StardewValley;
using StardewModdingAPI;
using System.IO;
/*TODO:
*/
/*
Issues:
-Mail can't be wiped without destroying all mail.
-Lighting transition does not work if it is raining.
-set the weather to clear if you are stayig up late.
-transition still doesnt work. However atleast it is dark now.
-Known glitched
*/
namespace Stardew_NightOwl
{
public class Class1 : Mod
{
int player_x;
int player_y;
string prior_map;
bool reset_check;
bool was_raining;
bool time_reset;
int prior_money;
int post_money;
float pre_stam;
int pre_health;
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.
bool warp;
bool stay_up;
bool wipe_mail;
bool protect_money;
bool persistant_health;
bool persistant_stamina;
bool game_loaded;
bool once;
bool up_late;
bool first_check;
bool warped_check;
bool super_map_warping_check;
public override void Entry(params object[] objects)
{
StardewModdingAPI.Events.TimeEvents.TimeOfDayChanged += TimeEvents_TimeOfDayChanged;
// StardewModdingAPI.Events.TimeEvents.DayOfMonthChanged += TimeEvents_DayOfMonthChanged;
StardewModdingAPI.Events.TimeEvents.OnNewDay += TimeEvents_DayOfMonthChanged;
StardewModdingAPI.Events.PlayerEvents.LoadedGame += PlayerEvents_LoadedGame;
StardewModdingAPI.Events.GameEvents.FourthUpdateTick += GameEvents_FourthUpdateTick;
}
public void GameEvents_FourthUpdateTick(object sender, EventArgs e)
{
if (game_loaded == false) return;
if (Game1.timeOfDay == 600)
{
if (once==true)
{
// Log.AsyncM("NEW MONEY" + Game1.player.money);
// Game1.player.money = Game1.player.money + post_money;
once = false;
}
}
if (warped_check == false)
{
if (warp == true)
{
Log.Info("Warping!!!");
if (prior_map == null)
{
warped_check = true;
super_map_warping_check = true;
return;
}
Game1.warpFarmer(prior_map, player_x, player_y, false);
warped_check = true;
super_map_warping_check = true;
prior_map = null;
}
}
}
public void PlayerEvents_LoadedGame(object sender, StardewModdingAPI.Events.EventArgsLoadedGameChanged e)
{
DataLoader();
MyWritter();
game_loaded = true;
once = false;
up_late = false;
first_check = false;
warped_check = true;
super_map_warping_check = true;
}
public void TimeEvents_DayOfMonthChanged(object sender, StardewModdingAPI.Events.EventArgsNewDay e)
{
if (game_loaded == false) return;
if (first_check == false)
{
first_check = true;
Log.Info("first");
return;
}
else
{
first_check = false;
Log.Info("Second");
}
if(Game1.farmerShouldPassOut== true) Game1.farmerShouldPassOut = false; //make the farmer collapse.
reset_check = false;
//Game1.farmerShouldPassOut = false; //make the farmer collapse.
DataLoader();
MyWritter();
//List<string> newmail = new List<string>();
Queue<string> newmail = new Queue<string>();
up_late = false;
if (time_reset == true)
{
was_raining = false;
if (persistant_stamina==true) Game1.player.stamina = pre_stam; //reset health and stam upon collapsing
if (persistant_health == true) Game1.player.health = pre_health;
//post_money = Game1.player.money;
if (protect_money == true) {
Game1.player.money += post_money;
once = true;
} //add the money back from colapsing.
time_reset = false; //reset my bool.
if(warp==true)Game1.warpFarmer(prior_map, player_x, player_y, false);
// very_old_money = (safety_cash - Game1.player.money);
//Game1.player.money += very_old_money;
}
if (wipe_mail == true)
{
foreach (var i in Game1.mailbox) //delete those annoying charge messages. If only I could do this with mail IRL.
{
Log.Info(i);
if (i.Contains("passedOut"))
{
Log.Info("Found bad mail");
}
else {
newmail.Enqueue(i);
}
}
Game1.mailbox.Clear();
foreach (string mail in newmail)
{
Game1.mailbox.Enqueue(mail);
}
}
warped_check = false;
//prior_map==null; //prevents multiple warping when sleeping
}
public void TimeEvents_TimeOfDayChanged(object sender, StardewModdingAPI.Events.EventArgsIntChanged e)
{
if (game_loaded == false) return;
float color_mod;
//transition the lighting for more "realistic" lighting from 2am to 11am. There is an awkward screen shuffle that happens because of this update.
if (lighting_transition == true)
{
if (Game1.timeOfDay > 200 && Game1.timeOfDay < 1100)
{
color_mod = (1100 - Game1.timeOfDay) / 1000f; //.7f
Game1.outdoorLight = Game1.ambientLight * color_mod;
}
}
if (stay_up == true)
{
if (Game1.timeOfDay == 2550)
{
if (StardewValley.Game1.isRaining == true)
{
was_raining = true;
StardewValley.Game1.isRaining = false; //regardless make sure I change the weather. Otherwise lighting gets screwy.
}
StardewValley.Game1.updateWeatherIcon();
Game1.timeOfDay = 150; //change it from 1:50 am late, to 1:50 am early
}
}
if (Game1.timeOfDay == 550) //if the game time is 5:50 AM
{
up_late = true;
}
if (Game1.timeOfDay == 600) //when time is 6:00 AM after staying up
{
if (up_late == false)
{
return;
}
if (super_map_warping_check == true)
{
if (Game1.currentMinigame != null) Game1.currentMinigame = null;
//if (time_reset == false) return;
time_reset = true;
player_x = Game1.player.getTileX();
player_y = Game1.player.getTileY();
prior_map = Game1.player.currentLocation.name;
Log.Info(prior_map);
Log.Info(player_x);
Log.Info(player_y);
super_map_warping_check = false;
Game1.farmerShouldPassOut = true; //make the farmer collapse.
pre_stam = Game1.player.stamina;
pre_health = Game1.player.health;
prior_money = Game1.player.money;
if (Game1.player.money <= 10000)
{
post_money = prior_money / 10;
}
else
{
post_money = 1000;
}
}
}
}
void MyWritter()
{
//saves the BuildEndurance_data at the end of a new day;
string myname = Game1.player.name;
string mylocation = Path.Combine(PathOnDisk, "Night_Owl_Config_");
//string mylocation2 = mylocation + myname;
string mylocation3 = mylocation + ".txt";
string[] mystring3 = new string[20];
if (!File.Exists(mylocation3))
{
Log.Info("The data file for Night Owl wasn't found. Time to create it!");
mystring3[0] = "Player: Night Owl Config. Feel free to edit.";
mystring3[1] = "====================================================================================";
mystring3[2] = "Stay up to 6 AM?: Do you wan't to stay up till 6 AM the next morning?";
mystring3[3] = stay_up.ToString();
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.";
mystring3[5] = lighting_transition.ToString();
mystring3[6] = "Warp to collapse position?: True: Stay in the same place. False: Warp back home.";
mystring3[7] = warp.ToString();
mystring3[8] = "Keep Money?: True: Don't be charged for passing out.";
mystring3[9] = protect_money.ToString();
mystring3[10] = "Keep stamina when staying up? When the farmer passes out at 6, should their stamina be their stamina before collapsing?";
mystring3[11] = persistant_stamina.ToString();
mystring3[12] = "Keep health when staying up? When the farmer passes out at 6, should their health be their health before collapsing?";
mystring3[13] = persistant_health.ToString();
mystring3[14] = "Clean out charges mail?: Get rid of the annoying We charged X gold for your health fees, etc.";
mystring3[15] = wipe_mail.ToString();
File.WriteAllLines(mylocation3, mystring3);
}
else
{
// Console.WriteLine("HEY IM SAVING DATA");
//write out the info to a text file at the end of a day.
mystring3[0] = "Player: Night Owl Config. Feel free to edit.";
mystring3[1] = "====================================================================================";
mystring3[2] = "Stay up to 6 AM?: Do you wan't to stay up till 6 AM the next morning?";
mystring3[3] = stay_up.ToString();
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.";
mystring3[5] = lighting_transition.ToString();
mystring3[6] = "Warp to collapse position?: True: Stay in the same place. False: Warp back home.";
mystring3[7] = warp.ToString();
mystring3[8] = "Keep Money?: True: Don't be charged for passing out.";
mystring3[9] = protect_money.ToString();
mystring3[10] = "Keep stamina when staying up? When the farmer passes out at 6, should their stamina be their stamina before collapsing?";
mystring3[11] = persistant_stamina.ToString();
mystring3[12] = "Keep health when staying up? When the farmer passes out at 6, should their health be their health before collapsing?";
mystring3[13] = persistant_health.ToString();
mystring3[14] = "Clean out charges mail?: Get rid of the annoying We charged X gold for your health fees, etc.";
mystring3[15] = wipe_mail.ToString();
File.WriteAllLines(mylocation3, mystring3);
}
}
void DataLoader()
{
//loads the data to the variables upon loading the game.
string myname = StardewValley.Game1.player.name;
string mylocation = Path.Combine(PathOnDisk, "Night_Owl_Config_");
//string mylocation2 = mylocation + myname;
string mylocation3 = mylocation + ".txt";
if (!File.Exists(mylocation3)) //if not data.json exists, initialize the data variables to the ModConfig data. I.E. starting out.
{
Log.Info("Loading Night_Owl_Config");
lighting_transition = true;
warp = true;
stay_up = true;
persistant_health = true;
persistant_stamina = true;
wipe_mail = true;
protect_money = true;
}
else
{
string[] readtext = File.ReadAllLines(mylocation3);
stay_up = Convert.ToBoolean(readtext[3]);//will the player stay up?
lighting_transition = Convert.ToBoolean(readtext[5]); //does the lighting transition occur?
warp = Convert.ToBoolean(readtext[7]); //does the player warp back to the spot they passed out at?
protect_money = Convert.ToBoolean(readtext[9]); //Is their money safe from stealing?
persistant_stamina = Convert.ToBoolean(readtext[11]); //Does the player have the same stam when collapsing?
persistant_health = Convert.ToBoolean(readtext[13]); //Ditto but with health.
if (readtext[15] == "") wipe_mail = true;
else wipe_mail = Convert.ToBoolean(readtext[15]); //will I clean out their mailbox?
}
}
}
}