519 lines
24 KiB
C#
519 lines
24 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 Microsoft.Xna.Framework;
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using Revitalize.Framework.Factories.Objects.Resources;
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using Revitalize.Framework.Objects.InformationFiles;
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using Revitalize.Framework.Objects.Items.Resources;
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using Revitalize.Framework.Objects.Resources.OreVeins;
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using Revitalize.Framework.Utilities;
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using StardewValley;
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using StardustCore.Animations;
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using StardustCore.UIUtilities;
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namespace Revitalize.Framework.Objects
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{
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public class ResourceManager
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{
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private string oreResourceDataPath= Path.Combine("Data", "Objects", "Resources","Ore");
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/// <summary>
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/// A static reference to the resource manager for quicker access.
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/// </summary>
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public static ResourceManager self;
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/// <summary>
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/// A list of all of the ores held by the resource manager.
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/// </summary>
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public Dictionary<string, OreVeinObj> oreVeins;
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public Dictionary<string, OreResourceInformation> oreResourceInformationTable;
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public Dictionary<string, Ore> ores;
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/// <summary>
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/// A list of all visited floors on the current visit to the mines.
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/// </summary>
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public List<int> visitedFloors;
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/// <summary>
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/// Constructor.
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/// </summary>
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public ResourceManager()
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{
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self = this;
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this.oreVeins = new Dictionary<string, OreVeinObj>();
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this.oreResourceInformationTable = new Dictionary<string, OreResourceInformation>();
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this.ores = new Dictionary<string, Ore>();
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this.visitedFloors = new List<int>();
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this.loadInOreItems();
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this.serializeOreVeins();
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this.loadOreVeins();
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}
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/// <summary>
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/// Loads in all of the ore veins for the game.
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/// </summary>
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private void loadOreVeins()
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{
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//The pancake ore.
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/*
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OreVeinObj testOre = new OreVeinObj(PyTKHelper.CreateOBJData("Omegasis.Revitalize.Resources.Ore.Test", TextureManager.GetTexture(ModCore.Manifest, "Resources.Ore", "Test"), typeof(OreVeinTile), Color.White), new BasicItemInformation("Test Ore Vein", "Omegasis.Revitalize.Resources.Ore.Test", "A ore vein that is used for testing purposes.", "Revitalize.Ore", Color.Black, -300, 0, false, 350, Vector2.Zero, true, true, TextureManager.GetTexture(ModCore.Manifest, "Resources.Ore", "Test"), new AnimationManager(TextureManager.GetExtendedTexture(ModCore.Manifest, "Resources.Ore", "Test"), new Animation(0, 0, 16, 16)), Color.White, false, null, null));
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testOre.addComponent(new Vector2(0, 0), new OreVeinTile(PyTKHelper.CreateOBJData("Omegasis.Revitalize.Resources.Ore.Test", TextureManager.GetTexture(ModCore.Manifest, "Resources.Ore", "Test"), typeof(OreVeinTile), Color.White), new BasicItemInformation("Test Ore Vein", "Omegasis.Revitalize.Resources.Ore.Test", "A ore vein that is used for testing purposes.", "Revitalize.Ore", Color.Black, -300, 0, false, 350, Vector2.Zero, true, true, TextureManager.GetTexture(ModCore.Manifest, "Resources.Ore", "Test"), new AnimationManager(TextureManager.GetExtendedTexture(ModCore.Manifest, "Resources.Ore", "Test"), new Animation(0, 0, 16, 16)), Color.White, false, null, null),
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new InformationFiles.OreResourceInformation(new StardewValley.Object(211, 1), true, true, true, false, new List<IntRange>()
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{
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new IntRange(1,9)
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}, new List<IntRange>(), (i => i == 1), (i => i % 10 == 0), 1, 5, 1, 10, new IntRange(1, 3), new IntRange(1, 3), new IntRange(0, 0), new List<IntRange>()
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{
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new IntRange(0,0)
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}, new List<IntRange>()
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{
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new IntRange(0,9999)
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}, (i => i == -1), (i => i == -1), 1d, 1.0d, 0.10d, 1d, 1d, 0, 0, 0, 0), new List<ResourceInformaton>(),4));
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this.ores.Add("Omegasis.Revitalize.Resources.Ore.Test", testOre);
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*/
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if (!Directory.Exists(Path.Combine(ModCore.ModHelper.DirectoryPath, "Content", this.oreResourceDataPath))) Directory.CreateDirectory(Path.Combine(ModCore.ModHelper.DirectoryPath, "Content", this.oreResourceDataPath));
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List<string> directories = Directory.GetDirectories(Path.Combine(ModCore.ModHelper.DirectoryPath, "Content", this.oreResourceDataPath)).ToList();
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directories.Add(Path.Combine(ModCore.ModHelper.DirectoryPath, "Content", this.oreResourceDataPath));
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foreach (string directory in directories)
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{
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string[] files = Directory.GetFiles(directory);
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Dictionary<string, OreVeinObj> objs = new Dictionary<string, OreVeinObj>();
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//Deserialize container.
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foreach (string file in files)
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{
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if ((Path.GetFileName(file)).Contains("_") == true) continue;
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else
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{
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OreFactoryInfo factoryInfo = ModCore.Serializer.DeserializeContentFile<OreFactoryInfo>(file);
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objs.Add(Path.GetFileNameWithoutExtension(file), new OreVeinObj(factoryInfo.PyTkData, factoryInfo.info));
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}
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}
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//Deseralize components
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foreach (string file in files)
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{
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if ((Path.GetFileName(file)).Contains("_") == false) continue;
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else
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{
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string[] splits = Path.GetFileNameWithoutExtension(file).Split('_');
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string name = splits[0];
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Vector2 offset = new Vector2(Convert.ToInt32(splits[1]), Convert.ToInt32(splits[2]));
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OreFactoryInfo info = ModCore.Serializer.DeserializeContentFile<OreFactoryInfo>(file);
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OreVeinTile orePiece = new OreVeinTile(info.PyTkData, info.info,info.OreSpawnInfo,info.ExtraDrops,info.Health);
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objs[name].addComponent(offset, orePiece);
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}
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}
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foreach (var v in objs)
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{
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this.oreVeins.Add(v.Value.info.id, v.Value);
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//ModCore.ObjectManager.lamps.Add(v.Value.info.id, v.Value);
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}
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}
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}
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/// <summary>
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/// Serializes an example ore to eb
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/// </summary>
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private void serializeOreVeins() {
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OreVeinObj testOre = new OreVeinObj(PyTKHelper.CreateOBJData("Omegasis.Revitalize.Resources.Ore.Test", TextureManager.GetTexture(ModCore.Manifest, "Resources.Ore", "Test"), typeof(OreVeinTile), Color.White), new BasicItemInformation("Test Ore Vein", "Omegasis.Revitalize.Resources.Ore.Test", "A ore vein that is used for testing purposes.", "Revitalize.Ore", Color.Black, -300, 0, false, 350, true, true, TextureManager.GetTexture(ModCore.Manifest, "Resources.Ore", "Test"), new AnimationManager(TextureManager.GetExtendedTexture(ModCore.Manifest, "Resources.Ore", "Test"), new Animation(0, 0, 16, 16)), Color.White, false, null, null));
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OreVeinTile testOre_0_0= new OreVeinTile(PyTKHelper.CreateOBJData("Omegasis.Revitalize.Resources.Ore.Test", TextureManager.GetTexture(ModCore.Manifest, "Resources.Ore", "Test"), typeof(OreVeinTile), Color.White), new BasicItemInformation("Test Ore Vein", "Omegasis.Revitalize.Resources.Ore.Test", "A ore vein that is used for testing purposes.", "Revitalize.Ore", Color.Black, -300, 0, false, 350, true, true, TextureManager.GetTexture(ModCore.Manifest, "Resources.Ore", "Test"), new AnimationManager(TextureManager.GetExtendedTexture(ModCore.Manifest, "Resources.Ore", "Test"), new Animation(0, 0, 16, 16)), Color.White, false, null, null),
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new InformationFiles.OreResourceInformation(this.getOre("Tin"), true, true, true, false, new List<IntRange>()
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{
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new IntRange(1,9)
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}, new List<IntRange>(), (i => i == 1), (i => i % 10 == 0), 1, 5, 1, 10, new IntRange(1, 3), new IntRange(1, 3), new IntRange(0, 0), new List<IntRange>()
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{
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new IntRange(0,0)
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}, new List<IntRange>()
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{
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new IntRange(0,9999)
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}, null,null, 1d, 1.0d, 0.10d, 1d, 1d, 0, 0, 0, 0), new List<ResourceInformaton>(), 4);
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OreFactoryInfo testOre_0_0_file = new OreFactoryInfo(testOre_0_0);
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OreFactoryInfo testOre_file = new OreFactoryInfo(testOre);
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ModCore.Serializer.SerializeContentFile("TestOre_0_0", testOre_0_0_file,Path.Combine(this.oreResourceDataPath,"TestOre"));
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ModCore.Serializer.SerializeContentFile("TestOre", testOre_file, Path.Combine(this.oreResourceDataPath, "TestOre"));
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}
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/// <summary>
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/// Loads in all of the ore items into the game.
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/// </summary>
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private void loadInOreItems()
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{
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Ore tinOre = new Ore(PyTKHelper.CreateOBJData("Omegasis.Revitalize.Items.Resources.Ore.TinOre", TextureManager.GetTexture(ModCore.Manifest, "Items.Resources.Ore", "TinOre"), typeof(Ore), Color.White, true), new BasicItemInformation("Tin Ore", "Omegasis.Revitalize.Items.Resources.Ore.TinOre", "Tin ore that can be smelted into tin ingots for further use.", "Ore", Color.Silver, -300, 0, false, 85, false, false, TextureManager.GetTexture(ModCore.Manifest, "Items.Resources.Ore", "TinOre"), new AnimationManager(), Color.White, true, null, null), 1);
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this.ores.Add("Tin", tinOre);
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}
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/// <summary>
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/// Gets an ore from the list of stored ores in this mod.
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/// </summary>
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/// <param name="name"></param>
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/// <param name="Stack"></param>
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/// <returns></returns>
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public Ore getOre(string name,int Stack=1)
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{
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if (this.ores.ContainsKey(name))
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{
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Ore o = (Ore)this.ores[name].getOne();
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o.Stack = Stack;
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return o;
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}
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else
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{
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return null;
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}
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}
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/// <summary>
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/// Checks to see if a resource can be spawned here.
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/// </summary>
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/// <param name="OBJ"></param>
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/// <param name="Location"></param>
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/// <param name="TilePosition"></param>
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/// <returns></returns>
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public bool canResourceBeSpawnedHere(MultiTiledObject OBJ, GameLocation Location, Vector2 TilePosition)
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{
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return OBJ.canBePlacedHere(Location, TilePosition) && Location.isTileLocationTotallyClearAndPlaceable(TilePosition);
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}
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//~~~~~~~~~~~~~~~~~~~~~~~//
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// World Ore Spawn Code //
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//~~~~~~~~~~~~~~~~~~~~~~~//
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#region
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/// <summary>
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/// Spawns an ore vein at the given location if possible.
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/// </summary>
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/// <param name="name"></param>
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public bool spawnOreVein(string name, GameLocation Location, Vector2 TilePosition)
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{
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if (this.oreVeins.ContainsKey(name))
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{
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OreVeinObj spawn;
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this.oreVeins.TryGetValue(name, out spawn);
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if (spawn != null)
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{
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spawn = (OreVeinObj)spawn.getOne();
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bool spawnable = this.canResourceBeSpawnedHere(spawn, Location, TilePosition);
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if (spawnable)
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{
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//ModCore.log("Location is: " + Location.Name);
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spawn.placementAction(Location, (int)TilePosition.X * Game1.tileSize, (int)TilePosition.Y * Game1.tileSize, Game1.player);
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}
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else
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{
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ModCore.log("Can't spawn ore: " + name + "at tile location: " + TilePosition);
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}
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return spawnable;
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}
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ModCore.log("Key doesn't exist. Weird.");
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return false;
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}
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else
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{
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throw new Exception("The ore dictionary doesn't contain they key for resource: " + name);
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}
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}
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/// <summary>
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/// Spawns an orevein at the tile position at the same location as the player.
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/// </summary>
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/// <param name="name"></param>
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/// <param name="TilePosition"></param>
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/// <returns></returns>
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public bool spawnOreVein(string name, Vector2 TilePosition)
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{
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return this.spawnOreVein(name, Game1.player.currentLocation, TilePosition);
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}
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/// <summary>
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/// Spawns ore in the mine depending on a lot of given variables such as floor level and spawn chance.
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/// </summary>
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public void spawnOreInMine()
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{
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int floorLevel = LocationUtilities.CurrentMineLevel();
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if (this.hasVisitedFloor(floorLevel))
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{
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//Already has spawned ores for this visit.
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return;
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}
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else
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{
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this.visitedFloors.Add(floorLevel);
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}
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List<OreVeinObj> spawnableOreVeins = new List<OreVeinObj>();
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//Get a list of all of the ores that can spawn on this mine level.
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foreach (KeyValuePair<string, OreVeinObj> pair in this.oreVeins)
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{
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if (pair.Value.resourceInfo.canSpawnAtLocation() && (pair.Value.resourceInfo as OreResourceInformation).canSpawnOnCurrentMineLevel())
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{
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spawnableOreVeins.Add(pair.Value);
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}
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}
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foreach (OreVeinObj ore in spawnableOreVeins)
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{
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if (ore.resourceInfo.shouldSpawn())
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{
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int amount = ore.resourceInfo.getNumberOfNodesToSpawn();
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List<Vector2> openTiles = LocationUtilities.GetOpenObjectTiles(Game1.player.currentLocation, (OreVeinObj)ore.getOne());
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amount = Math.Min(amount, openTiles.Count); //Only spawn for as many open tiles or the amount of nodes to spawn.
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for (int i = 0; i < amount; i++)
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{
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int position = Game1.random.Next(openTiles.Count);
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bool didSpawn = this.spawnOreVein(ore.info.id, openTiles[position]);
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if (didSpawn == false)
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{
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i--; //If the tile didn't spawn due to some odd reason ensure that the amount is spawned.
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openTiles.Remove(openTiles[position]);
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}
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else
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{
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openTiles.Remove(openTiles[position]); //Remove that tile from the list of open tiles.
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}
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}
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}
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else
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{
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//Ore doesn't meet spawn chance.
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}
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//ModCore.log("Spawned :" + amount + " pancake test ores!");
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}
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}
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/// <summary>
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/// Checks to see if the player has visited the given floor.
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/// </summary>
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/// <param name="Floor"></param>
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/// <returns></returns>
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public bool hasVisitedFloor(int Floor)
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{
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return this.visitedFloors.Contains(Floor);
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}
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/// <summary>
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/// Source: SDV.
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/// </summary>
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/// <param name="tileX"></param>
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/// <param name="tileY"></param>
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/// <returns></returns>
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private bool isTileOpenForQuarryStone(int tileX, int tileY)
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{
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GameLocation loc = Game1.getLocationFromName("Mountain");
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if (loc.doesTileHaveProperty(tileX, tileY, "Diggable", "Back") != null)
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return loc.isTileLocationTotallyClearAndPlaceable(new Vector2((float)tileX, (float)tileY));
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return false;
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}
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/// <summary>
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/// Update the quarry every day with new ores to spawn.
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/// </summary>
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private void quarryDayUpdate()
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{
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List<OreVeinObj> spawnableOreVeins = new List<OreVeinObj>();
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//Get a list of all of the ores that can spawn on this mine level.
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foreach (KeyValuePair<string, OreVeinObj> pair in this.oreVeins)
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{
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if ((pair.Value.resourceInfo as OreResourceInformation).spawnsInQuarry)
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{
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spawnableOreVeins.Add(pair.Value);
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//ModCore.log("Found an ore that spawns in the quarry");
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}
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}
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foreach (OreVeinObj ore in spawnableOreVeins)
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{
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if ((ore.resourceInfo as OreResourceInformation).shouldSpawnInQuarry())
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{
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int amount = (ore.resourceInfo as OreResourceInformation).getNumberOfNodesToSpawnQuarry();
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List<Vector2> openTiles = this.getOpenQuarryTiles(ore);
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amount = Math.Min(amount, openTiles.Count); //Only spawn for as many open tiles or the amount of nodes to spawn.
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for (int i = 0; i < amount; i++)
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{
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int position = Game1.random.Next(openTiles.Count);
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bool didSpawn = this.spawnOreVein(ore.info.id, Game1.getLocationFromName("Mountain"), openTiles[position]);
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if (didSpawn == false)
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{
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i--; //If the tile didn't spawn due to some odd reason ensure that the amount is spawned.
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openTiles.Remove(openTiles[position]);
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//amount = Math.Min(amount, openTiles.Count); //Only spawn for as many open tiles or the amount of nodes to spawn.
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}
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else
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{
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//ModCore.log("Spawned ore in the quarry!");
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openTiles.Remove(openTiles[position]); //Remove that tile from the list of open tiles.
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}
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}
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}
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else
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{
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//Ore doesn't meet spawn chance.
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}
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}
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}
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/// <summary>
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/// Spawns ore in the mountain farm every day.
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/// </summary>
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public void mountainFarmDayUpdate()
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{
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if (LocationUtilities.Farm_IsFarmHiltopFarm() == false)
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{
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ModCore.log("Farm is not hiltop farm!");
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return;
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}
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GameLocation farm = Game1.getFarm();
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List<OreVeinObj> spawnableOreVeins = new List<OreVeinObj>();
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//Get a list of all of the ores that can spawn on this mine level.
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foreach (KeyValuePair<string, OreVeinObj> pair in this.oreVeins)
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{
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if ((pair.Value.resourceInfo as OreResourceInformation).spawnsOnFarm)
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{
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spawnableOreVeins.Add(pair.Value);
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ModCore.log("Found an ore that spawns on the farm!");
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}
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}
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foreach (OreVeinObj ore in spawnableOreVeins)
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{
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if ((ore.resourceInfo as OreResourceInformation).shouldSpawnOnFarm())
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{
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int amount = (ore.resourceInfo as OreResourceInformation).getNumberOfNodesToSpawnFarm();
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List<Vector2> openTiles = this.getFarmQuarryOpenTiles(ore);
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if (openTiles.Count == 0)
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{
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ModCore.log("No open farm tiles!");
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}
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amount = Math.Min(amount, openTiles.Count); //Only spawn for as many open tiles or the amount of nodes to spawn.
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for (int i = 0; i < amount; i++)
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{
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int position = Game1.random.Next(openTiles.Count);
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bool didSpawn = this.spawnOreVein(ore.info.id, farm, openTiles[position]);
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if (didSpawn == false)
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{
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i--; //If the tile didn't spawn due to some odd reason ensure that the amount is spawned.
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openTiles.Remove(openTiles[position]);
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//amount = Math.Min(amount, openTiles.Count); //Only spawn for as many open tiles or the amount of nodes to spawn.
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ModCore.log("Did not spawn ore in the farm quarry!");
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}
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else
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{
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ModCore.log("Spawned ore in the farm quarry!");
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openTiles.Remove(openTiles[position]); //Remove that tile from the list of open tiles.
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}
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}
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}
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else
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{
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//Ore doesn't meet spawn chance.
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets a list of all of the open quarry tiles.
|
|
/// </summary>
|
|
/// <returns></returns>
|
|
private List<Vector2> getOpenQuarryTiles(MultiTiledObject obj)
|
|
{
|
|
List<Vector2> tiles = new List<Vector2>();
|
|
Microsoft.Xna.Framework.Rectangle r = new Microsoft.Xna.Framework.Rectangle(106, 13, 21, 21);
|
|
for (int i = r.X; i <= r.X + r.Width; i++)
|
|
{
|
|
for (int j = r.Y; j <= r.Y + r.Height; j++)
|
|
{
|
|
if (this.isTileOpenForQuarryStone(i, j) && this.canResourceBeSpawnedHere(obj, Game1.getLocationFromName("Mountain"), new Vector2(i, j)))
|
|
{
|
|
tiles.Add(new Vector2(i, j));
|
|
}
|
|
}
|
|
}
|
|
if (tiles.Count == 0)
|
|
{
|
|
//ModCore.log("Quarry is full! Can't spawn more resources!");
|
|
}
|
|
return tiles;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets all of the open tiles in the farm quarry.
|
|
/// </summary>
|
|
/// <param name="obj"></param>
|
|
/// <returns></returns>
|
|
private List<Vector2> getFarmQuarryOpenTiles(MultiTiledObject obj)
|
|
{
|
|
List<Vector2> tiles = new List<Vector2>();
|
|
Microsoft.Xna.Framework.Rectangle r = new Microsoft.Xna.Framework.Rectangle(5, 37, 22, 8);
|
|
GameLocation farm = Game1.getFarm();
|
|
for (int i = r.X; i <= r.X + r.Width; i++)
|
|
{
|
|
for (int j = r.Y; j <= r.Y + r.Height; j++)
|
|
{
|
|
Vector2 pos = new Vector2(i, j);
|
|
if (farm.doesTileHavePropertyNoNull((int)pos.X, (int)pos.Y, "Type", "Back").Equals("Dirt") && this.canResourceBeSpawnedHere(obj, farm, new Vector2(i, j)))
|
|
{
|
|
tiles.Add(pos);
|
|
}
|
|
}
|
|
}
|
|
if (tiles.Count == 0)
|
|
{
|
|
//ModCore.log("Quarry is full! Can't spawn more resources!");
|
|
}
|
|
return tiles;
|
|
}
|
|
|
|
#endregion
|
|
|
|
|
|
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~//
|
|
// SMAPI Events //
|
|
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~//
|
|
|
|
#region
|
|
/// <summary>
|
|
/// What happens when the player warps maps.
|
|
/// </summary>
|
|
/// <param name="o"></param>
|
|
/// <param name="playerWarped"></param>
|
|
public void OnPlayerLocationChanged(object o, EventArgs playerWarped)
|
|
{
|
|
this.spawnOreInMine();
|
|
if (LocationUtilities.IsPlayerInMine() == false && LocationUtilities.IsPlayerInSkullCave() == false && LocationUtilities.IsPlayerInMineEnterance() == false)
|
|
{
|
|
this.visitedFloors.Clear();
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Triggers at the start of every new day to populate the world full of ores.
|
|
/// </summary>
|
|
/// <param name="o"></param>
|
|
/// <param name="NewDay"></param>
|
|
public void DailyResourceSpawn(object o, EventArgs NewDay)
|
|
{
|
|
this.mountainFarmDayUpdate();
|
|
this.quarryDayUpdate();
|
|
}
|
|
#endregion
|
|
|
|
}
|
|
}
|