Stardew_Valley_Mods/Stardew Valley Mods/MoreRain/Class1.cs

161 lines
7.1 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using StardewModdingAPI;
using System.IO;
using StardewValley;
namespace MoreRain
{
public class MoreRain : Mod
{
int rainint = 0;
int thunderint = 0;
bool gameloaded;
bool suppress_log;
public override void Entry(params object[] objects)
{
// set_up();
StardewModdingAPI.Events.PlayerEvents.LoadedGame += PlayerEvents_LoadedGame;
StardewModdingAPI.Events.TimeEvents.DayOfMonthChanged += TimeEvents_DayOfMonthChanged;
DataLoader();
MyWritter();
}
public void TimeEvents_DayOfMonthChanged(object sender, StardewModdingAPI.Events.EventArgsIntChanged e)
{
if (gameloaded == false) return;
New_day_Update();
}
public void PlayerEvents_LoadedGame(object sender, StardewModdingAPI.Events.EventArgsLoadedGameChanged e)
{
gameloaded = true;
New_day_Update();
}
void New_day_Update() //updates all info whenever I call this.
{
if (Game1.weatherForTomorrow == Game1.weather_festival )
{
if(suppress_log==false)Log.Info("There is a festival tomorrow, therefore it will not rain.");
return;
}
if(Game1.weatherForTomorrow== Game1.weather_wedding)
{
if(suppress_log==false)Log.Info("There is a wedding tomorrow and rain on your wedding day will not happen.");
return;
}
Random random = new Random();
int randomNumber = random.Next(0, 100); //sets ran variable to some num between 0 and 100
Random thunder_random = new Random();
int thunder_randomNumber = random.Next(0, 100);
if (StardewValley.Game1.weatherForTomorrow == StardewValley.Game1.weather_sunny || StardewValley.Game1.weatherForTomorrow == StardewValley.Game1.weather_rain || StardewValley.Game1.weatherForTomorrow == StardewValley.Game1.weather_lightning || StardewValley.Game1.weatherForTomorrow == StardewValley.Game1.weather_debris)
{ //if my weather isn't something special. This is to prevent something from going wierd.
if (randomNumber <= rainint) //if the random variable is less than or equal to the chance for rain.
{
StardewValley.Game1.weatherForTomorrow = StardewValley.Game1.weather_rain; //sets rainy weather tomorrow
if(suppress_log==false)Log.Info("It will rain tomorrow.");
}
else {
StardewValley.Game1.weatherForTomorrow = StardewValley.Game1.weather_sunny;//sets sunny weather tomorrow
if(suppress_log==false)Log.Info("It will not rain tomorrow.");
}
if (StardewValley.Game1.weatherForTomorrow == StardewValley.Game1.weather_rain)
{
if (randomNumber <= thunderint) //if the random variable is less than or equal to the chance for rain.
{
StardewValley.Game1.weatherForTomorrow = StardewValley.Game1.weather_lightning; //sets rainy weather tomorrow
if(suppress_log==false)Log.Info("It will be stormy tomorrow.");
}
else
{
StardewValley.Game1.weatherForTomorrow = StardewValley.Game1.weather_rain;//sets sunny weather tomorrow
if(suppress_log==false)Log.Info("There will be no lightning tomorrow.");
}
}
}
else
{
// if(suppress_log==false)Log.Info("The weather for tomorrow is not rainy, stormy, or sunny. Must be something special.");
}
if(suppress_log==false)Log.Info("More Rain has updated.");
}
void MyWritter()
{
//saves the BuildEndurance_data at the end of a new day;
string mylocation = Path.Combine(PathOnDisk, "More_Rain_Config");
//string mylocation2 = mylocation + myname;
string mylocation3 = mylocation + ".txt";
string[] mystring3 = new string[20];
if (!File.Exists(mylocation3))
{
Log.Info("The data file for More Rain wasn't found. Time to create it!");
//write out the info to a text file at the end of a day. This will run if it doesnt exist.
mystring3[0] = "Player: More Rain Config. Feel free to edit.";
mystring3[1] = "====================================================================================";
mystring3[2] = "Rain chance: The chance out of 100 that it will rain tomorrow.";
mystring3[3] = rainint.ToString();
mystring3[4] = "Storm chance: The chance out of 100 that it will be stormy tomorrow.";
mystring3[5] = thunderint.ToString();
mystring3[6] = "Supress Log: If true, the mod won't output any messages to the console.";
mystring3[7] = suppress_log.ToString();
File.WriteAllLines(mylocation3, mystring3);
}
else
{
//write out the info to a text file at the end of a day. This will run if it doesnt exist.
mystring3[0] = "Player: More Rain Config. Feel free to edit.";
mystring3[1] = "====================================================================================";
mystring3[2] = "Rain chance: The chance out of 100 that it will rain tomorrow.";
mystring3[3] = rainint.ToString();
mystring3[4] = "Storm chance: The chance out of 100 that it will be stormy tomorrow.";
mystring3[5] = thunderint.ToString();
mystring3[6] = "Supress Log: If true, the mod won't output any messages to the console.";
mystring3[7] = suppress_log.ToString();
File.WriteAllLines(mylocation3, mystring3);
}
}
void DataLoader()
{
//loads the data to the variables upon loading the game.
string mylocation = Path.Combine(PathOnDisk, "More_Rain_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.
{
rainint = 15;
thunderint = 5;
suppress_log = true;
}
else
{
string[] readtext = File.ReadAllLines(mylocation3);
rainint = Convert.ToInt32(readtext[3]);
thunderint = Convert.ToInt32(readtext[5]); //these array locations refer to the lines in BuildEndurance_data.json
suppress_log = Convert.ToBoolean(readtext[7]);
}
}
}
}