105 lines
4.2 KiB
C#
105 lines
4.2 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 Newtonsoft.Json;
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using Newtonsoft.Json.Linq;
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using Storm.ExternalEvent;
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using Storm.StardewValley;
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using Storm.StardewValley.Event;
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using Storm.StardewValley.Wrapper;
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using Storm;
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using Microsoft.Xna.Framework;
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namespace MoreRain
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{
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[Mod]
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public class MoreRain : DiskResource
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{
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public const int weather_sunny = 0;
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public const int weather_rain = 1;
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//public const int weather_debris = 2;
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public const int weather_lightning = 3;
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// public const int weather_festival = 4;
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// public const int weather_snow = 5;
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// public const int weather_wedding = 6;
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public Config ModConfig { get; private set; }
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public bool RainUpdate = false;
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[Subscribe]
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//Credit goes to Zoryn for pieces of this config generation that I kinda repurposed.
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public void InitializeCallback(InitializeEvent @event)
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{
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var configLocation = Path.Combine(PathOnDisk, "Config.json");
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if (!File.Exists(configLocation))
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{
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Console.WriteLine("The config file for MoreRain was not found, guess I'll create it...");
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ModConfig = new Config();
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ModConfig.RainChance = 30;
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ModConfig.ThunderChance = 10;
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File.WriteAllBytes(configLocation, Encoding.UTF8.GetBytes(JsonConvert.SerializeObject(ModConfig)));
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Console.WriteLine("The config file for MoreRain has been loaded.\n\t RainChance: {0}, ThunderChance: {1}",
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ModConfig.RainChance, ModConfig.ThunderChance);
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}
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else
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{
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ModConfig = JsonConvert.DeserializeObject<Config>(Encoding.UTF8.GetString(File.ReadAllBytes(configLocation)));
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Console.WriteLine("The config file for MoreRain has been loaded.\n\tRainChance: {0}, ThunderChance: {1}",
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ModConfig.RainChance, ModConfig.ThunderChance);
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}
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Console.WriteLine("MoreRain Initialization Completed");
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}
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[Subscribe]
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public void UpdateCallback(Storm.StardewValley.Event.PreNewDayEvent @event)
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{
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// Logging.LogToFile("THIS IS A SUPER LARGE TEST");
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// Console.WriteLine(ModConfig.RainChance);
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// Console.WriteLine(ModConfig.ThunderChance);
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Random random = new Random();
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int randomNumber = random.Next(0, 100); //sets ran variable to some num between 0 and 100
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Random thunder_random = new Random();
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int thunder_randomNumber = random.Next(0, 100);
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if (randomNumber <= ModConfig.RainChance) //if the random variable is less than or equal to the chance for rain.
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{
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@event.Root.WeatherForTomorrow=weather_rain;
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Console.WriteLine("It will rain tomorrow.");
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}
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else
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{
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@event.Root.WeatherForTomorrow = weather_sunny;
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Console.WriteLine("It will not rain tomorrow.");
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}
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if (@event.Root.WeatherForTomorrow==weather_rain)
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{
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if (randomNumber <= ModConfig.ThunderChance) //if the random variable is less than or equal to the chance for rain.
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{
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@event.Root.WeatherForTomorrow=weather_lightning; //sets rainy weather tomorrow
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Console.WriteLine("It will be stormy tomorrow.");
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}
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else
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{
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Console.WriteLine("There will be no lightning tomorrow.");
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}
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}
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Console.WriteLine("RainMod has updated.");
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}
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}
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public class Config
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{
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public int RainChance { get; set; }
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public int ThunderChance { get; set; }
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}
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} |