Stardew_Valley_Mods/GeneralMods/StardustCore/Events/ExtraEventActions.cs

123 lines
5.2 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Microsoft.Xna.Framework;
using Netcode;
using StardewModdingAPI;
using StardewValley;
using StardewValley.Characters;
namespace StardustCore.Events
{
/// <summary>
/// Contains functions that are used to parse event data and do additional things.
/// </summary>
public class ExtraEventActions
{
private static Point OldViewportPosition;
private static bool StartedLerp;
private static int CurrentViewportLerpAmount;
/// <summary>
/// Adds the item from Game1.ObjectInformation to the player's inventory from the given event string.
/// </summary>
/// <param name="EventData"></param>
public static void addObjectToPlayerInventory(EventManager EventManager,string EventData)
{
string[] splits = EventData.Split(' ');
string name = splits[0];
int parentSheetIndex =Convert.ToInt32(splits[1]);
int amount = Convert.ToInt32(splits[2]);
bool makeActiveObject = Convert.ToBoolean(splits[3]);
StardewValley.Object obj = new StardewValley.Object(parentSheetIndex, amount);
Game1.player.addItemToInventoryBool(obj,makeActiveObject);
Game1.CurrentEvent.CurrentCommand++;
}
/// <summary>
/// Lerp the camera to a specified position.
/// </summary>
/// <param name="EventManager"></param>
/// <param name="EventData"></param>
public static void ViewportLerp(EventManager EventManager,string EventData)
{
string[] splits = EventData.Split(' ');
string name = splits[0];
int xEndPosition =Convert.ToInt32(splits[1]);
int yEndPosition = Convert.ToInt32(splits[2]);
int frames = Convert.ToInt32(splits[3]);
bool concurrent = Convert.ToBoolean(splits[4]);
if (concurrent)
{
if (EventManager.concurrentEventActions.ContainsKey(name)==false)
{
EventManager.addConcurrentEvent(new ConcurrentEventInformation(name,EventData,EventManager,ViewportLerp));
++Game1.CurrentEvent.CurrentCommand; //I've been told ++<int> is more efficient than <int>++;
}
}
if (StartedLerp==false)
{
OldViewportPosition = new Point(Game1.viewport.Location.X,Game1.viewport.Location.Y);
StartedLerp = true;
}
++CurrentViewportLerpAmount;
if (CurrentViewportLerpAmount >= frames)
{
CurrentViewportLerpAmount = frames;
Vector2 currentLerp2 = Vector2.Lerp(new Vector2(OldViewportPosition.X, OldViewportPosition.Y), new Vector2(OldViewportPosition.X+xEndPosition, OldViewportPosition.Y+yEndPosition), (float)((float)CurrentViewportLerpAmount/(float)frames));
Game1.viewport.Location = new xTile.Dimensions.Location((int)currentLerp2.X, (int)currentLerp2.Y);
OldViewportPosition = new Point(0, 0);
CurrentViewportLerpAmount = 0;
StartedLerp = false;
if(concurrent==false)++Game1.CurrentEvent.CurrentCommand; //I've been told ++<int> is more efficient than <int>++;
else
{
EventManager.finishConcurrentEvent(name);
}
return;
}
Vector2 currentLerp = Vector2.Lerp(new Vector2(OldViewportPosition.X, OldViewportPosition.Y), new Vector2(OldViewportPosition.X + xEndPosition, OldViewportPosition.Y + yEndPosition), (float)((float)CurrentViewportLerpAmount/(float)frames));
Game1.viewport.Location = new xTile.Dimensions.Location((int)currentLerp.X, (int)currentLerp.Y);
}
/// <summary>
/// Adds in a junimo actor at the current location. Allows for multiple.
/// </summary>
/// <param name="EventManager"></param>
/// <param name="EventData"></param>
public static void AddInJumimoActorForEvent(EventManager EventManager, string EventData)
{
string[] splits = EventData.Split(' ');
string name = splits[0];
string actorName = splits[1];
int xPos = Convert.ToInt32(splits[2]);
int yPos = Convert.ToInt32(splits[3]);
Color color = new Color(Convert.ToInt32(splits[4]), Convert.ToInt32(splits[5]), Convert.ToInt32(splits[6]));
List<NPC> actors = Game1.CurrentEvent.actors;
Junimo junimo = new Junimo(new Vector2(xPos * 64, yPos * 64), -1, false);
junimo.Name = actorName;
junimo.EventActor = true;
IReflectedField<NetColor> colorF=StardustCore.ModCore.ModHelper.Reflection.GetField<NetColor>(junimo, "color", true);
NetColor c = colorF.GetValue();
c.R = color.R;
c.G = color.G;
c.B = color.B;
colorF.SetValue(c);
actors.Add((NPC)junimo);
++Game1.CurrentEvent.CurrentCommand; //I've been told ++<int> is more efficient than <int>++;
}
}
}