241 lines
10 KiB
C#
241 lines
10 KiB
C#
using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using StardewModdingAPI.Events;
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using StardewValley;
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using StardewValley.Buildings;
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using StardewValley.Locations;
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using System;
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using System.Collections.Generic;
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namespace UIInfoSuite.UIElements
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{
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class ShowItemEffectRanges : IDisposable
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{
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private readonly List<Point> _effectiveArea = new List<Point>();
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private readonly ModConfig _modConfig;
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private readonly IModEvents _events;
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private static readonly int[][] _junimoHutArray = new int[17][]
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{
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new int[17] { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 },
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new int[17] { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 },
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new int[17] { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 },
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new int[17] { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 },
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new int[17] { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 },
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new int[17] { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 },
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new int[17] { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 },
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new int[17] { 1, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1 },
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new int[17] { 1, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1 },
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new int[17] { 1, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1 },
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new int[17] { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 },
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new int[17] { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 },
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new int[17] { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 },
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new int[17] { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 },
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new int[17] { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 },
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new int[17] { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 },
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new int[17] { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 }
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};
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public ShowItemEffectRanges(ModConfig modConfig, IModEvents events)
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{
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_modConfig = modConfig;
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_events = events;
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}
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public void ToggleOption(bool showItemEffectRanges)
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{
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_events.Display.Rendered -= OnRendered;
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_events.GameLoop.UpdateTicked -= OnUpdateTicked;
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if (showItemEffectRanges)
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{
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_events.Display.Rendered += OnRendered;
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_events.GameLoop.UpdateTicked += OnUpdateTicked;
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}
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}
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public void Dispose()
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{
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ToggleOption(false);
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}
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/// <summary>Raised after the game state is updated (≈60 times per second).</summary>
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/// <param name="sender">The event sender.</param>
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/// <param name="e">The event arguments.</param>
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private void OnUpdateTicked(object sender, UpdateTickedEventArgs e)
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{
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if (!e.IsMultipleOf(4))
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return;
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// check draw tile outlines
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_effectiveArea.Clear();
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if (Game1.activeClickableMenu == null &&
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!Game1.eventUp)
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{
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if (Game1.currentLocation is BuildableGameLocation buildableLocation)
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{
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Building building = buildableLocation.getBuildingAt(Game1.currentCursorTile);
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if (building is JunimoHut)
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{
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foreach (var nextBuilding in buildableLocation.buildings)
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{
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if (nextBuilding is JunimoHut nextHut)
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ParseConfigToHighlightedArea(_junimoHutArray, nextHut.tileX.Value + 1, nextHut.tileY.Value + 1);
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}
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}
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}
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if (Game1.player.CurrentItem != null)
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{
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String name = Game1.player.CurrentItem.Name.ToLower();
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Item currentItem = Game1.player.CurrentItem;
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List<StardewValley.Object> objects = null;
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int[][] arrayToUse = null;
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if (name.Contains("arecrow"))
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{
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arrayToUse = new int[17][];
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for (int i = 0; i < 17; ++i)
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{
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arrayToUse[i] = new int[17];
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for (int j = 0; j < 17; ++j)
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{
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arrayToUse[i][j] = (Math.Abs(i - 8) + Math.Abs(j - 8) <= 12) ? 1 : 0;
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}
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}
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ParseConfigToHighlightedArea(arrayToUse, TileUnderMouseX, TileUnderMouseY);
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objects = GetObjectsInLocationOfSimilarName("arecrow");
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if (objects != null)
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{
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foreach (StardewValley.Object next in objects)
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{
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ParseConfigToHighlightedArea(arrayToUse, (int)next.TileLocation.X, (int)next.TileLocation.Y);
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}
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}
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}
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else if (name.Contains("sprinkler"))
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{
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if (name.Contains("iridium"))
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{
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arrayToUse = _modConfig.IridiumSprinkler;
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}
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else if (name.Contains("quality"))
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{
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arrayToUse = _modConfig.QualitySprinkler;
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}
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else if (name.Contains("prismatic"))
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{
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arrayToUse = _modConfig.PrismaticSprinkler;
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}
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else
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{
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arrayToUse = _modConfig.Sprinkler;
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}
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if (arrayToUse != null)
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ParseConfigToHighlightedArea(arrayToUse, TileUnderMouseX, TileUnderMouseY);
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objects = GetObjectsInLocationOfSimilarName("sprinkler");
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if (objects != null)
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{
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foreach (StardewValley.Object next in objects)
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{
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string objectName = next.name.ToLower();
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if (objectName.Contains("iridium"))
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{
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arrayToUse = _modConfig.IridiumSprinkler;
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}
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else if (objectName.Contains("quality"))
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{
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arrayToUse = _modConfig.QualitySprinkler;
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}
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else if (name.Contains("prismatic"))
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{
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arrayToUse = _modConfig.PrismaticSprinkler;
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}
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else
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{
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arrayToUse = _modConfig.Sprinkler;
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}
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if (arrayToUse != null)
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ParseConfigToHighlightedArea(arrayToUse, (int)next.TileLocation.X, (int)next.TileLocation.Y);
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}
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}
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}
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else if (name.Contains("bee house"))
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{
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ParseConfigToHighlightedArea(_modConfig.Beehouse, TileUnderMouseX, TileUnderMouseY);
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}
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}
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}
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}
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/// <summary>Raised after the game draws to the sprite patch in a draw tick, just before the final sprite batch is rendered to the screen.</summary>
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/// <param name="sender">The event sender.</param>
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/// <param name="e">The event arguments.</param>
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private void OnRendered(object sender, RenderedEventArgs e)
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{
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// draw tile outlines
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foreach (Point point in _effectiveArea)
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Game1.spriteBatch.Draw(
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Game1.mouseCursors,
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Game1.GlobalToLocal(new Vector2(point.X * Game1.tileSize, point.Y * Game1.tileSize)),
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new Rectangle(194, 388, 16, 16),
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Color.White * 0.7f,
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0.0f,
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Vector2.Zero,
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Game1.pixelZoom,
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SpriteEffects.None,
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0.01f);
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}
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private void ParseConfigToHighlightedArea(int[][] highlightedLocation, int xPos, int yPos)
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{
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int xOffset = highlightedLocation.Length / 2;
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for (int i = 0; i < highlightedLocation.Length; ++i)
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{
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int yOffset = highlightedLocation[i].Length / 2;
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for (int j = 0; j < highlightedLocation[i].Length; ++j)
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{
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if (highlightedLocation[i][j] == 1)
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_effectiveArea.Add(new Point(xPos + i - xOffset, yPos + j - yOffset));
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}
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}
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}
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private int TileUnderMouseX
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{
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get { return (Game1.getMouseX() + Game1.viewport.X) / Game1.tileSize; }
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}
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private int TileUnderMouseY
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{
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get { return (Game1.getMouseY() + Game1.viewport.Y) / Game1.tileSize; }
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}
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private List<StardewValley.Object> GetObjectsInLocationOfSimilarName(String nameContains)
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{
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List<StardewValley.Object> result = new List<StardewValley.Object>();
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if (!String.IsNullOrEmpty(nameContains))
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{
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nameContains = nameContains.ToLower();
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var objects = Game1.currentLocation.Objects;
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foreach (var nextThing in objects.Values)
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{
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if (nextThing.name.ToLower().Contains(nameContains))
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result.Add(nextThing);
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}
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}
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return result;
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}
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}
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}
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