Beispiel #1
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 void OnPlayerWarped(object sender, EventArgsPlayerWarped e)
 {
     if (!SweepedLocations.Contains(e.NewLocation))
     {
         CaskSweep();
     }
 }
Beispiel #2
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 private void PlayerEvents_Warped(object sender, EventArgsPlayerWarped e)
 {
     /*if(e.NewLocation is MineShaft && (Game1.player.currentLocation as MineShaft).mineLevel == 10)
      * {
      *  (Game1.player.currentLocation as MineShaft).mineLevel = 219;
      * }*/
 }
Beispiel #3
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 private void PlayerEvents_Warped(object sender, EventArgsPlayerWarped e)
 {
     if (!e.NewLocation.IsFarm)
     {
         livelyPet?.warpToFarmer();
     }
 }
 private void afterLocationChange(object sender, EventArgsPlayerWarped args)
 {
     if (args.NewLocation is BuildableGameLocation)
     {
         syncTexturesWithChoices();
     }
 }
Beispiel #5
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 private void PlayerEvents_Warped(object s, EventArgsPlayerWarped e)
 {
     if (e.NewLocation.Name == "Farm" || (e.PriorLocation != null && e.PriorLocation.IsOutdoors != e.NewLocation.IsOutdoors))
     {
         this.UpdateTextures();
     }
 }
 private void LocationEvents_CurrentLocationChanged(object sender, EventArgsPlayerWarped e)
 {
     if (e.NewLocation is GameLocation g && g.map is Map m && m.Properties.ContainsKey("EntryAction"))
     {
         TileAction.invokeCustomTileActions("EntryAction", g, Vector2.Zero, "Map");
     }
 }
Beispiel #7
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 private void locChanged(object sender, EventArgsPlayerWarped args)
 {
     if (args.NewLocation is SeedShop ss)
     {
         ss.setTileProperty(1, 25, "Buildings", "Action", "SeedCatalogue");
     }
 }
Beispiel #8
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        /*********
        ** Private methods
        *********/


        private void PlayerEvents_Warped(object sender, EventArgsPlayerWarped e)
        {
            if (Context.IsWorldReady)
            {
                this.location = e.NewLocation.Name;
            }
        }
Beispiel #9
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 private void locChanged(object sender, EventArgsPlayerWarped args)
 {
     if (args.PriorLocation != null)
     {
         args.PriorLocation.netObjects.OnValueAdded -= locObjectsChanged;
     }
     args.NewLocation.netObjects.OnValueAdded += locObjectsChanged;
 }
Beispiel #10
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 /*********
 ** Private methods
 *********/
 /****
 ** Event handlers
 ****/
 /// <summary>The method called when the player warps to a new location.</summary>
 /// <param name="sender">The event sender.</param>
 /// <param name="e">The event arguments.</param>
 private void PlayerEvents_Warped(object sender, EventArgsPlayerWarped e)
 {
     // when player enters farmhouse (including on new day), back up crops in case they're
     // about to end the day
     if (e.NewLocation is FarmHouse)
     {
         this.StashCrops();
     }
 }
Beispiel #11
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        /// <summary>The event called when the player warps to a new location.</summary>
        /// <param name="sender">The event sender.</param>
        /// <param name="e">The event arguments.</param>
        private void PlayerEvents_Warped(object sender, EventArgsPlayerWarped e)
        {
            if (!this.IsEnabled)
            {
                return;
            }

            this.Tractor?.UpdateForNewLocation(e.PriorLocation, e.NewLocation);
        }
 private void PlayerWarped(object sender, EventArgsPlayerWarped e)
 {
     if (e.NewLocation.Name == _locationOfLetterbox)
     {
         // Only watch for mouse events while at the location of the letterbox, for performance
         ControlEvents.MouseChanged += MouseChanged;
     }
     else
     {
         ControlEvents.MouseChanged -= MouseChanged;
     }
 }
Beispiel #13
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        /// <summary>The method invoked after the player warps to a new location.</summary>
        /// <param name="sender">The event sender.</param>
        /// <param name="e">The event arguments.</param>
        private void PlayerEvents_Warped(object sender, EventArgsPlayerWarped e)
        {
            if (!Context.IsWorldReady || Game1.eventUp || !this.Handlers.Any())
            {
                return;
            }

            foreach (IAnimationHandler handler in this.Handlers)
            {
                handler.OnNewLocation(e.NewLocation);
            }
        }
Beispiel #14
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 //Revert the hoppers in the location player left to normal hoppers, convert hoppers in new location to hay anytime hoppers
 private void HandleHopperLocationChanged(object sender, EventArgsPlayerWarped e)
 {
     //this.Monitor.Log($"Player warped from {e.PriorLocation.Name} to {e.NewLocation.Name}");
     if (!this.AreAnyPlayersInLocation(e.PriorLocation))
     {
         this.ConvertHopper <BetterHayHopper, SObject>(e.PriorLocation);
     }
     if (!this.AreAnyPlayersBesidesMeInLocation(e.NewLocation))
     {
         this.ConvertHopper <SObject, BetterHayHopper>(e.NewLocation);
     }
     this.CurrentLocation = e.NewLocation;
 }
Beispiel #15
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        private void EnteredNewLocation(object sender, EventArgsPlayerWarped e)
        {
            this.gateList = new SerializableDictionary <Vector2, StardewValley.Object>();
            OverlaidDictionary <Vector2, SObject> objects = Game1.currentLocation.objects;

            foreach (Vector2 key in objects.Keys)
            {
                if (objects[key].name.Equals("Gate"))
                {
                    this.gateList.Add(key, objects[key]);
                    //this.Monitor.Log(string.Format("{0}", (object)key.ToString()), (LogLevel)1);
                }
            }
        }
Beispiel #16
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 private void OnLocationChange(object sender, EventArgsPlayerWarped e)
 {
     if (e.NewLocation is AnimalHouse ||
         e.NewLocation is Farm)
     {
         _timer.Interval = 1000;
         _timer.Start();
     }
     else
     {
         _timer.Stop();
         StopDrawingPetNeeds();
     }
 }
Beispiel #17
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 private void AdjustIconXToBlackBorder(object sender, EventArgsPlayerWarped e)
 {
     _icon = new ClickableTextureComponent("",
                                           new Rectangle(Tools.GetWidthInPlayArea() - 134,
                                                         290,
                                                         10 * Game1.pixelZoom,
                                                         10 * Game1.pixelZoom),
                                           "",
                                           "",
                                           Game1.mouseCursors,
                                           new Rectangle(50, 428, 10, 14),
                                           Game1.pixelZoom,
                                           false);
 }
Beispiel #18
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        private static void eventChecks(object sender, EventArgsPlayerWarped args)
        {
            if (args.NewLocation.Name == "WizardHouse" && !Game1.player.eventsSeen.Contains(90000) &&
                Game1.player.friendshipData.ContainsKey("Wizard") && Game1.player.friendshipData["Wizard"].Points > 750)
            {
                args.NewLocation.currentEvent = new Event("WizardSong/0 5/Wizard 8 5 0 farmer 8 15 0/move farmer 0 -8 0/speak Wizard \"TODO#$b#Find one of the five altars and learn some magic.#$b#Q to start casting, then 1-4 to choose the spell.#$b#TAB to switch between spell sets.\"/textAboveHead Wizard \"MAGIC\"/pause 750/fade 750/end", 90000);
                Game1.eventUp        = true;
                Game1.displayHUD     = false;
                Game1.player.CanMove = false;
                Game1.player.showNotCarrying();

                Game1.player.addMagicExp(Game1.player.getMagicExpForNextLevel());
                Game1.player.addMana(Game1.player.getMaxMana());
                Game1.player.eventsSeen.Add(90000);
            }
        }
Beispiel #19
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        private void PlayerEvents_Warped(object s, EventArgsPlayerWarped e)
        {
            if (e.PriorLocation != null && (e.PriorLocation.Name == "DynamicDungeonEntrance" || e.PriorLocation.Name == "WizardHouse"))
            {
                ControlEvents.ControllerButtonPressed  -= this.ControlEvents_ControllerButtonPressed;
                ControlEvents.ControllerButtonReleased -= this.ControlEvents_ControllerButtonReleased;
                ControlEvents.MouseChanged             -= this.ControlEvents_MouseChanged;
                if (e.PriorLocation.Name == "DynamicDungeonEntrance")
                {
                    GraphicsEvents.OnPreRenderHudEvent -= this.GraphicsEvents_OnPreRenderHudEvent;
                }
            }

            if (e.NewLocation.Name == "DynamicDungeonEntrance" || e.NewLocation.Name == "WizardHouse")
            {
                ControlEvents.ControllerButtonPressed  += this.ControlEvents_ControllerButtonPressed;
                ControlEvents.ControllerButtonReleased += this.ControlEvents_ControllerButtonReleased;
                ControlEvents.MouseChanged             += this.ControlEvents_MouseChanged;
                if (e.NewLocation.Name == "DynamicDungeonEntrance")
                {
                    GraphicsEvents.OnPreRenderHudEvent += this.GraphicsEvents_OnPreRenderHudEvent;
                }
            }
        }
Beispiel #20
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        private void onLocationChanged(object sender, EventArgsPlayerWarped args)
        {
            if (Game1.CurrentEvent != null)
            {
                return;
            }

            foreach (var entry in CritterEntry.critters)
            {
                for (int i = 0; i < entry.Value.SpawnAttempts; ++i)
                {
                    if (entry.Value.check(args.NewLocation))
                    {
                        var spot = entry.Value.pickSpot(args.NewLocation);
                        if (spot == null)
                        {
                            continue;
                        }

                        args.NewLocation.addCritter(entry.Value.makeCritter(spot.Value));
                    }
                }
            }
        }
Beispiel #21
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        private void locChanged(object sender, EventArgsPlayerWarped args)
        {
            if (args.PriorLocation is MiniSpaLocation)
            {
                Game1.player.changeOutOfSwimSuit();
                Game1.player.swimming.Value = false;
            }

            BuildableGameLocation farm = args.NewLocation as BuildableGameLocation;

            if (farm == null)
            {
                farm = args.PriorLocation as BuildableGameLocation;
            }
            if (farm != null)
            {
                for (int i = 0; i < farm.buildings.Count; ++i)
                {
                    var b = farm.buildings[i];

                    // This is probably a new building if it hasn't been converted yet.
                    if (b.buildingType.Value == "Shed2" && !(b is BigShedBuilding))
                    {
                        Log.debug($"Converting big shed at ({b.tileX}, {b.tileY}) to actual big shed.");

                        farm.buildings[i] = new BigShedBuilding();
                        farm.buildings[i].buildingType.Value           = b.buildingType.Value;
                        farm.buildings[i].daysOfConstructionLeft.Value = b.daysOfConstructionLeft.Value;
                        farm.buildings[i].indoors.Value   = b.indoors.Value;
                        farm.buildings[i].tileX.Value     = b.tileX.Value;
                        farm.buildings[i].tileY.Value     = b.tileY.Value;
                        farm.buildings[i].tilesWide.Value = b.tilesWide.Value;
                        farm.buildings[i].tilesHigh.Value = b.tilesHigh.Value;
                        farm.buildings[i].load();
                    }
                    else if (b.buildingType.Value == "SpookyShed" && !(b is SpookyShedBuilding))
                    {
                        Log.debug($"Converting spooky shed at ({b.tileX}, {b.tileY}) to actual spooky shed.");

                        farm.buildings[i] = new SpookyShedBuilding();
                        farm.buildings[i].buildingType.Value           = b.buildingType.Value;
                        farm.buildings[i].daysOfConstructionLeft.Value = b.daysOfConstructionLeft.Value;
                        farm.buildings[i].indoors.Value   = b.indoors.Value;
                        farm.buildings[i].tileX.Value     = b.tileX.Value;
                        farm.buildings[i].tileY.Value     = b.tileY.Value;
                        farm.buildings[i].tilesWide.Value = b.tilesWide.Value;
                        farm.buildings[i].tilesHigh.Value = b.tilesHigh.Value;
                        farm.buildings[i].load();
                    }
                    else if (b.buildingType.Value == "FishShack" && !(b is FishingShackBuilding))
                    {
                        Log.debug($"Converting fishing shack at ({b.tileX}, {b.tileY}) to actual fishing shack.");

                        farm.buildings[i] = new FishingShackBuilding();
                        farm.buildings[i].buildingType.Value           = b.buildingType.Value;
                        farm.buildings[i].daysOfConstructionLeft.Value = b.daysOfConstructionLeft.Value;
                        farm.buildings[i].indoors.Value = b.indoors.Value;
                        //farm.buildings[i].nameOfIndoors = b.nameOfIndoors;
                        farm.buildings[i].tileX.Value     = b.tileX.Value;
                        farm.buildings[i].tileY.Value     = b.tileY.Value;
                        farm.buildings[i].tilesWide.Value = b.tilesWide.Value;
                        farm.buildings[i].tilesHigh.Value = b.tilesHigh.Value;
                        farm.buildings[i].load();
                    }
                    else if (b.buildingType.Value == "MiniSpa" && !(b is MiniSpaBuilding))
                    {
                        Log.debug($"Converting mini spa at ({b.tileX}, {b.tileY}) to actual mini spa.");

                        farm.buildings[i] = new MiniSpaBuilding();
                        farm.buildings[i].buildingType.Value           = b.buildingType.Value;
                        farm.buildings[i].daysOfConstructionLeft.Value = b.daysOfConstructionLeft.Value;
                        farm.buildings[i].indoors.Value   = b.indoors.Value;
                        farm.buildings[i].tileX.Value     = b.tileX.Value;
                        farm.buildings[i].tileY.Value     = b.tileY.Value;
                        farm.buildings[i].tilesWide.Value = b.tilesWide.Value;
                        farm.buildings[i].tilesHigh.Value = b.tilesHigh.Value;
                        farm.buildings[i].load();
                    }
                }
            }
        }
Beispiel #22
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 private void Warped(object sender, EventArgsPlayerWarped e)
 {
     Monitor.Log(e.NewLocation.name);
     Monitor.Log(e.NewLocation.uniqueName);
     Monitor.Log(e.NewLocation.Name);
 }
Beispiel #23
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 //Revert the hoppers in the location player left to normal hoppers, convert hoppers in new location to hay anytime hoppers
 private void HandleHopperLocationChanged(object sender, EventArgsPlayerWarped e)
 {
     ConvertHopper <BetterHayHopper, SObject>(e.PriorLocation);
     ConvertHopper <SObject, BetterHayHopper>(e.NewLocation);
     currentLocation = e.NewLocation;
 }
Beispiel #24
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 //Update the last list of terrain features
 private void PlayerEvents_Warped(object sender, EventArgsPlayerWarped e)
 {
     this.lastTerrainFeatures = e.NewLocation?.terrainFeatures?.FieldDict.ToDictionary(item => item.Key, item => item.Value.Value);
     this.CurrentLocation     = e.NewLocation;
 }
 private void PlayerEvents_Warped(object send, EventArgsPlayerWarped e)
 {
 }
Beispiel #26
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 //Update the last list of terrain features
 private void CurrentLocationChanged(object sender, EventArgsPlayerWarped e)
 {
     lastTerrainFeatures = Game1.currentLocation?.terrainFeatures?.Pairs.ToDictionary(entry => entry.Key,
                                                                                      entry => entry.Value);
 }
Beispiel #27
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 /// <summary>The method invoked when the player warps to a new location.</summary>
 /// <param name="sender">The event sender.</param>
 /// <param name="e">The event arguments.</param>
 private void PlayerEvents_Warped(object sender, EventArgsPlayerWarped e)
 {
     this.ResetOverlayIfShown();
 }
Beispiel #28
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 private void PlayerEvents_Warped(object sender, EventArgsPlayerWarped e)
 {
     isMovingAutomaticaly = false;
 }
 internal static void onLocationChanged(object sender, EventArgsPlayerWarped args)
 {
     enterX = Game1.player.position.X;
     enterY = Game1.player.position.Y;
 }
Beispiel #30
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 private void RemoveAllExperiencePointDisplays(object sender, EventArgsPlayerWarped e)
 {
     _experiencePointDisplays.Clear();
 }