//When the day starts. So we can populate the shit. private void DayStarted(object sender, DayStartedEventArgs e) { if (!Context.IsWorldReady) { return; } //Run population code FarmHouse farm = null; Cabin cabin = null; bool isFarmHouse = Game1.player.currentLocation.GetType() == typeof(FarmHouse); bool isCabin = Game1.player.currentLocation.GetType() == typeof(Cabin); if (isFarmHouse) { farm = Game1.player.currentLocation as FarmHouse; DoWallpaperSave(farm); } if (isCabin) { cabin = Game1.player.currentLocation as Cabin; DoWallpaperSave(cabin); } DecorationFacade curWall = isFarmHouse ? farm?.wallPaper : cabin?.wallPaper; if (curWall != null) { for (int i = 0; i < curWall.Count; i++) { if (!_wallPaper[i].Equals(curWall[i])) { Monitor.Log($"Current Wallpaper: {curWall[i]}", LogLevel.Alert); } } } //Populate flooring DecorationFacade curFloor = isFarmHouse ? farm?.floor : cabin?.floor; if (curFloor != null) { _floor = new DecorationFacade(); foreach (int i in curFloor) { _floor.Add(i); if (Debugging) { Monitor.Log($"Current Floor: {i}", LogLevel.Alert); } } } }
//DoFloorSave method for Cabin's. private void DoFloorSave(Cabin house) { DecorationFacade curFloor = house.floor; _floor = new DecorationFacade(); foreach (int i in curFloor) { _floor.Add(i); if (Debugging) { Monitor.Log($"Current Floor: {i}", LogLevel.Alert); } } }
//DoWallpaperSave method for Cabin's private void DoWallpaperSave(Cabin house) { DecorationFacade curWallpaper = house.wallPaper; _wallPaper = new DecorationFacade(); foreach (int i in curWallpaper) { _wallPaper.Add(i); if (Debugging) { Monitor.Log($"Current Wallpaper: {i}", LogLevel.Alert); } } }
private void doFloorSave(FarmHouse house) { DecorationFacade curFloor = house.floor; this.floor = new DecorationFacade(); for (int i = 0; i < curFloor.Count; i++) { this.floor.Add(curFloor[i]); if (debugging) { this.Monitor.Log($"Current Floor:{curFloor[i]}", LogLevel.Alert); } } }
//Custom Voids private void doWallpaperSave(FarmHouse house) { DecorationFacade curWallpaper = house.wallPaper; this.wallPaper = new DecorationFacade(); for (int i = 0; i < curWallpaper.Count; i++) { this.wallPaper.Add(curWallpaper[i]); if (debugging) { this.Monitor.Log($"Current Wallpaper:{curWallpaper[i]}", LogLevel.Alert); } } }
private int WallpaperChanged(FarmHouse house) { DecorationFacade curWallPaper = house.wallPaper; if (curWallPaper == null || curWallPaper.Count == 0 || (this.wallPaper == null || this.wallPaper.Count == 0)) { return(0); } for (int i = 0; i < curWallPaper.Count; i++) { if (!this.wallPaper[i].Equals(curWallPaper[i])) { return(this.wallPaper[i]); } } return(DoNothing); }
private int FloorChanged(FarmHouse house) { DecorationFacade curFloor = house.floor; if (curFloor == null || curFloor.Count == 0 || (this.floor == null || this.floor.Count == 0)) { return(0); } for (int i = 0; i < curFloor.Count; i++) { if (!this.floor[i].Equals(curFloor[i])) { return(this.floor[i]); } } return(DoNothing); }
//WallpaperChanged method for Cabin's private int WallpaperChanged(Cabin house) { DecorationFacade curWall = house.wallPaper; int wallId; if (curWall == null || curWall.Count == 0 || _wallPaper == null || _wallPaper.Count == 0) { wallId = 0; } else { for (int i = 0; i < curWall.Count; i++) { if (!_wallPaper[i].Equals(curWall[i])) { return(_wallPaper[i]); } } wallId = DoNothing; } return(wallId); }
//FloorChanged method for Cabin's private int FloorChanged(Cabin house) { DecorationFacade curFloor = house.floor; int floorId; if (curFloor == null || curFloor.Count == 0 || _floor == null || _floor.Count == 0) { floorId = 0; } else { for (int i = 0; i < curFloor.Count; i++) { if (!_floor[i].Equals(curFloor[i])) { return(_floor[i]); } } floorId = DoNothing; } return(floorId); }
//Button Pressed event for debugging private void ButtonPressed(object sender, ButtonPressedEventArgs e) { if (!Context.IsWorldReady) { return; } if (e.IsDown(SButton.NumPad5)) { FarmHouse farm = null; Cabin cabin = null; bool isFarmHouse = Game1.player.currentLocation.GetType() == typeof(FarmHouse); bool isCabin = Game1.player.currentLocation.GetType() == typeof(Cabin); if (isFarmHouse) { farm = Game1.player.currentLocation as FarmHouse; DoWallpaperSave(farm); } if (isCabin) { cabin = Game1.player.currentLocation as Cabin; DoWallpaperSave(cabin); } DecorationFacade curWall = isFarmHouse ? farm?.wallPaper : cabin?.wallPaper; if (curWall != null) { for (int i = 0; i < curWall.Count; i++) { if (!_wallPaper[i].Equals(curWall[i])) { Monitor.Log($"Current Wallpaper: {curWall[i]}", LogLevel.Alert); } } } } }