コード例 #1
0
ファイル: ModEntry.cs プロジェクト: somnomania/smapi-mod-dump
        // Check if the player just pet his ... pet and apply buff
        private void ButtonReleased(object sender, ButtonReleasedEventArgs e)
        {
            if (Context.IsWorldReady && e.Button.IsActionButton() && !buffApplied)
            {
                //this.Monitor.Log(Game1.player.currentLocation.uniqueName);

                // Find the player's pet
                if (Game1.player.hasPet())
                {
                    StardewValley.Characters.Pet thePet = (StardewValley.Characters.Pet)Game1.getCharacterFromName(Game1.player.getPetName());

                    // Was it pet today (ie. just now)? If so, apply the buff
                    if (this.Helper.Reflection.GetField <bool>(thePet, "wasPetToday").GetValue())
                    {
                        if (Game1.player.catPerson)
                        {
                            fishBuff.millisecondsDuration = buffDuration;
                            Game1.buffsDisplay.addOtherBuff(fishBuff);
                        }
                        else
                        {
                            forageBuff.millisecondsDuration = buffDuration;
                            Game1.buffsDisplay.addOtherBuff(forageBuff);
                        }

                        buffApplied = true;
                    }
                }
            }
        }
コード例 #2
0
        // Check if the player just pet his ... pet and apply buff
        private void ButtonReleased(object sender, ButtonReleasedEventArgs e)
        {
            if (Context.IsWorldReady && e.Button.IsActionButton() && !buffApplied)
            {
                //this.Monitor.Log(Game1.player.currentLocation.uniqueName);

                // Find the player's pet
                if (Game1.player.hasPet())
                {
                    Farmer farmer = Game1.player;
                    StardewValley.Characters.Pet thePet = farmer.getPet();

                    // Was it pet today (ie. just now)? If so, apply the buff
                    if (thePet.lastPetDay.ContainsKey(farmer.uniqueMultiplayerID) && thePet.lastPetDay[farmer.uniqueMultiplayerID] == Game1.Date.TotalDays)
                    {
                        if (Game1.player.catPerson)
                        {
                            fishBuff.millisecondsDuration = buffDuration;
                            Game1.buffsDisplay.addOtherBuff(fishBuff);
                        }
                        else
                        {
                            forageBuff.millisecondsDuration = buffDuration;
                            Game1.buffsDisplay.addOtherBuff(forageBuff);
                        }

                        buffApplied = true;
                    }
                }
            }
        }
コード例 #3
0
        private void DogSpawn(StardewValley.Characters.Pet thePet = null, NPC theNPC = null)
        {
            // Spawn gift

            // Remove old gift if there's still one on the floor
            OverlaidDictionary obs      = Game1.getLocationFromName("Farm").Objects;
            Vector2            spawnPos = new Vector2(tile.X, tile.Y);

            for (int i = 0; i < obs.Count(); i++)
            {
                Vector2 currentPos = obs.Keys.ElementAt(i);

                if (currentPos == spawnPos)
                {
                    obs.Remove(obs.Keys.ElementAt(i));
                }
            }

            Game1.getLocationFromName("Farm").dropObject(new StardewValley.Object(giftId, 1, false, -1, 0), spawnPos * 64f, Game1.viewport, true, (Farmer)null);
            //this.Monitor.Log("Object dropped!");

            // Convert drop location to dirt (if we would do this beforehand, spawn would be impeded)
            Game1.getLocationFromName("Farm").terrainFeatures[tile] = new HoeDirt();

            // Warp dog
            Vector2 warpPos = this.FindSafePosition(tile);

            // If we find a safe location near the treasure, warp the pet
            if (warpPos != tile)
            {
                if (theNPC == null)
                {
                    thePet.Position = warpPos * 64f;
                }
                else if (thePet == null)
                {
                    theNPC.Position = warpPos * 64f;
                }
            }

            this.Monitor.Log("Warped him ... most likely, to " + warpPos.X + "/" + warpPos.Y);
            warpedToday = true;

            Game1.playSound("dog_bark");
        }
コード例 #4
0
        // Check if the player gets a gift
        public void AfterDayStarted(object sender, EventArgs e)
        {
            bool hasCat = false;
            bool hasDog = false;

            StardewValley.Characters.Pet theCat = null;
            StardewValley.Characters.Pet theDog = null;
            warpedToday = false;
            GameLocation theFarm = Game1.getLocationFromName("Farm");

            tile = theFarm.getRandomTile();
            // Find a free tile to generate dirt
            while (!theFarm.isTileLocationTotallyClearAndPlaceable(tile))
            {
                //this.Monitor.Log("Searching for a clear tile...");
                tile = theFarm.getRandomTile();
                //this.Monitor.Log("Checking tile " + tile.X + "/" + tile.Y + " ...");
            }

            // Look for a cat or a dog
            foreach (NPC pet in Game1.getLocationFromName("Farm").getCharacters())
            {
                if (pet is StardewValley.Characters.Cat)
                {
                    //this.Monitor.Log("Player has a cat (on farm).");
                    hasCat = true;
                    theCat = (StardewValley.Characters.Pet)pet;
                }
                if (pet is StardewValley.Characters.Dog)
                {
                    //this.Monitor.Log("Player has a dog (on farm).");
                    hasDog = true;
                    theDog = (StardewValley.Characters.Pet)pet;
                }
            }
            foreach (NPC pet in Game1.getLocationFromName("FarmHouse").getCharacters())
            {
                if (pet is StardewValley.Characters.Cat)
                {
                    //this.Monitor.Log("Player has a cat (in house).");
                    hasCat = true;
                    theCat = (StardewValley.Characters.Pet)pet;
                }
                if (pet is StardewValley.Characters.Dog)
                {
                    //this.Monitor.Log("Player has a dog (in house).");
                    hasDog = true;
                    theDog = (StardewValley.Characters.Pet)pet;
                }
            }

            if (hasCat)
            {
                // Determine gift chance
                int giftChance = 0;

                if (theCat.friendshipTowardFarmer.Value < THRESHOLD_1)
                {
                    giftChance = GIFT_CHANCE_1;
                }
                else if (theCat.friendshipTowardFarmer.Value >= THRESHOLD_1 && theCat.friendshipTowardFarmer.Value < THRESHOLD_2)
                {
                    giftChance = GIFT_CHANCE_2;
                }
                else if (theCat.friendshipTowardFarmer.Value >= THRESHOLD_2 && theCat.friendshipTowardFarmer.Value <= THRESHOLD_3)
                {
                    giftChance = GIFT_CHANCE_3;
                }

                // if the player is a farmhand, relationship with the cat is broken. Use predetermined chance for farmhands
                if (!Game1.player.IsMainPlayer)
                {
                    //this.Monitor.Log("Player is a farmhand.");
                    giftChance = FARMHAND_CHANCE;
                }

                // Reset gifts given counter, max gifts per week -> 3
                if (Game1.dayOfMonth % 7 == 0)
                {
                    giftsGiven = 0;
                }

                giftToday = false;

                giftId = 0;

                //this.Monitor.Log("Did the cat give a gift?\nFriendship: " + catFriendship + "\nGift chance: " + giftChance + "\nGifts received this week: " + giftsGiven);

                // Draw a random gift ID. For clarity we do this in multiple steps
                // Step 1: Determine if cat gives a gift at all
                int random = Game1.random.Next(0, 100);

                //this.Monitor.Log("Random number: " + random + " --- must be larger than " + (100 - giftChance));

                if (random > (100 - giftChance) && !Game1.isRaining && giftsGiven <= MAX_WEEKLY_GIFTS)
                {
                    //this.Monitor.Log("Cat will give a gift ... maybe :3 (may still not happen if this is the second consecutive high tier gift)");

                    // Step 2: Determine quality: low = mid > high -> 40% / 40% / 20%
                    int rand = Game1.random.Next(0, 100);

                    // Pick a random item
                    if (rand <= LOW_CHANCE)
                    {
                        //this.Monitor.Log("Low quality");
                        giftId            = lowGifts.ElementAt(Game1.random.Next(lowGifts.Count - 1));
                        highTierYesterday = false;
                    }
                    else if (rand > LOW_CHANCE && rand <= (LOW_CHANCE + MID_CHANCE))
                    {
                        //this.Monitor.Log("Medium quality");
                        giftId            = midGifts.ElementAt(Game1.random.Next(midGifts.Count - 1));
                        highTierYesterday = false;
                    }
                    else if (rand > (100 - HI_CHANCE) && !highTierYesterday)
                    {
                        //this.Monitor.Log("High quality! :3");
                        giftId            = hiGifts.ElementAt(Game1.random.Next(hiGifts.Count - 1));
                        highTierYesterday = true;
                    }

                    giftsGiven++;
                    giftToday = true;
                }
                //else
                //this.Monitor.Log("No gift for you. You come back 10 years.");
            }
            else if (hasDog)
            {
                //this.Monitor.Log("Found a clear tile at " + tile.X + "/" + tile.Y);

                // Spawn gift at its location

                // Determine gift chance
                int giftChance = 0;

                if (theDog.friendshipTowardFarmer.Value < THRESHOLD_1)
                {
                    giftChance = GIFT_CHANCE_1;
                }
                else if (theDog.friendshipTowardFarmer.Value >= THRESHOLD_1 && theDog.friendshipTowardFarmer.Value < THRESHOLD_2)
                {
                    giftChance = GIFT_CHANCE_2;
                }
                else if (theDog.friendshipTowardFarmer.Value >= THRESHOLD_2 && theDog.friendshipTowardFarmer.Value <= THRESHOLD_3)
                {
                    giftChance = GIFT_CHANCE_3;
                }

                // if the player is a farmhand, relationship with the dog is broken. Use predetermined chance for farmhands
                if (!Game1.player.IsMainPlayer)
                {
                    //this.Monitor.Log("Player is a farmhand.");
                    giftChance = FARMHAND_CHANCE;
                }

                // Reset gifts given counter, max gifts per week -> 3
                if (Game1.dayOfMonth % 7 == 0)
                {
                    giftsGiven = 0;
                }

                giftToday = false;

                giftId = 0;

                //this.Monitor.Log("Did the dog give a gift?\nFriendship: " + dogFriendship + "\nGift chance: " + giftChance + "\nGifts received this week: " + giftsGiven);

                // Draw a random gift ID. For clarity we do this in multiple steps
                // Step 1: Determine if cat gives a gift at all
                int random = Game1.random.Next(0, 100);

                //this.Monitor.Log("Random number: " + random + " --- must be larger than " + (100 - giftChance));

                if (random > (100 - giftChance) && !Game1.isRaining && giftsGiven <= MAX_WEEKLY_GIFTS)
                {
                    //this.Monitor.Log("Dog will give a gift ... maybe :3 (may still not happen if this is the second consecutive high tier gift)");

                    // Step 2: Determine quality: low = mid > high -> 40% / 40% / 20%
                    int rand = Game1.random.Next(0, 100);

                    // Pick a random item
                    if (rand <= LOW_CHANCE)
                    {
                        //this.Monitor.Log("Low quality");
                        giftId            = lowGifts.ElementAt(Game1.random.Next(lowGifts.Count - 1));
                        highTierYesterday = false;
                    }
                    else if (rand > LOW_CHANCE && rand <= (LOW_CHANCE + MID_CHANCE))
                    {
                        //this.Monitor.Log("Medium quality");
                        giftId            = midGifts.ElementAt(Game1.random.Next(midGifts.Count - 1));
                        highTierYesterday = false;
                    }
                    else if (rand > (100 - HI_CHANCE) && !highTierYesterday)
                    {
                        //this.Monitor.Log("High quality! :3");
                        giftId            = hiGifts.ElementAt(Game1.random.Next(hiGifts.Count - 1));
                        highTierYesterday = true;
                    }

                    giftsGiven++;
                    giftToday = true;
                }
                //else
                //this.Monitor.Log("No gift for you. You come back 10 years.");
            }
            //else
            //this.Monitor.Log("Player doesn't have a pet.");
        }
コード例 #5
0
        // If the cat gave a gift, warp him next to it the first time the player enters the farm
        public void Warped(object sender, EventArgs e)
        {
            if (Game1.currentLocation is Farm && giftToday && !warpedToday)
            {
                foreach (NPC pet in Game1.getLocationFromName("Farm").getCharacters())
                {
                    if (pet is StardewValley.Characters.Cat || pet is StardewValley.Characters.Dog)
                    {
                        //this.Monitor.Log("Found pet for warping.");
                        thePet = (StardewValley.Characters.Pet)pet;
                    }
                }

                if (thePet != null)
                {
                    if (thePet is StardewValley.Characters.Cat)
                    {
                        // Have a chance of Dusty digging up something instead of the cat
                        if (Game1.currentLocation.characters.Contains(Game1.getCharacterFromName("Dusty", true)) && Game1.random.Next(1, 10) > 8)
                        {
                            this.DogSpawn(null, Game1.getCharacterFromName("Dusty", true));
                        }
                        else
                        {
                            int x = (int)Game1.player.Position.X / 64;
                            int y = (int)Game1.player.Position.Y / 64;

                            // Spawn gift

                            // Remove old gift if there's still one on the floor
                            OverlaidDictionary obs      = Game1.getLocationFromName("Farm").Objects;
                            Vector2            spawnPos = new Vector2(x, y + 1);

                            for (int i = 0; i < obs.Count(); i++)
                            {
                                Vector2 currentPos = obs.Keys.ElementAt(i);

                                if (currentPos == spawnPos)
                                {
                                    obs.Remove(obs.Keys.ElementAt(i));
                                }
                            }

                            Game1.getLocationFromName("Farm").dropObject(new StardewValley.Object(giftId, 1, false, -1, 0), spawnPos * 64f, Game1.viewport, true, (Farmer)null);

                            // Warp cat
                            // Check if field is free
                            Vector2 warpPos = new Vector2(x + 1, y + 2);
                            Vector2 safePos = new Vector2(x + 1, y + 2);

                            // If field is free, warp cat there
                            if (Game1.getLocationFromName("Farm").isTileLocationTotallyClearAndPlaceableIgnoreFloors(warpPos))
                            {
                                //this.Monitor.Log(warpPos.X + "/" + warpPos.Y + " is free, warping cat there");
                                thePet.Position = warpPos * 64f;
                            }
                            else
                            {
                                // Otherwise, find a nearby free location. If we find one, warp the cat there. Otherwise, just don't warp.
                                safePos = this.FindSafePosition(warpPos);
                                if (safePos != warpPos)
                                {
                                    thePet.Position = safePos * 64f;
                                }
                            }

                            // this.Monitor.Log("Warped him.");
                            warpedToday = true;

                            Game1.playSound("cat");
                        }
                    }

                    if (thePet is StardewValley.Characters.Dog)
                    {
                        // Have a chance of Dusty digging something up instead of the dog
                        if (Game1.currentLocation.characters.Contains(Game1.getCharacterFromName("Dusty", true)) && Game1.random.Next(1, 10) > 8)
                        {
                            this.DogSpawn(null, Game1.getCharacterFromName("Dusty", true));
                        }
                        else
                        {
                            this.DogSpawn(thePet, null);
                        }
                    }

                    String dog = "";

                    if (thePet is StardewValley.Characters.Dog)
                    {
                        dog   = " Search your farm carefully to find it!";
                        isCat = false;
                    }

                    msgDisplayed = true;
                    Helper.Content.InvalidateCache(@"LooseSprites\Cursors.xnb");
                    HUDMessage msg = new HUDMessage(thePet.Name + " brought you a gift." + dog, 1);
                    Game1.addHUDMessage(msg);
                }
                //else
                //this.Monitor.Log("Didn't find the pet.");
            }
        }