/// <summary>Raised after the game begins a new day (including when the player loads a save).</summary> /// <param name="sender">The event sender.</param> /// <param name="e">The event arguments.</param> private void OnDayStarted(object sender, DayStartedEventArgs e) { Conditions.OnNewDay(); IsBloodMoon = false; Conditions.SetTodayWeather(); //run this automatically if (!Context.IsMainPlayer) { return; } CropList.Clear(); //clear the crop list UpdateWeatherOnNewDay(); SetTommorowWeather(); ExpireTime = 0; }
private void UpdateWeatherOnNewDay() { if (Game1.dayOfMonth == 0) //do not run on day 0. { return; } //Set Temperature for today and tommorow. Get today's conditions. // If tomorrow is set, move it to today, and autoregen tomorrow. // *201711 Due to changes in the object, it auto attempts to update today from tomorrow. Conditions.SetTodayWeather(); if (!Conditions.IsTomorrowTempSet) { Conditions.SetTodayTemps(GameClimate.GetTemperatures(SDate.Now(), Dice, DebugOutput)); } Conditions.SetTomorrowTemps(GameClimate.GetTemperatures(SDate.Now().AddDays(1), Dice, DebugOutput)); if (WeatherOpt.Verbose) { Monitor.Log($"Updated the temperature for tommorow and today. Setting weather for today... ", LogLevel.Trace); } //if today is a festival or wedding, do not go further. if (Conditions.GetCurrentConditions().HasAnyFlags(CurrentWeather.Festival | CurrentWeather.Wedding)) { if (WeatherOpt.Verbose) { Monitor.Log("It is a wedding or festival today. Not attempting to run special weather or fog."); } //if (WeatherOpt.Verbose) Monitor.Log(DebugOutput.ToString()); return; } if (Conditions.TestForSpecialWeather(GameClimate.GetClimateForDate(SDate.Now()).RetrieveOdds(Dice, "fog", SDate.Now().Day, DebugOutput))) { Monitor.Log("Special weather created!"); } }