/// <summary>Raised before the game ends the current day.</summary>
        /// <param name="sender">The event sender.</param>
        /// <param name="e">The event data.</param>
        private void DayEnding(object sender, DayEndingEventArgs e)
        {
            // Has the pass out state been saved after passing out?
            if (PlayerStateRestorer.statepassoutps.Value != null)
            {
                //Yes, reload the state

                // Restore playerstate using PassOutPenalty values
                PlayerStateRestorer.LoadStatePassout();

                // Reset PlayerStateRestorer class with the statepassout field
                PlayerStateRestorer.statepassoutps.Value = null;
            }

            // Is the day ending because player died?
            else if (PlayerStateRestorer.statedeathps.Value != null)
            {
                //Yes, reload the state

                // Restore playerstate using DeathPenalty values
                PlayerStateRestorer.LoadStateDeath();

                // Reset PlayerStateRestorer class with the statedeath field
                PlayerStateRestorer.statedeathps.Value = null;
            }
        }
        /// <summary>Raised after the game state is updated</summary>
        /// <param name="sender">The event sender.</param>
        /// <param name="e">The event data.</param>
        private void OnUpdateTicked(object sender, UpdateTickedEventArgs e)
        {
            // Reload events if needed
            if (true
                // Player has died, before killscreen is true
                && Game1.player.health <= 0
                // death state has not been saved
                && PlayerStateRestorer.statedeathps.Value == null
                // location of death hasn't been saved
                && location == null
                // MoreRealisticWarps is true
                && this.config.OtherPenalties.MoreRealisticWarps == true)
            {
                // Save location of death
                location = Game1.currentLocation.NameOrUniqueName;
                // Reload events
                this.Helper.Content.InvalidateCache("Data\\Events\\Hospital");
            }

            // Check if player died each half second
            if (e.IsMultipleOf(30))
            {
                if (true
                    // Has player died?
                    && Game1.killScreen == true
                    // Has the players death state been saved?
                    && PlayerStateRestorer.statedeathps.Value == null)
                {
                    // Save playerstate using DeathPenalty values
                    PlayerStateRestorer.SaveStateDeath();

                    // Reload asset upon death to reflect amount lost
                    this.Helper.Content.InvalidateCache("Strings\\StringsFromCSFiles");

                    // Will a new day be loaded in multiplayer after death?
                    if (true
                        // It is multiplayer
                        && Context.IsMultiplayer == true
                        // WakeupNextDayinClinic is true
                        && this.config.OtherPenalties.WakeupNextDayinClinic == true)
                    {
                        // Set warptoinvisiblelocation to true
                        togglesperscreen.Value.warptoinvisiblelocation = true;
                    }
                }
            }

            if (true
                // Player death state has been saved
                && PlayerStateRestorer.statedeathps.Value != null
                // An event is in progress, this would be the PlayerKilled event
                && Game1.CurrentEvent != null)
            {
                // Set loadstate to true so state will be loaded after event
                togglesperscreen.Value.loadstate = true;

                // Current active menu can be downcast to an itemlistmenu
                if (Game1.activeClickableMenu as ItemListMenu != null)
                {
                    // Will items be restored?
                    if (this.config.DeathPenalty.RestoreItems == true)
                    {
                        // Yes, we don't want that menu, so close it and end the event

                        // Close the menu
                        Game1.activeClickableMenu.exitThisMenuNoSound();
                        // End the event
                        Game1.CurrentEvent.exitEvent();
                    }

                    // Load state earlier in multiplayer
                    if (Context.IsMultiplayer == true)
                    {
                        // Restore playerstate using DeathPenalty values
                        PlayerStateRestorer.LoadStateDeath();

                        // Clear state if WakeupNextDayinClinic is false, other stuff needs to be done if it's true
                        if (this.config.OtherPenalties.WakeupNextDayinClinic == false)
                        {
                            // Reset PlayerStateRestorer class with the statedeath field
                            PlayerStateRestorer.statedeathps.Value = null;

                            // State already loaded and cleared, set loadstate to false
                            togglesperscreen.Value.loadstate = false;
                        }
                    }

                    // Should the player be warped where they can't be seen?
                    if (togglesperscreen.Value.warptoinvisiblelocation == true)
                    {
                        // Yes, warp player to an invisible location

                        Game1.warpFarmer(Game1.currentLocation.NameOrUniqueName, 1000, 1000, false);
                        // Set warptoinvisiblelocation to false to stop endless warp loop
                        togglesperscreen.Value.warptoinvisiblelocation = false;
                    }

                    // Set player exit location for event
                    else if (true &&
                             this.config.OtherPenalties.MoreRealisticWarps == true &&
                             location != null)
                    {
                        if (location == "SkullCave" ||
                            (location.StartsWith("UndergroundMine") == true &&
                             Game1.currentLocation.NameOrUniqueName != "Mine"))
                        {
                            Game1.CurrentEvent.setExitLocation("SkullCave", 3, 5);
                        }

                        else if (true &&
                                 (false ||
                                  ModEntry.location.StartsWith("Farm") == true ||
                                  Game1.getLocationFromName(ModEntry.location) as FarmHouse != null) &&
                                 location.StartsWith("IslandFarm") == false)
                        {
                            int tileX = 12;
                            int tileY = 18;
                            switch (Game1.player.houseUpgradeLevel)
                            {
                            case 0:
                                tileX = 3;
                                tileY = 9;
                                break;

                            case 1:
                                tileX = 9;
                                tileY = 8;
                                break;

                            default:
                                break;
                            }
                            Game1.CurrentEvent.setExitLocation(Game1.player.homeLocation.Value, tileX, tileY);
                        }
                        location = null;
                    }
                }
            }

            if (true
                // Player death state has been saved
                && PlayerStateRestorer.statedeathps.Value != null
                // Player isn't warping
                && Game1.isWarping == false
                // No events are running
                && Game1.CurrentEvent == null
                // state should be loaded
                && togglesperscreen.Value.loadstate == true)
            {
                // Set loadstate to false
                togglesperscreen.Value.loadstate = false;

                // Start new day if necessary
                if (this.config.OtherPenalties.WakeupNextDayinClinic == true)
                {
                    // Save necessary data to data model
                    Game1.player.modData[$"{this.ModManifest.UniqueID}.DidPlayerWakeupinClinic"] = "true";


                    // Is the game multiplayer?
                    if (Context.IsMultiplayer == false)
                    {
                        // No, load new day immediately

                        Game1.NewDay(1.1f);
                    }

                    else
                    {
                        // Yes, inform other players you're ready for a new day

                        Game1.player.team.SetLocalReady("sleep", true);

                        // Ensures new day will load, will become false after new day is loaded
                        Game1.player.passedOut = true;

                        // Create class instance to hold player's name
                        Multiplayer multiplayer = new Multiplayer
                        {
                            PlayerWhoDied = Game1.player.Name
                        };

                        // Send data from class instance to other players, message type is IDied
                        this.Helper.Multiplayer.SendMessage(multiplayer, "IDied", modIDs: new[] { this.ModManifest.UniqueID });

                        // Bring up a new menu that will launch a new day when all player's are ready
                        Game1.activeClickableMenu = (IClickableMenu) new ReadyCheckDialog("sleep", false, (ConfirmationDialog.behavior)(_ => Game1.NewDay(1.1f)));

                        // Reset PlayerStateRestorer class with the statedeath field
                        PlayerStateRestorer.statedeathps.Value = null;

                        // Add player to list of ready farmers if needed
                        if (Game1.player.team.announcedSleepingFarmers.Contains(Game1.player) == true)
                        {
                            return;
                        }
                        Game1.player.team.announcedSleepingFarmers.Add(Game1.player);
                    }
                }

                // Restore state after PlayerKilled event ends if new day hasn't been loaded
                else
                {
                    // Restore Player state using DeathPenalty values
                    PlayerStateRestorer.LoadStateDeath();

                    // Reset PlayerStateRestorer class with the statedeath field
                    PlayerStateRestorer.statedeathps.Value = null;
                }
            }

            // Check if time is 2am or the player has passed out
            if (Game1.timeOfDay == 2600 || Game1.player.stamina <= -15)
            {
                // Set DidPlayerPassOutYesterday to true and DidPlayerWakeupinClinic to false in data model
                Game1.player.modData[$"{this.ModManifest.UniqueID}.DidPlayerPassOutYesterday"] = "true";
                Game1.player.modData[$"{this.ModManifest.UniqueID}.DidPlayerWakeupinClinic"]   = "false";

                if (true
                    // Player is not in FarmHouse
                    && Game1.player.currentLocation as FarmHouse == null
                    // Player is not in Cellar
                    && Game1.player.currentLocation as Cellar == null
                    // Player pass out state has not been saved
                    && PlayerStateRestorer.statepassoutps.Value == null)
                {
                    // Save playerstate using PassOutPenalty values
                    PlayerStateRestorer.SaveStatePassout();
                    // Save amount lost to data model
                    Game1.player.modData[$"{this.ModManifest.UniqueID}.MoneyLostLastPassOut"] = $"{(int)Math.Round(PlayerStateRestorer.statepassoutps.Value.moneylost)}";
                }
            }

            // Load state earlier if it is multiplayer and it isn't 2AM or later
            if (Game1.timeOfDay < 2600 &&
                Game1.player.canMove == true &&
                Context.IsMultiplayer == true &&
                PlayerStateRestorer.statepassoutps.Value != null)
            {
                // Load state and fix stamina
                PlayerStateRestorer.LoadStatePassout();
                Game1.player.stamina = (int)(Game1.player.maxStamina * this.config.PassOutPenalty.EnergytoRestorePercentage);

                // Reset state
                PlayerStateRestorer.statepassoutps.Value = null;

                // Set shouldtogglepassoutdata to false, this prevents DidPlayerPassOutYesterday from becoming false when player goes to bed
                togglesperscreen.Value.shouldtogglepassoutdata = false;
            }

            // If player can stay up past 2am, discard saved values and reset changed properties in data model
            if (Game1.timeOfDay == 2610 && PlayerStateRestorer.statepassoutps.Value != null)
            {
                Game1.player.modData[$"{this.ModManifest.UniqueID}.DidPlayerPassOutYesterday"] = "false";
                Game1.player.modData[$"{this.ModManifest.UniqueID}.MoneyLostLastPassOut"]      = "0";
                PlayerStateRestorer.statepassoutps.Value = null;
            }
        }
示例#3
0
        /// <summary>Raised after the game state is updated</summary>
        /// <param name="sender">The event sender.</param>
        /// <param name="e">The event data.</param>
        private void OnUpdateTicked(object sender, UpdateTickedEventArgs e)
        {
            //Check if player died each half second
            if (e.IsMultipleOf(30))
            {
                if (true
                    // Has player died?
                    && Game1.killScreen
                    // Has the players death state been saved?
                    && PlayerStateRestorer.statedeath == null)
                {
                    // Save playerstate using DeathPenalty values
                    PlayerStateRestorer.SaveStateDeath();

                    // Reload asset upon death to reflect amount lost
                    this.Helper.Content.InvalidateCache("Strings\\StringsFromCSFiles");

                    // Will a new day be loaded in multiplayer after death?
                    if (true
                        // It is multiplayer
                        && Context.IsMultiplayer == true
                        // WakeupNextDayinClinic is true
                        && this.config.DeathPenalty.WakeupNextDayinClinic == true)
                    {
                        // Set warptoinvisiblelocation to true
                        warptoinvisiblelocation = true;
                    }
                }
            }

            if (true
                // Player death state has been saved
                && PlayerStateRestorer.statedeath != null
                // An event is in progress, this would be the PlayerKilled event
                && Game1.CurrentEvent != null
                // The current clickable menu can be downcast to an ItemListMenu
                && Game1.activeClickableMenu as ItemListMenu != null)
            {
                // Will items be restored?
                if (this.config.DeathPenalty.RestoreItems == true)
                {
                    // Yes, we don't want that menu, so close it and end the event

                    // Close the menu
                    Game1.activeClickableMenu.exitThisMenuNoSound();
                    // End the event
                    Game1.CurrentEvent.exitEvent();
                }

                // Should the player be warped where they can't be seen?
                if (warptoinvisiblelocation == true)
                {
                    // Yes, warp player to an invisible location

                    Game1.warpFarmer(Game1.currentLocation.NameOrUniqueName, 1000, 1000, false);
                    // Set warptoinvisiblelocation to false to stop endless warp loop
                    warptoinvisiblelocation = false;
                }
            }

            // Restore state after PlayerKilled event ends
            if (true
                // Player death state has been saved
                && PlayerStateRestorer.statedeath != null
                // No events are running
                && Game1.CurrentEvent == null
                // Player can move
                && Game1.player.canMove)
            {
                // Check if WakeupNextDayinClinic is true
                if (this.config.DeathPenalty.WakeupNextDayinClinic == true)
                {
                    // Yes, do some extra stuff

                    // Save necessary data to data model
                    ModEntry.PlayerData.DidPlayerWakeupinClinic = true;

                    // Write data model to JSON file
                    this.Helper.Data.WriteJsonFile <PlayerData>($"data\\{Constants.SaveFolderName}.json", ModEntry.PlayerData);

                    // Is the game in multiplayer?
                    if (Context.IsMultiplayer == false)
                    {
                        // No, new day can be loaded immediately

                        // Warp player to clinic if it is not the current location
                        if (Game1.currentLocation.NameOrUniqueName == "Mine")
                        {
                            Game1.warpFarmer("Hospital", 20, 12, false);
                        }

                        // Load new day
                        Game1.NewDay(1.1f);
                    }

                    else
                    {
                        // Yes, inform other players you're ready for a new day

                        Game1.player.team.SetLocalReady("sleep", true);
                        // Ensures new day will load, will become false after new day is loaded
                        Game1.player.passedOut = true;

                        // Create class instance to hold player's name
                        Multiplayer multiplayer = new Multiplayer
                        {
                            PlayerWhoDied = Game1.player.Name
                        };
                        // Send data from class instance to other players, message type is IDied
                        this.Helper.Multiplayer.SendMessage(multiplayer, "IDied", modIDs: new[] { this.ModManifest.UniqueID });

                        // Bring up a new menu that will launch a new day when all player's are ready
                        Game1.activeClickableMenu = (IClickableMenu) new ReadyCheckDialog("sleep", false, (ConfirmationDialog.behavior)(_ => Game1.NewDay(1.1f)));

                        // Add player to list of ready farmers if needed
                        if (Game1.player.team.announcedSleepingFarmers.Contains(Game1.player))
                        {
                            return;
                        }
                        Game1.player.team.announcedSleepingFarmers.Add(Game1.player);
                    }
                }

                // Restore Player state using DeathPenalty values
                PlayerStateRestorer.LoadStateDeath();

                // Write data model to JSON file
                this.Helper.Data.WriteJsonFile <PlayerData>($"data\\{Constants.SaveFolderName}.json", ModEntry.PlayerData);

                // Reset PlayerStateRestorer class with the statedeath field
                PlayerStateRestorer.statedeath = null;
            }

            // Chack if time is 2am or the player has passed out
            if (Game1.timeOfDay == 2600 || Game1.player.stamina <= -15)
            {
                // Set DidPlayerPassOutYesterday to true and DidPlayerWakeupinClinic to false in data model
                ModEntry.PlayerData.DidPlayerPassOutYesterday = true;
                ModEntry.PlayerData.DidPlayerWakeupinClinic   = false;

                if (true
                    // Player is not in FarmHouse
                    && Game1.player.currentLocation as FarmHouse == null
                    // Player is not in Cellar
                    && Game1.player.currentLocation as Cellar == null
                    // Player pass out state has not been saved
                    && PlayerStateRestorer.statepassout == null)
                {
                    // Save playerstate using PassOutPenalty values
                    PlayerStateRestorer.SaveStatePassout();
                    // Save amount lost to data model
                    ModEntry.PlayerData.MoneyLostLastPassOut = (int)Math.Round(PlayerStateRestorer.statepassout.moneylost);
                }
            }

            // If player can stay up past 2am, discard saved values and reset changed properties in data model
            if (Game1.timeOfDay == 2610)
            {
                if (PlayerStateRestorer.statepassout != null)
                {
                    ModEntry.PlayerData.DidPlayerPassOutYesterday = false;
                    ModEntry.PlayerData.MoneyLostLastPassOut      = 0;
                    PlayerStateRestorer.statepassout = null;
                }
            }
        }