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ModEntry.cs
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/*
* MIT License
*
* Copyright (c) 2017-2019 Isaac S.
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
using System;
using System.Collections.Generic;
using System.Linq;
using StardewModdingAPI;
using StardewValley;
using StardewValley.Menus;
namespace AnyHeartDance {
public class Config {
/// <summary>How many hearts are required for the dance (0-13).</summary>
public int HeartRequirement = 4;
}
public class ModEntry : StardewModdingAPI.Mod {
internal Config Config;
public override void Entry(IModHelper helper) {
Config = helper.ReadConfig<Config>();
if (Config.HeartRequirement < 0) {
Config.HeartRequirement = 0;
Monitor.Log("Config heart requirement is less than 0? Defaulting to 0.", LogLevel.Warn);
} else if (Config.HeartRequirement > 13) {
Config.HeartRequirement = 13;
Monitor.Log("Config heart requirement is greater than 13? Defaulting to 13.", LogLevel.Warn);
}
helper.Events.Display.MenuChanged += OnUpdate;
}
private void OnUpdate(object sender, EventArgs args) {
if (Game1.currentLocation == null || Game1.currentLocation.name != "Temp" || Game1.currentLocation.currentEvent == null)
return;
Event @event = Game1.currentLocation.currentEvent;
//Dictionary<string, string> data = (Dictionary<string, string>)Util.GetInstanceField(typeof(Event), @event, "festivalData");
if ([email protected]("Flower Dance"))
return;
foreach (NPC npc in @event.actors) {
if ( !npc.datable || npc.HasPartnerForDance) continue;
try {
if (npc.CurrentDialogue.Count() <= 0) continue;
Dialogue reject = new Dialogue(Game1.content.Load<Dictionary<string, string>>("Characters\\Dialogue\\" + npc.name)["danceRejection"], npc);
Dialogue curr = npc.CurrentDialogue.Peek();
if (reject == null || curr == null) continue;
//Log.Async("Dialogue " + curr.getCurrentDialogue() + " " + reject.getCurrentDialogue());
if (curr.getCurrentDialogue() == reject.getCurrentDialogue()) {
NPC who = npc;
// The original stuff, only the relationship point check is modified.
if (!who.HasPartnerForDance && Game1.player.getFriendshipLevelForNPC(who.name) >= 250 * Config.HeartRequirement) {
string s = "";
switch (who.gender) {
case 0:
s = "You want to be my partner for the flower dance?#$b#Okay. I look forward to it.$h";
break;
case 1:
s = "You want to be my partner for the flower dance?#$b#Okay! I'd love to.$h";
break;
}
Game1.player.changeFriendship(250, Game1.getCharacterFromName(who.name));
Game1.player.dancePartner.SetCharacter(who);
this.Monitor.Log(who.HasPartnerForDance.ToString());
who.setNewDialogue(s, false, false);
// Okay, looks like I need to fix the current dialog box
Game1.activeClickableMenu = new DialogueBox(new Dialogue(s, who) { removeOnNextMove = false });
}
}
} catch ( Exception e) {
this.Monitor.Log("Exception: " + e, LogLevel.Error);
continue;
}
}
}
}
}