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ModEntry.cs
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ModEntry.cs
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using System;
using System.Collections.Generic;
using System.IO;
using System.Linq.Expressions;
using Force.DeepCloner;
using Microsoft.Xna.Framework;
using StardewModdingAPI;
using StardewModdingAPI.Events;
using StardewValley;
using StardewValley.Characters;
using StardewValley.Objects;
using xTile.Dimensions;
namespace MurderMod
{
internal sealed class ModEntry : Mod
{
private GameTime killTime = new GameTime();
private bool justKilled = false;
private NPC justDied = null;
private Microsoft.Xna.Framework.Rectangle playerRectangle =
new Microsoft.Xna.Framework.Rectangle();
/**
* Entry method, allows for the mod to be loaded into the game.
**/
public override void Entry(IModHelper helper)
{
helper.Events.GameLoop.DayStarted += OnDayStarted;
helper.Events.GameLoop.UpdateTicked += OnUpdateTicked;
helper.Events.GameLoop.DayEnding += OnDayEnding;
}
/**
* Method is called whenever an NPC needs to be killed. It changes their sprite to the deadnpc.xnb sprite and
* fixes their schedule so they appear dead.
**/
private void OnDayEnding(object sender, DayEndingEventArgs e)
{
if (Game1.dayOfMonth == 28)
{
string deadStatusFilePath = Path.Combine(this.Helper.DirectoryPath, "dead.txt");
File.WriteAllText(deadStatusFilePath, "");
}
}
private void KillNPC(NPC npc)
{
// Could make it so dead NPCs don't show up on the map, but adding a corpse sprite is more fun
//npc.HideShadow = true;
//npc.IsInvisible = true;
//npc.Position = new Microsoft.Xna.Framework.Vector2(-1000, -1000);
try
{
npc.faceDirection(2);
npc.Sprite.LoadTexture(Path.Combine(this.Helper.DirectoryPath, "dead_npc"));
npc.Sprite.SourceRect = new Microsoft.Xna.Framework.Rectangle(0, 0, 16, 32);
npc.Sprite.UpdateSourceRect();
justDied = null;
string deadStatusFilePath = Path.Combine(this.Helper.DirectoryPath, "dead.txt");
string deadStatusTxt = File.ReadAllText(deadStatusFilePath);
List<string> deadNpcNames = new List<string>(deadStatusTxt.Split(Environment.NewLine));
if (!deadNpcNames.Contains(npc.name))
File.WriteAllText(
deadStatusFilePath,
deadStatusTxt + Environment.NewLine + npc.name
);
npc.stopWithoutChangingFrame();
justKilled = false;
}
catch {}
}
/**
* Method is called on every day, checks for dead NPCs and kills them if they are considered dead.
**/
private void OnDayStarted(object sender, DayStartedEventArgs e)
{
string deadStatusFilePath = Path.Combine(this.Helper.DirectoryPath, "dead.txt");
string deadStatusTxt = File.ReadAllText(deadStatusFilePath);
List<string> deadNpcNames = new List<string>(deadStatusTxt.Split(Environment.NewLine));
foreach (string npc in deadNpcNames)
{
var character = Game1.getCharacterFromName(npc);
if (character == null)
continue;
if (deadNpcNames.Contains(character.Name) && character is NPC)
{
character.Sprite.LoadTexture(Path.Combine(this.Helper.DirectoryPath, "dead_npc"));
character.Sprite.SourceRect = new Microsoft.Xna.Framework.Rectangle(0, 0, 16, 32);
character.Sprite.UpdateSourceRect();
character.Halt();
character.farmerPassesThrough = true;
character.CurrentDialogue.Clear();
character.controller = null;
character.isEmoting = false;
Dictionary<int, SchedulePathDescription> schedule = new Dictionary<
int,
SchedulePathDescription
>
{
{
0,
new SchedulePathDescription(
new Stack<Point>(),
character.DefaultFacingDirection,
"lin",
character.Name + " appears cold and unmoving..."
)
},
{
1,
new SchedulePathDescription(
new Stack<Point>(),
character.DefaultFacingDirection,
"lin",
character.Name + " appears cold and unmoving..."
)
},
{
2,
new SchedulePathDescription(
new Stack<Point>(),
character.DefaultFacingDirection,
"lin",
character.Name + " appears cold and unmoving..."
)
},
{
3,
new SchedulePathDescription(
new Stack<Point>(),
character.DefaultFacingDirection,
"lin",
character.Name + " appears cold and unmoving..."
)
}
};
(character as NPC).Schedule = schedule;
character.faceDirection(2);
}
}
}
/**
* Method is called every tick, checks for a condition to kill an NPC and kills them if the condition is met.
**/
private void OnUpdateTicked(object sender, UpdateTickedEventArgs e)
{
if (!Context.IsWorldReady || Game1.eventUp)
return;
// Check your arbitrary condition here
bool conditionMet = CheckCondition();
if (conditionMet)
{
// Select an NPC to die (replace "NPCName" with the actual name)
NPC npc = null;
playerRectangle = Game1.player.GetBoundingBox();
foreach (NPC character in Game1.currentLocation.characters)
{
Microsoft.Xna.Framework.Rectangle npcBoundingBox = character.GetBoundingBox();
npcBoundingBox.Inflate(32, 64);
if (playerRectangle.Intersects(npcBoundingBox))
{
npc = character;
break;
}
npcBoundingBox.Inflate(-32, -64);
}
if (npc == null || npc is Pet || npc is Horse)
{
}
else
{
KillingNPC(npc);
}
}
if (justKilled)
{
if (
Game1.currentGameTime.TotalGameTime.TotalMilliseconds
- killTime.TotalGameTime.TotalMilliseconds
> 2000.0
)
{
KillNPC(justDied);
}
}
}
private bool CheckCondition()
{
try
{
if (Game1.player.UsingTool)
{
}
if (
Game1.player.UsingTool
&& (
Game1.player.CurrentTool
.getCategoryName()
.Substring(Game1.player.CurrentTool.getCategoryName().Length - 6)
== "Dagger"
|| Game1.player.CurrentTool
.getCategoryName()
.Substring(Game1.player.CurrentTool.getCategoryName().Length - 4)
== "Club"
|| Game1.player.CurrentTool
.getCategoryName()
.Substring(Game1.player.CurrentTool.getCategoryName().Length - 5)
== "Sword"
)
)
{
return true;
}
}
catch (Exception e)
{
this.Monitor.Log(e.ToString(), LogLevel.Debug);
return false;
}
return false;
}
private void KillingNPC(NPC npc)
{
string deadStatusFilePath = Path.Combine(this.Helper.DirectoryPath, "dead.txt");
string deadStatusTxt = File.ReadAllText(deadStatusFilePath);
List<string> deadNpcNames = new List<string>(deadStatusTxt.Split(Environment.NewLine));
if (!deadNpcNames.Contains(npc.getName()))
{
justKilled = true;
killTime = Game1.currentGameTime.DeepClone();
Game1.playSound("crit");
npc.Halt();
npc.farmerPassesThrough = true;
npc.CurrentDialogue.Clear();
npc.faceDirection(2);
npc.controller = null;
npc.isEmoting = false;
Dictionary<int, SchedulePathDescription> schedule = new Dictionary<
int,
SchedulePathDescription
>
{
{
0,
new SchedulePathDescription(
new Stack<Point>(),
npc.DefaultFacingDirection,
"lin",
npc.Name + " appears cold and unmoving..."
)
},
{
1,
new SchedulePathDescription(
new Stack<Point>(),
npc.DefaultFacingDirection,
"lin",
npc.Name + " appears cold and unmoving..."
)
},
{
2,
new SchedulePathDescription(
new Stack<Point>(),
npc.DefaultFacingDirection,
"lin",
npc.Name + " appears cold and unmoving..."
)
},
{
3,
new SchedulePathDescription(
new Stack<Point>(),
npc.DefaultFacingDirection,
"lin",
npc.Name + " appears cold and unmoving..."
)
}
};
(npc as NPC).Schedule = schedule;
justDied = npc;
npc.faceDirection(2);
npc.doEmote(16);
}
}
}
}