stardew-soundloop-mod/SoundLoopMod/ModEntry.cs

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// SoundLoop Stardew Valley Mod
// Copyright (C) 2022 strelkasaur
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
using System;
using Microsoft.Xna.Framework;
using StardewModdingAPI;
using StardewModdingAPI.Events;
using StardewModdingAPI.Utilities;
using StardewValley;
using StardewValley.Locations;
namespace SoundLoopMod
{
public class ModEntry : Mod
{
public override void Entry(IModHelper helper)
{
helper.Events.GameLoop.OneSecondUpdateTicking += this.CheckMusicNeedsRestarting;
helper.Events.Player.Warped += this.ResetMusicSecretWoods;
}
private const string WoodsName = "Woods";
private void CheckMusicNeedsRestarting(object? sender, OneSecondUpdateTickingEventArgs e)
{
// Don't do anything if we're at the title screen
if (!Context.IsWorldReady)
return;
// Music won't play again in the mines if this timestamp is lower than 150000. Set to some arbitrary large value.
// The skull cavern is considered an extension of the mines, so this should affect that as well.
MineShaft.timeSinceLastMusic = 999999;
// Avoid playing morning song in the mines etc.
if (!Game1.currentLocation.IsOutdoors)
return;
// The game keeps trying to stop the music if it's dark. We won't fight it for now
if (Game1.isDarkOut())
return;
// Don't start music while on the bus
// shouldHideCharacters seems to only be used for the bus, seems to be the nicest way to get this info
if (Game1.currentLocation.shouldHideCharacters())
return;
// Be extra-safe about not doing anything during an event (to protect the special cases below)
if (Game1.eventUp)
return;
// Seems to be safe to touch the current song, check if it has finished
if (Game1.currentSong == null || Game1.currentSong.IsStopped || Game1.requestedMusicTrack.ToLower().Contains("ambient"))
{
if (Game1.currentLocation.Name == WoodsName)
{
// The music for the secret woods is a bit of a special case.
Game1.changeMusicTrack("woodsTheme");
}
else
{
// General case, let the game figure out what song to play.
Game1.playMorningSong();
}
this.Monitor.Log("Restarted music");
}
}
private void ResetMusicSecretWoods(object? sender, WarpedEventArgs e)
{
// The game won't touch the music when entering the woods after 1800, causing the previously playing
// music to keep playing. Hence we stop it and let CheckMusicNeedsRestarting play the woods theme.
// However, after dark, let it keep playing the ambient night sound.
if (e.IsLocalPlayer && e.NewLocation.Name == WoodsName && !Game1.isDarkOut())
{
Game1.changeMusicTrack("none");
}
}
}
}