stardew-soundloop-mod/SoundLoopMod/ModEntry.cs
Strelkasaurus e7075c1c7d Reset the secret woods music whenever it is entered
The game only does this before 1800, afterwards it is expected that no sound will play.
However, with this mod installed having silence 1800-2000 is a bit jarring, so we keep
the woods theme playing until 2000. We need to handle playing this in the time range
1800-2000.
2022-07-27 03:29:49 +02:00

94 lines
3.8 KiB
C#

// 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");
}
}
}
}