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HatSimulator.cs
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HatSimulator.cs
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using HatSimulator.HatEffects.UnusualLayerEffects;
using HatSimulator.HatEffects;
using System.Collections.Generic;
using Terraria.ModLoader;
using HatSimulator.Content.Items.Hats.Custom;
using HatSimulator.Content.Items.Hats.Halloween;
using HatSimulator.Content.Items.Hats.Series1;
using HatSimulator.Content.Items.Hats.Series2;
using HatSimulator.Content.Items.Hats.Winter;
using HatSimulator.Content.Items.Hats;
using System.IO;
using Terraria;
using HatSimulator.Common.Players;
namespace HatSimulator
{
public class HatSimulator : Mod
{
internal static HatSimulator Instance { get; private set; }
public HatSimulator()
{
Instance = this;
RollTable.MakeTable();
UnusualLayer.dust = new List<FauxDust>();
FauxDust.mod = this;
}
public override void Load()
{
AbnormalEffect effect = AbnormalEffect.Unknown;
// Series 1
AbnormalItem item = new Anger(effect);
AddContent(item);
AddEquipTexture(item, EquipType.Head, "HatSimulator/Content/Items/Hats/Series1/Anger_Head");
item = new HongKongCone(effect);
AddContent(item);
AddEquipTexture(item, EquipType.Head, "HatSimulator/Content/Items/Hats/Series1/HongKongCone_Head");
item = new Hotrod(effect);
AddContent(item);
AddEquipTexture(item, EquipType.Head, "HatSimulator/Content/Items/Hats/Series1/Hotrod_Head");
item = new KillerExclusive(effect);
AddContent(item);
AddEquipTexture(item, EquipType.Head, "HatSimulator/Content/Items/Hats/Series1/KillerExclusive_Head");
item = new LegendaryLid(effect);
AddContent(item);
AddEquipTexture(item, EquipType.Head, "HatSimulator/Content/Items/Hats/Series1/LegendaryLid_Head");
item = new OlSnaggletooth(effect);
AddContent(item);
AddEquipTexture(item, EquipType.Head, "HatSimulator/Content/Items/Hats/Series1/OlSnaggletooth_Head");
item = new PithyProfessional(effect);
AddContent(item);
AddEquipTexture(item, EquipType.Head, "HatSimulator/Content/Items/Hats/Series1/PithyProfessional_Head");
item = new PyromancerMask(effect);
AddContent(item);
AddEquipTexture(item, EquipType.Head, "HatSimulator/Content/Items/Hats/Series1/PyromancerMask_Head");
item = new SamurEye(effect);
AddContent(item);
AddEquipTexture(item, EquipType.Head, "HatSimulator/Content/Items/Hats/Series1/SamurEye_Head");
item = new StainlessPot(effect);
AddContent(item);
AddEquipTexture(item, EquipType.Head, "HatSimulator/Content/Items/Hats/Series1/StainlessPot_Head");
item = new StoutShako(effect);
AddContent(item);
AddEquipTexture(item, EquipType.Head, "HatSimulator/Content/Items/Hats/Series1/StoutShako_Head");
item = new TeamCaptain(effect);
AddContent(item);
AddEquipTexture(item, EquipType.Head, "HatSimulator/Content/Items/Hats/Series1/TeamCaptain_Head");
// Series 2
item = new DeadCone(effect);
AddContent(item);
AddEquipTexture(item, EquipType.Head, "HatSimulator/Content/Items/Hats/Series2/DeadCone_Head");
item = new FruitShoot(effect);
AddContent(item);
AddEquipTexture(item, EquipType.Head, "HatSimulator/Content/Items/Hats/Series2/FruitShoot_Head");
item = new FuriousFukaamigasa(effect);
AddContent(item);
AddEquipTexture(item, EquipType.Head, "HatSimulator/Content/Items/Hats/Series2/FuriousFukaamigasa_Head");
item = new HeroHachimaki(effect);
AddContent(item);
AddEquipTexture(item, EquipType.Head, "HatSimulator/Content/Items/Hats/Series2/HeroHachimaki_Head");
item = new HotDogger(effect);
AddContent(item);
AddEquipTexture(item, EquipType.Head, "HatSimulator/Content/Items/Hats/Series2/HotDogger_Head");
item = new JanissaryKetche(effect);
AddContent(item);
AddEquipTexture(item, EquipType.Head, "HatSimulator/Content/Items/Hats/Series2/JanissaryKetche_Head");
item = new Law(effect);
AddContent(item);
AddEquipTexture(item, EquipType.Head, "HatSimulator/Content/Items/Hats/Series2/Law_Head");
item = new MediMask(effect);
AddContent(item);
AddEquipTexture(item, EquipType.Head, "HatSimulator/Content/Items/Hats/Series2/MediMask_Head");
item = new SurgeonStahlhelm(effect);
AddContent(item);
AddEquipTexture(item, EquipType.Head, "HatSimulator/Content/Items/Hats/Series2/SurgeonStahlhelm_Head");
item = new ToughStuffMuffs(effect);
AddContent(item);
AddEquipTexture(item, EquipType.Head, "HatSimulator/Content/Items/Hats/Series2/ToughStuffMuffs_Head");
// Winter
item = new BrassBucket(effect);
AddContent(item);
AddEquipTexture(item, EquipType.Head, "HatSimulator/Content/Items/Hats/Winter/BrassBucket_Head");
item = new ColdfrontCommander(effect);
AddContent(item);
AddEquipTexture(item, EquipType.Head, "HatSimulator/Content/Items/Hats/Winter/ColdfrontCommander_Head");
item = new CondorCap(effect);
AddContent(item);
AddEquipTexture(item, EquipType.Head, "HatSimulator/Content/Items/Hats/Winter/CondorCap_Head");
item = new Globetrotter(effect);
AddContent(item);
AddEquipTexture(item, EquipType.Head, "HatSimulator/Content/Items/Hats/Winter/Globetrotter_Head");
item = new MightyMitre(effect);
AddContent(item);
AddEquipTexture(item, EquipType.Head, "HatSimulator/Content/Items/Hats/Winter/MightyMitre_Head");
item = new PatriotPeak(effect);
AddContent(item);
AddEquipTexture(item, EquipType.Head, "HatSimulator/Content/Items/Hats/Winter/PatriotPeak_Head");
item = new SinnerShade(effect);
AddContent(item);
AddEquipTexture(item, EquipType.Head, "HatSimulator/Content/Items/Hats/Winter/SinnerShade_Head");
item = new SurgeonShako(effect);
AddContent(item);
AddEquipTexture(item, EquipType.Head, "HatSimulator/Content/Items/Hats/Winter/SurgeonShako_Head");
item = new TartanTyrolean(effect);
AddContent(item);
AddEquipTexture(item, EquipType.Head, "HatSimulator/Content/Items/Hats/Winter/TartanTyrolean_Head");
item = new ToySoldier(effect);
AddContent(item);
AddEquipTexture(item, EquipType.Head, "HatSimulator/Content/Items/Hats/Winter/ToySoldier_Head");
// Halloween
item = new CroneDome(effect);
AddContent(item);
AddEquipTexture(item, EquipType.Head, "HatSimulator/Content/Items/Hats/Halloween/CroneDome_Head");
item = new Executioner(effect);
AddContent(item);
AddEquipTexture(item, EquipType.Head, "HatSimulator/Content/Items/Hats/Halloween/Executioner_Head");
item = new Hellmet(effect);
AddContent(item);
AddEquipTexture(item, EquipType.Head, "HatSimulator/Content/Items/Hats/Halloween/Hellmet_Head");
item = new InfernalImpaler(effect);
AddContent(item);
AddEquipTexture(item, EquipType.Head, "HatSimulator/Content/Items/Hats/Halloween/InfernalImpaler_Head");
item = new MacabreMask(effect);
AddContent(item);
AddEquipTexture(item, EquipType.Head, "HatSimulator/Content/Items/Hats/Halloween/MacabreMask_Head");
item = new OneWayTicket(effect);
AddContent(item);
AddEquipTexture(item, EquipType.Head, "HatSimulator/Content/Items/Hats/Halloween/OneWayTicket_Head");
item = new SearedSorcerer(effect);
AddContent(item);
AddEquipTexture(item, EquipType.Head, "HatSimulator/Content/Items/Hats/Halloween/SearedSorcerer_Head");
item = new SirPumpkinton(effect);
AddContent(item);
AddEquipTexture(item, EquipType.Head, "HatSimulator/Content/Items/Hats/Halloween/SirPumpkinton_Head");
// Orignal Hats
item = new AutonomousOrb(effect);
AddContent(item);
AddEquipTexture(item, EquipType.Head, "HatSimulator/Content/Items/Hats/Custom/AutonomousOrb_Head");
item = new BloodWarriorMask(effect);
AddContent(item);
AddEquipTexture(item, EquipType.Head, "HatSimulator/Content/Items/Hats/Custom/BloodWarriorMask_Head");
item = new GuerrillaRebel(effect);
AddContent(item);
AddEquipTexture(item, EquipType.Head, "HatSimulator/Content/Items/Hats/Custom/GuerrillaRebel_Head");
item = new Headless(effect);
AddContent(item);
AddEquipTexture(item, EquipType.Head, "HatSimulator/Content/Items/Hats/Custom/Headless_Head");
item = new ImpregnableHelm(effect);
AddContent(item);
AddEquipTexture(item, EquipType.Head, "HatSimulator/Content/Items/Hats/Custom/ImpregnableHelm_Head");
item = new MedicalMask(effect);
AddContent(item);
AddEquipTexture(item, EquipType.Head, "HatSimulator/Content/Items/Hats/Custom/MedicalMask_Head");
item = new NinjaHeadband(effect);
AddContent(item);
AddEquipTexture(item, EquipType.Head, "HatSimulator/Content/Items/Hats/Custom/NinjaHeadband_Head");
item = new OpenMind(effect);
AddContent(item);
AddEquipTexture(item, EquipType.Head, "HatSimulator/Content/Items/Hats/Custom/OpenMind_Head");
item = new PaperBag(effect);
AddContent(item);
AddEquipTexture(item, EquipType.Head, "HatSimulator/Content/Items/Hats/Custom/PaperBag_Head");
item = new SkiMask(effect);
AddContent(item);
AddEquipTexture(item, EquipType.Head, "HatSimulator/Content/Items/Hats/Custom/SkiMask_Head");
}
public override void Unload()
{
RollTable.AbnormalRollTable = null;
UnusualLayer.dust = null;
FauxDust.mod = null;
Instance = null;
}
private void AddEquipTexture(ModItem item, EquipType type, string texpath)
{
EquipLoader.AddEquipTexture(Instance, texpath, type, item);
}
public override void HandlePacket(BinaryReader reader, int whoAmI)
{
HatSimulatorMessageType msgType = (HatSimulatorMessageType)reader.ReadByte();
switch (msgType)
{
case HatSimulatorMessageType.HatSimulatorPlayerSyncPlayer:
byte playernumber = reader.ReadByte();
HatSimulatorPlayer modPlayer = Main.player[playernumber].GetModPlayer<HatSimulatorPlayer>();
int unboxed = reader.ReadInt32();
modPlayer.unboxed = unboxed;
// SyncPlayer will be called automatically, so there is no need to forward this data to other clients.
break;
default:
Logger.WarnFormat("HatSimulator: Unknown Message type: {0}", msgType);
break;
}
}
internal enum HatSimulatorMessageType : byte
{
HatSimulatorPlayerSyncPlayer,
}
}
}