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author | Jesse Plamondon-Willard <github@jplamondonw.com> | 2018-03-26 09:35:34 -0400 |
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committer | Jesse Plamondon-Willard <github@jplamondonw.com> | 2018-03-26 09:35:34 -0400 |
commit | 46141a7af21a921284bc82d49d888da864887d6e (patch) | |
tree | c71d17897377725f32653eacc65233f0b848f813 /src/SMAPI/Metadata/CoreAssetPropagator.cs | |
parent | afb3c49bbaab07f3148f70d54f5140cdd83f8c20 (diff) | |
parent | 4d68ef3514de7deb357a0042d1af7ccf241ab5ff (diff) | |
download | SMAPI-46141a7af21a921284bc82d49d888da864887d6e.tar.gz SMAPI-46141a7af21a921284bc82d49d888da864887d6e.tar.bz2 SMAPI-46141a7af21a921284bc82d49d888da864887d6e.zip |
Merge branch 'develop' into stable
Diffstat (limited to 'src/SMAPI/Metadata/CoreAssetPropagator.cs')
-rw-r--r-- | src/SMAPI/Metadata/CoreAssetPropagator.cs | 642 |
1 files changed, 642 insertions, 0 deletions
diff --git a/src/SMAPI/Metadata/CoreAssetPropagator.cs b/src/SMAPI/Metadata/CoreAssetPropagator.cs new file mode 100644 index 00000000..e54e0286 --- /dev/null +++ b/src/SMAPI/Metadata/CoreAssetPropagator.cs @@ -0,0 +1,642 @@ +using System; +using System.Collections.Generic; +using System.IO; +using System.Linq; +using Microsoft.Xna.Framework.Graphics; +using StardewModdingAPI.Framework.Reflection; +using StardewValley; +using StardewValley.BellsAndWhistles; +using StardewValley.Buildings; +using StardewValley.Characters; +using StardewValley.Locations; +using StardewValley.Menus; +using StardewValley.Objects; +using StardewValley.Projectiles; +using StardewValley.TerrainFeatures; + +namespace StardewModdingAPI.Metadata +{ + /// <summary>Propagates changes to core assets to the game state.</summary> + internal class CoreAssetPropagator + { + /********* + ** Properties + *********/ + /// <summary>Normalises an asset key to match the cache key.</summary> + private readonly Func<string, string> GetNormalisedPath; + + /// <summary>Simplifies access to private game code.</summary> + private readonly Reflector Reflection; + + + /********* + ** Public methods + *********/ + /// <summary>Initialise the core asset data.</summary> + /// <param name="getNormalisedPath">Normalises an asset key to match the cache key.</param> + /// <param name="reflection">Simplifies access to private code.</param> + public CoreAssetPropagator(Func<string, string> getNormalisedPath, Reflector reflection) + { + this.GetNormalisedPath = getNormalisedPath; + this.Reflection = reflection; + } + + /// <summary>Reload one of the game's core assets (if applicable).</summary> + /// <param name="content">The content manager through which to reload the asset.</param> + /// <param name="key">The asset key to reload.</param> + /// <returns>Returns whether an asset was reloaded.</returns> + public bool Propagate(LocalizedContentManager content, string key) + { + object result = this.PropagateImpl(content, key); + if (result is bool b) + return b; + return result != null; + } + + + /********* + ** Private methods + *********/ + /// <summary>Reload one of the game's core assets (if applicable).</summary> + /// <param name="content">The content manager through which to reload the asset.</param> + /// <param name="key">The asset key to reload.</param> + /// <returns>Returns any non-null value to indicate an asset was loaded.</returns> + private object PropagateImpl(LocalizedContentManager content, string key) + { + Reflector reflection = this.Reflection; + switch (key.ToLower().Replace("/", "\\")) // normalised key so we can compare statically + { + /**** + ** Animals + ****/ + case "animals\\cat": + return this.ReloadPetOrHorseSprites<Cat>(content, key); + case "animals\\dog": + return this.ReloadPetOrHorseSprites<Dog>(content, key); + case "animals\\horse": + return this.ReloadPetOrHorseSprites<Horse>(content, key); + + /**** + ** Buildings + ****/ + case "buildings\\houses": // Farm +#if STARDEW_VALLEY_1_3 + reflection.GetField<Texture2D>(typeof(Farm), nameof(Farm.houseTextures)).SetValue(content.Load<Texture2D>(key)); + return true; +#else + { + Farm farm = Game1.getFarm(); + if (farm == null) + return false; + return farm.houseTextures = content.Load<Texture2D>(key); + } +#endif + + /**** + ** Content\Characters\Farmer + ****/ + case "characters\\farmer\\accessories": // Game1.loadContent + return FarmerRenderer.accessoriesTexture = content.Load<Texture2D>(key); + + case "characters\\farmer\\farmer_base": // Farmer + if (Game1.player == null || !Game1.player.isMale) + return false; +#if STARDEW_VALLEY_1_3 + return Game1.player.FarmerRenderer = new FarmerRenderer(key); +#else + return Game1.player.FarmerRenderer = new FarmerRenderer(content.Load<Texture2D>(key)); +#endif + + case "characters\\farmer\\farmer_girl_base": // Farmer + if (Game1.player == null || Game1.player.isMale) + return false; +#if STARDEW_VALLEY_1_3 + return Game1.player.FarmerRenderer = new FarmerRenderer(key); +#else + return Game1.player.FarmerRenderer = new FarmerRenderer(content.Load<Texture2D>(key)); +#endif + + case "characters\\farmer\\hairstyles": // Game1.loadContent + return FarmerRenderer.hairStylesTexture = content.Load<Texture2D>(key); + + case "characters\\farmer\\hats": // Game1.loadContent + return FarmerRenderer.hatsTexture = content.Load<Texture2D>(key); + + case "characters\\farmer\\shirts": // Game1.loadContent + return FarmerRenderer.shirtsTexture = content.Load<Texture2D>(key); + + /**** + ** Content\Data + ****/ + case "data\\achievements": // Game1.loadContent + return Game1.achievements = content.Load<Dictionary<int, string>>(key); + + case "data\\bigcraftablesinformation": // Game1.loadContent + return Game1.bigCraftablesInformation = content.Load<Dictionary<int, string>>(key); + + case "data\\cookingrecipes": // CraftingRecipe.InitShared + return CraftingRecipe.cookingRecipes = content.Load<Dictionary<string, string>>(key); + + case "data\\craftingrecipes": // CraftingRecipe.InitShared + return CraftingRecipe.craftingRecipes = content.Load<Dictionary<string, string>>(key); + + case "data\\npcgifttastes": // Game1.loadContent + return Game1.NPCGiftTastes = content.Load<Dictionary<string, string>>(key); + + case "data\\objectinformation": // Game1.loadContent + return Game1.objectInformation = content.Load<Dictionary<int, string>>(key); + + /**** + ** Content\Fonts + ****/ + case "fonts\\spritefont1": // Game1.loadContent + return Game1.dialogueFont = content.Load<SpriteFont>(key); + + case "fonts\\smallfont": // Game1.loadContent + return Game1.smallFont = content.Load<SpriteFont>(key); + + case "fonts\\tinyfont": // Game1.loadContent + return Game1.tinyFont = content.Load<SpriteFont>(key); + + case "fonts\\tinyfontborder": // Game1.loadContent + return Game1.tinyFontBorder = content.Load<SpriteFont>(key); + + /**** + ** Content\Lighting + ****/ + case "loosesprites\\lighting\\greenlight": // Game1.loadContent + return Game1.cauldronLight = content.Load<Texture2D>(key); + + case "loosesprites\\lighting\\indoorwindowlight": // Game1.loadContent + return Game1.indoorWindowLight = content.Load<Texture2D>(key); + + case "loosesprites\\lighting\\lantern": // Game1.loadContent + return Game1.lantern = content.Load<Texture2D>(key); + + case "loosesprites\\lighting\\sconcelight": // Game1.loadContent + return Game1.sconceLight = content.Load<Texture2D>(key); + + case "loosesprites\\lighting\\windowlight": // Game1.loadContent + return Game1.windowLight = content.Load<Texture2D>(key); + + /**** + ** Content\LooseSprites + ****/ + case "loosesprites\\controllermaps": // Game1.loadContent + return Game1.controllerMaps = content.Load<Texture2D>(key); + + case "loosesprites\\cursors": // Game1.loadContent + return Game1.mouseCursors = content.Load<Texture2D>(key); + + case "loosesprites\\daybg": // Game1.loadContent + return Game1.daybg = content.Load<Texture2D>(key); + + case "loosesprites\\font_bold": // Game1.loadContent + return SpriteText.spriteTexture = content.Load<Texture2D>(key); + + case "loosesprites\\font_colored": // Game1.loadContent + return SpriteText.coloredTexture = content.Load<Texture2D>(key); + + case "loosesprites\\nightbg": // Game1.loadContent + return Game1.nightbg = content.Load<Texture2D>(key); + + case "loosesprites\\shadow": // Game1.loadContent + return Game1.shadowTexture = content.Load<Texture2D>(key); + + /**** + ** Content\Critters + ****/ +#if !STARDEW_VALLEY_1_3 + case "tilesheets\\critters": // Criter.InitShared + return Critter.critterTexture = content.Load<Texture2D>(key); +#endif + + case "tilesheets\\crops": // Game1.loadContent + return Game1.cropSpriteSheet = content.Load<Texture2D>(key); + + case "tilesheets\\debris": // Game1.loadContent + return Game1.debrisSpriteSheet = content.Load<Texture2D>(key); + + case "tilesheets\\emotes": // Game1.loadContent + return Game1.emoteSpriteSheet = content.Load<Texture2D>(key); + + case "tilesheets\\furniture": // Game1.loadContent + return Furniture.furnitureTexture = content.Load<Texture2D>(key); + + case "tilesheets\\projectiles": // Game1.loadContent + return Projectile.projectileSheet = content.Load<Texture2D>(key); + + case "tilesheets\\rain": // Game1.loadContent + return Game1.rainTexture = content.Load<Texture2D>(key); + + case "tilesheets\\tools": // Game1.ResetToolSpriteSheet + Game1.ResetToolSpriteSheet(); + return true; + + case "tilesheets\\weapons": // Game1.loadContent + return Tool.weaponsTexture = content.Load<Texture2D>(key); + + /**** + ** Content\Maps + ****/ + case "maps\\menutiles": // Game1.loadContent + return Game1.menuTexture = content.Load<Texture2D>(key); + + case "maps\\springobjects": // Game1.loadContent + return Game1.objectSpriteSheet = content.Load<Texture2D>(key); + + case "maps\\walls_and_floors": // Wallpaper + return Wallpaper.wallpaperTexture = content.Load<Texture2D>(key); + + /**** + ** Content\Minigames + ****/ + case "minigames\\clouds": // TitleMenu + if (Game1.activeClickableMenu is TitleMenu) + { + reflection.GetField<Texture2D>(Game1.activeClickableMenu, "cloudsTexture").SetValue(content.Load<Texture2D>(key)); + return true; + } + return false; + + case "minigames\\titlebuttons": // TitleMenu + if (Game1.activeClickableMenu is TitleMenu titleMenu) + { + Texture2D texture = content.Load<Texture2D>(key); + reflection.GetField<Texture2D>(titleMenu, "titleButtonsTexture").SetValue(texture); + foreach (TemporaryAnimatedSprite bird in reflection.GetField<List<TemporaryAnimatedSprite>>(titleMenu, "birds").GetValue()) +#if STARDEW_VALLEY_1_3 + bird.texture = texture; +#else + bird.Texture = texture; +#endif + return true; + } + return false; + + /**** + ** Content\TileSheets + ****/ + case "tilesheets\\animations": // Game1.loadContent + return Game1.animations = content.Load<Texture2D>(key); + + case "tilesheets\\buffsicons": // Game1.loadContent + return Game1.buffsIcons = content.Load<Texture2D>(key); + + case "tilesheets\\bushes": // new Bush() +#if STARDEW_VALLEY_1_3 + reflection.GetField<Lazy<Texture2D>>(typeof(Bush), "texture").SetValue(new Lazy<Texture2D>(() => content.Load<Texture2D>(key))); + return true; +#else + return Bush.texture = content.Load<Texture2D>(key); +#endif + + case "tilesheets\\craftables": // Game1.loadContent + return Game1.bigCraftableSpriteSheet = content.Load<Texture2D>(key); + + case "tilesheets\\fruittrees": // FruitTree + return FruitTree.texture = content.Load<Texture2D>(key); + + /**** + ** Content\TerrainFeatures + ****/ + case "terrainfeatures\\flooring": // Flooring + return Flooring.floorsTexture = content.Load<Texture2D>(key); + + case "terrainfeatures\\hoedirt": // from HoeDirt + return HoeDirt.lightTexture = content.Load<Texture2D>(key); + + case "terrainfeatures\\hoedirtdark": // from HoeDirt + return HoeDirt.darkTexture = content.Load<Texture2D>(key); + + case "terrainfeatures\\hoedirtsnow": // from HoeDirt + return HoeDirt.snowTexture = content.Load<Texture2D>(key); + + case "terrainfeatures\\mushroom_tree": // from Tree + return this.ReloadTreeTextures(content, key, Tree.mushroomTree); + + case "terrainfeatures\\tree_palm": // from Tree + return this.ReloadTreeTextures(content, key, Tree.palmTree); + + case "terrainfeatures\\tree1_fall": // from Tree + case "terrainfeatures\\tree1_spring": // from Tree + case "terrainfeatures\\tree1_summer": // from Tree + case "terrainfeatures\\tree1_winter": // from Tree + return this.ReloadTreeTextures(content, key, Tree.bushyTree); + + case "terrainfeatures\\tree2_fall": // from Tree + case "terrainfeatures\\tree2_spring": // from Tree + case "terrainfeatures\\tree2_summer": // from Tree + case "terrainfeatures\\tree2_winter": // from Tree + return this.ReloadTreeTextures(content, key, Tree.leafyTree); + + case "terrainfeatures\\tree3_fall": // from Tree + case "terrainfeatures\\tree3_spring": // from Tree + case "terrainfeatures\\tree3_winter": // from Tree + return this.ReloadTreeTextures(content, key, Tree.pineTree); + } + + // dynamic textures + if (this.IsInFolder(key, "Animals")) + return this.ReloadFarmAnimalSprites(content, key); + + if (this.IsInFolder(key, "Buildings")) + return this.ReloadBuildings(content, key); + + if (this.IsInFolder(key, "Characters")) + return this.ReloadNpcSprites(content, key, monster: false); + + if (this.IsInFolder(key, "Characters\\Monsters")) + return this.ReloadNpcSprites(content, key, monster: true); + + if (key.StartsWith(this.GetNormalisedPath("LooseSprites\\Fence"), StringComparison.InvariantCultureIgnoreCase)) + return this.ReloadFenceTextures(content, key); + + if (this.IsInFolder(key, "Portraits")) + return this.ReloadNpcPortraits(content, key); + + return false; + } + + + /********* + ** Private methods + *********/ + /**** + ** Reload methods + ****/ + /// <summary>Reload the sprites for matching pets or horses.</summary> + /// <typeparam name="TAnimal">The animal type.</typeparam> + /// <param name="content">The content manager through which to reload the asset.</param> + /// <param name="key">The asset key to reload.</param> + /// <returns>Returns whether any textures were reloaded.</returns> + private bool ReloadPetOrHorseSprites<TAnimal>(LocalizedContentManager content, string key) + where TAnimal : NPC + { + // find matches + TAnimal[] animals = this.GetCharacters().OfType<TAnimal>().ToArray(); + if (!animals.Any()) + return false; + + // update sprites + Texture2D texture = content.Load<Texture2D>(key); + foreach (TAnimal animal in animals) + this.SetSpriteTexture(animal.sprite, texture); + return true; + } + + /// <summary>Reload the sprites for matching farm animals.</summary> + /// <param name="content">The content manager through which to reload the asset.</param> + /// <param name="key">The asset key to reload.</param> + /// <returns>Returns whether any textures were reloaded.</returns> + /// <remarks>Derived from <see cref="FarmAnimal.reload"/>.</remarks> + private bool ReloadFarmAnimalSprites(LocalizedContentManager content, string key) + { + // find matches + FarmAnimal[] animals = this.GetFarmAnimals().ToArray(); + if (!animals.Any()) + return false; + + // update sprites + Lazy<Texture2D> texture = new Lazy<Texture2D>(() => content.Load<Texture2D>(key)); + foreach (FarmAnimal animal in animals) + { + // get expected key + string expectedKey = animal.age < animal.ageWhenMature + ? $"Baby{(animal.type == "Duck" ? "White Chicken" : animal.type)}" + : animal.type; + if (animal.showDifferentTextureWhenReadyForHarvest && animal.currentProduce <= 0) + expectedKey = $"Sheared{expectedKey}"; + expectedKey = $"Animals\\{expectedKey}"; + + // reload asset + if (expectedKey == key) + this.SetSpriteTexture(animal.sprite, texture.Value); + } + return texture.IsValueCreated; + } + + /// <summary>Reload building textures.</summary> + /// <param name="content">The content manager through which to reload the asset.</param> + /// <param name="key">The asset key to reload.</param> + /// <returns>Returns whether any textures were reloaded.</returns> + private bool ReloadBuildings(LocalizedContentManager content, string key) + { + // get buildings + string type = Path.GetFileName(key); + Building[] buildings = Game1.locations + .OfType<BuildableGameLocation>() + .SelectMany(p => p.buildings) + .Where(p => p.buildingType == type) + .ToArray(); + + // reload buildings + if (buildings.Any()) + { + Lazy<Texture2D> texture = new Lazy<Texture2D>(() => content.Load<Texture2D>(key)); + foreach (Building building in buildings) +#if STARDEW_VALLEY_1_3 + building.texture = texture; +#else + building.texture = texture.Value; +#endif + return true; + } + return false; + } + + /// <summary>Reload the sprites for a fence type.</summary> + /// <param name="content">The content manager through which to reload the asset.</param> + /// <param name="key">The asset key to reload.</param> + /// <returns>Returns whether any textures were reloaded.</returns> + private bool ReloadFenceTextures(LocalizedContentManager content, string key) + { + // get fence type + if (!int.TryParse(this.GetSegments(key)[1].Substring("Fence".Length), out int fenceType)) + return false; + + // get fences + Fence[] fences = + ( + from location in this.GetLocations() + from fence in location.Objects.Values.OfType<Fence>() + where fenceType == 1 + ? fence.isGate + : fence.whichType == fenceType + select fence + ) + .ToArray(); + + // update fence textures + foreach (Fence fence in fences) + fence.reloadSprite(); + return true; + } + + /// <summary>Reload the sprites for matching NPCs.</summary> + /// <param name="content">The content manager through which to reload the asset.</param> + /// <param name="key">The asset key to reload.</param> + /// <param name="monster">Whether to match monsters (<c>true</c>) or non-monsters (<c>false</c>).</param> + /// <returns>Returns whether any textures were reloaded.</returns> + private bool ReloadNpcSprites(LocalizedContentManager content, string key, bool monster) + { + // get NPCs + string name = this.GetNpcNameFromFileName(Path.GetFileName(key)); + NPC[] characters = this.GetCharacters().Where(npc => npc.name == name && npc.IsMonster == monster).ToArray(); + if (!characters.Any()) + return false; + + // update portrait + Texture2D texture = content.Load<Texture2D>(key); + foreach (NPC character in characters) + this.SetSpriteTexture(character.Sprite, texture); + return true; + } + + /// <summary>Reload the portraits for matching NPCs.</summary> + /// <param name="content">The content manager through which to reload the asset.</param> + /// <param name="key">The asset key to reload.</param> + /// <returns>Returns whether any textures were reloaded.</returns> + private bool ReloadNpcPortraits(LocalizedContentManager content, string key) + { + // get NPCs + string name = this.GetNpcNameFromFileName(Path.GetFileName(key)); + NPC[] villagers = this.GetCharacters().Where(npc => npc.name == name && npc.isVillager()).ToArray(); + if (!villagers.Any()) + return false; + + // update portrait + Texture2D texture = content.Load<Texture2D>(key); + foreach (NPC villager in villagers) + villager.Portrait = texture; + return true; + } + + /// <summary>Reload tree textures.</summary> + /// <param name="content">The content manager through which to reload the asset.</param> + /// <param name="key">The asset key to reload.</param> + /// <param name="type">The type to reload.</param> + /// <returns>Returns whether any textures were reloaded.</returns> + private bool ReloadTreeTextures(LocalizedContentManager content, string key, int type) + { + Tree[] trees = Game1.locations + .SelectMany(p => p.terrainFeatures.Values.OfType<Tree>()) + .Where(tree => tree.treeType == type) + .ToArray(); + + if (trees.Any()) + { + Lazy<Texture2D> texture = new Lazy<Texture2D>(() => content.Load<Texture2D>(key)); + foreach (Tree tree in trees) +#if STARDEW_VALLEY_1_3 + this.Reflection.GetField<Lazy<Texture2D>>(tree, "texture").SetValue(texture); +#else + this.Reflection.GetField<Texture2D>(tree, "texture").SetValue(texture.Value); +#endif + return true; + } + + return false; + } + + /**** + ** Helpers + ****/ + /// <summary>Reload the texture for an animated sprite.</summary> + /// <param name="sprite">The animated sprite to update.</param> + /// <param name="texture">The texture to set.</param> + private void SetSpriteTexture(AnimatedSprite sprite, Texture2D texture) + { +#if STARDEW_VALLEY_1_3 + this.Reflection.GetField<Texture2D>(sprite, "spriteTexture").SetValue(texture); +#else + sprite.Texture = texture; +#endif + } + + /// <summary>Get an NPC name from the name of their file under <c>Content/Characters</c>.</summary> + /// <param name="name">The file name.</param> + /// <remarks>Derived from <see cref="NPC.reloadSprite"/>.</remarks> + private string GetNpcNameFromFileName(string name) + { + switch (name) + { + case "Mariner": + return "Old Mariner"; + case "DwarfKing": + return "Dwarf King"; + case "MrQi": + return "Mister Qi"; + default: + return name; + } + } + + /// <summary>Get all NPCs in the game (excluding farm animals).</summary> + private IEnumerable<NPC> GetCharacters() + { + return this.GetLocations().SelectMany(p => p.characters); + } + + /// <summary>Get all farm animals in the game.</summary> + private IEnumerable<FarmAnimal> GetFarmAnimals() + { + foreach (GameLocation location in this.GetLocations()) + { + if (location is Farm farm) + { + foreach (FarmAnimal animal in farm.animals.Values) + yield return animal; + } + else if (location is AnimalHouse animalHouse) + foreach (FarmAnimal animal in animalHouse.animals.Values) + yield return animal; + } + } + + /// <summary>Get all locations in the game.</summary> + private IEnumerable<GameLocation> GetLocations() + { + foreach (GameLocation location in Game1.locations) + { + yield return location; + + if (location is BuildableGameLocation buildableLocation) + { + foreach (Building building in buildableLocation.buildings) + { + if (building.indoors != null) + yield return building.indoors; + } + } + } + } + + /// <summary>Get whether a normalised asset key is in the given folder.</summary> + /// <param name="key">The normalised asset key (like <c>Animals/cat</c>).</param> + /// <param name="folder">The key folder (like <c>Animals</c>); doesn't need to be normalised.</param> + /// <param name="allowSubfolders">Whether to return true if the key is inside a subfolder of the <paramref name="folder"/>.</param> + private bool IsInFolder(string key, string folder, bool allowSubfolders = false) + { + return + key.StartsWith(this.GetNormalisedPath($"{folder}\\"), StringComparison.InvariantCultureIgnoreCase) + && (allowSubfolders || this.CountSegments(key) == this.CountSegments(folder) + 1); + } + + /// <summary>Get the segments in a path (e.g. 'a/b' is 'a' and 'b').</summary> + /// <param name="path">The path to check.</param> + private string[] GetSegments(string path) + { + if (path == null) + return new string[0]; + return path.Split(Path.DirectorySeparatorChar, Path.AltDirectorySeparatorChar); + } + + /// <summary>Count the number of segments in a path (e.g. 'a/b' is 2).</summary> + /// <param name="path">The path to check.</param> + private int CountSegments(string path) + { + return this.GetSegments(path).Length; + } + } +} |