diff options
Diffstat (limited to 'src/SMAPI/Metadata/CoreAssetPropagator.cs')
-rw-r--r-- | src/SMAPI/Metadata/CoreAssetPropagator.cs | 38 |
1 files changed, 30 insertions, 8 deletions
diff --git a/src/SMAPI/Metadata/CoreAssetPropagator.cs b/src/SMAPI/Metadata/CoreAssetPropagator.cs index debbaffd..52da3946 100644 --- a/src/SMAPI/Metadata/CoreAssetPropagator.cs +++ b/src/SMAPI/Metadata/CoreAssetPropagator.cs @@ -80,8 +80,9 @@ namespace StardewModdingAPI.Metadata /// <summary>Reload one of the game's core assets (if applicable).</summary> /// <param name="assets">The asset keys and types to reload.</param> /// <param name="ignoreWorld">Whether the in-game world is fully unloaded (e.g. on the title screen), so there's no need to propagate changes into the world.</param> - /// <returns>Returns a lookup of asset names to whether they've been propagated.</returns> - public IDictionary<string, bool> Propagate(IDictionary<string, Type> assets, bool ignoreWorld) + /// <param name="propagatedAssets">A lookup of asset names to whether they've been propagated.</param> + /// <param name="updatedNpcWarps">Whether the NPC pathfinding cache was reloaded.</param> + public void Propagate(IDictionary<string, Type> assets, bool ignoreWorld, out IDictionary<string, bool> propagatedAssets, out bool updatedNpcWarps) { // group into optimized lists var buckets = assets.GroupBy(p => @@ -96,28 +97,36 @@ namespace StardewModdingAPI.Metadata }); // reload assets - IDictionary<string, bool> propagated = assets.ToDictionary(p => p.Key, _ => false, StringComparer.OrdinalIgnoreCase); + propagatedAssets = assets.ToDictionary(p => p.Key, _ => false, StringComparer.OrdinalIgnoreCase); + updatedNpcWarps = false; foreach (var bucket in buckets) { switch (bucket.Key) { case AssetBucket.Sprite: if (!ignoreWorld) - this.ReloadNpcSprites(bucket.Select(p => p.Key), propagated); + this.ReloadNpcSprites(bucket.Select(p => p.Key), propagatedAssets); break; case AssetBucket.Portrait: if (!ignoreWorld) - this.ReloadNpcPortraits(bucket.Select(p => p.Key), propagated); + this.ReloadNpcPortraits(bucket.Select(p => p.Key), propagatedAssets); break; default: foreach (var entry in bucket) - propagated[entry.Key] = this.PropagateOther(entry.Key, entry.Value, ignoreWorld); + { + bool changed = this.PropagateOther(entry.Key, entry.Value, ignoreWorld, out bool curChangedMapWarps); + propagatedAssets[entry.Key] = changed; + updatedNpcWarps = updatedNpcWarps || curChangedMapWarps; + } break; } } - return propagated; + + // reload NPC pathfinding cache if any map changed + if (updatedNpcWarps) + NPC.populateRoutesFromLocationToLocationList(); } @@ -128,12 +137,14 @@ namespace StardewModdingAPI.Metadata /// <param name="key">The asset key to reload.</param> /// <param name="type">The asset type to reload.</param> /// <param name="ignoreWorld">Whether the in-game world is fully unloaded (e.g. on the title screen), so there's no need to propagate changes into the world.</param> + /// <param name="changedWarps">Whether any map warps were changed as part of this propagation.</param> /// <returns>Returns whether an asset was loaded. The return value may be true or false, or a non-null value for true.</returns> [SuppressMessage("ReSharper", "StringLiteralTypo", Justification = "These deliberately match the asset names.")] - private bool PropagateOther(string key, Type type, bool ignoreWorld) + private bool PropagateOther(string key, Type type, bool ignoreWorld, out bool changedWarps) { var content = this.MainContentManager; key = this.AssertAndNormalizeAssetName(key); + changedWarps = false; /**** ** Special case: current map tilesheet @@ -162,7 +173,18 @@ namespace StardewModdingAPI.Metadata { if (!string.IsNullOrWhiteSpace(location.mapPath.Value) && this.NormalizeAssetNameIgnoringEmpty(location.mapPath.Value) == key) { + static ISet<string> GetWarpSet(GameLocation location) + { + return new HashSet<string>( + location.warps.Select(p => $"{p.X} {p.Y} {p.TargetName} {p.TargetX} {p.TargetY}") + ); + } + + var oldWarps = GetWarpSet(location); this.ReloadMap(location); + var newWarps = GetWarpSet(location); + + changedWarps = changedWarps || oldWarps.Count != newWarps.Count || oldWarps.Any(p => !newWarps.Contains(p)); anyChanged = true; } } |