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-rw-r--r--src/SMAPI/Metadata/CoreAssetPropagator.cs396
1 files changed, 188 insertions, 208 deletions
diff --git a/src/SMAPI/Metadata/CoreAssetPropagator.cs b/src/SMAPI/Metadata/CoreAssetPropagator.cs
index 6cb5a73a..dabd802d 100644
--- a/src/SMAPI/Metadata/CoreAssetPropagator.cs
+++ b/src/SMAPI/Metadata/CoreAssetPropagator.cs
@@ -110,12 +110,12 @@ namespace StardewModdingAPI.Metadata
{
case AssetBucket.Sprite:
if (!ignoreWorld)
- this.ReloadNpcSprites(propagatedAssets);
+ this.UpdateNpcSprites(propagatedAssets);
break;
case AssetBucket.Portrait:
if (!ignoreWorld)
- this.ReloadNpcPortraits(propagatedAssets);
+ this.UpdateNpcPortraits(propagatedAssets);
break;
default:
@@ -198,7 +198,7 @@ namespace StardewModdingAPI.Metadata
}
var oldWarps = GetWarpSet(location);
- this.ReloadMap(info);
+ this.UpdateMap(info);
var newWarps = GetWarpSet(location);
changedWarps = changedWarps || oldWarps.Count != newWarps.Count || oldWarps.Any(p => !newWarps.Contains(p));
@@ -219,7 +219,7 @@ namespace StardewModdingAPI.Metadata
** Animals
****/
case "animals/horse":
- return !ignoreWorld && this.ReloadPetOrHorseSprites<Horse>(content, assetName);
+ return !ignoreWorld && this.UpdatePetOrHorseSprites<Horse>(content, assetName);
/****
** Buildings
@@ -249,7 +249,7 @@ namespace StardewModdingAPI.Metadata
case "characters/farmer/farmer_base_bald":
case "characters/farmer/farmer_girl_base":
case "characters/farmer/farmer_girl_base_bald":
- return !ignoreWorld && this.ReloadPlayerSprites(assetName);
+ return !ignoreWorld && this.UpdatePlayerSprites(assetName);
case "characters/farmer/hairstyles": // Game1.LoadContent
FarmerRenderer.hairStylesTexture = this.LoadTexture(key);
@@ -301,10 +301,10 @@ namespace StardewModdingAPI.Metadata
return true;
case "data/farmanimals": // FarmAnimal constructor
- return !ignoreWorld && this.ReloadFarmAnimalData();
+ return !ignoreWorld && this.UpdateFarmAnimalData();
case "data/hairdata": // Farmer.GetHairStyleMetadataFile
- return this.ReloadHairData();
+ return this.UpdateHairData();
case "data/movies": // MovieTheater.GetMovieData
case "data/moviesreactions": // MovieTheater.GetMovieReactions
@@ -312,7 +312,7 @@ namespace StardewModdingAPI.Metadata
return true;
case "data/npcdispositions": // NPC constructor
- return !ignoreWorld && this.ReloadNpcDispositions(content, assetName);
+ return !ignoreWorld && this.UpdateNpcDispositions(content, assetName);
case "data/npcgifttastes": // Game1.LoadContent
Game1.NPCGiftTastes = content.Load<Dictionary<string, string>>(key);
@@ -392,7 +392,7 @@ namespace StardewModdingAPI.Metadata
}
if (!ignoreWorld)
- this.ReloadDoorSprites(content, assetName);
+ this.UpdateDoorSprites(content, assetName);
return true;
case "loosesprites/cursors2": // Game1.LoadContent
@@ -424,7 +424,7 @@ namespace StardewModdingAPI.Metadata
return true;
case "loosesprites/suspensionbridge": // SuspensionBridge constructor
- return !ignoreWorld && this.ReloadSuspensionBridges(content, assetName);
+ return !ignoreWorld && this.UpdateSuspensionBridges(content, assetName);
/****
** Content\Maps
@@ -455,13 +455,13 @@ namespace StardewModdingAPI.Metadata
return false;
case "minigames/titlebuttons": // TitleMenu
- return this.ReloadTitleButtons(content, assetName);
+ return this.UpdateTitleButtons(content, assetName);
/****
** Content\Strings
****/
case "strings/stringsfromcsfiles":
- return this.ReloadStringsFromCsFiles(content);
+ return this.UpdateStringsFromCsFiles(content);
/****
** Content\TileSheets
@@ -479,14 +479,14 @@ namespace StardewModdingAPI.Metadata
return true;
case "tilesheets/chairtiles": // Game1.LoadContent
- return this.ReloadChairTiles(content, assetName, ignoreWorld);
+ return this.UpdateChairTiles(content, assetName, ignoreWorld);
case "tilesheets/craftables": // Game1.LoadContent
Game1.bigCraftableSpriteSheet = content.Load<Texture2D>(key);
return true;
case "tilesheets/critters": // Critter constructor
- return !ignoreWorld && this.ReloadCritterTextures(content, assetName) > 0;
+ return !ignoreWorld && this.UpdateCritterTextures(content, assetName);
case "tilesheets/crops": // Game1.LoadContent
Game1.cropSpriteSheet = content.Load<Texture2D>(key);
@@ -540,7 +540,7 @@ namespace StardewModdingAPI.Metadata
return true;
case "terrainfeatures/grass": // from Grass
- return !ignoreWorld && this.ReloadGrassTextures(content, assetName);
+ return !ignoreWorld && this.UpdateGrassTextures(content, assetName);
case "terrainfeatures/hoedirt": // from HoeDirt
HoeDirt.lightTexture = content.Load<Texture2D>(key);
@@ -555,27 +555,27 @@ namespace StardewModdingAPI.Metadata
return true;
case "terrainfeatures/mushroom_tree": // from Tree
- return !ignoreWorld && this.ReloadTreeTextures(content, assetName, Tree.mushroomTree);
+ return !ignoreWorld && this.UpdateTreeTextures(content, assetName, Tree.mushroomTree);
case "terrainfeatures/tree_palm": // from Tree
- return !ignoreWorld && this.ReloadTreeTextures(content, assetName, Tree.palmTree);
+ return !ignoreWorld && this.UpdateTreeTextures(content, assetName, 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 !ignoreWorld && this.ReloadTreeTextures(content, assetName, Tree.bushyTree);
+ return !ignoreWorld && this.UpdateTreeTextures(content, assetName, 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 !ignoreWorld && this.ReloadTreeTextures(content, assetName, Tree.leafyTree);
+ return !ignoreWorld && this.UpdateTreeTextures(content, assetName, Tree.leafyTree);
case "terrainfeatures/tree3_fall": // from Tree
case "terrainfeatures/tree3_spring": // from Tree
case "terrainfeatures/tree3_winter": // from Tree
- return !ignoreWorld && this.ReloadTreeTextures(content, assetName, Tree.pineTree);
+ return !ignoreWorld && this.UpdateTreeTextures(content, assetName, Tree.pineTree);
}
/****
@@ -585,24 +585,24 @@ namespace StardewModdingAPI.Metadata
{
// dynamic textures
if (assetName.StartsWith("animals/cat"))
- return this.ReloadPetOrHorseSprites<Cat>(content, assetName);
+ return this.UpdatePetOrHorseSprites<Cat>(content, assetName);
if (assetName.StartsWith("animals/dog"))
- return this.ReloadPetOrHorseSprites<Dog>(content, assetName);
+ return this.UpdatePetOrHorseSprites<Dog>(content, assetName);
if (assetName.IsDirectlyUnderPath("Animals"))
- return this.ReloadFarmAnimalSprites(content, assetName);
+ return this.UpdateFarmAnimalSprites(content, assetName);
if (assetName.IsDirectlyUnderPath("Buildings"))
- return this.ReloadBuildings(assetName);
+ return this.UpdateBuildings(assetName);
if (assetName.StartsWith("LooseSprites/Fence"))
- return this.ReloadFenceTextures(assetName);
+ return this.UpdateFenceTextures(assetName);
// dynamic data
if (assetName.IsDirectlyUnderPath("Characters/Dialogue"))
- return this.ReloadNpcDialogue(assetName);
+ return this.UpdateNpcDialogue(assetName);
if (assetName.IsDirectlyUnderPath("Characters/schedules"))
- return this.ReloadNpcSchedules(assetName);
+ return this.UpdateNpcSchedules(assetName);
}
return false;
@@ -613,14 +613,14 @@ namespace StardewModdingAPI.Metadata
** Private methods
*********/
/****
- ** Reload texture methods
+ ** Update texture methods
****/
- /// <summary>Reload buttons on the title screen.</summary>
- /// <param name="content">The content manager through which to reload the asset.</param>
- /// <param name="assetName">The asset name to reload.</param>
- /// <returns>Returns whether any textures were reloaded.</returns>
+ /// <summary>Update buttons on the title screen.</summary>
+ /// <param name="content">The content manager through which to update the asset.</param>
+ /// <param name="assetName">The asset name to update.</param>
+ /// <returns>Returns whether any references were updated.</returns>
/// <remarks>Derived from the <see cref="TitleMenu"/> constructor and <see cref="TitleMenu.setUpIcons"/>.</remarks>
- private bool ReloadTitleButtons(LocalizedContentManager content, IAssetName assetName)
+ private bool UpdateTitleButtons(LocalizedContentManager content, IAssetName assetName)
{
if (Game1.activeClickableMenu is TitleMenu titleMenu)
{
@@ -641,12 +641,12 @@ namespace StardewModdingAPI.Metadata
return false;
}
- /// <summary>Reload the sprites for matching pets or horses.</summary>
+ /// <summary>Update 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="assetName">The asset name to reload.</param>
- /// <returns>Returns whether any textures were reloaded.</returns>
- private bool ReloadPetOrHorseSprites<TAnimal>(LocalizedContentManager content, IAssetName assetName)
+ /// <param name="content">The content manager through which to update the asset.</param>
+ /// <param name="assetName">The asset name to update.</param>
+ /// <returns>Returns whether any references were updated.</returns>
+ private bool UpdatePetOrHorseSprites<TAnimal>(LocalizedContentManager content, IAssetName assetName)
where TAnimal : NPC
{
// find matches
@@ -664,12 +664,12 @@ namespace StardewModdingAPI.Metadata
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="assetName">The asset name to reload.</param>
- /// <returns>Returns whether any textures were reloaded.</returns>
+ /// <summary>Update the sprites for matching farm animals.</summary>
+ /// <param name="content">The content manager through which to update the asset.</param>
+ /// <param name="assetName">The asset name to update.</param>
+ /// <returns>Returns whether any references were updated.</returns>
/// <remarks>Derived from <see cref="FarmAnimal.reload"/>.</remarks>
- private bool ReloadFarmAnimalSprites(LocalizedContentManager content, IAssetName assetName)
+ private bool UpdateFarmAnimalSprites(LocalizedContentManager content, IAssetName assetName)
{
// find matches
FarmAnimal[] animals = this.GetFarmAnimals().ToArray();
@@ -695,10 +695,10 @@ namespace StardewModdingAPI.Metadata
return texture.IsValueCreated;
}
- /// <summary>Reload building textures.</summary>
- /// <param name="assetName">The asset name to reload.</param>
- /// <returns>Returns whether any textures were reloaded.</returns>
- private bool ReloadBuildings(IAssetName assetName)
+ /// <summary>Update building textures.</summary>
+ /// <param name="assetName">The asset name to update.</param>
+ /// <returns>Returns whether any references were updated.</returns>
+ private bool UpdateBuildings(IAssetName assetName)
{
// get paint mask info
const string paintMaskSuffix = "_PaintMask";
@@ -731,12 +731,12 @@ namespace StardewModdingAPI.Metadata
return removedFromCache;
}
- /// <summary>Reload map seat textures.</summary>
+ /// <summary>Update map seat textures.</summary>
/// <param name="content">The content manager through which to reload the asset.</param>
- /// <param name="assetName">The asset name to reload.</param>
+ /// <param name="assetName">The asset name to update.</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 whether any textures were reloaded.</returns>
- private bool ReloadChairTiles(LocalizedContentManager content, IAssetName assetName, bool ignoreWorld)
+ /// <returns>Returns whether any references were updated.</returns>
+ private bool UpdateChairTiles(LocalizedContentManager content, IAssetName assetName, bool ignoreWorld)
{
MapSeat.mapChairTexture = content.Load<Texture2D>(assetName.BaseName);
@@ -755,11 +755,11 @@ namespace StardewModdingAPI.Metadata
return true;
}
- /// <summary>Reload critter textures.</summary>
+ /// <summary>Update critter textures.</summary>
/// <param name="content">The content manager through which to reload the asset.</param>
- /// <param name="assetName">The asset name to reload.</param>
- /// <returns>Returns the number of reloaded assets.</returns>
- private int ReloadCritterTextures(LocalizedContentManager content, IAssetName assetName)
+ /// <param name="assetName">The asset name to update.</param>
+ /// <returns>Returns whether any references were updated.</returns>
+ private bool UpdateCritterTextures(LocalizedContentManager content, IAssetName assetName)
{
// get critters
Critter[] critters =
@@ -772,21 +772,21 @@ namespace StardewModdingAPI.Metadata
)
.ToArray();
if (!critters.Any())
- return 0;
+ return false;
// update sprites
Texture2D texture = content.Load<Texture2D>(assetName.BaseName);
foreach (Critter entry in critters)
entry.sprite.spriteTexture = texture;
- return critters.Length;
+ return true;
}
- /// <summary>Reload the sprites for interior doors.</summary>
+ /// <summary>Update the sprites for interior doors.</summary>
/// <param name="content">The content manager through which to reload the asset.</param>
- /// <param name="assetName">The asset name to reload.</param>
- /// <returns>Returns whether any doors were affected.</returns>
- private bool ReloadDoorSprites(LocalizedContentManager content, IAssetName assetName)
+ /// <param name="assetName">The asset name to update.</param>
+ /// <returns>Returns whether any references were updated.</returns>
+ private void UpdateDoorSprites(LocalizedContentManager content, IAssetName assetName)
{
Lazy<Texture2D> texture = new Lazy<Texture2D>(() => content.Load<Texture2D>(assetName.BaseName));
@@ -806,29 +806,12 @@ namespace StardewModdingAPI.Metadata
door.Sprite.texture = texture.Value;
}
}
-
- return texture.IsValueCreated;
- }
-
- /// <summary>Reload the data for matching farm animals.</summary>
- /// <returns>Returns whether any farm animals were affected.</returns>
- /// <remarks>Derived from the <see cref="FarmAnimal"/> constructor.</remarks>
- private bool ReloadFarmAnimalData()
- {
- bool changed = false;
- foreach (FarmAnimal animal in this.GetFarmAnimals())
- {
- animal.reloadData();
- changed = true;
- }
-
- return changed;
}
- /// <summary>Reload the sprites for a fence type.</summary>
- /// <param name="assetName">The asset name to reload.</param>
- /// <returns>Returns whether any textures were reloaded.</returns>
- private bool ReloadFenceTextures(IAssetName assetName)
+ /// <summary>Update the sprites for a fence type.</summary>
+ /// <param name="assetName">The asset name to update.</param>
+ /// <returns>Returns whether any references were updated.</returns>
+ private bool UpdateFenceTextures(IAssetName assetName)
{
// get fence type (e.g. LooseSprites/Fence3 => 3)
if (!int.TryParse(this.GetSegments(assetName.BaseName)[1].Substring("Fence".Length), out int fenceType))
@@ -852,11 +835,11 @@ namespace StardewModdingAPI.Metadata
return true;
}
- /// <summary>Reload tree textures.</summary>
+ /// <summary>Update tree textures.</summary>
/// <param name="content">The content manager through which to reload the asset.</param>
- /// <param name="assetName">The asset name to reload.</param>
- /// <returns>Returns whether any textures were reloaded.</returns>
- private bool ReloadGrassTextures(LocalizedContentManager content, IAssetName assetName)
+ /// <param name="assetName">The asset name to update.</param>
+ /// <returns>Returns whether any references were updated.</returns>
+ private bool UpdateGrassTextures(LocalizedContentManager content, IAssetName assetName)
{
Grass[] grasses =
(
@@ -878,77 +861,9 @@ namespace StardewModdingAPI.Metadata
return false;
}
- /// <summary>Reload hair style metadata.</summary>
- /// <returns>Returns whether any assets were reloaded.</returns>
- /// <remarks>Derived from the <see cref="Farmer.GetHairStyleMetadataFile"/> and <see cref="Farmer.GetHairStyleMetadata"/>.</remarks>
- private bool ReloadHairData()
- {
- if (Farmer.hairStyleMetadataFile == null)
- return false;
-
- Farmer.hairStyleMetadataFile = null;
- Farmer.allHairStyleIndices = null;
- Farmer.hairStyleMetadata.Clear();
-
- return true;
- }
-
- /// <summary>Reload the map for a location.</summary>
- /// <param name="locationInfo">The location whose map to reload.</param>
- private void ReloadMap(LocationInfo locationInfo)
- {
- GameLocation location = locationInfo.Location;
- Vector2? playerPos = Game1.player?.Position;
-
- // reload map
- location.interiorDoors.Clear(); // prevent errors when doors try to update tiles which no longer exist
- location.reloadMap();
-
- // reload interior doors
- location.interiorDoors.Clear();
- location.interiorDoors.ResetSharedState(); // load doors from map properties
- location.interiorDoors.ResetLocalState(); // reapply door tiles
-
- // reapply map changes (after reloading doors so they apply theirs too)
- location.MakeMapModifications(force: true);
-
- // update for changes
- location.updateWarps();
- location.updateDoors();
- locationInfo.ParentBuilding?.updateInteriorWarps();
-
- // reset player position
- // The game may move the player as part of the map changes, even if they're not in that
- // location. That's not needed in this case, and it can have weird effects like players
- // warping onto the wrong tile (or even off-screen) if a patch changes the farmhouse
- // map on location change.
- if (playerPos.HasValue)
- Game1.player!.Position = playerPos.Value;
- }
-
- /// <summary>Reload the disposition data for matching NPCs.</summary>
- /// <param name="content">The content manager through which to reload the asset.</param>
- /// <param name="assetName">The asset name to reload.</param>
- /// <returns>Returns whether any NPCs were affected.</returns>
- private bool ReloadNpcDispositions(LocalizedContentManager content, IAssetName assetName)
- {
- IDictionary<string, string> data = content.Load<Dictionary<string, string>>(assetName.BaseName);
- bool changed = false;
- foreach (NPC npc in this.GetCharacters())
- {
- if (npc.isVillager() && data.ContainsKey(npc.Name))
- {
- npc.reloadData();
- changed = true;
- }
- }
-
- return changed;
- }
-
- /// <summary>Reload the sprites for matching NPCs.</summary>
- /// <param name="propagated">The asset keys which are being propagated.</param>
- private void ReloadNpcSprites(IDictionary<IAssetName, bool> propagated)
+ /// <summary>Update the sprites for matching NPCs.</summary>
+ /// <param name="propagated">The asset names being propagated.</param>
+ private void UpdateNpcSprites(IDictionary<IAssetName, bool> propagated)
{
// get NPCs
var characters =
@@ -970,9 +885,9 @@ namespace StardewModdingAPI.Metadata
}
}
- /// <summary>Reload the portraits for matching NPCs.</summary>
- /// <param name="propagated">The asset keys which are being propagated.</param>
- private void ReloadNpcPortraits(IDictionary<IAssetName, bool> propagated)
+ /// <summary>Update the portraits for matching NPCs.</summary>
+ /// <param name="propagated">The asset names being propagated.</param>
+ private void UpdateNpcPortraits(IDictionary<IAssetName, bool> propagated)
{
// get NPCs
var characters =
@@ -1009,9 +924,9 @@ namespace StardewModdingAPI.Metadata
}
}
- /// <summary>Reload the sprites for matching players.</summary>
- /// <param name="assetName">The asset name to reload.</param>
- private bool ReloadPlayerSprites(IAssetName assetName)
+ /// <summary>Update the sprites for matching players.</summary>
+ /// <param name="assetName">The asset name to update.</param>
+ private bool UpdatePlayerSprites(IAssetName assetName)
{
Farmer[] players =
(
@@ -1032,11 +947,11 @@ namespace StardewModdingAPI.Metadata
return players.Any();
}
- /// <summary>Reload suspension bridge textures.</summary>
+ /// <summary>Update suspension bridge textures.</summary>
/// <param name="content">The content manager through which to reload the asset.</param>
- /// <param name="assetName">The asset name to reload.</param>
- /// <returns>Returns whether any textures were reloaded.</returns>
- private bool ReloadSuspensionBridges(LocalizedContentManager content, IAssetName assetName)
+ /// <param name="assetName">The asset name to update.</param>
+ /// <returns>Returns whether any references were updated.</returns>
+ private bool UpdateSuspensionBridges(LocalizedContentManager content, IAssetName assetName)
{
Lazy<Texture2D> texture = new Lazy<Texture2D>(() => content.Load<Texture2D>(assetName.BaseName));
@@ -1060,12 +975,12 @@ namespace StardewModdingAPI.Metadata
return texture.IsValueCreated;
}
- /// <summary>Reload tree textures.</summary>
+ /// <summary>Update tree textures.</summary>
/// <param name="content">The content manager through which to reload the asset.</param>
- /// <param name="assetName">The asset name to reload.</param>
- /// <param name="type">The type to reload.</param>
- /// <returns>Returns whether any textures were reloaded.</returns>
- private bool ReloadTreeTextures(LocalizedContentManager content, IAssetName assetName, int type)
+ /// <param name="assetName">The asset name to update.</param>
+ /// <param name="type">The type to update.</param>
+ /// <returns>Returns whether any references were updated.</returns>
+ private bool UpdateTreeTextures(LocalizedContentManager content, IAssetName assetName, int type)
{
Tree[] trees = this.GetLocations()
.SelectMany(p => p.terrainFeatures.Values.OfType<Tree>())
@@ -1084,12 +999,42 @@ namespace StardewModdingAPI.Metadata
}
/****
- ** Reload data methods
+ ** Update data methods
****/
- /// <summary>Reload the dialogue data for matching NPCs.</summary>
- /// <param name="assetName">The asset name to reload.</param>
- /// <returns>Returns whether any assets were reloaded.</returns>
- private bool ReloadNpcDialogue(IAssetName assetName)
+ /// <summary>Update the data for matching farm animals.</summary>
+ /// <returns>Returns whether any farm animals were updated.</returns>
+ /// <remarks>Derived from the <see cref="FarmAnimal"/> constructor.</remarks>
+ private bool UpdateFarmAnimalData()
+ {
+ bool changed = false;
+ foreach (FarmAnimal animal in this.GetFarmAnimals())
+ {
+ animal.reloadData();
+ changed = true;
+ }
+
+ return changed;
+ }
+
+ /// <summary>Update hair style metadata.</summary>
+ /// <returns>Returns whether any data was updated.</returns>
+ /// <remarks>Derived from the <see cref="Farmer.GetHairStyleMetadataFile"/> and <see cref="Farmer.GetHairStyleMetadata"/>.</remarks>
+ private bool UpdateHairData()
+ {
+ if (Farmer.hairStyleMetadataFile == null)
+ return false;
+
+ Farmer.hairStyleMetadataFile = null;
+ Farmer.allHairStyleIndices = null;
+ Farmer.hairStyleMetadata.Clear();
+
+ return true;
+ }
+
+ /// <summary>Update the dialogue data for matching NPCs.</summary>
+ /// <param name="assetName">The asset name to update.</param>
+ /// <returns>Returns whether any NPCs were updated.</returns>
+ private bool UpdateNpcDialogue(IAssetName assetName)
{
// get NPCs
string name = Path.GetFileName(assetName.BaseName);
@@ -1116,10 +1061,30 @@ namespace StardewModdingAPI.Metadata
return true;
}
- /// <summary>Reload the schedules for matching NPCs.</summary>
- /// <param name="assetName">The asset name to reload.</param>
- /// <returns>Returns whether any assets were reloaded.</returns>
- private bool ReloadNpcSchedules(IAssetName assetName)
+ /// <summary>Update the disposition data for matching NPCs.</summary>
+ /// <param name="content">The content manager through which to reload the asset.</param>
+ /// <param name="assetName">The asset name to update.</param>
+ /// <returns>Returns whether any NPCs were updated.</returns>
+ private bool UpdateNpcDispositions(LocalizedContentManager content, IAssetName assetName)
+ {
+ IDictionary<string, string> data = content.Load<Dictionary<string, string>>(assetName.BaseName);
+ bool changed = false;
+ foreach (NPC npc in this.GetCharacters())
+ {
+ if (npc.isVillager() && data.ContainsKey(npc.Name))
+ {
+ npc.reloadData();
+ changed = true;
+ }
+ }
+
+ return changed;
+ }
+
+ /// <summary>Update the schedules for matching NPCs.</summary>
+ /// <param name="assetName">The asset name to update.</param>
+ /// <returns>Returns whether any NPCs were updated.</returns>
+ private bool UpdateNpcSchedules(IAssetName assetName)
{
// get NPCs
string name = Path.GetFileName(assetName.BaseName);
@@ -1150,11 +1115,11 @@ namespace StardewModdingAPI.Metadata
return true;
}
- /// <summary>Reload cached translations from the <c>Strings\StringsFromCSFiles</c> asset.</summary>
+ /// <summary>Update cached translations from the <c>Strings\StringsFromCSFiles</c> asset.</summary>
/// <param name="content">The content manager through which to reload the asset.</param>
- /// <returns>Returns whether any data was reloaded.</returns>
+ /// <returns>Returns whether any data was updated.</returns>
/// <remarks>Derived from the <see cref="Game1.TranslateFields"/>.</remarks>
- private bool ReloadStringsFromCsFiles(LocalizedContentManager content)
+ private bool UpdateStringsFromCsFiles(LocalizedContentManager content)
{
Game1.samBandName = content.LoadString("Strings/StringsFromCSFiles:Game1.cs.2156");
Game1.elliottBookName = content.LoadString("Strings/StringsFromCSFiles:Game1.cs.2157");
@@ -1172,6 +1137,42 @@ namespace StardewModdingAPI.Metadata
}
/****
+ ** Update map methods
+ ****/
+ /// <summary>Update the map for a location.</summary>
+ /// <param name="locationInfo">The location whose map to update.</param>
+ private void UpdateMap(LocationInfo locationInfo)
+ {
+ GameLocation location = locationInfo.Location;
+ Vector2? playerPos = Game1.player?.Position;
+
+ // reload map
+ location.interiorDoors.Clear(); // prevent errors when doors try to update tiles which no longer exist
+ location.reloadMap();
+
+ // reload interior doors
+ location.interiorDoors.Clear();
+ location.interiorDoors.ResetSharedState(); // load doors from map properties
+ location.interiorDoors.ResetLocalState(); // reapply door tiles
+
+ // reapply map changes (after reloading doors so they apply theirs too)
+ location.MakeMapModifications(force: true);
+
+ // update for changes
+ location.updateWarps();
+ location.updateDoors();
+ locationInfo.ParentBuilding?.updateInteriorWarps();
+
+ // reset player position
+ // The game may move the player as part of the map changes, even if they're not in that
+ // location. That's not needed in this case, and it can have weird effects like players
+ // warping onto the wrong tile (or even off-screen) if a patch changes the farmhouse
+ // map on location change.
+ if (playerPos.HasValue)
+ Game1.player!.Position = playerPos.Value;
+ }
+
+ /****
** Helpers
****/
/// <summary>Get all NPCs in the game (excluding farm animals).</summary>
@@ -1299,29 +1300,8 @@ namespace StardewModdingAPI.Metadata
}
/// <summary>Metadata about a location used in asset propagation.</summary>
- private readonly struct LocationInfo
- {
- /*********
- ** Accessors
- *********/
- /// <summary>The location instance.</summary>
- public GameLocation Location { get; }
-
- /// <summary>The building which contains the location, if any.</summary>
- public Building? ParentBuilding { get; }
-
-
- /*********
- ** Public methods
- *********/
- /// <summary>Construct an instance.</summary>
- /// <param name="location">The location instance.</param>
- /// <param name="parentBuilding">The building which contains the location, if any.</param>
- public LocationInfo(GameLocation location, Building? parentBuilding)
- {
- this.Location = location;
- this.ParentBuilding = parentBuilding;
- }
- }
+ /// <param name="Location">The location instance.</param>
+ /// <param name="ParentBuilding">The building which contains the location, if any.</param>
+ private record LocationInfo(GameLocation Location, Building? ParentBuilding);
}
}