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-rw-r--r--src/SMAPI/Metadata/CoreAssetPropagator.cs122
1 files changed, 115 insertions, 7 deletions
diff --git a/src/SMAPI/Metadata/CoreAssetPropagator.cs b/src/SMAPI/Metadata/CoreAssetPropagator.cs
index 21aaeb6c..4a1d6097 100644
--- a/src/SMAPI/Metadata/CoreAssetPropagator.cs
+++ b/src/SMAPI/Metadata/CoreAssetPropagator.cs
@@ -323,12 +323,18 @@ namespace StardewModdingAPI.Metadata
return this.ReloadTreeTextures(content, key, Tree.pineTree);
}
- // building textures
+ // dynamic textures
if (key.StartsWith(this.GetNormalisedPath("Buildings\\"), StringComparison.InvariantCultureIgnoreCase))
- {
- string type = Path.GetFileName(key);
- return this.ReloadBuildings(content, key, type);
- }
+ return this.ReloadBuildings(content, key);
+
+ if (key.StartsWith(this.GetNormalisedPath("Characters\\")) && this.CountSegments(key) == 2) // ignore Characters/Dialogue/*, etc
+ return this.ReloadNpcSprites(content, key, monster: false);
+
+ if (key.StartsWith(this.GetNormalisedPath("Characters\\Monsters\\")))
+ return this.ReloadNpcSprites(content, key, monster: true);
+
+ if (key.StartsWith(this.GetNormalisedPath("Portraits\\")))
+ return this.ReloadNpcPortraits(content, key);
return false;
}
@@ -340,16 +346,18 @@ namespace StardewModdingAPI.Metadata
/// <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>
- /// <param name="type">The type to reload.</param>
/// <returns>Returns whether any textures were reloaded.</returns>
- private bool ReloadBuildings(LocalizedContentManager content, string key, string type)
+ 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));
@@ -364,6 +372,61 @@ namespace StardewModdingAPI.Metadata
return false;
}
+ /// <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 =
+ (
+ from location in this.GetLocations()
+ from npc in location.characters
+ where npc.name == name && npc.IsMonster == monster
+ select npc
+ )
+ .Distinct()
+ .ToArray();
+ if (!characters.Any())
+ return false;
+
+ // update portrait
+ Texture2D texture = content.Load<Texture2D>(key);
+ foreach (NPC character in characters)
+ character.Sprite.Texture = 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 =
+ (
+ from location in this.GetLocations()
+ from npc in location.characters
+ where npc.name == name && npc.isVillager()
+ select npc
+ )
+ .Distinct()
+ .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>
@@ -390,5 +453,50 @@ namespace StardewModdingAPI.Metadata
return false;
}
+
+ /// <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 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>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)
+ {
+ if (path == null)
+ return 0;
+ return path.Split(Path.DirectorySeparatorChar, Path.AltDirectorySeparatorChar).Length;
+ }
}
}