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; using xTile.Tiles; 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) { /**** ** Special case: current map tilesheet ** We only need to do this for the current location, since tilesheets are reloaded when you enter a location. ** Just in case, we should still propagate by key even if a tilesheet is matched. ****/ if (Game1.currentLocation?.map?.TileSheets != null) { foreach (TileSheet tilesheet in Game1.currentLocation.map.TileSheets) { if (this.GetNormalisedPath(tilesheet.ImageSource) == key) Game1.mapDisplayDevice.LoadTileSheet(tilesheet); } } /**** ** Propagate by 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 reflection.GetField<Texture2D>(typeof(Farm), nameof(Farm.houseTextures)).SetValue(content.Load<Texture2D>(key)); return true; /**** ** 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; return Game1.player.FarmerRenderer = new FarmerRenderer(key); case "characters\\farmer\\farmer_girl_base": // Farmer if (Game1.player == null || Game1.player.IsMale) return false; return Game1.player.FarmerRenderer = new FarmerRenderer(key); 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 ****/ 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()) bird.texture = texture; 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() reflection.GetField<Lazy<Texture2D>>(typeof(Bush), "texture").SetValue(new Lazy<Texture2D>(() => content.Load<Texture2D>(key))); return true; 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") || this.IsInFolder(key, "Characters\\Monsters")) return this.ReloadNpcSprites(content, key); if (this.KeyStartsWith(key, "LooseSprites\\Fence")) return this.ReloadFenceTextures(key); if (this.IsInFolder(key, "Portraits")) return this.ReloadNpcPortraits(content, key); // dynamic data if (this.IsInFolder(key, "Characters\\Dialogue")) return this.ReloadNpcDialogue(key); if (this.IsInFolder(key, "Characters\\schedules")) return this.ReloadNpcSchedules(key); return false; } /********* ** Private methods *********/ /**** ** Reload texture 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.Value < animal.ageWhenMature.Value ? $"Baby{(animal.type.Value == "Duck" ? "White Chicken" : animal.type.Value)}" : animal.type.Value; if (animal.showDifferentTextureWhenReadyForHarvest.Value && animal.currentProduce.Value <= 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.Value == type) .ToArray(); // reload buildings if (buildings.Any()) { Lazy<Texture2D> texture = new Lazy<Texture2D>(() => content.Load<Texture2D>(key)); foreach (Building building in buildings) building.texture = texture; return true; } return false; } /// <summary>Reload the sprites for a fence type.</summary> /// <param name="key">The asset key to reload.</param> /// <returns>Returns whether any textures were reloaded.</returns> private bool ReloadFenceTextures(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 fence.whichType.Value == fenceType || (fence.isGate.Value && fenceType == 1) // gates are hardcoded to draw fence type 1 select fence ) .ToArray(); // update fence textures foreach (Fence fence in fences) this.Reflection.GetField<Lazy<Texture2D>>(fence, "fenceTexture").SetValue(new Lazy<Texture2D>(fence.loadFenceTexture)); 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> /// <returns>Returns whether any textures were reloaded.</returns> private bool ReloadNpcSprites(LocalizedContentManager content, string key) { // get NPCs NPC[] characters = this.GetCharacters() .Where(npc => this.GetNormalisedPath(npc.Sprite.textureName.Value) == key) .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 NPC[] villagers = this.GetCharacters() .Where(npc => npc.isVillager() && this.GetNormalisedPath($"Portraits\\{this.Reflection.GetMethod(npc, "getTextureName").Invoke<string>()}") == key) .ToArray(); if (!villagers.Any()) return false; // update portrait Texture2D texture = content.Load<Texture2D>(key); foreach (NPC villager in villagers) { villager.resetPortrait(); 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.Value == type) .ToArray(); if (trees.Any()) { Lazy<Texture2D> texture = new Lazy<Texture2D>(() => content.Load<Texture2D>(key)); foreach (Tree tree in trees) this.Reflection.GetField<Lazy<Texture2D>>(tree, "texture").SetValue(texture); return true; } return false; } /**** ** Reload data methods ****/ /// <summary>Reload the dialogue data for matching NPCs.</summary> /// <param name="key">The asset key to reload.</param> /// <returns>Returns whether any assets were reloaded.</returns> private bool ReloadNpcDialogue(string key) { // get NPCs string name = Path.GetFileName(key); NPC[] villagers = this.GetCharacters().Where(npc => npc.Name == name && npc.isVillager()).ToArray(); if (!villagers.Any()) return false; // update dialogue foreach (NPC villager in villagers) villager.resetSeasonalDialogue(); // doesn't only affect seasonal dialogue return true; } /// <summary>Reload the schedules for matching NPCs.</summary> /// <param name="key">The asset key to reload.</param> /// <returns>Returns whether any assets were reloaded.</returns> private bool ReloadNpcSchedules(string key) { // get NPCs string name = Path.GetFileName(key); NPC[] villagers = this.GetCharacters().Where(npc => npc.Name == name && npc.isVillager()).ToArray(); if (!villagers.Any()) return false; // update schedule foreach (NPC villager in villagers) { // reload schedule villager.Schedule = villager.getSchedule(Game1.dayOfMonth); // switch to new schedule if needed int lastScheduleTime = villager.Schedule.Keys.Where(p => p <= Game1.timeOfDay).OrderByDescending(p => p).FirstOrDefault(); if (lastScheduleTime != 0) { this.Reflection.GetField<int>(villager, "scheduleTimeToTry").SetValue(this.Reflection.GetField<int>(typeof(NPC), "NO_TRY").GetValue()); // use time that's passed in to checkSchedule villager.checkSchedule(lastScheduleTime); } } return true; } /**** ** 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) { this.Reflection.GetField<Texture2D>(sprite, "spriteTexture").SetValue(texture); } /// <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) { GameLocation indoors = building.indoors.Value; if (indoors != null) yield return indoors; } } } } /// <summary>Get whether a key starts with a substring after the substring is normalised.</summary> /// <param name="key">The key to check.</param> /// <param name="rawSubstring">The substring to normalise and find.</param> private bool KeyStartsWith(string key, string rawSubstring) { return key.StartsWith(this.GetNormalisedPath(rawSubstring), StringComparison.InvariantCultureIgnoreCase); } /// <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 this.KeyStartsWith(key, $"{folder}\\") && (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; } } }