using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework.Graphics; using StardewModdingAPI.Framework; using StardewValley; using StardewValley.BellsAndWhistles; using StardewValley.Buildings; using StardewValley.Locations; using StardewValley.Objects; using StardewValley.Projectiles; using StardewValley.TerrainFeatures; namespace StardewModdingAPI.Metadata { /// Provides metadata about core assets in the game. internal class CoreAssets { /********* ** Properties *********/ /// Normalises an asset key to match the cache key. protected readonly Func GetNormalisedPath; /// Setters which update static or singleton texture fields indexed by normalised asset key. private readonly IDictionary> SingletonSetters; /********* ** Public methods *********/ /// Initialise the core asset data. /// Normalises an asset key to match the cache key. public CoreAssets(Func getNormalisedPath) { this.GetNormalisedPath = getNormalisedPath; this.SingletonSetters = new Dictionary> { // from CraftingRecipe.InitShared ["Data\\CraftingRecipes"] = (content, key) => CraftingRecipe.craftingRecipes = content.Load>(key), ["Data\\CookingRecipes"] = (content, key) => CraftingRecipe.cookingRecipes = content.Load>(key), // from Game1.loadContent ["LooseSprites\\daybg"] = (content, key) => Game1.daybg = content.Load(key), ["LooseSprites\\nightbg"] = (content, key) => Game1.nightbg = content.Load(key), ["Maps\\MenuTiles"] = (content, key) => Game1.menuTexture = content.Load(key), ["LooseSprites\\Lighting\\lantern"] = (content, key) => Game1.lantern = content.Load(key), ["LooseSprites\\Lighting\\windowLight"] = (content, key) => Game1.windowLight = content.Load(key), ["LooseSprites\\Lighting\\sconceLight"] = (content, key) => Game1.sconceLight = content.Load(key), ["LooseSprites\\Lighting\\greenLight"] = (content, key) => Game1.cauldronLight = content.Load(key), ["LooseSprites\\Lighting\\indoorWindowLight"] = (content, key) => Game1.indoorWindowLight = content.Load(key), ["LooseSprites\\shadow"] = (content, key) => Game1.shadowTexture = content.Load(key), ["LooseSprites\\Cursors"] = (content, key) => Game1.mouseCursors = content.Load(key), ["LooseSprites\\ControllerMaps"] = (content, key) => Game1.controllerMaps = content.Load(key), ["TileSheets\\animations"] = (content, key) => Game1.animations = content.Load(key), ["Data\\Achievements"] = (content, key) => Game1.achievements = content.Load>(key), ["Data\\NPCGiftTastes"] = (content, key) => Game1.NPCGiftTastes = content.Load>(key), ["Fonts\\SpriteFont1"] = (content, key) => Game1.dialogueFont = content.Load(key), ["Fonts\\SmallFont"] = (content, key) => Game1.smallFont = content.Load(key), ["Fonts\\tinyFont"] = (content, key) => Game1.tinyFont = content.Load(key), ["Fonts\\tinyFontBorder"] = (content, key) => Game1.tinyFontBorder = content.Load(key), ["Maps\\springobjects"] = (content, key) => Game1.objectSpriteSheet = content.Load(key), ["TileSheets\\crops"] = (content, key) => Game1.cropSpriteSheet = content.Load(key), ["TileSheets\\emotes"] = (content, key) => Game1.emoteSpriteSheet = content.Load(key), ["TileSheets\\debris"] = (content, key) => Game1.debrisSpriteSheet = content.Load(key), ["TileSheets\\Craftables"] = (content, key) => Game1.bigCraftableSpriteSheet = content.Load(key), ["TileSheets\\rain"] = (content, key) => Game1.rainTexture = content.Load(key), ["TileSheets\\BuffsIcons"] = (content, key) => Game1.buffsIcons = content.Load(key), ["Data\\ObjectInformation"] = (content, key) => Game1.objectInformation = content.Load>(key), ["Data\\BigCraftablesInformation"] = (content, key) => Game1.bigCraftablesInformation = content.Load>(key), ["Characters\\Farmer\\hairstyles"] = (content, key) => FarmerRenderer.hairStylesTexture = content.Load(key), ["Characters\\Farmer\\shirts"] = (content, key) => FarmerRenderer.shirtsTexture = content.Load(key), ["Characters\\Farmer\\hats"] = (content, key) => FarmerRenderer.hatsTexture = content.Load(key), ["Characters\\Farmer\\accessories"] = (content, key) => FarmerRenderer.accessoriesTexture = content.Load(key), ["TileSheets\\furniture"] = (content, key) => Furniture.furnitureTexture = content.Load(key), ["LooseSprites\\font_bold"] = (content, key) => SpriteText.spriteTexture = content.Load(key), ["LooseSprites\\font_colored"] = (content, key) => SpriteText.coloredTexture = content.Load(key), ["TileSheets\\weapons"] = (content, key) => Tool.weaponsTexture = content.Load(key), ["TileSheets\\Projectiles"] = (content, key) => Projectile.projectileSheet = content.Load(key), // from Game1.ResetToolSpriteSheet ["TileSheets\\tools"] = (content, key) => Game1.ResetToolSpriteSheet(), // from Bush ["TileSheets\\bushes"] = (content, key) => Bush.texture = content.Load(key), // from Critter ["TileSheets\\critters"] = (content, key) => Critter.critterTexture = content.Load(key), // from Farm ["Buildings\\houses"] = (content, key) => { Farm farm = Game1.getFarm(); if (farm != null) farm.houseTextures = content.Load(key); }, // from Farmer ["Characters\\Farmer\\farmer_base"] = (content, key) => { if (Game1.player != null && Game1.player.isMale) Game1.player.FarmerRenderer = new FarmerRenderer(content.Load(key)); }, ["Characters\\Farmer\\farmer_girl_base"] = (content, key) => { if (Game1.player != null && !Game1.player.isMale) Game1.player.FarmerRenderer = new FarmerRenderer(content.Load(key)); }, // from Flooring ["TerrainFeatures\\Flooring"] = (content, key) => Flooring.floorsTexture = content.Load(key), // from FruitTree ["TileSheets\\fruitTrees"] = (content, key) => FruitTree.texture = content.Load(key), // from HoeDirt ["TerrainFeatures\\hoeDirt"] = (content, key) => HoeDirt.lightTexture = content.Load(key), ["TerrainFeatures\\hoeDirtDark"] = (content, key) => HoeDirt.darkTexture = content.Load(key), ["TerrainFeatures\\hoeDirtSnow"] = (content, key) => HoeDirt.snowTexture = content.Load(key), // from Wallpaper ["Maps\\walls_and_floors"] = (content, key) => Wallpaper.wallpaperTexture = content.Load(key) } .ToDictionary(p => getNormalisedPath(p.Key), p => p.Value); } /// Reload one of the game's core assets (if applicable). /// The content manager through which to reload the asset. /// The asset key to reload. /// Returns whether an asset was reloaded. public bool ReloadForKey(SContentManager content, string key) { // static assets if (this.SingletonSetters.TryGetValue(key, out Action reload)) { reload(content, key); return true; } // building textures if (key.StartsWith(this.GetNormalisedPath("Buildings\\"))) { Building[] buildings = this.GetAllBuildings().Where(p => key == this.GetNormalisedPath($"Buildings\\{p.buildingType}")).ToArray(); if (buildings.Any()) { Texture2D texture = content.Load(key); foreach (Building building in buildings) building.texture = texture; return true; } return false; } return false; } /********* ** Private methods *********/ /// Get all player-constructed buildings in the world. private IEnumerable GetAllBuildings() { return Game1.locations .OfType() .SelectMany(p => p.buildings); } } }