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#nullable disable
using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using StardewModdingAPI.Toolkit.Utilities;
using StardewValley;
using xTile;
using xTile.Layers;
using xTile.Tiles;
namespace StardewModdingAPI.Framework.Content
{
/// <summary>Encapsulates access and changes to image content being read from a data file.</summary>
internal class AssetDataForMap : AssetData<Map>, IAssetDataForMap
{
/*********
** Public methods
*********/
/// <summary>Construct an instance.</summary>
/// <param name="locale">The content's locale code, if the content is localized.</param>
/// <param name="assetName">The asset name being read.</param>
/// <param name="data">The content data being read.</param>
/// <param name="getNormalizedPath">Normalizes an asset key to match the cache key.</param>
/// <param name="onDataReplaced">A callback to invoke when the data is replaced (if any).</param>
public AssetDataForMap(string locale, IAssetName assetName, Map data, Func<string, string> getNormalizedPath, Action<Map> onDataReplaced)
: base(locale, assetName, data, getNormalizedPath, onDataReplaced) { }
/// <inheritdoc />
/// <remarks>Derived from <see cref="GameLocation.ApplyMapOverride(Map,string,Rectangle?,Rectangle?)"/> with a few changes:
/// - can be applied directly to the maps when loading, before the location is created;
/// - added support for patch modes (overlay, replace by layer, or fully replace);
/// - added disambiguation if source has a modified version of the same tilesheet, instead of copying tiles into the target tilesheet;
/// - fixed copying tilesheets (avoid "The specified TileSheet was not created for use with this map" error);
/// - fixed tilesheets not added at the end (via z_ prefix), which can cause crashes in game code which depends on hardcoded tilesheet indexes;
/// - fixed issue where different tilesheets are linked by ID.
/// </remarks>
public void PatchMap(Map source, Rectangle? sourceArea = null, Rectangle? targetArea = null, PatchMapMode patchMode = PatchMapMode.Overlay)
{
Map target = this.Data;
// get areas
{
Rectangle sourceBounds = this.GetMapArea(source);
Rectangle targetBounds = this.GetMapArea(target);
sourceArea ??= new Rectangle(0, 0, sourceBounds.Width, sourceBounds.Height);
targetArea ??= new Rectangle(0, 0, Math.Min(sourceArea.Value.Width, targetBounds.Width), Math.Min(sourceArea.Value.Height, targetBounds.Height));
// validate
if (sourceArea.Value.X < 0 || sourceArea.Value.Y < 0 || sourceArea.Value.Right > sourceBounds.Width || sourceArea.Value.Bottom > sourceBounds.Height)
throw new ArgumentOutOfRangeException(nameof(sourceArea), $"The source area ({sourceArea}) is outside the bounds of the source map ({sourceBounds}).");
if (targetArea.Value.X < 0 || targetArea.Value.Y < 0 || targetArea.Value.Right > targetBounds.Width || targetArea.Value.Bottom > targetBounds.Height)
throw new ArgumentOutOfRangeException(nameof(targetArea), $"The target area ({targetArea}) is outside the bounds of the target map ({targetBounds}).");
if (sourceArea.Value.Width != targetArea.Value.Width || sourceArea.Value.Height != targetArea.Value.Height)
throw new InvalidOperationException($"The source area ({sourceArea}) and target area ({targetArea}) must be the same size.");
}
// apply tilesheets
IDictionary<TileSheet, TileSheet> tilesheetMap = new Dictionary<TileSheet, TileSheet>();
foreach (TileSheet sourceSheet in source.TileSheets)
{
// copy tilesheets
TileSheet targetSheet = target.GetTileSheet(sourceSheet.Id);
if (targetSheet == null || this.NormalizeTilesheetPathForComparison(targetSheet.ImageSource) != this.NormalizeTilesheetPathForComparison(sourceSheet.ImageSource))
{
// change ID if needed so new tilesheets are added after vanilla ones (to avoid errors in hardcoded game logic)
string id = sourceSheet.Id;
if (!id.StartsWith("z_", StringComparison.OrdinalIgnoreCase))
id = $"z_{id}";
// change ID if it conflicts with an existing tilesheet
if (target.GetTileSheet(id) != null)
{
int disambiguator = Enumerable.Range(2, int.MaxValue - 1).First(p => target.GetTileSheet($"{id}_{p}") == null);
id = $"{id}_{disambiguator}";
}
// add tilesheet
targetSheet = new TileSheet(id, target, sourceSheet.ImageSource, sourceSheet.SheetSize, sourceSheet.TileSize);
for (int i = 0, tileCount = sourceSheet.TileCount; i < tileCount; ++i)
targetSheet.TileIndexProperties[i].CopyFrom(sourceSheet.TileIndexProperties[i]);
target.AddTileSheet(targetSheet);
}
tilesheetMap[sourceSheet] = targetSheet;
}
// get target layers
IDictionary<Layer, Layer> sourceToTargetLayers = source.Layers.ToDictionary(p => p, p => target.GetLayer(p.Id));
HashSet<Layer> orphanedTargetLayers = new HashSet<Layer>(target.Layers.Except(sourceToTargetLayers.Values));
// apply tiles
bool replaceAll = patchMode == PatchMapMode.Replace;
bool replaceByLayer = patchMode == PatchMapMode.ReplaceByLayer;
for (int x = 0; x < sourceArea.Value.Width; x++)
{
for (int y = 0; y < sourceArea.Value.Height; y++)
{
// calculate tile positions
Point sourcePos = new(sourceArea.Value.X + x, sourceArea.Value.Y + y);
Point targetPos = new(targetArea.Value.X + x, targetArea.Value.Y + y);
// replace tiles on target-only layers
if (replaceAll)
{
foreach (Layer targetLayer in orphanedTargetLayers)
targetLayer.Tiles[targetPos.X, targetPos.Y] = null;
}
// merge layers
foreach (Layer sourceLayer in source.Layers)
{
// get layer
Layer targetLayer = sourceToTargetLayers[sourceLayer];
if (targetLayer == null)
{
target.AddLayer(targetLayer = new Layer(sourceLayer.Id, target, target.Layers[0].LayerSize, Layer.m_tileSize));
sourceToTargetLayers[sourceLayer] = target.GetLayer(sourceLayer.Id);
}
// copy layer properties
targetLayer.Properties.CopyFrom(sourceLayer.Properties);
// create new tile
Tile sourceTile = sourceLayer.Tiles[sourcePos.X, sourcePos.Y];
Tile newTile = sourceTile != null
? this.CreateTile(sourceTile, targetLayer, tilesheetMap[sourceTile.TileSheet])
: null;
newTile?.Properties.CopyFrom(sourceTile.Properties);
// replace tile
if (newTile != null || replaceByLayer || replaceAll)
targetLayer.Tiles[targetPos.X, targetPos.Y] = newTile;
}
}
}
}
/*********
** Private methods
*********/
/// <summary>Create a new tile for the target map.</summary>
/// <param name="sourceTile">The source tile to copy.</param>
/// <param name="targetLayer">The target layer.</param>
/// <param name="targetSheet">The target tilesheet.</param>
private Tile CreateTile(Tile sourceTile, Layer targetLayer, TileSheet targetSheet)
{
switch (sourceTile)
{
case StaticTile:
return new StaticTile(targetLayer, targetSheet, sourceTile.BlendMode, sourceTile.TileIndex);
case AnimatedTile animatedTile:
{
StaticTile[] tileFrames = new StaticTile[animatedTile.TileFrames.Length];
for (int frame = 0; frame < animatedTile.TileFrames.Length; ++frame)
{
StaticTile frameTile = animatedTile.TileFrames[frame];
tileFrames[frame] = new StaticTile(targetLayer, targetSheet, frameTile.BlendMode, frameTile.TileIndex);
}
return new AnimatedTile(targetLayer, tileFrames, animatedTile.FrameInterval);
}
default: // null or unhandled type
return null;
}
}
/// <summary>Normalize a map tilesheet path for comparison. This value should *not* be used as the actual tilesheet path.</summary>
/// <param name="path">The path to normalize.</param>
private string NormalizeTilesheetPathForComparison(string path)
{
if (string.IsNullOrWhiteSpace(path))
return string.Empty;
path = PathUtilities.NormalizeAssetName(path);
if (path.StartsWith($"Maps{PathUtilities.PreferredAssetSeparator}", StringComparison.OrdinalIgnoreCase))
path = path.Substring($"Maps{PathUtilities.PreferredAssetSeparator}".Length);
if (path.EndsWith(".png", StringComparison.OrdinalIgnoreCase))
path = path.Substring(0, path.Length - 4);
return path;
}
/// <summary>Get a rectangle which encompasses all layers for a map.</summary>
/// <param name="map">The map to check.</param>
private Rectangle GetMapArea(Map map)
{
// get max map size
int maxWidth = 0;
int maxHeight = 0;
foreach (Layer layer in map.Layers)
{
if (layer.LayerWidth > maxWidth)
maxWidth = layer.LayerWidth;
if (layer.LayerHeight > maxHeight)
maxHeight = layer.LayerHeight;
}
return new Rectangle(0, 0, maxWidth, maxHeight);
}
}
}
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