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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.Locations;
using StardewValley.Menus;
using StardewValley.Objects;
using StardewValley.Projectiles;
using StardewValley.TerrainFeatures;
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)
{
Reflector reflection = this.Reflection;
switch (key.ToLower().Replace("/", "\\")) // normalised key so we can compare statically
{
/****
** Buildings
****/
case "buildings\\houses": // Farm
#if STARDEW_VALLEY_1_3
reflection.GetField<Texture2D>(typeof(Farm), nameof(Farm.houseTextures)).SetValue(content.Load<Texture2D>(key));
return true;
#else
{
Farm farm = Game1.getFarm();
if (farm == null)
return false;
return farm.houseTextures = content.Load<Texture2D>(key);
}
#endif
/****
** 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;
#if STARDEW_VALLEY_1_3
return Game1.player.FarmerRenderer = new FarmerRenderer(key);
#else
return Game1.player.FarmerRenderer = new FarmerRenderer(content.Load<Texture2D>(key));
#endif
case "characters\\farmer\\farmer_girl_base": // Farmer
if (Game1.player == null || Game1.player.isMale)
return false;
#if STARDEW_VALLEY_1_3
return Game1.player.FarmerRenderer = new FarmerRenderer(key);
#else
return Game1.player.FarmerRenderer = new FarmerRenderer(content.Load<Texture2D>(key));
#endif
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
****/
#if !STARDEW_VALLEY_1_3
case "tilesheets\\critters": // Criter.InitShared
return Critter.critterTexture = content.Load<Texture2D>(key);
#endif
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())
#if STARDEW_VALLEY_1_3
bird.texture = texture;
#else
bird.Texture = texture;
#endif
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()
#if STARDEW_VALLEY_1_3
reflection.GetField<Lazy<Texture2D>>(typeof(Bush), "texture").SetValue(new Lazy<Texture2D>(() => content.Load<Texture2D>(key)));
return true;
#else
return Bush.texture = content.Load<Texture2D>(key);
#endif
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, "Buildings"))
return this.ReloadBuildings(content, key);
if (this.IsInFolder(key, "Characters"))
return this.ReloadNpcSprites(content, key, monster: false);
if (this.IsInFolder(key, "Characters\\Monsters"))
return this.ReloadNpcSprites(content, key, monster: true);
if (key.StartsWith(this.GetNormalisedPath("LooseSprites\\Fence"), StringComparison.InvariantCultureIgnoreCase))
return this.ReloadFenceTextures(content, key);
if (this.IsInFolder(key, "Portraits"))
return this.ReloadNpcPortraits(content, key);
return false;
}
/*********
** Private methods
*********/
/****
** Reload methods
****/
/// <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 == type)
.ToArray();
// reload buildings
if (buildings.Any())
{
Lazy<Texture2D> texture = new Lazy<Texture2D>(() => content.Load<Texture2D>(key));
foreach (Building building in buildings)
#if STARDEW_VALLEY_1_3
building.texture = texture;
#else
building.texture = texture.Value;
#endif
return true;
}
return false;
}
/// <summary>Reload the sprites for a fence type.</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 ReloadFenceTextures(LocalizedContentManager content, 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 fenceType == 1
? fence.isGate
: fence.whichType == fenceType
select fence
)
.ToArray();
// update fence textures
foreach (Fence fence in fences)
fence.reloadSprite();
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>
/// <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)
#if STARDEW_VALLEY_1_3
this.Reflection.GetField<Texture2D>(character.Sprite, "spriteTexture").SetValue(texture);
#else
character.Sprite.Texture = texture;
#endif
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>
/// <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 == type)
.ToArray();
if (trees.Any())
{
Lazy<Texture2D> texture = new Lazy<Texture2D>(() => content.Load<Texture2D>(key));
foreach (Tree tree in trees)
#if STARDEW_VALLEY_1_3
this.Reflection.GetField<Lazy<Texture2D>>(tree, "texture").SetValue(texture);
#else
this.Reflection.GetField<Texture2D>(tree, "texture").SetValue(texture.Value);
#endif
return true;
}
return false;
}
/****
** Helpers
****/
/// <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>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
key.StartsWith(this.GetNormalisedPath($"{folder}\\"), StringComparison.InvariantCultureIgnoreCase)
&& (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;
}
}
}
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