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path: root/src/SMAPI/Metadata/CoreAssetPropagator.cs
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using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using Microsoft.Xna.Framework.Graphics;
using Netcode;
using StardewModdingAPI.Framework.Reflection;
using StardewModdingAPI.Toolkit.Utilities;
using StardewValley;
using StardewValley.BellsAndWhistles;
using StardewValley.Buildings;
using StardewValley.Characters;
using StardewValley.GameData.Movies;
using StardewValley.Locations;
using StardewValley.Menus;
using StardewValley.Network;
using StardewValley.Objects;
using StardewValley.Projectiles;
using StardewValley.TerrainFeatures;
using xTile;
using xTile.Tiles;

namespace StardewModdingAPI.Metadata
{
    /// <summary>Propagates changes to core assets to the game state.</summary>
    internal class CoreAssetPropagator
    {
        /*********
        ** Fields
        *********/
        /// <summary>Normalizes an asset key to match the cache key and assert that it's valid.</summary>
        private readonly Func<string, string> AssertAndNormalizeAssetName;

        /// <summary>Simplifies access to private game code.</summary>
        private readonly Reflector Reflection;

        /// <summary>Optimized bucket categories for batch reloading assets.</summary>
        private enum AssetBucket
        {
            /// <summary>NPC overworld sprites.</summary>
            Sprite,

            /// <summary>Villager dialogue portraits.</summary>
            Portrait,

            /// <summary>Any other asset.</summary>
            Other
        };


        /*********
        ** Public methods
        *********/
        /// <summary>Initialize the core asset data.</summary>
        /// <param name="assertAndNormalizeAssetName">Normalizes an asset key to match the cache key and assert that it's valid.</param>
        /// <param name="reflection">Simplifies access to private code.</param>
        public CoreAssetPropagator(Func<string, string> assertAndNormalizeAssetName, Reflector reflection)
        {
            this.AssertAndNormalizeAssetName = assertAndNormalizeAssetName;
            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="assets">The asset keys and types to reload.</param>
        /// <returns>Returns a lookup of asset names to whether they've been propagated.</returns>
        public IDictionary<string, bool> Propagate(LocalizedContentManager content, IDictionary<string, Type> assets)
        {
            // group into optimized lists
            var buckets = assets.GroupBy(p =>
            {
                if (this.IsInFolder(p.Key, "Characters") || this.IsInFolder(p.Key, "Characters\\Monsters"))
                    return AssetBucket.Sprite;

                if (this.IsInFolder(p.Key, "Portraits"))
                    return AssetBucket.Portrait;

                return AssetBucket.Other;
            });

            // reload assets
            IDictionary<string, bool> propagated = assets.ToDictionary(p => p.Key, p => false, StringComparer.OrdinalIgnoreCase);
            foreach (var bucket in buckets)
            {
                switch (bucket.Key)
                {
                    case AssetBucket.Sprite:
                        this.ReloadNpcSprites(content, bucket.Select(p => p.Key), propagated);
                        break;

                    case AssetBucket.Portrait:
                        this.ReloadNpcPortraits(content, bucket.Select(p => p.Key), propagated);
                        break;

                    default:
                        foreach (var entry in bucket)
                            propagated[entry.Key] = this.PropagateOther(content, entry.Key, entry.Value);
                        break;
                }
            }
            return propagated;
        }


        /*********
        ** 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>
        /// <param name="type">The asset type to reload.</param>
        /// <returns>Returns whether an asset was loaded. The return value may be true or false, or a non-null value for true.</returns>
        private bool PropagateOther(LocalizedContentManager content, string key, Type type)
        {
            key = this.AssertAndNormalizeAssetName(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.NormalizeAssetNameIgnoringEmpty(tilesheet.ImageSource) == key)
                        Game1.mapDisplayDevice.LoadTileSheet(tilesheet);
                }
            }

            /****
            ** Propagate map changes
            ****/
            if (type == typeof(Map))
            {
                bool anyChanged = false;
                foreach (GameLocation location in this.GetLocations())
                {
                    if (!string.IsNullOrWhiteSpace(location.mapPath.Value) && this.NormalizeAssetNameIgnoringEmpty(location.mapPath.Value) == key)
                    {
                        // reset patch caches
                        switch (location)
                        {
                            case Town _:
                                this.Reflection.GetField<bool>(location, "ccRefurbished").SetValue(false);
                                this.Reflection.GetField<bool>(location, "isShowingDestroyedJoja").SetValue(false);
                                this.Reflection.GetField<bool>(location, "isShowingUpgradedPamHouse").SetValue(false);
                                break;

                            case Beach _:
                            case BeachNightMarket _:
                            case Forest _:
                                this.Reflection.GetField<bool>(location, "hasShownCCUpgrade").SetValue(false);
                                break;
                        }

                        // general updates
                        location.reloadMap();
                        location.updateSeasonalTileSheets();
                        location.updateWarps();

                        // update interior doors
                        location.interiorDoors.Clear();
                        foreach (var entry in new InteriorDoorDictionary(location))
                            location.interiorDoors.Add(entry);

                        // update doors
                        location.doors.Clear();
                        location.updateDoors();

                        anyChanged = true;
                    }
                }
                return anyChanged;
            }

            /****
            ** Propagate by key
            ****/
            Reflector reflection = this.Reflection;
            switch (key.ToLower().Replace("/", "\\")) // normalized key so we can compare statically
            {
                /****
                ** Animals
                ****/
                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
                    FarmerRenderer.accessoriesTexture = content.Load<Texture2D>(key);
                    return true;

                case "characters\\farmer\\farmer_base": // Farmer
                case "characters\\farmer\\farmer_base_bald":
                case "characters\\farmer\\farmer_girl_base":
                case "characters\\farmer\\farmer_girl_base_bald":
                    return this.ReloadPlayerSprites(key);

                case "characters\\farmer\\hairstyles": // Game1.LoadContent
                    FarmerRenderer.hairStylesTexture = content.Load<Texture2D>(key);
                    return true;

                case "characters\\farmer\\hats": // Game1.LoadContent
                    FarmerRenderer.hatsTexture = content.Load<Texture2D>(key);
                    return true;

                case "characters\\farmer\\pants": // Game1.LoadContent
                    FarmerRenderer.pantsTexture = content.Load<Texture2D>(key);
                    return true;

                case "characters\\farmer\\shirts": // Game1.LoadContent
                    FarmerRenderer.shirtsTexture = content.Load<Texture2D>(key);
                    return true;

                /****
                ** Content\Data
                ****/
                case "data\\achievements": // Game1.LoadContent
                    Game1.achievements = content.Load<Dictionary<int, string>>(key);
                    return true;

                case "data\\bigcraftablesinformation": // Game1.LoadContent
                    Game1.bigCraftablesInformation = content.Load<Dictionary<int, string>>(key);
                    return true;

                case "data\\bundles": // NetWorldState constructor
                    {
                        var bundles = this.Reflection.GetField<NetBundles>(Game1.netWorldState.Value, "bundles").GetValue();
                        var rewards = this.Reflection.GetField<NetIntDictionary<bool, NetBool>>(Game1.netWorldState.Value, "bundleRewards").GetValue();
                        foreach (var pair in content.Load<Dictionary<string, string>>(key))
                        {
                            int bundleKey = int.Parse(pair.Key.Split('/')[1]);
                            int rewardsCount = pair.Value.Split('/')[2].Split(' ').Length;

                            // add bundles
                            if (!bundles.TryGetValue(bundleKey, out bool[] values) || values.Length < rewardsCount)
                            {
                                values ??= new bool[0];

                                bundles.Remove(bundleKey);
                                bundles[bundleKey] = values.Concat(Enumerable.Repeat(false, rewardsCount - values.Length)).ToArray();
                            }

                            // add bundle rewards
                            if (!rewards.ContainsKey(bundleKey))
                                rewards[bundleKey] = false;
                        }
                    }
                    break;

                case "data\\clothinginformation": // Game1.LoadContent
                    Game1.clothingInformation = content.Load<Dictionary<int, string>>(key);
                    return true;

                case "data\\concessiontastes": // MovieTheater.GetConcessionTasteForCharacter
                    this.Reflection
                        .GetField<List<ConcessionTaste>>(typeof(MovieTheater), "_concessionTastes")
                        .SetValue(content.Load<List<ConcessionTaste>>(key));
                    return true;

                case "data\\cookingrecipes": // CraftingRecipe.InitShared
                    CraftingRecipe.cookingRecipes = content.Load<Dictionary<string, string>>(key);
                    return true;

                case "data\\craftingrecipes": // CraftingRecipe.InitShared
                    CraftingRecipe.craftingRecipes = content.Load<Dictionary<string, string>>(key);
                    return true;

                case "data\\farmanimals": // FarmAnimal constructor
                    return this.ReloadFarmAnimalData();

                case "data\\hairdata": // Farmer.GetHairStyleMetadataFile
                    return this.ReloadHairData();

                case "data\\moviesreactions": // MovieTheater.GetMovieReactions
                    this.Reflection
                        .GetField<List<MovieCharacterReaction>>(typeof(MovieTheater), "_genericReactions")
                        .SetValue(content.Load<List<MovieCharacterReaction>>(key));
                    return true;

                case "data\\movies": // MovieTheater.GetMovieData
                    this.Reflection
                        .GetField<Dictionary<string, MovieData>>(typeof(MovieTheater), "_movieData")
                        .SetValue(content.Load<Dictionary<string, MovieData>>(key));
                    return true;

                case "data\\npcdispositions": // NPC constructor
                    return this.ReloadNpcDispositions(content, key);

                case "data\\npcgifttastes": // Game1.LoadContent
                    Game1.NPCGiftTastes = content.Load<Dictionary<string, string>>(key);
                    return true;

                case "data\\objectcontexttags": // Game1.LoadContent
                    Game1.objectContextTags = content.Load<Dictionary<string, string>>(key);
                    return true;

                case "data\\objectinformation": // Game1.LoadContent
                    Game1.objectInformation = content.Load<Dictionary<int, string>>(key);
                    return true;

                /****
                ** Content\Fonts
                ****/
                case "fonts\\spritefont1": // Game1.LoadContent
                    Game1.dialogueFont = content.Load<SpriteFont>(key);
                    return true;

                case "fonts\\smallfont": // Game1.LoadContent
                    Game1.smallFont = content.Load<SpriteFont>(key);
                    return true;

                case "fonts\\tinyfont": // Game1.LoadContent
                    Game1.tinyFont = content.Load<SpriteFont>(key);
                    return true;

                case "fonts\\tinyfontborder": // Game1.LoadContent
                    Game1.tinyFontBorder = content.Load<SpriteFont>(key);
                    return true;

                /****
                ** Content\LooseSprites\Lighting
                ****/
                case "loosesprites\\lighting\\greenlight": // Game1.LoadContent
                    Game1.cauldronLight = content.Load<Texture2D>(key);
                    return true;

                case "loosesprites\\lighting\\indoorwindowlight": // Game1.LoadContent
                    Game1.indoorWindowLight = content.Load<Texture2D>(key);
                    return true;

                case "loosesprites\\lighting\\lantern": // Game1.LoadContent
                    Game1.lantern = content.Load<Texture2D>(key);
                    return true;

                case "loosesprites\\lighting\\sconcelight": // Game1.LoadContent
                    Game1.sconceLight = content.Load<Texture2D>(key);
                    return true;

                case "loosesprites\\lighting\\windowlight": // Game1.LoadContent
                    Game1.windowLight = content.Load<Texture2D>(key);
                    return true;

                /****
                ** Content\LooseSprites
                ****/
                case "loosesprites\\birds": // Game1.LoadContent
                    Game1.birdsSpriteSheet = content.Load<Texture2D>(key);
                    return true;

                case "loosesprites\\concessions": // Game1.LoadContent
                    Game1.concessionsSpriteSheet = content.Load<Texture2D>(key);
                    return true;

                case "loosesprites\\controllermaps": // Game1.LoadContent
                    Game1.controllerMaps = content.Load<Texture2D>(key);
                    return true;

                case "loosesprites\\cursors": // Game1.LoadContent
                    Game1.mouseCursors = content.Load<Texture2D>(key);
                    foreach (DayTimeMoneyBox menu in Game1.onScreenMenus.OfType<DayTimeMoneyBox>())
                    {
                        foreach (ClickableTextureComponent button in new[] { menu.questButton, menu.zoomInButton, menu.zoomOutButton })
                            button.texture = Game1.mouseCursors;
                    }
                    return true;

                case "loosesprites\\cursors2": // Game1.LoadContent
                    Game1.mouseCursors2 = content.Load<Texture2D>(key);
                    return true;

                case "loosesprites\\daybg": // Game1.LoadContent
                    Game1.daybg = content.Load<Texture2D>(key);
                    return true;

                case "loosesprites\\font_bold": // Game1.LoadContent
                    SpriteText.spriteTexture = content.Load<Texture2D>(key);
                    return true;

                case "loosesprites\\font_colored": // Game1.LoadContent
                    SpriteText.coloredTexture = content.Load<Texture2D>(key);
                    return true;

                case "loosesprites\\nightbg": // Game1.LoadContent
                    Game1.nightbg = content.Load<Texture2D>(key);
                    return true;

                case "loosesprites\\shadow": // Game1.LoadContent
                    Game1.shadowTexture = content.Load<Texture2D>(key);
                    return true;

                case "loosesprites\\suspensionbridge": // SuspensionBridge constructor
                    return this.ReloadSuspensionBridges(content, key);

                /****
                ** Content\TileSheets
                ****/
                case "tilesheets\\chairtiles": // Game1.LoadContent
                    MapSeat.mapChairTexture = content.Load<Texture2D>(key);
                    return true;

                case "tilesheets\\critters": // Critter constructor
                    return this.ReloadCritterTextures(content, key) > 0;

                case "tilesheets\\crops": // Game1.LoadContent
                    Game1.cropSpriteSheet = content.Load<Texture2D>(key);
                    return true;

                case "tilesheets\\debris": // Game1.LoadContent
                    Game1.debrisSpriteSheet = content.Load<Texture2D>(key);
                    return true;

                case "tilesheets\\emotes": // Game1.LoadContent
                    Game1.emoteSpriteSheet = content.Load<Texture2D>(key);
                    return true;

                case "tilesheets\\furniture": // Game1.LoadContent
                    Furniture.furnitureTexture = content.Load<Texture2D>(key);
                    return true;

                case "tilesheets\\furniturefront": // Game1.LoadContent
                    Furniture.furnitureFrontTexture = content.Load<Texture2D>(key);
                    return true;

                case "tilesheets\\projectiles": // Game1.LoadContent
                    Projectile.projectileSheet = content.Load<Texture2D>(key);
                    return true;

                case "tilesheets\\rain": // Game1.LoadContent
                    Game1.rainTexture = content.Load<Texture2D>(key);
                    return true;

                case "tilesheets\\tools": // Game1.ResetToolSpriteSheet
                    Game1.ResetToolSpriteSheet();
                    return true;

                case "tilesheets\\weapons": // Game1.LoadContent
                    Tool.weaponsTexture = content.Load<Texture2D>(key);
                    return true;

                /****
                ** Content\Maps
                ****/
                case "maps\\menutiles": // Game1.LoadContent
                    Game1.menuTexture = content.Load<Texture2D>(key);
                    return true;

                case "maps\\menutilesuncolored": // Game1.LoadContent
                    Game1.uncoloredMenuTexture = content.Load<Texture2D>(key);
                    return true;

                case "maps\\springobjects": // Game1.LoadContent
                    Game1.objectSpriteSheet = content.Load<Texture2D>(key);
                    return true;

                case "maps\\walls_and_floors": // Wallpaper
                    Wallpaper.wallpaperTexture = content.Load<Texture2D>(key);
                    return true;

                /****
                ** Content\Minigames
                ****/
                case "minigames\\clouds": // TitleMenu
                    {
                        if (Game1.activeClickableMenu is TitleMenu titleMenu)
                        {
                            titleMenu.cloudsTexture = content.Load<Texture2D>(key);
                            return true;
                        }
                    }
                    return false;

                case "minigames\\titlebuttons": // TitleMenu
                    return this.ReloadTitleButtons(content, key);

                /****
                ** Content\TileSheets
                ****/
                case "tilesheets\\animations": // Game1.LoadContent
                    Game1.animations = content.Load<Texture2D>(key);
                    return true;

                case "tilesheets\\buffsicons": // Game1.LoadContent
                    Game1.buffsIcons = content.Load<Texture2D>(key);
                    return true;

                case "tilesheets\\bushes": // new Bush()
                    Bush.texture = new Lazy<Texture2D>(() => content.Load<Texture2D>(key));
                    return true;

                case "tilesheets\\craftables": // Game1.LoadContent
                    Game1.bigCraftableSpriteSheet = content.Load<Texture2D>(key);
                    return true;

                case "tilesheets\\fruittrees": // FruitTree
                    FruitTree.texture = content.Load<Texture2D>(key);
                    return true;

                /****
                ** Content\TerrainFeatures
                ****/
                case "terrainfeatures\\flooring": // from Flooring
                    Flooring.floorsTexture = content.Load<Texture2D>(key);
                    return true;

                case "terrainfeatures\\flooring_winter": // from Flooring
                    Flooring.floorsTextureWinter = content.Load<Texture2D>(key);
                    return true;

                case "terrainfeatures\\grass": // from Grass
                    this.ReloadGrassTextures(content, key);
                    return true;

                case "terrainfeatures\\hoedirt": // from HoeDirt
                    HoeDirt.lightTexture = content.Load<Texture2D>(key);
                    return true;

                case "terrainfeatures\\hoedirtdark": // from HoeDirt
                    HoeDirt.darkTexture = content.Load<Texture2D>(key);
                    return true;

                case "terrainfeatures\\hoedirtsnow": // from HoeDirt
                    HoeDirt.snowTexture = content.Load<Texture2D>(key);
                    return true;

                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.KeyStartsWith(key, "animals\\cat"))
                return this.ReloadPetOrHorseSprites<Cat>(content, key);
            if (this.KeyStartsWith(key, "animals\\dog"))
                return this.ReloadPetOrHorseSprites<Dog>(content, key);
            if (this.IsInFolder(key, "Animals"))
                return this.ReloadFarmAnimalSprites(content, key);

            if (this.IsInFolder(key, "Buildings"))
                return this.ReloadBuildings(content, key);

            if (this.KeyStartsWith(key, "LooseSprites\\Fence"))
                return this.ReloadFenceTextures(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 buttons on the title screen.</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 the <see cref="TitleMenu"/> constructor and <see cref="TitleMenu.setUpIcons"/>.</remarks>
        private bool ReloadTitleButtons(LocalizedContentManager content, string key)
        {
            if (Game1.activeClickableMenu is TitleMenu titleMenu)
            {
                Texture2D texture = content.Load<Texture2D>(key);

                titleMenu.titleButtonsTexture = texture;
                titleMenu.backButton.texture = texture;
                titleMenu.aboutButton.texture = texture;
                titleMenu.languageButton.texture = texture;
                foreach (ClickableTextureComponent button in titleMenu.buttons)
                    button.texture = titleMenu.titleButtonsTexture;
                foreach (TemporaryAnimatedSprite bird in titleMenu.birds)
                    bird.texture = texture;

                return true;
            }

            return false;
        }

        /// <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>()
                .Where(p => key == this.NormalizeAssetNameIgnoringEmpty(p.Sprite?.Texture?.Name))
                .ToArray();
            if (!animals.Any())
                return false;

            // update sprites
            Texture2D texture = content.Load<Texture2D>(key);
            foreach (TAnimal animal in animals)
                animal.Sprite.spriteTexture = 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)
                    animal.Sprite.spriteTexture = 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 = this.GetLocations(buildingInteriors: false)
                .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 critter 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 the number of reloaded assets.</returns>
        private int ReloadCritterTextures(LocalizedContentManager content, string key)
        {
            // get critters
            Critter[] critters =
                (
                    from location in this.GetLocations()
                    where location.critters != null
                    from Critter critter in location.critters
                    where this.NormalizeAssetNameIgnoringEmpty(critter.sprite?.Texture?.Name) == key
                    select critter
                )
                .ToArray();
            if (!critters.Any())
                return 0;

            // update sprites
            Texture2D texture = content.Load<Texture2D>(key);
            foreach (var entry in critters)
                entry.sprite.spriteTexture = texture;

            return critters.Length;
        }

        /// <summary>Reload the data for matching farm animals.</summary>
        /// <returns>Returns whether any farm animals were affected.</returns>
        /// <remarks>Derived from the <see cref="FarmAnimal"/> constructor.</remarks>
        private bool ReloadFarmAnimalData()
        {
            bool changed = false;
            foreach (FarmAnimal animal in this.GetFarmAnimals())
            {
                animal.reloadData();
                changed = true;
            }

            return changed;
        }

        /// <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)
                fence.fenceTexture = new Lazy<Texture2D>(fence.loadFenceTexture);
            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>
        /// <returns>Returns whether any textures were reloaded.</returns>
        private bool ReloadGrassTextures(LocalizedContentManager content, string key)
        {
            Grass[] grasses =
                (
                    from location in this.GetLocations()
                    from grass in location.terrainFeatures.Values.OfType<Grass>()
                    where this.NormalizeAssetNameIgnoringEmpty(grass.textureName()) == key
                    select grass
                )
                .ToArray();

            if (grasses.Any())
            {
                Lazy<Texture2D> texture = new Lazy<Texture2D>(() => content.Load<Texture2D>(key));
                foreach (Grass grass in grasses)
                    grass.texture = texture;
                return true;
            }

            return false;
        }

        /// <summary>Reload hair style metadata.</summary>
        /// <returns>Returns whether any assets were reloaded.</returns>
        /// <remarks>Derived from the <see cref="Farmer.GetHairStyleMetadataFile"/> and <see cref="Farmer.GetHairStyleMetadata"/>.</remarks>
        private bool ReloadHairData()
        {
            if (Farmer.hairStyleMetadataFile == null)
                return false;

            Farmer.hairStyleMetadataFile = null;
            Farmer.allHairStyleIndices = null;
            Farmer.hairStyleMetadata.Clear();

            return true;
        }

        /// <summary>Reload the disposition data 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 NPCs were affected.</returns>
        private bool ReloadNpcDispositions(LocalizedContentManager content, string key)
        {
            IDictionary<string, string> data = content.Load<Dictionary<string, string>>(key);
            bool changed = false;
            foreach (NPC npc in this.GetCharacters())
            {
                if (npc.isVillager() && data.ContainsKey(npc.Name))
                {
                    npc.reloadData();
                    changed = true;
                }
            }

            return changed;
        }

        /// <summary>Reload the sprites for matching NPCs.</summary>
        /// <param name="content">The content manager through which to reload the asset.</param>
        /// <param name="keys">The asset keys to reload.</param>
        /// <param name="propagated">The asset keys which have been propagated.</param>
        private void ReloadNpcSprites(LocalizedContentManager content, IEnumerable<string> keys, IDictionary<string, bool> propagated)
        {
            // get NPCs
            HashSet<string> lookup = new HashSet<string>(keys, StringComparer.OrdinalIgnoreCase);
            var characters =
                (
                    from npc in this.GetCharacters()
                    let key = this.NormalizeAssetNameIgnoringEmpty(npc.Sprite?.Texture?.Name)
                    where key != null && lookup.Contains(key)
                    select new { Npc = npc, Key = key }
                )
                .ToArray();
            if (!characters.Any())
                return;

            // update sprite
            foreach (var target in characters)
            {
                target.Npc.Sprite.spriteTexture = content.Load<Texture2D>(target.Key);
                propagated[target.Key] = true;
            }
        }

        /// <summary>Reload the portraits for matching NPCs.</summary>
        /// <param name="content">The content manager through which to reload the asset.</param>
        /// <param name="keys">The asset key to reload.</param>
        /// <param name="propagated">The asset keys which have been propagated.</param>
        private void ReloadNpcPortraits(LocalizedContentManager content, IEnumerable<string> keys, IDictionary<string, bool> propagated)
        {
            // get NPCs
            HashSet<string> lookup = new HashSet<string>(keys, StringComparer.OrdinalIgnoreCase);
            var characters =
                (
                    from npc in this.GetCharacters()
                    where npc.isVillager()

                    let key = this.NormalizeAssetNameIgnoringEmpty(npc.Portrait?.Name)
                    where key != null && lookup.Contains(key)
                    select new { Npc = npc, Key = key }
                )
                .ToList();

            // special case: Gil is a private NPC field on the AdventureGuild class (only used for the portrait)
            {
                string gilKey = this.NormalizeAssetNameIgnoringEmpty("Portraits/Gil");
                if (lookup.Contains(gilKey))
                {
                    GameLocation adventureGuild = Game1.getLocationFromName("AdventureGuild");
                    if (adventureGuild != null)
                        characters.Add(new { Npc = this.Reflection.GetField<NPC>(adventureGuild, "Gil").GetValue(), Key = gilKey });
                }
            }

            // update portrait
            foreach (var target in characters)
            {
                target.Npc.Portrait = content.Load<Texture2D>(target.Key);
                propagated[target.Key] = true;
            }
        }

        /// <summary>Reload the sprites for matching players.</summary>
        /// <param name="key">The asset key to reload.</param>
        private bool ReloadPlayerSprites(string key)
        {
            Farmer[] players =
                (
                    from player in Game1.getOnlineFarmers()
                    where key == this.NormalizeAssetNameIgnoringEmpty(player.getTexture())
                    select player
                )
                .ToArray();

            foreach (Farmer player in players)
            {
                this.Reflection.GetField<Dictionary<string, Dictionary<int, List<int>>>>(typeof(FarmerRenderer), "_recolorOffsets").GetValue().Remove(player.getTexture());
                player.FarmerRenderer.MarkSpriteDirty();
            }

            return players.Any();
        }

        /// <summary>Reload suspension bridge 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 ReloadSuspensionBridges(LocalizedContentManager content, string key)
        {
            Lazy<Texture2D> texture = new Lazy<Texture2D>(() => content.Load<Texture2D>(key));

            foreach (GameLocation location in this.GetLocations(buildingInteriors: false))
            {
                // get suspension bridges field
                var field = this.Reflection.GetField<IEnumerable<SuspensionBridge>>(location, nameof(IslandNorth.suspensionBridges), required: false);
                if (field == null || !typeof(IEnumerable<SuspensionBridge>).IsAssignableFrom(field.FieldInfo.FieldType))
                    continue;

                // update textures
                foreach (SuspensionBridge bridge in field.GetValue())
                    this.Reflection.GetField<Texture2D>(bridge, "_texture").SetValue(texture.Value);
            }

            return texture.IsValueCreated;
        }

        /// <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 = this.GetLocations()
                .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)
                    tree.texture = 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
            // Note that marriage dialogue isn't reloaded after reset, but it doesn't need to be
            // propagated anyway since marriage dialogue keys can't be added/removed and the field
            // doesn't store the text itself.
            foreach (NPC villager in villagers)
            {
                bool shouldSayMarriageDialogue = villager.shouldSayMarriageDialogue.Value;
                MarriageDialogueReference[] marriageDialogue = villager.currentMarriageDialogue.ToArray();

                villager.resetSeasonalDialogue(); // doesn't only affect seasonal dialogue
                villager.resetCurrentDialogue();

                villager.shouldSayMarriageDialogue.Set(shouldSayMarriageDialogue);
                villager.currentMarriageDialogue.Set(marriageDialogue);
            }

            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
                this.Reflection.GetField<bool>(villager, "_hasLoadedMasterScheduleData").SetValue(false);
                this.Reflection.GetField<Dictionary<string, string>>(villager, "_masterScheduleData").SetValue(null);
                villager.Schedule = villager.getSchedule(Game1.dayOfMonth);

                // switch to new schedule if needed
                if (villager.Schedule != null)
                {
                    int lastScheduleTime = villager.Schedule.Keys.Where(p => p <= Game1.timeOfDay).OrderByDescending(p => p).FirstOrDefault();
                    if (lastScheduleTime != 0)
                    {
                        villager.queuedSchedulePaths.Clear();
                        villager.lastAttemptedSchedule = 0;
                        villager.checkSchedule(lastScheduleTime);
                    }
                }
            }
            return true;
        }

        /****
        ** Helpers
        ****/
        /// <summary>Get all NPCs in the game (excluding farm animals).</summary>
        private IEnumerable<NPC> GetCharacters()
        {
            foreach (NPC character in this.GetLocations().SelectMany(p => p.characters))
                yield return character;

            if (Game1.CurrentEvent?.actors != null)
            {
                foreach (NPC character in Game1.CurrentEvent.actors)
                    yield return character;
            }
        }

        /// <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>
        /// <param name="buildingInteriors">Whether to also get the interior locations for constructable buildings.</param>
        private IEnumerable<GameLocation> GetLocations(bool buildingInteriors = true)
        {
            // get available root locations
            IEnumerable<GameLocation> rootLocations = Game1.locations;
            if (SaveGame.loaded?.locations != null)
                rootLocations = rootLocations.Concat(SaveGame.loaded.locations);

            // yield root + child locations
            foreach (GameLocation location in rootLocations)
            {
                yield return location;

                if (buildingInteriors && location is BuildableGameLocation buildableLocation)
                {
                    foreach (Building building in buildableLocation.buildings)
                    {
                        GameLocation indoors = building.indoors.Value;
                        if (indoors != null)
                            yield return indoors;
                    }
                }
            }
        }

        /// <summary>Normalize an asset key to match the cache key and assert that it's valid, but don't raise an error for null or empty values.</summary>
        /// <param name="path">The asset key to normalize.</param>
        private string NormalizeAssetNameIgnoringEmpty(string path)
        {
            if (string.IsNullOrWhiteSpace(path))
                return null;

            return this.AssertAndNormalizeAssetName(path);
        }

        /// <summary>Get whether a key starts with a substring after the substring is normalized.</summary>
        /// <param name="key">The key to check.</param>
        /// <param name="rawSubstring">The substring to normalize and find.</param>
        private bool KeyStartsWith(string key, string rawSubstring)
        {
            if (string.IsNullOrWhiteSpace(key) || string.IsNullOrWhiteSpace(rawSubstring))
                return false;

            return key.StartsWith(this.NormalizeAssetNameIgnoringEmpty(rawSubstring), StringComparison.OrdinalIgnoreCase);
        }

        /// <summary>Get whether a normalized asset key is in the given folder.</summary>
        /// <param name="key">The normalized asset key (like <c>Animals/cat</c>).</param>
        /// <param name="folder">The key folder (like <c>Animals</c>); doesn't need to be normalized.</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)
        {
            return path != null
                ? PathUtilities.GetSegments(path)
                : new string[0];
        }

        /// <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;
        }
    }
}