1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
|
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)
{
// 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\\moviereactions": // 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;
/****
** Content\TileSheets
****/
case "tilesheets\\critters": // Critter constructor
this.ReloadCritterTextures(content, key);
return true;
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\\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
{
if (Game1.activeClickableMenu is TitleMenu titleMenu)
{
Texture2D texture = content.Load<Texture2D>(key);
titleMenu.titleButtonsTexture = texture;
foreach (TemporaryAnimatedSprite bird in titleMenu.birds)
bird.texture = texture;
return true;
}
}
return false;
/****
** 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 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)
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 = 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()
let locCritters = this.Reflection.GetField<List<Critter>>(location, "critters").GetValue()
where locCritters != null
from Critter critter in locCritters
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)
this.SetSpriteTexture(entry.sprite, 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>()
let textureName = this.NormalizeAssetNameIgnoringEmpty(
this.Reflection.GetMethod(grass, "textureName").Invoke<string>()
)
where textureName == key
select grass
)
.ToArray();
if (grasses.Any())
{
Lazy<Texture2D> texture = new Lazy<Texture2D>(() => content.Load<Texture2D>(key));
foreach (Grass grass in grasses)
this.Reflection.GetField<Lazy<Texture2D>>(grass, "texture").SetValue(texture);
return true;
}
return false;
}
/// <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)
{
this.SetSpriteTexture(target.Npc.Sprite, 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 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.scheduleTimeToTry = NPC.NO_TRY; // 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 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;
}
}
}
|