add map patching API
Migrated from the Content Patcher code. I'm the main author, with tile property merging based on contributions by hatrat.
This commit is contained in:
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06e2cb2e59
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@ -16,12 +16,13 @@
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* Fixed rare intermittent "CGI application encountered an error" errors.
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* Fixed rare intermittent "CGI application encountered an error" errors.
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* For modders:
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* For modders:
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* Added map patching to the content API (via `asset.AsMap()`).
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* Added `SDate` fields/methods: `SeasonIndex`, `FromDaysSinceStart`, `FromWorldDate`, `ToWorldDate`, and `ToLocaleString` (thanks to kdau!).
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* Added `SDate` fields/methods: `SeasonIndex`, `FromDaysSinceStart`, `FromWorldDate`, `ToWorldDate`, and `ToLocaleString` (thanks to kdau!).
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* Added `SDate` translations taken from the Lookup Anything mod.¹
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* Added `SDate` translations taken from the Lookup Anything mod.¹
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* Fixed asset propagation on Linux/Mac for monster sprites, NPC dialogue, and NPC schedules.
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* Fixed asset propagation on Linux/Mac for monster sprites, NPC dialogue, and NPC schedules.
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* Fixed asset propagation for NPC dialogue sometimes causing a spouse to skip marriage dialogue or not allow kisses.
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* Fixed asset propagation for NPC dialogue sometimes causing a spouse to skip marriage dialogue or not allow kisses.
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¹ Date translations were taken from the Lookup Anything mod; thanks to FixThisPlz (improved Russian), LeecanIt (added Italian), pomepome (added Japanese), S2SKY (added Korean), Sasara (added German), SteaNN (added Russian), ThomasGabrielDelavault (added Spanish), VincentRoth (added French), Yllelder (improved Spanish), and yuwenlan (added Chinese). Translations for Korean (partial), Hungarian, and Turkish were auto-generated based on the game translations.
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¹ Date format translations were taken from the Lookup Anything mod; thanks to FixThisPlz (improved Russian), LeecanIt (added Italian), pomepome (added Japanese), S2SKY (added Korean), Sasara (added German), SteaNN (added Russian), ThomasGabrielDelavault (added Spanish), VincentRoth (added French), Yllelder (improved Spanish), and yuwenlan (added Chinese). Translations for Korean (partial), Hungarian, and Turkish were auto-generated based on the game translations.
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## 3.4.1
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## 3.4.1
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Released 24 March 2020 for Stardew Valley 1.4.1 or later.
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Released 24 March 2020 for Stardew Valley 1.4.1 or later.
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@ -0,0 +1,186 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Microsoft.Xna.Framework;
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using StardewModdingAPI.Toolkit.Utilities;
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using xTile;
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using xTile.Layers;
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using xTile.Tiles;
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namespace StardewModdingAPI.Framework.Content
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{
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/// <summary>Encapsulates access and changes to image content being read from a data file.</summary>
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internal class AssetDataForMap : AssetData<Map>, IAssetDataForMap
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{
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/*********
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** Public methods
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*********/
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/// <summary>Construct an instance.</summary>
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/// <param name="locale">The content's locale code, if the content is localized.</param>
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/// <param name="assetName">The normalized asset name being read.</param>
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/// <param name="data">The content data being read.</param>
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/// <param name="getNormalizedPath">Normalizes an asset key to match the cache key.</param>
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/// <param name="onDataReplaced">A callback to invoke when the data is replaced (if any).</param>
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public AssetDataForMap(string locale, string assetName, Map data, Func<string, string> getNormalizedPath, Action<Map> onDataReplaced)
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: base(locale, assetName, data, getNormalizedPath, onDataReplaced) { }
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/// <summary>Copy layers, tiles, and tilesheets from another map onto the asset.</summary>
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/// <param name="source">The map from which to copy.</param>
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/// <param name="sourceArea">The tile area within the source map to copy, or <c>null</c> for the entire source map size. This must be within the bounds of the <paramref name="source"/> map.</param>
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/// <param name="targetArea">The tile area within the target map to overwrite, or <c>null</c> to patch the whole map. The original content within this area will be erased. This must be within the bounds of the existing map.</param>
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/// <remarks>Derived from <see cref="StardewValley.GameLocation.ApplyMapOverride"/> with a few changes:
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/// - can be applied directly to the maps when loading, before the location is created;
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/// - added support for source/target areas;
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/// - added disambiguation if source has a modified version of the same tilesheet, instead of copying tiles into the target tilesheet;
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/// - changed to always overwrite tiles within the target area (to avoid edge cases where some tiles are only partly applied);
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/// - fixed copying tilesheets (avoid "The specified TileSheet was not created for use with this map" error);
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/// - fixed tilesheets not added at the end (via z_ prefix), which can cause crashes in game code which depends on hardcoded tilesheet indexes;
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/// - fixed issue where different tilesheets are linked by ID.
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/// </remarks>
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public void PatchMap(Map source, Rectangle? sourceArea = null, Rectangle? targetArea = null)
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{
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var target = this.Data;
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// get areas
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{
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Rectangle sourceBounds = this.GetMapArea(source);
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Rectangle targetBounds = this.GetMapArea(target);
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sourceArea ??= new Rectangle(0, 0, sourceBounds.Width, sourceBounds.Height);
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targetArea ??= new Rectangle(0, 0, Math.Min(sourceArea.Value.Width, targetBounds.Width), Math.Min(sourceArea.Value.Height, targetBounds.Height));
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// validate
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if (sourceArea.Value.X < 0 || sourceArea.Value.Y < 0 || sourceArea.Value.Right > sourceBounds.Width || sourceArea.Value.Bottom > sourceBounds.Height)
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throw new ArgumentOutOfRangeException(nameof(sourceArea), $"The source area ({sourceArea}) is outside the bounds of the source map ({sourceBounds}).");
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if (targetArea.Value.X < 0 || targetArea.Value.Y < 0 || targetArea.Value.Right > targetBounds.Width || targetArea.Value.Bottom > targetBounds.Height)
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throw new ArgumentOutOfRangeException(nameof(targetArea), $"The target area ({targetArea}) is outside the bounds of the target map ({targetBounds}).");
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if (sourceArea.Value.Width != targetArea.Value.Width || sourceArea.Value.Height != targetArea.Value.Height)
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throw new InvalidOperationException($"The source area ({sourceArea}) and target area ({targetArea}) must be the same size.");
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}
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// apply tilesheets
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IDictionary<TileSheet, TileSheet> tilesheetMap = new Dictionary<TileSheet, TileSheet>();
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foreach (TileSheet sourceSheet in source.TileSheets)
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{
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// copy tilesheets
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TileSheet targetSheet = target.GetTileSheet(sourceSheet.Id);
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if (targetSheet == null || this.NormalizeTilesheetPathForComparison(targetSheet.ImageSource) != this.NormalizeTilesheetPathForComparison(sourceSheet.ImageSource))
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{
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// change ID if needed so new tilesheets are added after vanilla ones (to avoid errors in hardcoded game logic)
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string id = sourceSheet.Id;
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if (!id.StartsWith("z_", StringComparison.InvariantCultureIgnoreCase))
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id = $"z_{id}";
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// change ID if it conflicts with an existing tilesheet
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if (target.GetTileSheet(id) != null)
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{
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int disambiguator = Enumerable.Range(2, int.MaxValue - 1).First(p => target.GetTileSheet($"{id}_{p}") == null);
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id = $"{id}_{disambiguator}";
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}
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// add tilesheet
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targetSheet = new TileSheet(id, target, sourceSheet.ImageSource, sourceSheet.SheetSize, sourceSheet.TileSize);
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for (int i = 0, tileCount = sourceSheet.TileCount; i < tileCount; ++i)
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targetSheet.TileIndexProperties[i].CopyFrom(sourceSheet.TileIndexProperties[i]);
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target.AddTileSheet(targetSheet);
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}
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tilesheetMap[sourceSheet] = targetSheet;
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}
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// get layer map
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IDictionary<Layer, Layer> layerMap = source.Layers.ToDictionary(p => p, p => target.GetLayer(p.Id));
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// apply tiles
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for (int x = 0; x < sourceArea.Value.Width; x++)
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{
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for (int y = 0; y < sourceArea.Value.Height; y++)
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{
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// calculate tile positions
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Point sourcePos = new Point(sourceArea.Value.X + x, sourceArea.Value.Y + y);
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Point targetPos = new Point(targetArea.Value.X + x, targetArea.Value.Y + y);
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// merge layers
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foreach (Layer sourceLayer in source.Layers)
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{
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// get layer
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Layer targetLayer = layerMap[sourceLayer];
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if (targetLayer == null)
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{
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target.AddLayer(targetLayer = new Layer(sourceLayer.Id, target, target.Layers[0].LayerSize, Layer.m_tileSize));
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layerMap[sourceLayer] = target.GetLayer(sourceLayer.Id);
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}
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// copy layer properties
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targetLayer.Properties.CopyFrom(sourceLayer.Properties);
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// copy tiles
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Tile sourceTile = sourceLayer.Tiles[sourcePos.X, sourcePos.Y];
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Tile targetTile;
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switch (sourceTile)
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{
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case StaticTile _:
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targetTile = new StaticTile(targetLayer, tilesheetMap[sourceTile.TileSheet], sourceTile.BlendMode, sourceTile.TileIndex);
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break;
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case AnimatedTile animatedTile:
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{
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StaticTile[] tileFrames = new StaticTile[animatedTile.TileFrames.Length];
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for (int frame = 0; frame < animatedTile.TileFrames.Length; ++frame)
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{
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StaticTile frameTile = animatedTile.TileFrames[frame];
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tileFrames[frame] = new StaticTile(targetLayer, tilesheetMap[frameTile.TileSheet], frameTile.BlendMode, frameTile.TileIndex);
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}
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targetTile = new AnimatedTile(targetLayer, tileFrames, animatedTile.FrameInterval);
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}
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break;
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default: // null or unhandled type
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targetTile = null;
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break;
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}
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targetTile?.Properties.CopyFrom(sourceTile.Properties);
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targetLayer.Tiles[targetPos.X, targetPos.Y] = targetTile;
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}
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}
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}
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}
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/*********
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** Private methods
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*********/
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/// <summary>Normalize a map tilesheet path for comparison. This value should *not* be used as the actual tilesheet path.</summary>
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/// <param name="path">The path to normalize.</param>
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private string NormalizeTilesheetPathForComparison(string path)
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{
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if (string.IsNullOrWhiteSpace(path))
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return string.Empty;
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path = PathUtilities.NormalizePathSeparators(path.Trim());
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if (path.StartsWith($"Maps{PathUtilities.PreferredPathSeparator}", StringComparison.OrdinalIgnoreCase))
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path = path.Substring($"Maps{PathUtilities.PreferredPathSeparator}".Length);
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if (path.EndsWith(".png", StringComparison.OrdinalIgnoreCase))
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path = path.Substring(0, path.Length - 4);
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return path;
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}
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/// <summary>Get a rectangle which encompasses all layers for a map.</summary>
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/// <param name="map">The map to check.</param>
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private Rectangle GetMapArea(Map map)
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{
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// get max map size
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int maxWidth = 0;
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int maxHeight = 0;
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foreach (Layer layer in map.Layers)
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{
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if (layer.LayerWidth > maxWidth)
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maxWidth = layer.LayerWidth;
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if (layer.LayerHeight > maxHeight)
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maxHeight = layer.LayerHeight;
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}
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return new Rectangle(0, 0, maxWidth, maxHeight);
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}
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}
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}
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@ -1,6 +1,7 @@
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using System;
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using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Graphics;
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using xTile;
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namespace StardewModdingAPI.Framework.Content
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namespace StardewModdingAPI.Framework.Content
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{
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{
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@ -41,6 +42,13 @@ namespace StardewModdingAPI.Framework.Content
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return new AssetDataForImage(this.Locale, this.AssetName, this.GetData<Texture2D>(), this.GetNormalizedPath, this.ReplaceWith);
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return new AssetDataForImage(this.Locale, this.AssetName, this.GetData<Texture2D>(), this.GetNormalizedPath, this.ReplaceWith);
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}
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}
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/// <summary>Get a helper to manipulate the data as a map.</summary>
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/// <exception cref="InvalidOperationException">The content being read isn't a map.</exception>
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public IAssetDataForMap AsMap()
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{
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return new AssetDataForMap(this.Locale, this.AssetName, this.GetData<Map>(), this.GetNormalizedPath, this.ReplaceWith);
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}
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/// <summary>Get the data as a given type.</summary>
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/// <summary>Get the data as a given type.</summary>
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/// <typeparam name="TData">The expected data type.</typeparam>
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/// <typeparam name="TData">The expected data type.</typeparam>
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/// <exception cref="InvalidCastException">The data can't be converted to <typeparamref name="TData"/>.</exception>
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/// <exception cref="InvalidCastException">The data can't be converted to <typeparamref name="TData"/>.</exception>
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@ -1,4 +1,4 @@
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using System;
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using System;
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namespace StardewModdingAPI
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namespace StardewModdingAPI
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{
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{
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@ -39,6 +39,10 @@ namespace StardewModdingAPI
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/// <exception cref="InvalidOperationException">The content being read isn't an image.</exception>
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/// <exception cref="InvalidOperationException">The content being read isn't an image.</exception>
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IAssetDataForImage AsImage();
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IAssetDataForImage AsImage();
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/// <summary>Get a helper to manipulate the data as a map.</summary>
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/// <exception cref="InvalidOperationException">The content being read isn't a map.</exception>
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IAssetDataForMap AsMap();
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/// <summary>Get the data as a given type.</summary>
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/// <summary>Get the data as a given type.</summary>
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/// <typeparam name="TData">The expected data type.</typeparam>
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/// <typeparam name="TData">The expected data type.</typeparam>
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/// <exception cref="InvalidCastException">The data can't be converted to <typeparamref name="TData"/>.</exception>
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/// <exception cref="InvalidCastException">The data can't be converted to <typeparamref name="TData"/>.</exception>
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@ -0,0 +1,18 @@
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using Microsoft.Xna.Framework;
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using xTile;
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namespace StardewModdingAPI
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{
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/// <summary>Encapsulates access and changes to map content being read from a data file.</summary>
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public interface IAssetDataForMap : IAssetData<Map>
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{
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/*********
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** Public methods
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*********/
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/// <summary>Copy layers, tiles, and tilesheets from another map onto the asset.</summary>
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/// <param name="source">The map from which to copy.</param>
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/// <param name="sourceArea">The tile area within the source map to copy, or <c>null</c> for the entire source map size. This must be within the bounds of the <paramref name="source"/> map.</param>
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/// <param name="targetArea">The tile area within the target map to overwrite, or <c>null</c> to patch the whole map. The original content within this area will be erased. This must be within the bounds of the existing map.</param>
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public void PatchMap(Map source, Rectangle? sourceArea = null, Rectangle? targetArea = null);
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}
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}
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