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using CustomNPCFramework.Framework.Enums ;
using CustomNPCFramework.Framework.Graphics ;
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using CustomNPCFramework.Framework.ModularNPCS ;
using CustomNPCFramework.Framework.ModularNPCS.CharacterAnimationBases ;
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using CustomNPCFramework.Framework.ModularNPCS.ColorCollections ;
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using CustomNPCFramework.Framework.NPCS ;
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using CustomNPCFramework.Framework.Utilities ;
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using Microsoft.Xna.Framework ;
using Microsoft.Xna.Framework.Graphics ;
using StardewModdingAPI ;
using StardewValley ;
using System ;
using System.Collections.Generic ;
using System.IO ;
using System.Linq ;
using System.Text ;
using System.Threading.Tasks ;
namespace CustomNPCFramework
{
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/// <summary>
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/// BETA VERSION 0.1.0: Lots of ways this can be improved upon.
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/// TODO:
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///
///
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/// List all asset managers in use.
/// Have all asset managers list what assets they are using.
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///
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/// Have asset info have a var called age.
/// ...where
/// 0=adult
/// 1=child
///
/// /// Have asset info have a var called bodyType.
/// ...where
/// 0=thin
/// 1=normal
/// 2=muscular
/// 3=big
///
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/// Load in the assets and go go go.
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/// -Collect a bunch of assets together to test this thing.
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///
/// Find way to make sideways shirts render correctly.
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///
///Get suggestions from modding community on requests and ways to improve the mod.
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/// </summary>
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public class Class1 : Mod
{
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/// <summary>
/// The mod helper for the mod.
/// </summary>
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public static IModHelper ModHelper ;
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/// <summary>
/// The mod monitor for the mod.
/// </summary>
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public static IMonitor ModMonitor ;
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/// <summary>
/// The npc tracker for the mod. Keeps track of all npcs added by the custom framework and cleans them up during saving.
/// </summary>
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public static NPCTracker npcTracker ;
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/// <summary>
/// Keeps track of all of the asets/textures added in by the framework. Also manages all of the asset managers that are the ones actually managing the textures.
/// </summary>
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public static AssetPool assetPool ;
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/// <summary>
/// Ran when loading the SMAPI. Used to initialize data.
/// </summary>
/// <param name="helper"></param>
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public override void Entry ( IModHelper helper )
{
ModHelper = this . Helper ;
ModMonitor = this . Monitor ;
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StardewModdingAPI . Events . SaveEvents . AfterLoad + = SaveEvents_LoadChar ;
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StardewModdingAPI . Events . SaveEvents . BeforeSave + = SaveEvents_BeforeSave ;
StardewModdingAPI . Events . SaveEvents . AfterSave + = SaveEvents_AfterSave ;
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StardewModdingAPI . Events . LocationEvents . CurrentLocationChanged + = LocationEvents_CurrentLocationChanged ;
StardewModdingAPI . Events . GameEvents . UpdateTick + = GameEvents_UpdateTick ;
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npcTracker = new NPCTracker ( ) ;
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assetPool = new AssetPool ( ) ;
var assetManager = new AssetManager ( ) ;
assetPool . addAssetManager ( new KeyValuePair < string , AssetManager > ( "testNPC" , assetManager ) ) ;
initializeExamples ( ) ;
initializeAssetPool ( ) ;
assetPool . loadAllAssets ( ) ;
}
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/// <summary>
/// Initialize the asset pool with some test variables.
/// </summary>
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public void initializeAssetPool ( )
{
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string path = Path . Combine ( ModHelper . DirectoryPath , "Content" , "Graphics" , "NPCS" ) ;
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assetPool . getAssetManager ( "testNPC" ) . addPathCreateDirectory ( new KeyValuePair < string , string > ( "characters" , path ) ) ;
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}
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/// <summary>
/// A function that is called when the game finishes saving.
/// </summary>
/// <param name="sender"></param>
/// <param name="e"></param>
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private void SaveEvents_AfterSave ( object sender , EventArgs e )
{
npcTracker . afterSave ( ) ;
}
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/// <summary>
/// A function that is called when the game is about to load. Used to clean up all the npcs from the game world to prevent it from crashing.
/// </summary>
/// <param name="sender"></param>
/// <param name="e"></param>
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private void SaveEvents_BeforeSave ( object sender , EventArgs e )
{
npcTracker . cleanUpBeforeSave ( ) ;
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}
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/// <summary>
/// Called upon 60 times a second. For testing purposes only. Will remove in future release.
/// </summary>
/// <param name="sender"></param>
/// <param name="e"></param>
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private void GameEvents_UpdateTick ( object sender , EventArgs e )
{
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/ *
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if ( Game1 . player . currentLocation = = null ) return ;
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if ( Game1 . activeClickableMenu ! = null ) return ;
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foreach ( var v in Game1 . player . currentLocation . characters )
{
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v . speed = 1 ;
if ( v is ExtendedNPC )
{
( v as ExtendedNPC ) . SetMovingAndMove ( Game1 . currentGameTime , Game1 . viewport , Game1 . player . currentLocation , Direction . right , true ) ;
}
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//v.MovePosition(Game1.currentGameTime, Game1.viewport, Game1.player.currentLocation);
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//ModMonitor.Log(v.sprite.spriteHeight.ToString());
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}
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* /
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}
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/// <summary>
/// Called when the player's location changes.
/// </summary>
/// <param name="sender"></param>
/// <param name="e"></param>
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private void LocationEvents_CurrentLocationChanged ( object sender , StardewModdingAPI . Events . EventArgsCurrentLocationChanged e )
{
}
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/// <summary>
/// Used to spawn a custom npc just as an example. Don't keep this code.
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/// GENERATE NPC AND CALL THE CODE
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/// </summary>
/// <param name="sender"></param>
/// <param name="e"></param>
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private void SaveEvents_LoadChar ( object sender , EventArgs e )
{
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ExtendedNPC myNpc3 = assetPool . generateNPC ( Genders . female , 0 , 1 , new StandardColorCollection ( null , null , Color . Blue , null , Color . Yellow , null ) ) ;
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MerchantNPC merch = new MerchantNPC ( new List < Item > ( )
{
new StardewValley . Object ( 475 , 999 )
} , myNpc3 ) ;
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npcTracker . addNewNPCToLocation ( Game1 . getLocationFromName ( "BusStop" , false ) , merch , new Vector2 ( 2 , 23 ) ) ;
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}
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/// <summary>
/// Used to initialize examples for other modders to look at as reference.
/// </summary>
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public void initializeExamples ( )
{
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return ;
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string dirPath = Path . Combine ( ModHelper . DirectoryPath , "Content" , "Templates" ) ;
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var aManager = assetPool . getAssetManager ( "testNPC" ) ;
aManager . addPathCreateDirectory ( new KeyValuePair < string , string > ( "templates" , dirPath ) ) ;
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string filePath = Path . Combine ( dirPath , "Example.json" ) ;
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if ( ! File . Exists ( filePath ) )
{
string getRelativePath = getShortenedDirectory ( filePath ) ;
ModMonitor . Log ( "THIS IS THE PATH::: " + getRelativePath ) ;
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AssetInfo info = new AssetInfo ( "MyExample" , new NamePairings ( "StandingExampleL" , "StandingExampleR" , "StandingExampleU" , "StandingExampleD" ) , new NamePairings ( "MovingExampleL" , "MovingExampleR" , "MovingExampleU" , "MovingExampleD" ) , new NamePairings ( "SwimmingExampleL" , "SwimmingExampleR" , "SwimmingExampleU" , "SwimmingExampleD" ) , new NamePairings ( "SittingExampleL" , "SittingExampleR" , "SittingExampleU" , "SittingExampleD" ) , new Vector2 ( 16 , 16 ) , false ) ;
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info . writeToJson ( filePath ) ;
}
string filePath2 = Path . Combine ( dirPath , "AdvancedExample.json" ) ;
if ( ! File . Exists ( filePath2 ) )
{
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ExtendedAssetInfo info2 = new ExtendedAssetInfo ( "AdvancedExample" , new NamePairings ( "AdvancedStandingExampleL" , "AdvancedStandingExampleR" , "AdvancedStandingExampleU" , "AdvancedStandingExampleD" ) , new NamePairings ( "AdvancedMovingExampleL" , "AdvancedMovingExampleR" , "AdvancedMovingExampleU" , "AdvancedMovingExampleD" ) , new NamePairings ( "AdvancedSwimmingExampleL" , "AdvancedSwimmingExampleR" , "AdvancedSwimmingExampleU" , "AdvancedSwimmingExampleD" ) , new NamePairings ( "AdvancedSittingExampleL" , "AdvancedSittingExampleR" , "AdvancedSittingExampleU" , "AdvancedSittingExampleD" ) , new Vector2 ( 16 , 16 ) , false , Genders . female , new List < Seasons > ( )
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{
Seasons . spring ,
Seasons . summer
} , PartType . hair
) ;
info2 . writeToJson ( filePath2 ) ;
}
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}
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/// <summary>
/// Used to splice the mod directory to get relative paths.
/// </summary>
/// <param name="path"></param>
/// <returns></returns>
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public static string getShortenedDirectory ( string path )
{
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string lol = ( string ) path . Clone ( ) ;
string [ ] spliter = lol . Split ( new string [ ] { ModHelper . DirectoryPath } , StringSplitOptions . None ) ;
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try
{
return spliter [ 1 ] ;
}
catch ( Exception err )
{
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err . ToString ( ) ;
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return spliter [ 0 ] ;
}
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}
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/// <summary>
/// Used to finish cleaning up absolute asset paths into a shortened relative path.
/// </summary>
/// <param name="path"></param>
/// <returns></returns>
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public static string getRelativeDirectory ( string path )
{
string s = getShortenedDirectory ( path ) ;
return s . Remove ( 0 , 1 ) ;
}
}
}