Finished dictionary sanitization.
See todo list for next task.
This commit is contained in:
parent
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1497980aea
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@ -55,5 +55,17 @@ namespace Vocalization.Framework
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}
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}
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public void addDialogue(string key, string value)
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{
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if (dialogueCues.ContainsKey(key))
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{
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return;
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}
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else
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{
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this.dialogueCues.Add(key, value);
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}
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}
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}
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}
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@ -1,6 +1,8 @@
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using StardewValley;
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using StardewValley;
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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@ -36,17 +38,61 @@ namespace Vocalization.Framework
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public void loadAdjStrings()
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{
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//load in adj strings from StringsFromCS and add them to this list. Then in sanitizaion is where you make all of the possible combinations for input.
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adjStrings = new List<string>();
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Dictionary<string, string> extraStrings = Vocalization.ModHelper.Content.Load<Dictionary<string, string>>(Path.Combine("Strings", "StringsFromCSFiles.xnb"),StardewModdingAPI.ContentSource.GameContent);
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for(int i = 679; i <= 698; i++)
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{
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string d = "Dialogue.cs.";
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string combo = d + i.ToString();
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string dialogue = "";
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bool exists = extraStrings.TryGetValue(combo, out dialogue);
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if (exists)
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{
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adjStrings.Add(dialogue);
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}
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}
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}
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public void loadNounStrings()
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{
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nounStrings = new List<string>();
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Dictionary<string, string> extraStrings = Vocalization.ModHelper.Content.Load<Dictionary<string, string>>(Path.Combine("Strings", "StringsFromCSFiles.xnb"),StardewModdingAPI.ContentSource.GameContent);
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for (int i = 699; i <= 721; i++)
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{
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string d = "Dialogue.cs.";
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string combo = d + i.ToString();
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string dialogue = "";
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bool exists = extraStrings.TryGetValue(combo, out dialogue);
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if (exists)
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{
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adjStrings.Add(dialogue);
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}
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}
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}
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public void loadPlaceStrings()
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{
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placeStrings = new List<string>();
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Dictionary<string, string> extraStrings = Vocalization.ModHelper.Content.Load<Dictionary<string, string>>(Path.Combine("Strings", "StringsFromCSFiles.xnb"), StardewModdingAPI.ContentSource.GameContent);
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for (int i = 735; i <= 759; i++)
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{
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string d = "Dialogue.cs.";
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string combo = d + i.ToString();
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string dialogue = "";
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bool exists = extraStrings.TryGetValue(combo, out dialogue);
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if (exists)
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{
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adjStrings.Add(dialogue);
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}
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}
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}
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/// <summary>
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@ -27,20 +27,38 @@ namespace Vocalization
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///
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/// Sanitize input to remove variables such as pet names, farm names, farmer name. (done)
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///
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/// !!!!!!!Loop through common variables and add them to the dialogue list inside of ReplacementString.cs
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/// Loop through common variables and add them to the dialogue list inside of ReplacementString.cs (done)
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/// -ERRR that might not be fun to do.......
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/// Dialogue.cs
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/// adj is 679-698 (done)
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/// noun is 699-721 (done)
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/// verb is 722-734 ???? Not needed???
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/// place is 735-759 (done)
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/// colors is 795-810. What does it change though??????
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///
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/// Add in dialogue for npcs into their respective VoiceCue.json files. (done? Can be improved on)
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///
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///
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///Add in sanitization for Dialogue Commands(see the wiki) (done)
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///
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/// !!!!!!!!!Add in dialogue for npcs into their respective VoiceCue files for events!
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///
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/// !!!!!!!Add support for different kinds of menus. TV, shops, etc.
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/// -All of these strings are stored in StringsFromCS and TV/file.yaml
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///
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/// !!!!!!!Add support for MarriageDialogue strings.
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///
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/// !!!!!!!Add support for Extra dialogue via StringsFromCSFiles
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/// -tv
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/// -events
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/// -above stuff
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/// -NPC.cs
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/// -Utility.csmmn
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///
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/// !!!!!!!!!Make moddable to support other languages, portuguese, russian, etc (Needs testing)
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/// -make mod config have a list of supported languages and a variable that is the currently selected language.
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///
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/// !!!!!!!!! Add support for adding dialogue lines when loading CharacterVoiceCue.json if the line doesn't already exist!
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/// Add support for adding dialogue lines when loading CharacterVoiceCue.json if the line doesn't already exist! (done)
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/// </summary>
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public class Vocalization : Mod
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{
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@ -73,17 +91,15 @@ namespace Vocalization
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public override void Entry(IModHelper helper)
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{
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StardewModdingAPI.Events.SaveEvents.AfterLoad += SaveEvents_AfterLoad;
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DialogueCues = new Dictionary<string, CharacterVoiceCue>();
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replacementStrings = new ReplacementStrings();
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StardewModdingAPI.Events.GameEvents.UpdateTick += GameEvents_UpdateTick;
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StardewModdingAPI.Events.MenuEvents.MenuClosed += MenuEvents_MenuClosed;
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previousDialogue = "";
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ModMonitor = Monitor;
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ModHelper = Helper;
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DialogueCues = new Dictionary<string, CharacterVoiceCue>();
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replacementStrings = new ReplacementStrings();
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previousDialogue = "";
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soundManager = new SimpleSoundManager.Framework.SoundManager();
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@ -238,18 +254,23 @@ namespace Vocalization
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{
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CharacterVoiceCue cue = new CharacterVoiceCue(characterName);
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var contentDirectory = Game1.content.RootDirectory;
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var dialoguePath = Path.Combine("Characters", "Dialogue");
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var DialogueDict=ModHelper.Content.Load<Dictionary<string,string>>(cue.dialogueFileName, ContentSource.GameContent);
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foreach(KeyValuePair<string,string>pair in DialogueDict)
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//basically this will never run but can be used below to also add in dialogue.
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if (!String.IsNullOrEmpty(cue.dialogueFileName))
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{
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string rawDialogue = pair.Value;
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List<string> cleanDialogues = new List<string>();
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cleanDialogues = sanitizeDialogueFromDictionaries(rawDialogue);
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foreach(var str in cleanDialogues)
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dialoguePath = Path.Combine(dialoguePath, cue.dialogueFileName);
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var DialogueDict = ModHelper.Content.Load<Dictionary<string, string>>(dialoguePath, ContentSource.GameContent);
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foreach (KeyValuePair<string, string> pair in DialogueDict)
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{
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cue.dialogueCues.Add(str, ""); //Make a new dialogue line based off of the text, but have the .wav value as empty.
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string rawDialogue = pair.Value;
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List<string> cleanDialogues = new List<string>();
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cleanDialogues = sanitizeDialogueFromDictionaries(rawDialogue);
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foreach (var str in cleanDialogues)
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{
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cue.addDialogue(str, ""); //Make a new dialogue line based off of the text, but have the .wav value as empty.
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}
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}
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}
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@ -260,6 +281,25 @@ namespace Vocalization
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else
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{
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CharacterVoiceCue cue = ModHelper.ReadJsonFile<CharacterVoiceCue>(voiceCueFile);
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var dialoguePath = Path.Combine("Characters", "Dialogue");
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//Add in all dialogue.
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if (!String.IsNullOrEmpty(cue.dialogueFileName))
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{
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dialoguePath = Path.Combine(dialoguePath, cue.dialogueFileName);
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var DialogueDict = ModHelper.Content.Load<Dictionary<string, string>>(dialoguePath, ContentSource.GameContent);
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foreach (KeyValuePair<string, string> pair in DialogueDict)
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{
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string rawDialogue = pair.Value;
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List<string> cleanDialogues = new List<string>();
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cleanDialogues = sanitizeDialogueFromDictionaries(rawDialogue);
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foreach (var str in cleanDialogues)
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{
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cue.addDialogue(str, ""); //Make a new dialogue line based off of the text, but have the .wav value as empty.
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}
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}
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}
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ModHelper.WriteJsonFile<CharacterVoiceCue>(Path.Combine(dir, "VoiceCues.json"), cue);
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DialogueCues.Add(characterName, cue);
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}
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}
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@ -331,6 +371,11 @@ namespace Vocalization
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return dialogue;
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}
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/// <summary>
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/// Load in all dialogue.xnb files and attempt to sanitize all of the dialogue from it to help making adding dialogue easier.
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/// </summary>
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/// <param name="dialogue"></param>
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/// <returns></returns>
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public List<string> sanitizeDialogueFromDictionaries(string dialogue)
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{
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List<string> possibleDialogues = new List<string>();
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@ -373,7 +418,15 @@ namespace Vocalization
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dialogue = dialogue.Replace(" ", " "); //Remove awkward spacing.
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}
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for(int i=0; i<=100; i++)
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if (dialogue.Contains("$q"))
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{
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dialogue = dialogue.Replace("$q", "");
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dialogue = dialogue.Replace(" ", " "); //Remove awkward spacing.
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}
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//This is probably the worst possible way to do this but I don't have too much a choice.
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for (int i=0; i<=100; i++)
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{
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string combine = "";
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if (i == 1) continue;
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@ -393,6 +446,11 @@ namespace Vocalization
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dialogue = dialogue.Replace("%", "");
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}
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if (dialogue.Contains("$fork"))
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{
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dialogue = dialogue.Replace("%fork", "");
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}
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//split across # symbol
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List<string> dialogueSplits1 = dialogue.Split('#').ToList(); //Returns an element size of 1 if # isn't found.
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if (dia.Contains("|")) //If I can split my string do so and add all the split strings into my orSplit list.
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{
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List<string> tempSplits = dia.Split('|').ToList();
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orSplit.Concat(tempSplits); //Add the two lists together.
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foreach(var v in tempSplits)
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{
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orSplit.Add(v);
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}
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}
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else
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{
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if (dia.Contains("^")) //If I can split my string do so and add all the split strings into my orSplit list.
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{
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List<string> tempSplits = dia.Split('^').ToList();
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finalSplit.Concat(tempSplits); //Add the two lists together.
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foreach (var v in tempSplits)
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{
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finalSplit.Add(v);
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}
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}
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else
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{
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@ -430,36 +494,74 @@ namespace Vocalization
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}
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}
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//iterate across ll dialogues and return a list of them.
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for (int i= 0;i<finalSplit.Count(); i++)
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//Loop through all adjectives and add them to our list of possibilities.
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for (int i = 0; i < finalSplit.Count(); i++)
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{
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string dia = finalSplit.ElementAt(i);
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if (dia.Contains("%adj"))
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{
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foreach (var adj in replacementStrings.adjStrings)
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{
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dia = dia.Replace("%adj", adj);
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finalSplit.Add(dia);
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}
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}
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}
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//Loop through all nouns and add them to our list of possibilities.
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for (int i = 0; i < finalSplit.Count(); i++)
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{
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string dia = finalSplit.ElementAt(i);
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if (dia.Contains("%noun"))
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{
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foreach (var noun in replacementStrings.nounStrings)
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{
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dia = dia.Replace("%noun", noun);
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finalSplit.Add(dia);
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}
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}
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}
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//Loop through all places and add them to our list of possibilities.
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for (int i = 0; i < finalSplit.Count(); i++)
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{
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string dia = finalSplit.ElementAt(i);
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if (dia.Contains("%place"))
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{
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foreach (var place in replacementStrings.placeStrings)
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{
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dia = dia.Replace("%place", place);
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finalSplit.Add(dia);
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}
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}
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}
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//Loop through all spouses and add them to our list of possibilities.
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for (int i = 0; i < finalSplit.Count(); i++)
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{
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string dia = finalSplit.ElementAt(i);
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if (dia.Contains("%spouse"))
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{
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foreach (var spouse in replacementStrings.spouseNames)
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{
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dia = dia.Replace("%spouse", spouse);
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finalSplit.Add(dia);
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}
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}
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}
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//iterate across ll dialogues and return a list of them.
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for (int i= 0;i<finalSplit.Count(); i++){
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string dia = finalSplit.ElementAt(i);
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if (dia.Contains("@"))
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{
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//replace with farmer name.
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dia = dia.Replace("@", replacementStrings.farmerName);
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}
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if (dia.Contains("%adj"))
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{
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//??? Loop through all possible adj combinations.
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}
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if (dia.Contains("%noun"))
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{
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//??? Loop through all possible noun combinations.
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}
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if (dia.Contains("%place"))
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{
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//??? Loop through all place combinations.
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}
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if (dia.Contains("%spouse"))
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{
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//Replace with all possible marriageable npcs
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}
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if (dia.Contains("%band"))
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{
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//Replace with<Sam's Band Name>
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@ -523,6 +625,49 @@ namespace Vocalization
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}
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}
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List<string> removalList = new List<string>();
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//Clean out all dialogue commands.
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foreach(var dia in possibleDialogues)
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{
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if (dia.Contains("$r"))
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{
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removalList.Add(dia);
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}
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if (dia.Contains("$p"))
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{
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removalList.Add(dia);
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}
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if (dia.Contains("$b"))
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{
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removalList.Add(dia);
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}
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if (dia.Contains("$e"))
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{
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removalList.Add(dia);
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}
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if (dia.Contains("$d"))
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{
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removalList.Add(dia);
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}
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if (dia.Contains("$k"))
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{
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removalList.Add(dia);
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}
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}
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//Delete all garbage dialogues left over.
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foreach(var v in removalList)
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{
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possibleDialogues.Remove(v);
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}
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return possibleDialogues;
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}
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}
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@ -49,6 +49,7 @@
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</ItemGroup>
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<ItemGroup>
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<Compile Include="Framework\CharacterVoiceCue.cs" />
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<Compile Include="Framework\ReplacementStrings.cs" />
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<Compile Include="Vocalization.cs" />
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<Compile Include="Properties\AssemblyInfo.cs" />
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</ItemGroup>
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