Finished writing dialogue scraper.

Needs to be tested.
This commit is contained in:
Joshua Navarro 2018-07-13 20:28:26 -07:00 committed by GitHub
parent a3b3442c6f
commit 4b500182fa
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11 changed files with 522 additions and 80 deletions

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@ -15,41 +15,66 @@ namespace Vocalization
* Things to sanitize/load in
*
* NPC Dialogue(sanitized, not loaded);
* -Characters/Dialogue/CharacterName
* Rainy Dialogue(sanitized, not loaded);
* -Characters/Dialogue/rainy.yaml
* Marriage dialogue(sanitized?,not loaded);
* -Characters/Dialogue/MarriageDialogue<NPC NAME>
* Engagement dialogue(sanitized, not loaded);
* -Data/EngagementDialogue
* Misc
* -Strings/StringsFromCS.yaml
*
* TV shows
* -cooking (sanitized, not loaded)
* -Data/TV/CookingChannel.yaml
* -interview(sanitized, not loaded)
* -Data/TV/InterviewShow.yaml
* -tip(sanitized, not loaded)
* -Data/TV/TipChannel.yaml
* -oracle(sanitized, not loaded)
* -Strings/StringsFromCS.yaml
* -weather(sanitized, not loaded)
* -Strings/StringsFromCS.yaml
*
*
* Shops
* Extra dialogue
* Letters
* Events
* Shops(sanitized, not loaded);
* -Strings/StringsFromCS.yaml
* Extra dialogue(sanitized, not loaded);
* -Data/ExtraDialogue.yaml
*
* Letters(sanitized, not loaded);
* -Data/mail.yaml
*
* Strings/Characters.yaml
* Strings/Events.yaml
* Strings/Locations.yaml
* Strings/Notes.yaml
* Strings/Objects.yaml
* Strings/StringsFromCSFiles.yaml
* -npc
* -events
* -tv shows
* -utility
* Strings/StringsFromMaps.yaml
* Events(sanitized, not loaded);
* -Strings/StringsFromCS.yaml
* -Strings/Events.yaml
*
* Characters:
* -Strings/Characters.yaml (sanitized, not loaded);
*
* Strings/Events.yaml (sanitized, not loaded);
* -Strings/StringsFromCS.yaml
*
* Strings/Locations.yaml(sanitized, not loaded);
* -Strings/Loctions.yaml
* -Strings/StringsFromMaps.yaml
*
* Strings/Notes.yaml(sanitized, not loaded);
* -Strings/Notes.yaml
* -Data/SecretNotes.yaml
*
* Strings/Objects.yaml (not needed);
*
* Utility
* -Strings/StringsFromCS.yaml
*/
/// <summary>
/// TODO:
///
/// Validate that all paths are loading from proper places.
///
/// Make a directory where all of the wav files will be stored. (Done?)
/// Load in said wav files.(Done?)
///
@ -78,19 +103,19 @@ namespace Vocalization
///Add in sanitization for Dialogue Commands(see the wiki) (done)
///
///
/// !!!!!!!Add support for different kinds of menus. TV, shops, etc.
///Add support for different kinds of menus. TV, shops, etc. (Done)
/// -All of these strings are stored in StringsFromCS and TV/file.yaml
///
/// !!!!!!!Add support for MarriageDialogue strings.
/// !!!!!!!Add support for EngagementDialogue strings.
/// !!!!!!!Add support for ExtraDialogue.yaml file
///Add support for MarriageDialogue strings. (Done)
///Add support for EngagementDialogue strings.(Done)
///Add support for ExtraDialogue.yaml file (Done)
///
///
/// !!!!!!!Add support for mail dialogue
///Add support for mail dialogue(Done)
/// -split using ^ to get the sender's name as the last element in the split list. Then sanitize the % information out by splitting across % and getting the first element.
///
///
/// !!!!!!!Add support for Extra dialogue via StringsFromCSFiles
///Add support for Extra dialogue via StringsFromCSFiles(Done)
/// -tv
/// -events
/// -NPC.cs
@ -197,9 +222,17 @@ namespace Vocalization
//Sanitize input here!
//Load all game dialogue files and then sanitize input.
List<string> tries = new List<string>();
tries.Add(speakerName);
tries.Add("Events");
tries.Add("CharactersStrings");
tries.Add("LocationDialogue");
tries.Add("Utility");
foreach (var v in tries)
{
CharacterVoiceCue voice;
DialogueCues.TryGetValue(speakerName,out voice);
currentDialogue=sanitizeDialogueInGame(currentDialogue); //If contains the stuff in the else statement, change things up.
DialogueCues.TryGetValue(speakerName, out voice);
currentDialogue = sanitizeDialogueInGame(currentDialogue); //If contains the stuff in the else statement, change things up.
if (voice.dialogueCues.ContainsKey(currentDialogue))
{
//Not variable messages. Aka messages that don't contain words the user can change such as farm name, farmer name etc.
@ -207,14 +240,14 @@ namespace Vocalization
}
else
{
ModMonitor.Log("New unregistered dialogue detected for NPC: "+speakerName+" saying: "+currentDialogue,LogLevel.Alert);
ModMonitor.Log("Make sure to add this to their respective VoiceCue.json file if you wish for this dialogue to have voice acting associated with it!",LogLevel.Alert);
voice.addDialogue(currentDialogue, "");
ModMonitor.Log("New unregistered dialogue detected for NPC: " + speakerName + " saying: " + currentDialogue, LogLevel.Alert);
ModMonitor.Log("Make sure to add this to their respective VoiceCue.json file if you wish for this dialogue to have voice acting associated with it!", LogLevel.Alert);
ModHelper.WriteJsonFile<CharacterVoiceCue>(voice.path, voice); //If the dialogue was overlooked somehow, just add it to the player's dialogue lines.
}
}
}
}
}
else
{
//Support for TV
@ -227,10 +260,18 @@ namespace Vocalization
previousDialogue = currentDialogue; //Update my previously read dialogue so that I only read the new string once when it appears.
ModMonitor.Log(currentDialogue); //Print out my dialogue.
List<string> tries = new List<string>();
tries.Add("TV");
tries.Add("Events");
tries.Add("Characters");
tries.Add("LocationDialogue");
tries.Add("Notes");
tries.Add("Utility");
foreach (var v in tries)
{
//Add in support for TV Shows
CharacterVoiceCue voice;
DialogueCues.TryGetValue("TV", out voice);
bool f=DialogueCues.TryGetValue(v, out voice);
currentDialogue = sanitizeDialogueInGame(currentDialogue); //If contains the stuff in the else statement, change things up.
if (voice.dialogueCues.ContainsKey(currentDialogue))
{
@ -241,11 +282,11 @@ namespace Vocalization
{
ModMonitor.Log("New unregistered dialogue detected saying: " + currentDialogue, LogLevel.Alert);
ModMonitor.Log("Make sure to add this to their respective VoiceCue.json file if you wish for this dialogue to have voice acting associated with it!", LogLevel.Alert);
voice.addDialogue(currentDialogue, "");
ModHelper.WriteJsonFile<CharacterVoiceCue>(voice.path, voice); //If the dialogue was overlooked somehow, just add it to the player's dialogue lines.
}
}
}
}
//Support for Letters
if (Game1.activeClickableMenu.GetType() == typeof(StardewValley.Menus.LetterViewerMenu))
@ -300,28 +341,14 @@ namespace Vocalization
try
{
//character shops
bool f=DialogueCues.TryGetValue(Path.Combine("Shops", npc.Name), out voice);
bool f=DialogueCues.TryGetValue(Path.Combine("Shops"), out voice);
if (f == false)
{
ModMonitor.Log("Can't find the dialogue for the shop: " + npc.Name);
}
}
catch(Exception err)
{
try
{
//non npc shops
bool f=DialogueCues.TryGetValue(Path.Combine("Shops", "Misc"), out voice);
if (f == false)
{
ModMonitor.Log("Can't find the dialogue in the misc shop file.");
}
}
catch(Exception errr)
{
ModMonitor.Log("A really big problem happened when trying to load dialogue from shops. Uhh ohh. Make sure the Shops folder exists.");
return;
}
catch(Exception err) {
}
currentDialogue = sanitizeDialogueInGame(currentDialogue); //If contains the stuff in the else statement, change things up.
if (voice.dialogueCues.ContainsKey(currentDialogue))
@ -387,9 +414,6 @@ namespace Vocalization
{
string shop = Path.Combine(translation, "Shops"); //Used to hold NPC Shops
characterDialoguePaths.Add(shop);
string shop2 = Path.Combine(translation, "Shops","Misc"); //Used to hold Misc shops such as traveling merchants and boats.
characterDialoguePaths.Add(shop2);
}
//Add in folder for Mail support.
@ -399,6 +423,45 @@ namespace Vocalization
characterDialoguePaths.Add(mail);
}
//Add in folder for ExtraDiaogue.yaml
foreach (var translation in translationFolders)
{
string extra = Path.Combine(translation, "ExtraDialogue");
characterDialoguePaths.Add(extra);
}
foreach (var translation in translationFolders)
{
string extra = Path.Combine(translation, "Events");
characterDialoguePaths.Add(extra);
}
foreach (var translation in translationFolders)
{
string extra = Path.Combine(translation, "Characters");
characterDialoguePaths.Add(extra);
}
foreach (var translation in translationFolders)
{
string extra = Path.Combine(translation, "LocationDialogue");
characterDialoguePaths.Add(extra);
}
foreach (var translation in translationFolders)
{
string extra = Path.Combine(translation, "Notes");
characterDialoguePaths.Add(extra);
}
foreach (var translation in translationFolders)
{
string extra = Path.Combine(translation, "Utility");
characterDialoguePaths.Add(extra);
}
if (!Directory.Exists(contentPath)) Directory.CreateDirectory(contentPath);
if (!Directory.Exists(audioPath)) Directory.CreateDirectory(audioPath);
if (!Directory.Exists(voicePath)) Directory.CreateDirectory(voicePath);
@ -461,7 +524,10 @@ namespace Vocalization
}
}
/// <summary>
/// Used to obtain all strings for almost all possible dialogue in the game.
/// </summary>
/// <param name="cue"></param>
public void scrapeDictionaries(CharacterVoiceCue cue)
{
@ -472,12 +538,12 @@ namespace Vocalization
//If the "character"'s name is TV which means I'm watching tv, scrape the data from the TV shows.
if (cue.name == "TV")
{
foreach (var fileName in cue.dialogueFileNames)
foreach (var fileName in cue.dataFileNames)
{
//basically this will never run but can be used below to also add in dialogue.
if (!String.IsNullOrEmpty(fileName))
{
string dialoguePath2 = Path.Combine(dialoguePath, fileName);
string dialoguePath2 = Path.Combine(dataPath,"TV",fileName);
var DialogueDict = ModHelper.Content.Load<Dictionary<string, string>>(dialoguePath2, ContentSource.GameContent);
//Scraping the CookingChannel dialogue
@ -494,15 +560,13 @@ namespace Vocalization
string cookingDialogue = splitDialogues.ElementAt(1);
//If the key contains the character's name.
if (key.Contains(cue.name))
{
List<string> cleanDialogues = new List<string>();
cleanDialogues = sanitizeDialogueFromDictionaries(cookingDialogue);
foreach (var str in cleanDialogues)
{
cue.addDialogue(str, ""); //Make a new dialogue line based off of the text, but have the .wav value as empty.
}
}
}
continue;
}
@ -518,15 +582,13 @@ namespace Vocalization
string rawDialogue = pair.Value;
if (key != "intro") continue;
//If the key contains the character's name.
if (key.Contains(cue.name))
{
List<string> cleanDialogues = new List<string>();
cleanDialogues = sanitizeDialogueFromDictionaries(rawDialogue);
foreach (var str in cleanDialogues)
{
cue.addDialogue(str, ""); //Make a new dialogue line based off of the text, but have the .wav value as empty.
}
}
}
continue;
}
@ -540,20 +602,27 @@ namespace Vocalization
//Get the key in the dictionary
string key = pair.Key;
string rawDialogue = pair.Value;
//If the key contains the character's name.
if (key.Contains(cue.name))
{
List<string> cleanDialogues = new List<string>();
cleanDialogues = sanitizeDialogueFromDictionaries(rawDialogue);
foreach (var str in cleanDialogues)
{
cue.addDialogue(str, ""); //Make a new dialogue line based off of the text, but have the .wav value as empty.
}
}
}
continue;
}
}
}
foreach (var fileName in cue.stringsFileNames)
{
//basically this will never run but can be used below to also add in dialogue.
if (!String.IsNullOrEmpty(fileName))
{
string dialoguePath2 = Path.Combine(stringsPath, fileName);
var DialogueDict = ModHelper.Content.Load<Dictionary<string, string>>(dialoguePath2, ContentSource.GameContent);
if (fileName.Contains("StringsFromCSFiles"))
{
//Scrape the whole dictionary looking for the character's name.
@ -564,8 +633,149 @@ namespace Vocalization
string rawDialogue = pair.Value;
if (!key.Contains("TV")) continue;
//If the key contains the character's name.
if (key.Contains(cue.name))
List<string> cleanDialogues = new List<string>();
cleanDialogues = sanitizeDialogueFromDictionaries(rawDialogue);
foreach (var str in cleanDialogues)
{
cue.addDialogue(str, ""); //Make a new dialogue line based off of the text, but have the .wav value as empty.
}
}
continue;
}
}
}
}
//If the "character"'s name is Shops which means I'm talking to a shopkeeper.
else if (cue.name == "Shops")
{
foreach (var fileName in cue.stringsFileNames)
{
//basically this will never run but can be used below to also add in dialogue.
if (!String.IsNullOrEmpty(fileName))
{
string dialoguePath2 = Path.Combine(stringsPath, fileName);
var DialogueDict = ModHelper.Content.Load<Dictionary<string, string>>(dialoguePath2, ContentSource.GameContent);
//Scraping the CookingChannel dialogue
if (fileName.Contains("StringsFromCSFiles"))
{
//Scrape the whole dictionary looking for the character's name.
foreach (KeyValuePair<string, string> pair in DialogueDict)
{
//Get the key in the dictionary
string key = pair.Key;
string rawDialogue = pair.Value;
if (!key.Contains("ShopMenu")) continue;
//If the key contains the character's name.
List<string> cleanDialogues = new List<string>();
cleanDialogues = sanitizeDialogueFromDictionaries(rawDialogue);
foreach (var str in cleanDialogues)
{
cue.addDialogue(str, ""); //Make a new dialogue line based off of the text, but have the .wav value as empty.
}
}
continue;
}
//For moddablity add a generic scrape here!
}
}
}
//Scrape Content/Data/ExtraDialogue.yaml
else if (cue.name == "ExtraDialogue")
{
foreach (var fileName in cue.dataFileNames)
{
//basically this will never run but can be used below to also add in dialogue.
if (!String.IsNullOrEmpty(fileName))
{
string dialoguePath2 = Path.Combine(dataPath, fileName);
var DialogueDict = ModHelper.Content.Load<Dictionary<string, string>>(dialoguePath2, ContentSource.GameContent);
//Scraping the CookingChannel dialogue
//Scrape the whole dictionary looking for the character's name.
foreach (KeyValuePair<string, string> pair in DialogueDict)
{
//Get the key in the dictionary
string key = pair.Key;
string rawDialogue = pair.Value;
//If the key contains the character's name.
List<string> cleanDialogues = new List<string>();
cleanDialogues = sanitizeDialogueFromDictionaries(rawDialogue);
foreach (var str in cleanDialogues)
{
cue.addDialogue(str, ""); //Make a new dialogue line based off of the text, but have the .wav value as empty.
}
}
}
}
}
//Used to scrape Strings/Locations.yaml and Strings/StringsFromMaps.yaml
else if (cue.name == "LocationDialogue")
{
foreach (var fileName in cue.stringsFileNames)
{
//basically this will never run but can be used below to also add in dialogue.
if (!String.IsNullOrEmpty(fileName))
{
string dialoguePath2 = Path.Combine(stringsPath, fileName);
var DialogueDict = ModHelper.Content.Load<Dictionary<string, string>>(dialoguePath2, ContentSource.GameContent);
//Scraping the CookingChannel dialogue
//Scrape the whole dictionary looking for the character's name.
foreach (KeyValuePair<string, string> pair in DialogueDict)
{
//Get the key in the dictionary
string key = pair.Key;
string rawDialogue = pair.Value;
//If the key contains the character's name.
List<string> cleanDialogues = new List<string>();
cleanDialogues = sanitizeDialogueFromDictionaries(rawDialogue);
foreach (var str in cleanDialogues)
{
cue.addDialogue(str, ""); //Make a new dialogue line based off of the text, but have the .wav value as empty.
}
}
}
}
}
//Scrape for event dialogue.
else if (cue.name == "Events")
{
foreach (var fileName in cue.stringsFileNames)
{
if (!String.IsNullOrEmpty(fileName))
{
string dialoguePath2 = Path.Combine(stringsPath, fileName);
var DialogueDict = ModHelper.Content.Load<Dictionary<string, string>>(dialoguePath2, ContentSource.GameContent);
//Scrape Strings/Events.yaml for dialogue strings
if (fileName.Contains("StringsFromCS"))
{
//Scrape Strings/StringsFromCS.yaml
foreach (KeyValuePair<string, string> pair in DialogueDict)
{
//Get the key in the dictionary
string key = pair.Key;
string rawDialogue = pair.Value;
//If the key contains the character's name.
if (!key.Contains("Event")) continue;
List<string> cleanDialogues = new List<string>();
cleanDialogues = sanitizeDialogueFromDictionaries(rawDialogue);
foreach (var str in cleanDialogues)
@ -574,12 +784,183 @@ namespace Vocalization
}
}
}
continue;
//Scrape Strings/Events.yaml
if (fileName.Contains("Events"))
{
foreach (KeyValuePair<string, string> pair in DialogueDict)
{
//Get the key in the dictionary
string key = pair.Key;
string rawDialogue = pair.Value;
//If the key contains the character's name.
List<string> cleanDialogues = new List<string>();
cleanDialogues = sanitizeDialogueFromDictionaries(rawDialogue);
foreach (var str in cleanDialogues)
{
cue.addDialogue(str, ""); //Make a new dialogue line based off of the text, but have the .wav value as empty.
}
}
}
}
}
}
//Scrape for mail dialogue.
else if (cue.name == "Mail")
{
foreach (var fileName in cue.dataFileNames)
{
//basically this will never run but can be used below to also add in dialogue.
if (!String.IsNullOrEmpty(fileName))
{
string dialoguePath2 = Path.Combine(dataPath, fileName);
var DialogueDict = ModHelper.Content.Load<Dictionary<string, string>>(dialoguePath2, ContentSource.GameContent);
//Scrape the whole dictionary looking for the character's name.
foreach (KeyValuePair<string, string> pair in DialogueDict)
{
//Get the key in the dictionary
string key = pair.Key;
string rawDialogue = pair.Value;
//If the key contains the character's name.
string cleanDialogue = "";
cleanDialogue = sanitizeDialogueFromMailDictionary(rawDialogue);
cue.addDialogue(cleanDialogue, ""); //Make a new dialogue line based off of the text, but have the .wav value as empty
}
}
}
}
//Used to scrape Content/strings/Characters.yaml.
else if (cue.name == "Characters")
{
foreach (var fileName in cue.stringsFileNames)
{
if (!String.IsNullOrEmpty(fileName))
{
string dialoguePath2 = Path.Combine(stringsPath, fileName);
var DialogueDict = ModHelper.Content.Load<Dictionary<string, string>>(dialoguePath2, ContentSource.GameContent);
if (fileName.Contains("Characters"))
{
//Scrape the whole dictionary looking for the character's name.
foreach (KeyValuePair<string, string> pair in DialogueDict)
{
//Get the key in the dictionary
string key = pair.Key;
string rawDialogue = pair.Value;
//If the key contains the character's name.
List<string> cleanDialogues = new List<string>();
cleanDialogues = sanitizeDialogueFromDictionaries(rawDialogue);
foreach (var str in cleanDialogues)
{
cue.addDialogue(str, ""); //Make a new dialogue line based off of the text, but have the .wav value as empty.
}
}
continue;
}
//!!!!!!!!!!!!If I ever want to make this moddable add a generic scrape here.
}
}
}
else if (cue.name == "Notes")
{
//Used mainly to scrape Content/Strings/Notes.yaml
foreach (var fileName in cue.stringsFileNames)
{
//basically this will never run but can be used below to also add in dialogue.
if (!String.IsNullOrEmpty(fileName))
{
string dialoguePath2 = Path.Combine(stringsPath, fileName);
var DialogueDict = ModHelper.Content.Load<Dictionary<string, string>>(dialoguePath2, ContentSource.GameContent);
//Scrape the whole dictionary looking for the character's name.
foreach (KeyValuePair<string, string> pair in DialogueDict)
{
//Get the key in the dictionary
string key = pair.Key;
string rawDialogue = pair.Value;
//If the key contains the character's name.
List<string> cleanDialogues = new List<string>();
cleanDialogues = sanitizeDialogueFromDictionaries(rawDialogue);
foreach (var str in cleanDialogues)
{
cue.addDialogue(str, ""); //Make a new dialogue line based off of the text, but have the .wav value as empty.
}
}
continue;
}
}
//Used mainly to scrape Content/Data/SecretNotes.yaml
foreach (var fileName in cue.dataFileNames)
{
if (!String.IsNullOrEmpty(fileName))
{
string dialoguePath2 = Path.Combine(dataPath, fileName);
var DialogueDict = ModHelper.Content.Load<Dictionary<string, string>>(dialoguePath2, ContentSource.GameContent);
//Scrape the whole dictionary looking for the character's name.
foreach (KeyValuePair<string, string> pair in DialogueDict)
{
//Get the key in the dictionary
string key = pair.Key;
string rawDialogue = pair.Value;
//If the key contains the character's name.
List<string> cleanDialogues = new List<string>();
cleanDialogues = sanitizeDialogueFromDictionaries(rawDialogue);
foreach (var str in cleanDialogues)
{
cue.addDialogue(str, ""); //Make a new dialogue line based off of the text, but have the .wav value as empty.
}
}
continue;
}
}
}
//used to scrape Content/Strings/Utility.yaml
else if (cue.name == "Utility")
{
foreach (var fileName in cue.stringsFileNames)
{
//basically this will never run but can be used below to also add in dialogue.
if (!String.IsNullOrEmpty(fileName))
{
string dialoguePath2 = Path.Combine(stringsPath, fileName);
var DialogueDict = ModHelper.Content.Load<Dictionary<string, string>>(dialoguePath2, ContentSource.GameContent);
//Scrape the whole dictionary looking for the character's name.
foreach (KeyValuePair<string, string> pair in DialogueDict)
{
//Get the key in the dictionary
string key = pair.Key;
string rawDialogue = pair.Value;
//If the key contains the character's name.
string cleanDialogue = "";
cleanDialogue = sanitizeDialogueFromMailDictionary(rawDialogue);
cue.addDialogue(cleanDialogue, ""); //Make a new dialogue line based off of the text, but have the .wav value as empty
}
}
}
}
//Dialogue scrape for npc specific text.
else
{
foreach (var fileName in cue.dialogueFileNames)
@ -663,7 +1044,7 @@ namespace Vocalization
}
foreach (var fileName in cue.dataFileNames)
{
string dialoguePath2 = Path.Combine(dialoguePath, fileName);
string dialoguePath2 = Path.Combine(dataPath, fileName);
var DialogueDict = ModHelper.Content.Load<Dictionary<string, string>>(dialoguePath2, ContentSource.GameContent);
//Load in engagement dialogue for this npc.
@ -689,6 +1070,34 @@ namespace Vocalization
continue;
}
}
foreach (var fileName in cue.stringsFileNames)
{
string dialoguePath2 = Path.Combine(stringsPath, fileName);
var DialogueDict = ModHelper.Content.Load<Dictionary<string, string>>(dialoguePath2, ContentSource.GameContent);
//Load in super generic dialogue for this npc. This may or may not be a good idea....
if (fileName.Contains("StringsFromCS"))
{
//Scrape the whole dictionary looking for the character's name.
foreach (KeyValuePair<string, string> pair in DialogueDict)
{
//Get the key in the dictionary
string key = pair.Key;
string rawDialogue = pair.Value;
//If the key contains the character's name.
if (key.Contains("NPC"))
{
List<string> cleanDialogues = new List<string>();
cleanDialogues = sanitizeDialogueFromDictionaries(rawDialogue);
foreach (var str in cleanDialogues)
{
cue.addDialogue(str, ""); //Make a new dialogue line based off of the text, but have the .wav value as empty.
}
}
}
continue;
}
}
}
ModHelper.WriteJsonFile<CharacterVoiceCue>(cue.path, cue);
@ -1058,5 +1467,36 @@ namespace Vocalization
return possibleDialogues;
}
/// <summary>
/// Used to remove all garbage strings from Content/Data/mail.yaml
/// </summary>
/// <param name="mailText"></param>
/// <returns></returns>
public string sanitizeDialogueFromMailDictionary(string mailText)
{
List<string> texts = mailText.Split('%').ToList();
string splicedText = texts.ElementAt(0); //The actual message of the mail minus the items stored at the end.
if (splicedText.Contains("@"))
{
splicedText = splicedText.Replace("@", replacementStrings.farmerName);
}
if (splicedText.Contains("^"))
{
splicedText = splicedText.Replace("^", "");
}
if (splicedText.Contains("\""))
{
splicedText = splicedText.Replace("\"", "");
}
return splicedText;
}
}
}

View File

@ -50,6 +50,7 @@
<ItemGroup>
<Compile Include="Framework\CharacterVoiceCue.cs" />
<Compile Include="Framework\ReplacementStrings.cs" />
<Compile Include="ModConfig.cs" />
<Compile Include="Vocalization.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
</ItemGroup>

View File

@ -8,3 +8,4 @@ C:\Users\iD Student\Desktop\Stardew\Vocalization\Vocalization\bin\Debug\Netcode.
C:\Users\iD Student\Desktop\Stardew\Vocalization\Vocalization\obj\Debug\Vocalization.csproj.CopyComplete
C:\Users\iD Student\Desktop\Stardew\Vocalization\Vocalization\bin\Debug\SimpleSoundManager.dll
C:\Users\iD Student\Desktop\Stardew\Vocalization\Vocalization\bin\Debug\SimpleSoundManager.pdb
C:\Users\iD Student\Desktop\Stardew\Vocalization\Vocalization\obj\Debug\Vocalization.csprojResolveAssemblyReference.cache