Added Mod config, scrape npc dialogue and TVs.

See todo list. Next is shops.
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Joshua Navarro 2018-07-12 22:25:21 -07:00 committed by GitHub
parent 1497980aea
commit a3b3442c6f
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5 changed files with 481 additions and 54 deletions

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@ -17,23 +17,39 @@ namespace Vocalization.Framework
public string name;
/// <summary>
/// The name of the dialogue file to scrape for inputting values into the dictionary of dialogueCues.
/// The name of the dialogue file to scrape from Content/Characters/Dialogue for inputting values into the dictionary of dialogueCues.
/// </summary>
public string dialogueFileName;
public List<string> dialogueFileNames;
/// <summary>
/// The name of the files in Content/Strings to scrape for dialogue.
/// </summary>
public List<string> stringsFileNames;
/// <summary>
/// The names of the files in Content/Data to scrape for dialogue.
/// </summary>
public List<string> dataFileNames;
/// <summary>
/// A dictionary of dialogue strings that correspond to audio files.
/// </summary>
public Dictionary<string, string> dialogueCues;
public string path;
/// <summary>
/// Constructor.
/// </summary>
/// <param name="name">The name of the NPC.</param>
public CharacterVoiceCue(string name)
public CharacterVoiceCue(string name,string path)
{
this.name = name;
this.dialogueCues = new Dictionary<string, string>();
this.stringsFileNames = new List<string>();
this.dialogueFileNames = new List<string>();
this.dataFileNames = new List<string>();
this.path = path;
}
/// <summary>

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@ -0,0 +1,23 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace Vocalization
{
public class ModConfig
{
public List<string> translations;
public string currentTranslation;
public ModConfig()
{
translations = new List<string>();
translations.Add("English");
currentTranslation = "English";
}
}
}

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@ -11,6 +11,42 @@ using Vocalization.Framework;
namespace Vocalization
{
/*
* Things to sanitize/load in
*
* NPC Dialogue(sanitized, not loaded);
* Rainy Dialogue(sanitized, not loaded);
* Marriage dialogue(sanitized?,not loaded);
* Engagement dialogue(sanitized, not loaded);
*
* TV shows
* -cooking (sanitized, not loaded)
* -interview(sanitized, not loaded)
* -tip(sanitized, not loaded)
* -oracle(sanitized, not loaded)
* -weather(sanitized, not loaded)
*
*
* Shops
* Extra dialogue
* Letters
* Events
*
*
* 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
*/
/// <summary>
/// TODO:
///
@ -41,19 +77,24 @@ namespace Vocalization
///
///Add in sanitization for Dialogue Commands(see the wiki) (done)
///
/// !!!!!!!!!Add in dialogue for npcs into their respective VoiceCue files for events!
///
/// !!!!!!!Add support for different kinds of menus. TV, shops, etc.
/// -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 mail dialogue
/// -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
/// -tv
/// -events
/// -above stuff
/// -NPC.cs
/// -Utility.csmmn
/// -Utility.cs
///
/// !!!!!!!!!Make moddable to support other languages, portuguese, russian, etc (Needs testing)
/// -make mod config have a list of supported languages and a variable that is the currently selected language.
@ -82,6 +123,8 @@ namespace Vocalization
public static ReplacementStrings replacementStrings;
public static ModConfig config;
/// <summary>
/// A dictionary that keeps track of all of the npcs whom have voice acting for their dialogue.
@ -102,7 +145,9 @@ namespace Vocalization
previousDialogue = "";
soundManager = new SimpleSoundManager.Framework.SoundManager();
config = new ModConfig();
ModHelper.ReadConfig<ModConfig>();
}
/// <summary>
@ -112,8 +157,9 @@ namespace Vocalization
/// <param name="e"></param>
private void MenuEvents_MenuClosed(object sender, StardewModdingAPI.Events.EventArgsClickableMenuClosed e)
{
//Clean out my previous dialogue when I close any sort of menu.
//Clean out my previous dialogue swhen I close any sort of menu.
previousDialogue = "";
soundManager.stopPreviousSound();
}
/// <summary>
@ -163,10 +209,137 @@ namespace Vocalization
{
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, "");
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
if (Game1.activeClickableMenu.GetType() == typeof(StardewValley.Menus.DialogueBox))
{
StardewValley.Menus.DialogueBox dialogueBox = (DialogueBox)Game1.activeClickableMenu;
string currentDialogue = dialogueBox.getCurrentString();
if (previousDialogue != currentDialogue)
{
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.
//Add in support for TV Shows
CharacterVoiceCue voice;
DialogueCues.TryGetValue("TV", 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.
voice.speak(currentDialogue);
}
else
{
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))
{
//Use reflection to get original text back.
var menu = (StardewValley.Menus.LetterViewerMenu)Game1.activeClickableMenu;
//mail dialogue text will probably need to be sanitized as well....
List<string> mailText=(List<string>)ModHelper.Reflection.GetField<List<string>>(menu, "mailMessage", true);
string currentDialogue = "";
foreach(var v in mailText)
{
currentDialogue += mailText;
}
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.
//Add in support for TV Shows
CharacterVoiceCue voice;
DialogueCues.TryGetValue("Mail", 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.
voice.speak(currentDialogue);
}
else
{
ModMonitor.Log("New unregistered Mail 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);
}
}
//Support for shops
if (Game1.activeClickableMenu.GetType() == typeof(StardewValley.Menus.ShopMenu))
{
var menu = (StardewValley.Menus.ShopMenu)Game1.activeClickableMenu;
string currentDialogue = menu.potraitPersonDialogue; //Check this string to the dict of voice cues
NPC npc = menu.portraitPerson;
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.
//Add in support for Shops
CharacterVoiceCue voice=new CharacterVoiceCue("","");
try
{
//character shops
bool f=DialogueCues.TryGetValue(Path.Combine("Shops", npc.Name), 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;
}
}
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.
voice.speak(currentDialogue);
}
else
{
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);
}
}
}
}
/// <summary>
@ -202,6 +375,30 @@ namespace Vocalization
}
}
//Add in folder for TV Shows
foreach (var translation in translationFolders)
{
string TVPath = Path.Combine(translation, "TV");
characterDialoguePaths.Add(TVPath);
}
//Add in folder for shop support
foreach (var translation in translationFolders)
{
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.
foreach (var translation in translationFolders)
{
string mail = Path.Combine(translation, "Mail");
characterDialoguePaths.Add(mail);
}
if (!Directory.Exists(contentPath)) Directory.CreateDirectory(contentPath);
if (!Directory.Exists(audioPath)) Directory.CreateDirectory(audioPath);
if (!Directory.Exists(voicePath)) Directory.CreateDirectory(voicePath);
@ -252,61 +449,252 @@ namespace Vocalization
//If a file was not found, create one and add it to the list of character voice cues.
if (!File.Exists(voiceCueFile))
{
CharacterVoiceCue cue = new CharacterVoiceCue(characterName);
var dialoguePath = Path.Combine("Characters", "Dialogue");
//basically this will never run but can be used below to also add in dialogue.
if (!String.IsNullOrEmpty(cue.dialogueFileName))
{
dialoguePath = Path.Combine(dialoguePath, cue.dialogueFileName);
var DialogueDict = ModHelper.Content.Load<Dictionary<string, string>>(dialoguePath, ContentSource.GameContent);
foreach (KeyValuePair<string, string> pair in DialogueDict)
{
string rawDialogue = pair.Value;
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.
}
}
}
ModHelper.WriteJsonFile<CharacterVoiceCue>(Path.Combine(dir, "VoiceCues.json"), cue);
DialogueCues.Add(characterName, cue);
CharacterVoiceCue cue = new CharacterVoiceCue(characterName, Path.Combine(dir, "VoiceCues.json"));
scrapeDictionaries(cue);
}
else
{
CharacterVoiceCue cue = ModHelper.ReadJsonFile<CharacterVoiceCue>(voiceCueFile);
var dialoguePath = Path.Combine("Characters", "Dialogue");
//Add in all dialogue.
if (!String.IsNullOrEmpty(cue.dialogueFileName))
{
dialoguePath = Path.Combine(dialoguePath, cue.dialogueFileName);
var DialogueDict = ModHelper.Content.Load<Dictionary<string, string>>(dialoguePath, ContentSource.GameContent);
foreach (KeyValuePair<string, string> pair in DialogueDict)
{
string rawDialogue = pair.Value;
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.
}
}
}
ModHelper.WriteJsonFile<CharacterVoiceCue>(Path.Combine(dir, "VoiceCues.json"), cue);
DialogueCues.Add(characterName, cue);
scrapeDictionaries(cue);
}
}
}
}
public void scrapeDictionaries(CharacterVoiceCue cue)
{
var dialoguePath = Path.Combine("Characters", "Dialogue");
var stringsPath = Path.Combine("Strings"); //Used for all sorts of extra strings and stuff for like StringsFromCS
var dataPath = Path.Combine("Data"); //Used for engagement dialogue strings, and ExtraDialogue, Notes, Secret Notes, Mail
//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)
{
//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);
var DialogueDict = ModHelper.Content.Load<Dictionary<string, string>>(dialoguePath2, ContentSource.GameContent);
//Scraping the CookingChannel dialogue
if (fileName.Contains("CookingChannel"))
{
//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;
List<string> splitDialogues = new List<string>();
splitDialogues = rawDialogue.Split('/').ToList();
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;
}
//Interview Show
if (fileName.Contains("InterviewShow"))
{
//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 != "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;
}
//Tip channel
if (fileName.Contains("TipChannel"))
{
//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(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 (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("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;
}
}
}
}
else
{
foreach (var fileName in cue.dialogueFileNames)
{
//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);
var DialogueDict = ModHelper.Content.Load<Dictionary<string, string>>(dialoguePath2, ContentSource.GameContent);
//Scraping the rainy dialogue file.
if (fileName.Contains("rainy"))
{
//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(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 (fileName.Contains("MarriageDialogue"))
{
//Scrape the whole dictionary looking for other character's names to ignore.
foreach (KeyValuePair<string, string> pair in DialogueDict)
{
//Get the key in the dictionary
string key = pair.Key;
string rawDialogue = pair.Value;
//get my current charcter's name
//check the current key
//if my key contains a different spouse's name continue the loop
//else sanitize it and add it to my list
foreach (var spouse in replacementStrings.spouseNames)
{
if (key.Contains(spouse) && spouse != cue.name)
{
//If the key contains a spouse name and it is not my character's name...
continue;
}
//If the key contains the character's name or is generic dialogue.
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.
}
}
}
}
}
foreach (KeyValuePair<string, string> pair in DialogueDict)
{
string rawDialogue = pair.Value;
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.
}
}
}
}
foreach (var fileName in cue.dataFileNames)
{
string dialoguePath2 = Path.Combine(dialoguePath, fileName);
var DialogueDict = ModHelper.Content.Load<Dictionary<string, string>>(dialoguePath2, ContentSource.GameContent);
//Load in engagement dialogue for this npc.
if (fileName.Contains("EngagementDialogue"))
{
//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(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;
}
}
}
ModHelper.WriteJsonFile<CharacterVoiceCue>(cue.path, cue);
DialogueCues.Add(cue.name, cue);
}
/// <summary>
/// Removes a lot of variables that would be hard to voice act from dkialogue strings such as player's name, pet names, farm names, etc.
/// </summary>

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@ -1 +1 @@
080c6a8807c043af2887ea474b0027cde5781876
48fee857a186c1f9f735aa5f673493ef10fe066c