NPC handler implemented for custom characters.

This commit is contained in:
2018-09-21 11:43:05 -07:00
parent 065a88e310
commit c9f21d2772
4 changed files with 80 additions and 5 deletions

View File

@ -50,6 +50,7 @@
<Reference Include="System.Xml" />
</ItemGroup>
<ItemGroup>
<Compile Include="Framework\NPCHandler.cs" />
<Compile Include="Framework\IInformationHandler.cs" />
<Compile Include="Framework\LocationHandler.cs" />
<Compile Include="ISaveCoreAPI.cs" />

View File

@ -34,7 +34,7 @@ namespace UnifiedSaveCore.Framework
Game1.locations.Add(loc);
}
locations.Clear();
//Game1.warpFarmer(oldLocation.name, (int)position.X*Game1.tileSize, (int)position.Y*Game1.tileSize, oldFacingDirection);
Game1.warpFarmer(oldLocation.name, (int)position.X/Game1.tileSize, (int)position.Y/Game1.tileSize, oldFacingDirection);
}
//Removes all game locations for the game to save.
@ -46,7 +46,7 @@ namespace UnifiedSaveCore.Framework
oldFacingDirection = Game1.player.facingDirection;
Vector2 bed = Game1.player.mostRecentBed;
//Game1.warpFarmer("Farmhouse", (int)bed.X, (int)bed.Y, 2);
Game1.warpFarmer("Farmhouse", (int)bed.X/Game1.tileSize, (int)bed.Y/Game1.tileSize, 2);
foreach (var loc in Game1.locations)
{
//UnifiedSaveCore.monitor.Log(loc.GetType().ToString());

View File

@ -0,0 +1,72 @@
using StardewValley;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace UnifiedSaveCore.Framework
{
public class NPCHandler:IInformationHandler
{
/// <summary>
/// Deals with characters at specific locations.
/// </summary>
Dictionary<GameLocation, List<NPC>> characterLocations;
/// <summary>
/// Constructor.
/// </summary>
public NPCHandler()
{
characterLocations = new Dictionary<GameLocation, List<NPC>>();
}
/// <summary>
/// Removes all custom characters before saving.
/// </summary>
public void beforeSave()
{
foreach (var loc in Game1.locations)
{
List<NPC> characters = new List<NPC>();
foreach (var character in loc.characters)
{
foreach (Type t in UnifiedSaveCore.modTypes)
{
if (character.GetType().ToString() == t.ToString())
{
characters.Add(character);
}
}
}
foreach (var character in characters)
{
loc.characters.Remove(character);
}
characterLocations.Add(loc, characters);
}
}
/// <summary>
/// Restores all custom characters after saving.
/// </summary>
public void afterSave()
{
foreach(KeyValuePair<GameLocation,List<NPC>> pair in characterLocations)
{
foreach(var npc in pair.Value)
{
pair.Key.characters.Add(npc);
}
}
characterLocations.Clear();
}
public void afterLoad()
{
throw new NotImplementedException();
}
}
}

View File

@ -75,6 +75,7 @@ namespace UnifiedSaveCore
"xTile",
};
//taken from attribute example.
foreach (Assembly asm in assemblies)
{
@ -127,13 +128,14 @@ namespace UnifiedSaveCore
//Console.WriteLine("{0} VERSIONS: (A){1} (F){2} (P){3}", name, asmV, fileV, prodV);
}
StardewModdingAPI.Events.SaveEvents.BeforeSave += SaveEvents_BeforeSave;
StardewModdingAPI.Events.SaveEvents.AfterSave += SaveEvents_AfterSave;
StardewModdingAPI.Events.SaveEvents.AfterLoad += SaveEvents_AfterLoad;
//StardewModdingAPI.Events.SaveEvents.BeforeSave += SaveEvents_BeforeSave;
//StardewModdingAPI.Events.SaveEvents.AfterSave += SaveEvents_AfterSave;
//StardewModdingAPI.Events.SaveEvents.AfterLoad += SaveEvents_AfterLoad;
saveCoreAPI = new SaveCoreAPI();
dataHandlers = new List<IInformationHandler>();
dataHandlers.Add(new LocationHandler());
dataHandlers.Add(new NPCHandler());
}