Finished generic scrape of Extra Dialogue which pieces together all possibiities of generic I bought x dialogue.
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0251622627
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@ -45,5 +45,35 @@ namespace Vocalization.Framework
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return strArray;
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}
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public static string[] getRandomNegativeAdjectivesForEventOrPerson(NPC n = null)
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{
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Random random = new Random((int)Game1.stats.DaysPlayed + (int)Game1.uniqueIDForThisGame / 2);
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string[] strArray;
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if (n != null && n.Age != 0)
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strArray = Game1.content.LoadString("Strings\\Lexicon:RandomNegativeAdjective_Child").Split('#');
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else if (n != null && n.Gender == 0)
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strArray = Game1.content.LoadString("Strings\\Lexicon:RandomNegativeAdjective_AdultMale").Split('#');
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else if (n != null && n.Gender == 1)
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strArray = Game1.content.LoadString("Strings\\Lexicon:RandomNegativeAdjective_AdultFemale").Split('#');
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else
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strArray = Game1.content.LoadString("Strings\\Lexicon:RandomNegativeAdjective_PlaceOrEvent").Split('#');
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return strArray;
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}
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public static string[] getRandomPositiveAdjectivesForEventOrPerson(NPC n = null)
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{
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Random random = new Random((int)Game1.stats.DaysPlayed + (int)Game1.uniqueIDForThisGame / 2);
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string[] strArray;
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if (n != null && n.Age != 0)
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strArray = Game1.content.LoadString("Strings\\Lexicon:RandomPositiveAdjective_Child").Split('#');
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else if (n != null && n.Gender == 0)
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strArray = Game1.content.LoadString("Strings\\Lexicon:RandomPositiveAdjective_AdultMale").Split('#');
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else if (n != null && n.Gender == 1)
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strArray = Game1.content.LoadString("Strings\\Lexicon:RandomPositiveAdjective_AdultFemale").Split('#');
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else
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strArray = Game1.content.LoadString("Strings\\Lexicon:RandomPositiveAdjective_PlaceOrEvent").Split('#');
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return strArray;
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}
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}
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}
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@ -321,9 +321,9 @@ namespace Vocalization
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string currentDialogue = dialogueBox.getCurrentString();
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if (previousDialogue != currentDialogue)
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{
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ModMonitor.Log(speakerName);
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//ModMonitor.Log(speakerName);
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previousDialogue = currentDialogue; //Update my previously read dialogue so that I only read the new string once when it appears.
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ModMonitor.Log(currentDialogue); //Print out my dialogue.
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//ModMonitor.Log(currentDialogue); //Print out my dialogue.
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//Do logic here to figure out what audio clips to play.
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//Sanitize input here!
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@ -345,15 +345,10 @@ namespace Vocalization
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DialogueCues.TryGetValue(v, out voice);
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currentDialogue = sanitizeDialogueInGame(currentDialogue); //If contains the stuff in the else statement, change things up.
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if (voice == null)
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{
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ModMonitor.Log("WHY IS MY VOICE NULL??");
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}
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if (voice.dialogueCues.ContainsKey(currentDialogue))
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{
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//Not variable messages. Aka messages that don't contain words the user can change such as farm name, farmer name etc.
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voice.speak(currentDialogue);
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ModMonitor.Log("SPEAK????");
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return;
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}
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else
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@ -399,7 +394,7 @@ namespace Vocalization
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//Not variable messages. Aka messages that don't contain words the user can change such as farm name, farmer name etc.
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voice.speak(currentDialogue);
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ModMonitor.Log("SPEAK THE TELLE");
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//ModMonitor.Log("SPEAK THE TELLE");
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return;
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}
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else
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@ -426,7 +421,6 @@ namespace Vocalization
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}
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previousDialogue = currentDialogue; //Update my previously read dialogue so that I only read the new string once when it appears.
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ModMonitor.Log(currentDialogue); //Print out my dialogue.
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//Add in support for TV Shows
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@ -459,7 +453,6 @@ namespace Vocalization
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if (previousDialogue == shopDialogue) return;
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previousDialogue = shopDialogue; //Update my previously read dialogue so that I only read the new string once when it appears.
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ModMonitor.Log(shopDialogue); //Print out my dialogue.
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//Add in support for Shops
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@ -487,10 +480,6 @@ namespace Vocalization
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}
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else
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{
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foreach(var v in voice.dialogueCues)
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{
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ModMonitor.Log(v.Key + " " + v.Value);
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}
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ModMonitor.Log("New unregistered dialogue detected saying: " + shopDialogue, LogLevel.Alert);
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@ -690,7 +679,11 @@ namespace Vocalization
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if (!File.Exists(voiceCueFile))
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{
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CharacterVoiceCue cue = new CharacterVoiceCue(characterName);
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cue.initializeEnglishScrape();
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//Change this up for different translations???
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if (translation == "English")
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{
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cue.initializeEnglishScrape();
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}
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scrapeDictionaries(voiceCueFile,cue);
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///??? DO I NEVER ACTUALLY ADD IT IN???
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try
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@ -1288,8 +1281,6 @@ namespace Vocalization
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string rawDialogue = pair.Value;
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//If the key contains the character's name.
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ModMonitor.Log(rawDialogue);
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int count = rawDialogue.Split('/').Length-1;
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string[] strippedRawQuestDialogue = new string[count];
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List<string> strippedFreshQuestDialogue = new List<string>();
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@ -1363,14 +1354,8 @@ namespace Vocalization
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string[]strippedRawQuestDialogue = new string[20];
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List<string>strippedFreshQuestDialogue = new List<string>();
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ModMonitor.Log(rawDialogue);
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strippedRawQuestDialogue = rawDialogue.Split(new string[] {"/" },StringSplitOptions.None);
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foreach(var v in strippedRawQuestDialogue)
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{
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ModMonitor.Log("I AM SO CONFUSED: " + v);
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}
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string prompt1 = strippedRawQuestDialogue.ElementAt(0);
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string prompt2 = strippedRawQuestDialogue.ElementAt(2);
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@ -1756,7 +1741,6 @@ namespace Vocalization
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List<string> cleanDialogues = sanitizeDialogueFromDictionaries(raw, cue);
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foreach (var dia in cleanDialogues)
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{
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ModMonitor.Log(dia);
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cue.addDialogue(dia, new VoiceAudioOptions());
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}
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}
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@ -1832,12 +1816,20 @@ namespace Vocalization
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{
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if (i.quality.Value != 2)
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{
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string str17 = Game1.content.LoadString(Path.Combine("Data", "ExtraDialogue:PurchasedItem_3_QualityLow_Rude"), (object)str3, (object)str4, (object)i.DisplayName, (object)(i.salePrice() / 2), (object)Vocabulary.getRandomNegativeFoodAdjective(n), (object)Vocabulary.getRandomNegativeItemSlanderNoun());
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dialogueReturn.Add(str17);
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foreach (var word1 in Vocabulary.getRandomNegativeFoodAdjectives(n))
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{
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foreach (string word2 in Vocabulary.getRandomNegativeItemSlanderNouns()) {
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string str17 = Game1.content.LoadString(Path.Combine("Data", "ExtraDialogue:PurchasedItem_3_QualityLow_Rude"), (object)str3, (object)str4, (object)i.DisplayName, (object)(i.salePrice() / 2), (object)word1, (object)word2);
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dialogueReturn.Add(str17);
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}
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}
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break;
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}
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string str10 = Game1.content.LoadString(Path.Combine("Data", "ExtraDialogue:PurchasedItem_3_QualityHigh_Rude"), (object)str3, (object)str4, (object)i.DisplayName, (object)(i.salePrice() / 2), (object)Vocabulary.getRandomSlightlyPositiveAdjectiveForEdibleNoun(n));
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dialogueReturn.Add(str10);
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foreach (string word1 in Vocabulary.getRandomSlightlyPositiveAdjectivesForEdibleNoun(n))
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{
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string str10 = Game1.content.LoadString(Path.Combine("Data", "ExtraDialogue:PurchasedItem_3_QualityHigh_Rude"), (object)str3, (object)str4, (object)i.DisplayName, (object)(i.salePrice() / 2), (object)word1);
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dialogueReturn.Add(str10);
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}
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break;
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}
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string str11 = Game1.content.LoadString(Path.Combine("Data", "ExtraDialogue:PurchasedItem_3_NonRude"), (object)str3, (object)str4, (object)i.DisplayName, (object)(i.salePrice() / 2));
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@ -1856,9 +1848,11 @@ namespace Vocalization
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}
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if (i.Category == -7)
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{
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string forEventOrPerson = Vocabulary.getRandomPositiveAdjectiveForEventOrPerson(n);
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string str14 = Game1.content.LoadString(Path.Combine("Data", "ExtraDialogue:PurchasedItem_5_Cooking"), (object)str3, (object)str4, (object)i.DisplayName, (object)Vocabulary.getProperArticleForWord(forEventOrPerson), (object)forEventOrPerson);
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dialogueReturn.Add(str14);
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foreach (string forEventOrPerson in Vocabulary.getRandomPositiveAdjectivesForEventOrPerson(n))
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{
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string str14 = Game1.content.LoadString(Path.Combine("Data", "ExtraDialogue:PurchasedItem_5_Cooking"), (object)str3, (object)str4, (object)i.DisplayName, (object)Lexicon.getProperArticleForWord(forEventOrPerson), (object)forEventOrPerson);
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dialogueReturn.Add(str14);
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}
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break;
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}
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string str15 = Game1.content.LoadString(Path.Combine("Data", "ExtraDialogue:PurchasedItem_5_Foraged"), (object)str3, (object)str4, (object)i.DisplayName);
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@ -1891,7 +1885,11 @@ namespace Vocalization
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{
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if (i.quality.Value == 0)
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{
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str1 = Game1.content.LoadString(Path.Combine("Data", "ExtraDialogue:PurchasedItem_Abigail_QualityLow"), (object)str3, (object)str4, (object)i.DisplayName, (object)Vocabulary.getRandomNegativeItemSlanderNoun());
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foreach (string word1 in Vocabulary.getRandomNegativeItemSlanderNouns())
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{
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string str12 = Game1.content.LoadString(Path.Combine("Data", "ExtraDialogue:PurchasedItem_Abigail_QualityLow"), (object)str3, (object)str4, (object)i.DisplayName, (object)word1);
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dialogueReturn.Add(str12);
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}
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}
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else {
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str1 = Game1.content.LoadString(Path.Combine("Data", "ExtraDialogue:PurchasedItem_Abigail_QualityHigh"), (object)str3, (object)str4, (object)i.DisplayName);
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@ -1906,8 +1904,10 @@ namespace Vocalization
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str1 = Game1.content.LoadString(Path.Combine("Data","ExtraDialogue:PurchasedItem_Elliott"), (object)str3, (object)str4, (object)i.DisplayName);
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if (name == "Leah")
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str1 = Game1.content.LoadString(Path.Combine("Data","ExtraDialogue:PurchasedItem_Leah"), (object)str3, (object)str4, (object)i.DisplayName);
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dialogueReturn.Add(str1);
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if (str1 != "")
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{
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dialogueReturn.Add(str1);
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}
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return dialogueReturn;
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}
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@ -2035,6 +2035,12 @@ namespace Vocalization
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dialogue = dialogue.Replace(" ", " "); //Remove awkward spacing.
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}
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if (dialogue.Contains("$e"))
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{
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dialogue = dialogue.Replace("$e", "");
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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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@ -2068,7 +2074,6 @@ namespace Vocalization
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foreach (var s in split)
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{
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ModMonitor.Log(s);
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dialogueSplits1.Add(s);
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}
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@ -2085,7 +2090,6 @@ namespace Vocalization
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//split across | symbol
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foreach(var dia in dialogueSplits1)
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{
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ModMonitor.Log(dia);
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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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@ -50,6 +50,7 @@
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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="Framework\Vocabulary.cs" />
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<Compile Include="Framework\VoiceAudioOptions.cs" />
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<Compile Include="ModConfig.cs" />
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<Compile Include="Vocalization.cs" />
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