More sanitation work.

Should work for the most part, just need to add in adjectives, nouns, and places.
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Joshua Navarro 2018-07-08 14:11:06 -07:00 committed by GitHub
parent 2acd5f32a1
commit fd5972d0b9
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1 changed files with 232 additions and 105 deletions

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@ -25,16 +25,22 @@ namespace Vocalization
///
/// Find way to play said wave files. (Done?)
///
/// Sanitize input to remove variables such as pet names, farm names, farmer name. (done?)
/// Sanitize input to remove variables such as pet names, farm names, farmer name. (done)
///
/// !!!!!!!Loop through common variables and add them to the dialogue list inside of ReplacementString.cs
///
/// !!!!!!!Add in dialogue for npcs into their respective VoiceCue.json files.
/// Add in dialogue for npcs into their respective VoiceCue.json files. (done? Can be improved on)
///
/// !!!!!!!Add support for different kinds of menus. TV, shops, etc.
///
/// !!!!!!!Add support for MarriageDialogue strings.
///
/// !!!!!!!Add support for Extra dialogue via StringsFromCSFiles
///
/// !!!!!!!!!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.
///
/// !!!!!!!!! Add support for adding dialogue lines when loading CharacterVoiceCue.json if the line doesn't already exist!
/// </summary>
public class Vocalization : Mod
{
@ -238,25 +244,15 @@ namespace Vocalization
foreach(KeyValuePair<string,string>pair in DialogueDict)
{
string dialogue = pair.Value;
dialogue = sanitizeDialogueFromDictionaries(dialogue);
string rawDialogue = pair.Value;
List<string> cleanDialogues = new List<string>();
cleanDialogues = sanitizeDialogueFromDictionaries(rawDialogue);
foreach(var str in cleanDialogues)
{
cue.dialogueCues.Add(str, ""); //Make a new dialogue line based off of the text, but have the .wav value as empty.
}
}
//Loop through all variations of...
//time %time
//adjectives $adj
//nouns %noun
//location %place
//spouse %spouse
//If found in a string of dialogue in a character file.
/*
*DialogueDict=load dict
* foreach(KeyValuePair<string,string> pair in ){
* dialogue=
*
* }
*/
ModHelper.WriteJsonFile<CharacterVoiceCue>(Path.Combine(dir, "VoiceCues.json"), cue);
DialogueCues.Add(characterName, cue);
}
@ -280,123 +276,254 @@ namespace Vocalization
{
if (dialogue.Contains(Game1.player.Name))
{
dialogue = dialogue.Replace(Game1.player.name, ); //Remove player's name from dialogue.
dialogue = dialogue.Replace(Game1.player.name, replacementStrings.farmerName); //Remove player's name from dialogue.
}
if (Game1.player.hasPet())
{
if (dialogue.Contains(Game1.player.getPetName()))
{
dialogue=dialogue.Replace(Game1.player.getPetName(), );
dialogue=dialogue.Replace(Game1.player.getPetName(), replacementStrings.petName);
}
}
if (dialogue.Contains(Game1.player.farmName.Value))
{
dialogue=dialogue.Replace(Game1.player.farmName.Value, );
dialogue=dialogue.Replace(Game1.player.farmName.Value, replacementStrings.farmName);
}
if (dialogue.Contains(Game1.player.favoriteThing.Value))
{
dialogue=dialogue.Replace(Game1.player.favoriteThing.Value, );
dialogue=dialogue.Replace(Game1.player.favoriteThing.Value, replacementStrings.favoriteThing);
}
if (dialogue.Contains(Game1.samBandName))
{
dialogue=dialogue.Replace(Game1.samBandName, );
dialogue=dialogue.Replace(Game1.samBandName, replacementStrings.bandName);
}
if (dialogue.Contains(Game1.elliottBookName))
{
dialogue=dialogue.Replace(Game1.elliottBookName, );
dialogue=dialogue.Replace(Game1.elliottBookName, replacementStrings.bookName);
}
return dialogue;
}
public string sanitizeDialogueFromDictionaries(string dialogue)
{
if (dialogue.Contains("@"))
//Sanitize children names from the dialogue.
if (Game1.player.getChildren().Count > 0)
{
//replace with farmer name.
dialogue=dialogue.Replace("@",);
}
if (dialogue.Contains("%adj"))
{
//??? Loop through all possible adj combinations.
}
if (dialogue.Contains("%noun"))
{
//??? Loop through all possible noun combinations.
}
if (dialogue.Contains("%place"))
{
//??? Loop through all place combinations.
}
if (dialogue.Contains("%spouse"))
{
//Replace with all possible marriageable npcs
}
if (dialogue.Contains("%time"))
{
//Replace with all times of day. 600-2600.
for(int i = 600; i <= 2600; i += 10)
int count = 1;
foreach (var child in Game1.player.getChildren())
{
string time = i.ToString();
dialogue = dialogue.Replace("%time", time);
if (dialogue.Contains(child.Name))
{
if (count == 1)
{
dialogue = dialogue.Replace(child.Name, replacementStrings.kid1Name);
}
if (count == 2)
{
dialogue = dialogue.Replace(child.Name, replacementStrings.kid2Name);
}
}
count++;
}
}
if (dialogue.Contains("%band"))
{
//Replace with<Sam's Band Name>
dialogue = dialogue.Replace("%band", );
}
if (dialogue.Contains("%book"))
{
//Replace with<Elliott's Book Name>
dialogue = dialogue.Replace("%book",);
}
if (dialogue.Contains("%rival"))
{
//Replace with<Rival Name>
dialogue = dialogue.Replace("%rival",);
}
if (dialogue.Contains("%pet"))
{
//Replace with <Pet Name>
dialogue = dialogue.Replace("%pet",);
}
if (dialogue.Contains("%farm"))
{
//Replace with <Farm Name>
}
if (dialogue.Contains("%favorite"))
{
//Replace with <Favorite thing>
}
if (dialogue.Contains("%kid1"))
{
//Replace with <Kid 1's Name>
}
if (dialogue.Contains("%kid2"))
{
//Replace with <Kid 2's Name>
}
return dialogue;
}
public List<string> sanitizeDialogueFromDictionaries(string dialogue)
{
List<string> possibleDialogues = new List<string>();
//remove $ symbols and their corresponding letters.
if (dialogue.Contains("$neutral"))
{
dialogue = dialogue.Replace("$neutral", "");
dialogue = dialogue.Replace(" ", " "); //Remove awkward spacing.
}
if (dialogue.Contains("$h"))
{
dialogue = dialogue.Replace("$h", "");
dialogue = dialogue.Replace(" ", " "); //Remove awkward spacing.
}
if (dialogue.Contains("$s"))
{
dialogue = dialogue.Replace("$s", "");
dialogue = dialogue.Replace(" ", " "); //Remove awkward spacing.
}
if (dialogue.Contains("$u"))
{
dialogue = dialogue.Replace("$u", "");
dialogue = dialogue.Replace(" ", " "); //Remove awkward spacing.
}
if (dialogue.Contains("$l"))
{
dialogue = dialogue.Replace("$l", "");
dialogue = dialogue.Replace(" ", " "); //Remove awkward spacing.
}
if (dialogue.Contains("$a"))
{
dialogue = dialogue.Replace("$a", "");
dialogue = dialogue.Replace(" ", " "); //Remove awkward spacing.
}
for(int i=0; i<=100; i++)
{
string combine = "";
if (i == 1) continue;
combine = "$" + i.ToString();
if (dialogue.Contains(combine))
{
dialogue = dialogue.Replace(combine, "");
dialogue = dialogue.Replace(" ", " "); //Remove awkward spacing.
//remove dialogue symbol.
}
}
//split across % symbol
//Just remove the %symbol for generic text boxes. Not for forks.
if (dialogue.Contains("%") && dialogue.Contains("%fork") == false)
{
dialogue = dialogue.Replace("%", "");
}
//split across # symbol
List<string> dialogueSplits1 = dialogue.Split('#').ToList(); //Returns an element size of 1 if # isn't found.
//Split across choices
List<string> orSplit = new List<string>();
//Split across genders
List<string> finalSplit = new List<string>();
//split across | symbol
foreach(var dia in dialogueSplits1)
{
if (dia.Contains("|")) //If I can split my string do so and add all the split strings into my orSplit list.
{
List<string> tempSplits = dia.Split('|').ToList();
orSplit.Concat(tempSplits); //Add the two lists together.
}
else
{
orSplit.Add(dia); //If I can't split the list just add the dialogue and keep processing.
}
}
//split across ^ symbol
foreach (var dia in orSplit)
{
if (dia.Contains("^")) //If I can split my string do so and add all the split strings into my orSplit list.
{
List<string> tempSplits = dia.Split('^').ToList();
finalSplit.Concat(tempSplits); //Add the two lists together.
}
else
{
finalSplit.Add(dia); //If I can't split the list just add the dialogue and keep processing.
}
}
//iterate across ll dialogues and return a list of them.
for (int i= 0;i<finalSplit.Count(); i++)
{
string dia = finalSplit.ElementAt(i);
if (dia.Contains("@"))
{
//replace with farmer name.
dia = dia.Replace("@", replacementStrings.farmerName);
}
if (dia.Contains("%adj"))
{
//??? Loop through all possible adj combinations.
}
if (dia.Contains("%noun"))
{
//??? Loop through all possible noun combinations.
}
if (dia.Contains("%place"))
{
//??? Loop through all place combinations.
}
if (dia.Contains("%spouse"))
{
//Replace with all possible marriageable npcs
}
if (dia.Contains("%band"))
{
//Replace with<Sam's Band Name>
dia = dia.Replace("%band", replacementStrings.bandName);
}
if (dia.Contains("%book"))
{
//Replace with<Elliott's Book Name>
dia = dia.Replace("%book", replacementStrings.bookName);
}
if (dia.Contains("%rival"))
{
//Replace with<Rival Name>
dia = dia.Replace("%rival", replacementStrings.rivalName);
}
if (dia.Contains("%pet"))
{
//Replace with <Pet Name>
dia = dia.Replace("%pet", replacementStrings.petName);
}
if (dia.Contains("%farm"))
{
dia = dia.Replace("%pet", replacementStrings.farmName);
}
if (dia.Contains("%favorite"))
{
//Replace with <Favorite thing>
dia = dia.Replace("%pet", replacementStrings.favoriteThing);
}
if (dia.Contains("%kid1"))
{
//Replace with <Kid 1's Name>
dia = dia.Replace("%pet", replacementStrings.kid1Name);
}
if (dia.Contains("%kid2"))
{
//Replace with <Kid 2's Name>
dia = dia.Replace("%pet", replacementStrings.kid2Name);
}
if (dia.Contains("%time"))
{
//Replace with all times of day. 600-2600.
for (int t = 600; t <= 2600; t += 10)
{
string time = t.ToString();
string diaTime = dia.Replace("%time", time);
possibleDialogues.Add(diaTime);
}
}
else
{
possibleDialogues.Add(dia);
}
}
return possibleDialogues;
}
}
}