using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using StardewValley; using StardewValley.Characters; using StardewValley.Locations; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using xTile.Dimensions; using xTile.ObjectModel; using xTile.Tiles; namespace CustomNPCFramework.Framework.NPCS { class ExtendedNPC :StardewValley.NPC { public ExtendedNPC() :base() { } public ExtendedNPC(StardewValley.AnimatedSprite sprite,Vector2 position,int facingDirection,string name): base(sprite, position, facingDirection, name, null) { } public override void MovePosition(GameTime time, xTile.Dimensions.Rectangle viewport, GameLocation currentLocation) { if (this.GetType() == typeof(FarmAnimal)) this.willDestroyObjectsUnderfoot = false; if ((double)this.xVelocity != 0.0 || (double)this.yVelocity != 0.0) { Microsoft.Xna.Framework.Rectangle boundingBox = this.GetBoundingBox(); boundingBox.X += (int)this.xVelocity; boundingBox.Y -= (int)this.yVelocity; if (currentLocation == null || !currentLocation.isCollidingPosition(boundingBox, viewport, false, 0, false, this)) { this.position.X += this.xVelocity; this.position.Y -= this.yVelocity; } this.xVelocity = (float)(int)((double)this.xVelocity - (double)this.xVelocity / 2.0); this.yVelocity = (float)(int)((double)this.yVelocity - (double)this.yVelocity / 2.0); } else if (this.moveUp) { if (currentLocation == null || !currentLocation.isCollidingPosition(this.nextPosition(0), viewport, false, 0, false, this) || this.isCharging) { this.position.Y -= (float)(this.speed + this.addedSpeed); if (!this.ignoreMovementAnimation) { this.sprite.AnimateUp(time, (this.speed - 2 + this.addedSpeed) * -25, Utility.isOnScreen(this.getTileLocationPoint(), 1, currentLocation) ? "Cowboy_Footstep" : ""); this.faceDirection(0); } } else if (!currentLocation.isTilePassable(this.nextPosition(0), viewport) || !this.willDestroyObjectsUnderfoot) this.Halt(); else if (this.willDestroyObjectsUnderfoot) { Vector2 vector2 = new Vector2((float)(this.getStandingX() / Game1.tileSize), (float)(this.getStandingY() / Game1.tileSize - 1)); if (currentLocation.characterDestroyObjectWithinRectangle(this.nextPosition(0), true)) { this.doEmote(12, true); this.position.Y -= (float)(this.speed + this.addedSpeed); } else this.blockedInterval = this.blockedInterval + time.ElapsedGameTime.Milliseconds; } } else if (this.moveRight) { if (currentLocation == null || !currentLocation.isCollidingPosition(this.nextPosition(1), viewport, false, 0, false, this) || this.isCharging) { this.position.X += (float)(this.speed + this.addedSpeed); if (!this.ignoreMovementAnimation) { this.sprite.AnimateRight(time, (this.speed - 2 + this.addedSpeed) * -25, Utility.isOnScreen(this.getTileLocationPoint(), 1, currentLocation) ? "Cowboy_Footstep" : ""); this.faceDirection(1); } } else if (!currentLocation.isTilePassable(this.nextPosition(1), viewport) || !this.willDestroyObjectsUnderfoot) this.Halt(); else if (this.willDestroyObjectsUnderfoot) { Vector2 vector2 = new Vector2((float)(this.getStandingX() / Game1.tileSize + 1), (float)(this.getStandingY() / Game1.tileSize)); if (currentLocation.characterDestroyObjectWithinRectangle(this.nextPosition(1), true)) { this.doEmote(12, true); this.position.X += (float)(this.speed + this.addedSpeed); } else this.blockedInterval = this.blockedInterval + time.ElapsedGameTime.Milliseconds; } } else if (this.moveDown) { if (currentLocation == null || !currentLocation.isCollidingPosition(this.nextPosition(2), viewport, false, 0, false, this) || this.isCharging) { this.position.Y += (float)(this.speed + this.addedSpeed); if (!this.ignoreMovementAnimation) { this.sprite.AnimateDown(time, (this.speed - 2 + this.addedSpeed) * -25, Utility.isOnScreen(this.getTileLocationPoint(), 1, currentLocation) ? "Cowboy_Footstep" : ""); this.faceDirection(2); } } else if (!currentLocation.isTilePassable(this.nextPosition(2), viewport) || !this.willDestroyObjectsUnderfoot) this.Halt(); else if (this.willDestroyObjectsUnderfoot) { Vector2 vector2 = new Vector2((float)(this.getStandingX() / Game1.tileSize), (float)(this.getStandingY() / Game1.tileSize + 1)); if (currentLocation.characterDestroyObjectWithinRectangle(this.nextPosition(2), true)) { this.doEmote(12, true); this.position.Y += (float)(this.speed + this.addedSpeed); } else this.blockedInterval = this.blockedInterval + time.ElapsedGameTime.Milliseconds; } } else if (this.moveLeft) { if (currentLocation == null || !currentLocation.isCollidingPosition(this.nextPosition(3), viewport, false, 0, false, this) || this.isCharging) { this.position.X -= (float)(this.speed + this.addedSpeed); if (!this.ignoreMovementAnimation) { this.sprite.AnimateLeft(time, (this.speed - 2 + this.addedSpeed) * -25, Utility.isOnScreen(this.getTileLocationPoint(), 1, currentLocation) ? "Cowboy_Footstep" : ""); this.faceDirection(3); } } else if (!currentLocation.isTilePassable(this.nextPosition(3), viewport) || !this.willDestroyObjectsUnderfoot) this.Halt(); else if (this.willDestroyObjectsUnderfoot) { Vector2 vector2 = new Vector2((float)(this.getStandingX() / Game1.tileSize - 1), (float)(this.getStandingY() / Game1.tileSize)); if (currentLocation.characterDestroyObjectWithinRectangle(this.nextPosition(3), true)) { this.doEmote(12, true); this.position.X -= (float)(this.speed + this.addedSpeed); } else this.blockedInterval = this.blockedInterval + time.ElapsedGameTime.Milliseconds; } } if (this.blockedInterval >= 3000 && (double)this.blockedInterval <= 3750.0 && !Game1.eventUp) { this.doEmote(Game1.random.NextDouble() < 0.5 ? 8 : 40, true); this.blockedInterval = 3750; } else { if (this.blockedInterval < 5000) return; this.speed = 4; this.isCharging = true; this.blockedInterval = 0; } } public override void draw(SpriteBatch b, float alpha = 1f) { if (this.sprite == null || this.isInvisible || !Utility.isOnScreen(this.position, 2 * Game1.tileSize)) return; //Checks if the npc is swimming. If not draw it's default graphic. Do characters aside from Farmer and Penny Swim??? if (this.swimming) { b.Draw(this.Sprite.Texture, this.getLocalPosition(Game1.viewport) + new Vector2((float)(Game1.tileSize / 2), (float)(Game1.tileSize + Game1.tileSize / 4 + this.yJumpOffset * 2)) + (this.shakeTimer > 0 ? new Vector2((float)Game1.random.Next(-1, 2), (float)Game1.random.Next(-1, 2)) : Vector2.Zero) - new Vector2(0.0f, this.yOffset), new Microsoft.Xna.Framework.Rectangle?(new Microsoft.Xna.Framework.Rectangle(this.sprite.SourceRect.X, this.sprite.SourceRect.Y, this.sprite.SourceRect.Width, this.sprite.SourceRect.Height / 2 - (int)((double)this.yOffset / (double)Game1.pixelZoom))), Color.White, this.rotation, new Vector2((float)(Game1.tileSize / 2), (float)(Game1.tileSize * 3 / 2)) / 4f, Math.Max(0.2f, this.scale) * (float)Game1.pixelZoom, this.flip ? SpriteEffects.FlipHorizontally : SpriteEffects.None, Math.Max(0.0f, this.drawOnTop ? 0.991f : (float)this.getStandingY() / 10000f)); Vector2 localPosition = this.getLocalPosition(Game1.viewport); b.Draw(Game1.staminaRect, new Microsoft.Xna.Framework.Rectangle((int)localPosition.X + (int)this.yOffset + Game1.pixelZoom * 2, (int)localPosition.Y - 32 * Game1.pixelZoom + this.sprite.SourceRect.Height * Game1.pixelZoom + Game1.tileSize * 3 / 4 + this.yJumpOffset * 2 - (int)this.yOffset, this.sprite.SourceRect.Width * Game1.pixelZoom - (int)this.yOffset * 2 - Game1.pixelZoom * 4, Game1.pixelZoom), new Microsoft.Xna.Framework.Rectangle?(Game1.staminaRect.Bounds), Color.White * 0.75f, 0.0f, Vector2.Zero, SpriteEffects.None, (float)((double)this.getStandingY() / 10000.0 + 1.0 / 1000.0)); } else { b.Draw(this.Sprite.Texture, this.getLocalPosition(Game1.viewport) + new Vector2((float)(this.sprite.spriteWidth * Game1.pixelZoom / 2), (float)(this.GetBoundingBox().Height / 2)) + (this.shakeTimer > 0 ? new Vector2((float)Game1.random.Next(-1, 2), (float)Game1.random.Next(-1, 2)) : Vector2.Zero), new Microsoft.Xna.Framework.Rectangle?(this.Sprite.SourceRect), Color.White * alpha, this.rotation, new Vector2((float)(this.sprite.spriteWidth / 2), (float)((double)this.sprite.spriteHeight * 3.0 / 4.0)), Math.Max(0.2f, this.scale) * (float)Game1.pixelZoom, this.flip || this.sprite.currentAnimation != null && this.sprite.currentAnimation[this.sprite.currentAnimationIndex].flip ? SpriteEffects.FlipHorizontally : SpriteEffects.None, Math.Max(0.0f, this.drawOnTop ? 0.991f : (float)this.getStandingY() / 10000f)); } //If the npc breathes then this code is ran. if (this.breather && this.shakeTimer <= 0 && (!this.swimming && this.sprite.CurrentFrame < 16) && !this.farmerPassesThrough) { Microsoft.Xna.Framework.Rectangle sourceRect = this.sprite.SourceRect; sourceRect.Y += this.sprite.spriteHeight / 2 + this.sprite.spriteHeight / 32; sourceRect.Height = this.sprite.spriteHeight / 4; sourceRect.X += this.sprite.spriteWidth / 4; sourceRect.Width = this.sprite.spriteWidth / 2; Vector2 vector2 = new Vector2((float)(this.sprite.spriteWidth * Game1.pixelZoom / 2), (float)(Game1.tileSize / 8)); if (this.age == 2) { sourceRect.Y += this.sprite.spriteHeight / 6 + 1; sourceRect.Height /= 2; vector2.Y += (float)(this.sprite.spriteHeight / 8 * Game1.pixelZoom); } else if (this.gender == 1) { ++sourceRect.Y; vector2.Y -= (float)Game1.pixelZoom; sourceRect.Height /= 2; } float num = Math.Max(0.0f, (float)(Math.Ceiling(Math.Sin(Game1.currentGameTime.TotalGameTime.TotalMilliseconds / 600.0 + (double)this.DefaultPosition.X * 20.0)) / 4.0)); b.Draw(this.Sprite.Texture, this.getLocalPosition(Game1.viewport) + vector2 + (this.shakeTimer > 0 ? new Vector2((float)Game1.random.Next(-1, 2), (float)Game1.random.Next(-1, 2)) : Vector2.Zero), new Microsoft.Xna.Framework.Rectangle?(sourceRect), Color.White * alpha, this.rotation, new Vector2((float)(sourceRect.Width / 2), (float)(sourceRect.Height / 2 + 1)), Math.Max(0.2f, this.scale) * (float)Game1.pixelZoom + num, this.flip ? SpriteEffects.FlipHorizontally : SpriteEffects.None, Math.Max(0.0f, this.drawOnTop ? 0.992f : (float)((double)this.getStandingY() / 10000.0 + 1.0 / 1000.0))); } //Checks if the npc is glowing. if (this.isGlowing) b.Draw(this.Sprite.Texture, this.getLocalPosition(Game1.viewport) + new Vector2((float)(this.sprite.spriteWidth * Game1.pixelZoom / 2), (float)(this.GetBoundingBox().Height / 2)) + (this.shakeTimer > 0 ? new Vector2((float)Game1.random.Next(-1, 2), (float)Game1.random.Next(-1, 2)) : Vector2.Zero), new Microsoft.Xna.Framework.Rectangle?(this.Sprite.SourceRect), this.glowingColor * this.glowingTransparency, this.rotation, new Vector2((float)(this.sprite.spriteWidth / 2), (float)((double)this.sprite.spriteHeight * 3.0 / 4.0)), Math.Max(0.2f, this.scale) * 4f, this.flip ? SpriteEffects.FlipHorizontally : SpriteEffects.None, Math.Max(0.0f, this.drawOnTop ? 0.99f : (float)((double)this.getStandingY() / 10000.0 + 1.0 / 1000.0))); //This code runs if the npc is emoting. if (!this.IsEmoting || Game1.eventUp) return; Vector2 localPosition1 = this.getLocalPosition(Game1.viewport); localPosition1.Y -= (float)(Game1.tileSize / 2 + this.sprite.spriteHeight * Game1.pixelZoom); b.Draw(Game1.emoteSpriteSheet, localPosition1, new Microsoft.Xna.Framework.Rectangle?(new Microsoft.Xna.Framework.Rectangle(this.CurrentEmoteIndex * 16 % Game1.emoteSpriteSheet.Width, this.CurrentEmoteIndex * 16 / Game1.emoteSpriteSheet.Width * 16, 16, 16)), Color.White, 0.0f, Vector2.Zero, (float)Game1.pixelZoom, SpriteEffects.None, (float)this.getStandingY() / 10000f); } public override void updateMovement(GameLocation location, GameTime time) { this.lastPosition = this.position; if (this.DirectionsToNewLocation != null && !Game1.newDay) { if (this.getStandingX() < -Game1.tileSize || this.getStandingX() > location.map.DisplayWidth + Game1.tileSize || (this.getStandingY() < -Game1.tileSize || this.getStandingY() > location.map.DisplayHeight + Game1.tileSize)) { this.IsWalkingInSquare = false; Game1.warpCharacter(this, this.DefaultMap, this.DefaultPosition, true, true); location.characters.Remove(this); } else if (this.IsWalkingInSquare) { this.returnToEndPoint(); this.MovePosition(time, Game1.viewport, location); } else { if (!this.followSchedule) return; this.MovePosition(time, Game1.viewport, location); Warp warp = location.isCollidingWithWarp(this.GetBoundingBox()); PropertyValue propertyValue = (PropertyValue)null; Tile tile1 = location.map.GetLayer("Buildings").PickTile(this.nextPositionPoint(), Game1.viewport.Size); if (tile1 != null) tile1.Properties.TryGetValue("Action", out propertyValue); string[] strArray1; if (propertyValue != null) strArray1 = propertyValue.ToString().Split(' '); else strArray1 = (string[])null; string[] strArray2 = strArray1; if (warp != null) { if (location is BusStop && warp.TargetName.Equals("Farm")) { Point entryLocation = ((this.isMarried() ? (GameLocation)(this.getHome() as FarmHouse) : Game1.getLocationFromName("FarmHouse")) as FarmHouse).getEntryLocation(); warp = new Warp(warp.X, warp.Y, "FarmHouse", entryLocation.X, entryLocation.Y, false); } else if (location is FarmHouse && warp.TargetName.Equals("Farm")) warp = new Warp(warp.X, warp.Y, "BusStop", 0, 23, false); Game1.warpCharacter(this, warp.TargetName, new Vector2((float)(warp.TargetX * Game1.tileSize), (float)(warp.TargetY * Game1.tileSize - this.Sprite.getHeight() / 2 - Game1.tileSize / 4)), false, location.IsOutdoors); location.characters.Remove(this); } else if (strArray2 != null && strArray2.Length >= 1 && strArray2[0].Contains("Warp")) { Game1.warpCharacter(this, strArray2[3], new Vector2((float)Convert.ToInt32(strArray2[1]), (float)Convert.ToInt32(strArray2[2])), false, location.IsOutdoors); if (Game1.currentLocation.name.Equals(location.name) && Utility.isOnScreen(this.getStandingPosition(), Game1.tileSize * 3)) Game1.playSound("doorClose"); location.characters.Remove(this); } else if (strArray2 != null && strArray2.Length >= 1 && strArray2[0].Contains("Door")) { location.openDoor(new Location(this.nextPositionPoint().X / Game1.tileSize, this.nextPositionPoint().Y / Game1.tileSize), Game1.player.currentLocation.Equals((object)location)); } else { if (location.map.GetLayer("Paths") == null) return; Tile tile2 = location.map.GetLayer("Paths").PickTile(new Location(this.getStandingX(), this.getStandingY()), Game1.viewport.Size); Microsoft.Xna.Framework.Rectangle boundingBox = this.GetBoundingBox(); boundingBox.Inflate(2, 2); if (tile2 == null || !new Microsoft.Xna.Framework.Rectangle(this.getStandingX() - this.getStandingX() % Game1.tileSize, this.getStandingY() - this.getStandingY() % Game1.tileSize, Game1.tileSize, Game1.tileSize).Contains(boundingBox)) return; switch (tile2.TileIndex) { case 0: if (this.getDirection() == 3) { this.SetMovingOnlyUp(); break; } if (this.getDirection() != 2) break; this.SetMovingOnlyRight(); break; case 1: if (this.getDirection() == 3) { this.SetMovingOnlyDown(); break; } if (this.getDirection() != 0) break; this.SetMovingOnlyRight(); break; case 2: if (this.getDirection() == 1) { this.SetMovingOnlyDown(); break; } if (this.getDirection() != 0) break; this.SetMovingOnlyLeft(); break; case 3: if (this.getDirection() == 1) { this.SetMovingOnlyUp(); break; } if (this.getDirection() != 2) break; this.SetMovingOnlyLeft(); break; case 4: this.changeSchedulePathDirection(); this.moveCharacterOnSchedulePath(); break; case 7: this.ReachedEndPoint(); break; } } } } else { if (!this.IsWalkingInSquare) return; this.randomSquareMovement(time); this.MovePosition(time, Game1.viewport, location); } } } }