using CustomNPCFramework.Framework.Enums; using CustomNPCFramework.Framework.Graphics; using CustomNPCFramework.Framework.ModularNPCS; using CustomNPCFramework.Framework.ModularNPCS.CharacterAnimationBases; using CustomNPCFramework.Framework.ModularNPCS.ColorCollections; using CustomNPCFramework.Framework.NPCS; using CustomNPCFramework.Framework.Utilities; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using StardewModdingAPI; using StardewValley; using System; using System.Collections.Generic; using System.IO; using System.Linq; using System.Text; using System.Threading.Tasks; namespace CustomNPCFramework { /// /// BETA VERSION 0.1.0: Lots of ways this can be improved upon. /// TODO: /// /// /// List all asset managers in use. /// Have all asset managers list what assets they are using. /// /// Have asset info have a var called age. /// ...where /// 0=adult /// 1=child /// /// /// Have asset info have a var called bodyType. /// ...where /// 0=thin /// 1=normal /// 2=muscular /// 3=big /// /// Load in the assets and go go go. /// -Collect a bunch of assets together to test this thing. /// /// Find way to make sideways shirts render correctly. /// ///Get suggestions from modding community on requests and ways to improve the mod. /// public class Class1 : Mod { /// /// The mod helper for the mod. /// public static IModHelper ModHelper; /// /// The mod monitor for the mod. /// public static IMonitor ModMonitor; /// /// The npc tracker for the mod. Keeps track of all npcs added by the custom framework and cleans them up during saving. /// public static NPCTracker npcTracker; /// /// Keeps track of all of the asets/textures added in by the framework. Also manages all of the asset managers that are the ones actually managing the textures. /// public static AssetPool assetPool; /// /// Ran when loading the SMAPI. Used to initialize data. /// /// public override void Entry(IModHelper helper) { ModHelper = this.Helper; ModMonitor = this.Monitor; StardewModdingAPI.Events.SaveEvents.AfterLoad += SaveEvents_LoadChar; StardewModdingAPI.Events.SaveEvents.BeforeSave += SaveEvents_BeforeSave; StardewModdingAPI.Events.SaveEvents.AfterSave += SaveEvents_AfterSave; StardewModdingAPI.Events.LocationEvents.CurrentLocationChanged += LocationEvents_CurrentLocationChanged; StardewModdingAPI.Events.GameEvents.UpdateTick += GameEvents_UpdateTick; npcTracker = new NPCTracker(); assetPool = new AssetPool(); var assetManager = new AssetManager(); assetPool.addAssetManager(new KeyValuePair("testNPC", assetManager)); initializeExamples(); initializeAssetPool(); assetPool.loadAllAssets(); } /// /// Initialize the asset pool with some test variables. /// public void initializeAssetPool() { string path = Path.Combine(ModHelper.DirectoryPath, "Content", "Graphics", "NPCS"); assetPool.getAssetManager("testNPC").addPathCreateDirectory(new KeyValuePair("characters", path)); } /// /// A function that is called when the game finishes saving. /// /// /// private void SaveEvents_AfterSave(object sender, EventArgs e) { npcTracker.afterSave(); } /// /// A function that is called when the game is about to load. Used to clean up all the npcs from the game world to prevent it from crashing. /// /// /// private void SaveEvents_BeforeSave(object sender, EventArgs e) { npcTracker.cleanUpBeforeSave(); } /// /// Called upon 60 times a second. For testing purposes only. Will remove in future release. /// /// /// private void GameEvents_UpdateTick(object sender, EventArgs e) { /* if (Game1.player.currentLocation == null) return; if (Game1.activeClickableMenu != null) return; foreach (var v in Game1.player.currentLocation.characters) { v.speed = 1; if(v is ExtendedNPC) { (v as ExtendedNPC).SetMovingAndMove(Game1.currentGameTime, Game1.viewport, Game1.player.currentLocation, Direction.right, true); } //v.MovePosition(Game1.currentGameTime, Game1.viewport, Game1.player.currentLocation); //ModMonitor.Log(v.sprite.spriteHeight.ToString()); } */ } /// /// Called when the player's location changes. /// /// /// private void LocationEvents_CurrentLocationChanged(object sender, StardewModdingAPI.Events.EventArgsCurrentLocationChanged e) { } /// /// Used to spawn a custom npc just as an example. Don't keep this code. /// GENERATE NPC AND CALL THE CODE /// /// /// private void SaveEvents_LoadChar(object sender, EventArgs e) { ExtendedNPC myNpc3 = assetPool.generateNPC(Genders.female, 0, 1,new StandardColorCollection(null, null, Color.Blue, null, Color.Yellow, null)); MerchantNPC merch = new MerchantNPC(new List() { new StardewValley.Object(475,999) }, myNpc3); npcTracker.addNewNPCToLocation(Game1.getLocationFromName("BusStop", false), merch,new Vector2(2,23)); } /// /// Used to initialize examples for other modders to look at as reference. /// public void initializeExamples() { return; string dirPath = Path.Combine(ModHelper.DirectoryPath, "Content", "Templates"); var aManager=assetPool.getAssetManager("testNPC"); aManager.addPathCreateDirectory(new KeyValuePair("templates", dirPath)); string filePath =Path.Combine(dirPath, "Example.json"); if (!File.Exists(filePath)) { string getRelativePath = getShortenedDirectory(filePath); ModMonitor.Log("THIS IS THE PATH::: " + getRelativePath); AssetInfo info = new AssetInfo("MyExample",new NamePairings("StandingExampleL", "StandingExampleR", "StandingExampleU", "StandingExampleD"), new NamePairings("MovingExampleL", "MovingExampleR", "MovingExampleU", "MovingExampleD"), new NamePairings("SwimmingExampleL", "SwimmingExampleR", "SwimmingExampleU", "SwimmingExampleD"), new NamePairings("SittingExampleL", "SittingExampleR", "SittingExampleU", "SittingExampleD"), new Vector2(16, 16), false); info.writeToJson(filePath); } string filePath2 = Path.Combine(dirPath, "AdvancedExample.json"); if (!File.Exists(filePath2)) { ExtendedAssetInfo info2 = new ExtendedAssetInfo("AdvancedExample", new NamePairings("AdvancedStandingExampleL", "AdvancedStandingExampleR", "AdvancedStandingExampleU", "AdvancedStandingExampleD"), new NamePairings("AdvancedMovingExampleL", "AdvancedMovingExampleR", "AdvancedMovingExampleU", "AdvancedMovingExampleD"), new NamePairings("AdvancedSwimmingExampleL", "AdvancedSwimmingExampleR", "AdvancedSwimmingExampleU", "AdvancedSwimmingExampleD"), new NamePairings("AdvancedSittingExampleL", "AdvancedSittingExampleR", "AdvancedSittingExampleU", "AdvancedSittingExampleD"), new Vector2(16, 16), false, Genders.female, new List() { Seasons.spring, Seasons.summer }, PartType.hair ); info2.writeToJson(filePath2); } } /// /// Used to splice the mod directory to get relative paths. /// /// /// public static string getShortenedDirectory(string path) { string lol = (string)path.Clone(); string[] spliter = lol.Split(new string[] { ModHelper.DirectoryPath },StringSplitOptions.None); try { return spliter[1]; } catch(Exception err) { return spliter[0]; } } /// /// Used to finish cleaning up absolute asset paths into a shortened relative path. /// /// /// public static string getRelativeDirectory(string path) { string s = getShortenedDirectory(path); return s.Remove(0, 1); } } }