623 lines
38 KiB
C#
623 lines
38 KiB
C#
using System;
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using CustomNPCFramework.Framework.Enums;
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using CustomNPCFramework.Framework.ModularNpcs;
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using CustomNPCFramework.Framework.ModularNpcs.ModularRenderers;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using StardewValley;
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namespace CustomNPCFramework.Framework.NPCS
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{
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// TODO:
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// - Add in an resource loader for all of the character graphics and use it to populate some character graphics.
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// - Make .json way to load in assets to the mod.
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// - Organize it all.
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// - Profit???
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public class ExtendedNpc : NPC
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{
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/// <summary>The custom character renderer for this npc.</summary>
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public BasicRenderer characterRenderer;
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public bool hasBeenKissedToday;
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public Point previousEndPoint;
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public bool returningToEndPoint;
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public bool hasSaidAfternoonDialogue;
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public int timeAfterSquare;
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/// <summary>Used to hold sprite information to be used in the case the npc renderer is null.</summary>
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public Sprite spriteInformation;
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/// <summary>Used to hold the portrait information for the npc and display it.</summary>
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public Portrait portraitInformation;
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/// <summary>The default location for this npc to reside in.</summary>
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public GameLocation defaultLocation;
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/// <summary>Construct an instance.</summary>
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public ExtendedNpc() { }
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/// <summary>Construct an instance.</summary>
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/// <param name="sprite">The sprite for the character.</param>
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/// <param name="position">The position of the npc on the map.</param>
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/// <param name="facingDirection">The direction of the npc</param>
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/// <param name="name">The name of the npc.</param>
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public ExtendedNpc(Sprite sprite, Vector2 position, int facingDirection, string name)
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: base(sprite.sprite, position, facingDirection, name)
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{
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this.characterRenderer = null;
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this.Portrait = null;
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this.portraitInformation = null;
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this.spriteInformation = sprite;
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this.spriteInformation?.setCharacterSpriteFromThis(this);
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this.swimming.Value = false;
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}
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/// <summary>Construct an instance.</summary>
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/// <param name="sprite">The sprite for the character.</param>
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/// <param name="portrait">The portrait texture for this npc.</param>
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/// <param name="position">The position of the npc on the map.</param>
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/// <param name="facingDirection">The direction of the npc</param>
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/// <param name="name">The name of the npc.</param>
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public ExtendedNpc(Sprite sprite, Portrait portrait, Vector2 position, int facingDirection, string name)
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: base(sprite.sprite, position, facingDirection, name)
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{
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this.characterRenderer = null;
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this.portraitInformation = portrait;
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this.portraitInformation?.setCharacterPortraitFromThis(this);
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this.spriteInformation = sprite;
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this.spriteInformation.setCharacterSpriteFromThis(this);
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this.swimming.Value = false;
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}
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/// <summary>Construct an instance.</summary>
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/// <param name="sprite">The sprite for the character to use incase the renderer is null.</param>
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/// <param name="renderer">The custom npc render. Used to draw the npcfrom a collection of assets.</param>
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/// <param name="position">The position of the npc on the map.</param>
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/// <param name="facingDirection">The direction of the npc</param>
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/// <param name="name">The name of the npc.</param>
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public ExtendedNpc(Sprite sprite, BasicRenderer renderer, Vector2 position, int facingDirection, string name)
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: base(sprite.sprite, position, facingDirection, name)
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{
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this.characterRenderer = renderer;
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this.Portrait = null;
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this.portraitInformation = null;
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this.spriteInformation = sprite;
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this.spriteInformation?.setCharacterSpriteFromThis(this);
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this.swimming.Value = false;
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}
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/// <summary>Construct an instance.</summary>
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/// <param name="sprite">The sprite for the npc to use incase the renderer is null.</param>
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/// <param name="renderer">The custom npc renderer used to draw the npc from the collection of textures.</param>
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/// <param name="portrait">The portrait texture for the npc.</param>
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/// <param name="position">The positon for the npc to be.</param>
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/// <param name="facingDirection">The direction for the npc to face.</param>
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/// <param name="name">The name for the npc.</param>
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public ExtendedNpc(Sprite sprite, BasicRenderer renderer, Portrait portrait, Vector2 position, int facingDirection, string name)
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: base(sprite.sprite, position, facingDirection, name)
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{
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this.characterRenderer = renderer;
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this.portraitInformation = portrait;
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this.portraitInformation?.setCharacterPortraitFromThis(this);
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this.spriteInformation = sprite;
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this.spriteInformation?.setCharacterSpriteFromThis(this);
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this.swimming.Value = false;
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}
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/// <summary>Used to reload the sprite for the npc.</summary>
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public void reloadSprite()
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{
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if (this.characterRenderer == null)
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{
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this.spriteInformation.reload();
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try
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{
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this.portraitInformation.reload();
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}
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catch
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{
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this.Portrait = null;
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}
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}
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else
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{
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this.characterRenderer.reloadSprites();
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try
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{
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this.portraitInformation.reload();
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}
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catch
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{
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this.Portrait = null;
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}
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}
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if (!Game1.newDay && Game1.gameMode != 6)
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return;
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this.faceDirection(this.DefaultFacingDirection);
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this.scheduleTimeToTry = 9999999;
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this.previousEndPoint = new Point((int)this.DefaultPosition.X / Game1.tileSize, (int)this.DefaultPosition.Y / Game1.tileSize);
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this.Schedule = this.getSchedule(Game1.dayOfMonth);
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this.faceDirection(this.defaultFacingDirection);
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this.Sprite.standAndFaceDirection(this.defaultFacingDirection);
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if (this.isMarried())
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this.marriageDuties();
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try
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{
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this.displayName = this.Name;
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}
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catch { }
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}
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/// <summary>Functionality used when interacting with the npc.</summary>
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public override bool checkAction(Farmer who, GameLocation l)
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{
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base.checkAction(who, l);
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return false;
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}
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/// <summary>Used to move the npc. Different code is used depending if the character renderer is null or not.</summary>
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public override void MovePosition(GameTime time, xTile.Dimensions.Rectangle viewport, GameLocation currentLocation)
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{
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if (this.characterRenderer != null)
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this.ModularMovement(time, viewport, currentLocation);
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else
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this.NonModularMovement(time, viewport, currentLocation);
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}
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/// <summary>Set's the npc to move a certain direction and then executes the movement.</summary>
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/// <param name="moveDirection">The direction to move the npc.</param>
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/// <param name="Move">Set's the npc's sprite to halt if Move=false. Else set it to true.</param>
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public virtual void SetMovingAndMove(GameTime time, xTile.Dimensions.Rectangle viewport, GameLocation currentLocation, Direction moveDirection, bool Move = true)
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{
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switch (moveDirection)
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{
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case Direction.down:
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this.SetMovingDown(Move);
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break;
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case Direction.left:
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this.SetMovingLeft(Move);
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break;
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case Direction.up:
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this.SetMovingUp(Move);
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break;
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case Direction.right:
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this.SetMovingRight(Move);
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break;
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}
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this.MovePosition(time, viewport, currentLocation);
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}
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/// <summary>USed to move the npc if the character renderer is null.</summary>
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public virtual void NonModularMovement(GameTime time, xTile.Dimensions.Rectangle viewport, GameLocation location)
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{
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base.MovePosition(time, viewport, this.currentLocation);
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}
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/// <summary>Used to determine if the npc can move past the next location.</summary>
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public virtual bool canMovePastNextLocation(xTile.Dimensions.Rectangle viewport)
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{
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//Up
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if (!this.currentLocation.isTilePassable(this.nextPosition(0), viewport) || !this.willDestroyObjectsUnderfoot)
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return false;
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//Right
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if (!this.currentLocation.isTilePassable(this.nextPosition(1), viewport) || !this.willDestroyObjectsUnderfoot)
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return false;
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//Down
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if (!this.currentLocation.isTilePassable(this.nextPosition(2), viewport) || !this.willDestroyObjectsUnderfoot)
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return false;
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//Left
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if (!this.currentLocation.isTilePassable(this.nextPosition(3), viewport) || !this.willDestroyObjectsUnderfoot)
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return false;
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return true;
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}
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/// <summary>Used to move the npc if the character renderer is valid. Handles animating all of the sprites associated with the renderer.</summary>
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public virtual void ModularMovement(GameTime time, xTile.Dimensions.Rectangle viewport, GameLocation location, float interval = 1000f)
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{
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this.characterRenderer.setAnimation(AnimationKeys.walkingKey);
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if (!this.canMovePastNextLocation(viewport))
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{
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this.Halt();
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return;
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}
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if (this.GetType() == typeof(FarmAnimal))
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this.willDestroyObjectsUnderfoot = false;
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if (this.xVelocity != 0.0 || this.yVelocity != 0.0)
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{
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var boundingBox = this.GetBoundingBox();
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boundingBox.X += (int)this.xVelocity;
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boundingBox.Y -= (int)this.yVelocity;
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if (this.currentLocation == null || !this.currentLocation.isCollidingPosition(boundingBox, viewport, false, 0, false, this))
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{
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this.position.X += this.xVelocity;
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this.position.Y -= this.yVelocity;
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}
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this.xVelocity = (int)(this.xVelocity - this.xVelocity / 2.0);
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this.yVelocity = (int)(this.yVelocity - this.yVelocity / 2.0);
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}
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else if (this.moveUp)
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{
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if (this.currentLocation == null || !this.currentLocation.isCollidingPosition(this.nextPosition(0), viewport, false, 0, false, this) || this.isCharging)
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{
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this.position.Y -= this.speed + this.addedSpeed;
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if (!this.ignoreMovementAnimation)
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{
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this.spriteInformation.setUp(this);
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this.characterRenderer.Animate(interval);
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//this.sprite.AnimateUp(time, (this.speed - 2 + this.addedSpeed) * -25, Utility.isOnScreen(this.getTileLocationPoint(), 1, currentLocation) ? "Cowboy_Footstep" : "");
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this.faceDirection(0);
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}
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}
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else if (!this.currentLocation.isTilePassable(this.nextPosition(0), viewport) || !this.willDestroyObjectsUnderfoot)
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this.Halt();
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else if (this.willDestroyObjectsUnderfoot)
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{
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Vector2 vector2 = new Vector2(this.getStandingX() / Game1.tileSize, this.getStandingY() / Game1.tileSize - 1);
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if (this.currentLocation.characterDestroyObjectWithinRectangle(this.nextPosition(0), true))
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{
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this.doEmote(12);
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this.position.Y -= this.speed + this.addedSpeed;
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}
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else
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this.blockedInterval = this.blockedInterval + time.ElapsedGameTime.Milliseconds;
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}
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}
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else if (this.moveRight)
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{
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if (this.currentLocation == null || !this.currentLocation.isCollidingPosition(this.nextPosition(1), viewport, false, 0, false, this) || this.isCharging)
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{
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this.position.X += this.speed + this.addedSpeed;
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if (!this.ignoreMovementAnimation)
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{
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this.spriteInformation.setRight(this);
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this.characterRenderer.Animate(interval);
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//this.spriteInformation.sprite.Animate(time, 0, 3, 1f);
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//this.sprite.AnimateRight(time, (this.speed - 2 + this.addedSpeed) * -25, Utility.isOnScreen(this.getTileLocationPoint(), 1, currentLocation) ? "Cowboy_Footstep" : "");
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this.faceDirection(1);
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}
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}
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else if (!this.currentLocation.isTilePassable(this.nextPosition(1), viewport) || !this.willDestroyObjectsUnderfoot)
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this.Halt();
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else if (this.willDestroyObjectsUnderfoot)
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{
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Vector2 vector2 = new Vector2(this.getStandingX() / Game1.tileSize + 1, this.getStandingY() / Game1.tileSize);
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if (this.currentLocation.characterDestroyObjectWithinRectangle(this.nextPosition(1), true))
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{
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this.doEmote(12);
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this.position.X += this.speed + this.addedSpeed;
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}
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else
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this.blockedInterval = this.blockedInterval + time.ElapsedGameTime.Milliseconds;
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}
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}
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else if (this.moveDown)
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{
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if (this.currentLocation == null || !this.currentLocation.isCollidingPosition(this.nextPosition(2), viewport, false, 0, false, this) || this.isCharging)
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{
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this.position.Y += this.speed + this.addedSpeed;
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if (!this.ignoreMovementAnimation)
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{
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this.spriteInformation.setDown(this);
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this.characterRenderer.Animate(interval);
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//this.spriteInformation.sprite.Animate(time, 0, 3, 1f);
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//this.sprite.AnimateDown(time, (this.speed - 2 + this.addedSpeed) * -25, Utility.isOnScreen(this.getTileLocationPoint(), 1, currentLocation) ? "Cowboy_Footstep" : "");
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this.faceDirection(2);
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}
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}
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else if (!this.currentLocation.isTilePassable(this.nextPosition(2), viewport) || !this.willDestroyObjectsUnderfoot)
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this.Halt();
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else if (this.willDestroyObjectsUnderfoot)
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{
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Vector2 vector2 = new Vector2(this.getStandingX() / Game1.tileSize, this.getStandingY() / Game1.tileSize + 1);
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if (this.currentLocation.characterDestroyObjectWithinRectangle(this.nextPosition(2), true))
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{
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this.doEmote(12);
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this.position.Y += this.speed + this.addedSpeed;
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}
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else
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this.blockedInterval = this.blockedInterval + time.ElapsedGameTime.Milliseconds;
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}
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}
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else if (this.moveLeft)
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{
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if (this.currentLocation == null || !this.currentLocation.isCollidingPosition(this.nextPosition(3), viewport, false, 0, false, this) || this.isCharging)
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{
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this.position.X -= this.speed + this.addedSpeed;
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if (!this.ignoreMovementAnimation)
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{
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this.spriteInformation.setLeft(this);
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this.characterRenderer.Animate(interval);
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//this.spriteInformation.sprite.Animate(time, 0, 3, 1f);
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//this.sprite.AnimateLeft(time, (this.speed - 2 + this.addedSpeed) * -25, Utility.isOnScreen(this.getTileLocationPoint(), 1, currentLocation) ? "Cowboy_Footstep" : "");
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this.faceDirection(3);
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}
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}
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else if (!this.currentLocation.isTilePassable(this.nextPosition(3), viewport) || !this.willDestroyObjectsUnderfoot)
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this.Halt();
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else if (this.willDestroyObjectsUnderfoot)
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{
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Vector2 vector2 = new Vector2(this.getStandingX() / Game1.tileSize - 1, this.getStandingY() / Game1.tileSize);
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if (this.currentLocation.characterDestroyObjectWithinRectangle(this.nextPosition(3), true))
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{
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this.doEmote(12);
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this.position.X -= this.speed + this.addedSpeed;
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}
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else
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this.blockedInterval = this.blockedInterval + time.ElapsedGameTime.Milliseconds;
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}
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}
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if (this.blockedInterval >= 3000 && this.blockedInterval <= 3750.0 && !Game1.eventUp)
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{
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this.doEmote(Game1.random.NextDouble() < 0.5 ? 8 : 40);
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this.blockedInterval = 3750;
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}
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else
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{
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if (this.blockedInterval < 5000)
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return;
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this.speed = 4;
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this.isCharging = true;
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this.blockedInterval = 0;
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}
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}
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/// <summary>Used to halt the npc sprite. Sets the npc's animation to the standing animation if the character renderer is not null.</summary>
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public override void Halt()
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{
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this.characterRenderer?.setAnimation(AnimationKeys.standingKey);
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base.Halt();
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}
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/// <summary>Pathfinding code.</summary>
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public virtual void routeEndAnimationFinished(Farmer who)
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{
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this.doingEndOfRouteAnimation.Value = false;
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this.freezeMotion = false;
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this.Sprite.SpriteHeight = 32;
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this.Sprite.StopAnimation();
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this.endOfRouteMessage.Value = (string)null;
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this.isCharging = false;
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this.speed = 2;
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this.addedSpeed = 0;
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this.goingToDoEndOfRouteAnimation.Value = false;
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if (!this.IsWalkingInSquare)
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return;
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this.returningToEndPoint = true;
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this.timeAfterSquare = Game1.timeOfDay;
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}
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/// <summary>Pathfinding code.</summary>
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public virtual void doAnimationAtEndOfScheduleRoute(Character c, GameLocation l) { }
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/// <summary>Pathfinding code.</summary>
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public virtual void startRouteBehavior(string behaviorName)
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{
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if (behaviorName.Length > 0 && (int)behaviorName[0] == 34)
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this.endOfRouteMessage.Value = behaviorName.Replace("\"", "");
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else
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{
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if (behaviorName.Contains("square_"))
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{
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this.lastCrossroad = new Microsoft.Xna.Framework.Rectangle(this.getTileX() * Game1.tileSize, this.getTileY() * Game1.tileSize, Game1.tileSize, Game1.tileSize);
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string[] strArray = behaviorName.Split('_');
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this.walkInSquare(Convert.ToInt32(strArray[1]), Convert.ToInt32(strArray[2]), 6000);
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this.squareMovementFacingPreference = strArray.Length <= 3 ? -1 : Convert.ToInt32(strArray[3]);
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}
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else
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{
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Utility.getGameLocationOfCharacter(this).temporarySprites.Add(new TemporaryAnimatedSprite("LooseSprites\\Cursors", new Microsoft.Xna.Framework.Rectangle(167, 1714, 19, 14), 100f, 3, 999999, new Vector2(2f, 3f) * (float)Game1.tileSize + new Vector2(7f, 12f) * (float)Game1.pixelZoom, false, false, 0.0002f, 0.0f, Color.White, (float)Game1.pixelZoom, 0.0f, 0.0f, 0.0f)
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{
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id = 688f
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});
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this.doEmote(52);
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}
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}
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}
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/// <summary>Occurs when the npc gets hit by the player.</summary>
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public new void getHitByPlayer(StardewValley.Farmer who, GameLocation location)
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{
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this.doEmote(12);
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if (who == null)
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{
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if (Game1.IsMultiplayer)
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return;
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who = Game1.player;
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}
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if (who.friendshipData.ContainsKey(this.Name))
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{
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who.friendshipData.TryGetValue(this.Name, out Friendship f);
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f.Points -= 30;
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if (who.IsMainPlayer)
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{
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this.CurrentDialogue.Clear();
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//this.CurrentDialogue.Push(new StardewValley.Dialogue(Game1.random.NextDouble() < 0.5 ? Game1.LoadStringByGender(this.gender, "Strings\\StringsFromCSFiles:NPC.cs.4293") : Game1.content.LoadString("Strings\\StringsFromCSFiles:NPC.cs.4294"), this));
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}
|
|
//location.debris.Add(new Debris(this.sprite.Texture, Game1.random.Next(3, 8), new Vector2((float)this.GetBoundingBox().Center.X, (float)this.GetBoundingBox().Center.Y)));
|
|
}
|
|
if (this.Name.Equals("Bouncer"))
|
|
Game1.playSound("crafting");
|
|
else
|
|
Game1.playSound("hitEnemy");
|
|
}
|
|
|
|
//ERROR NEED FIXING
|
|
public override void dayUpdate(int dayOfMonth)
|
|
{
|
|
if (this.currentLocation != null)
|
|
Game1.warpCharacter(this, this.DefaultMap, this.DefaultPosition / Game1.tileSize);
|
|
Game1.player.mailReceived.Remove(this.Name);
|
|
Game1.player.mailReceived.Remove(this.Name + "Cooking");
|
|
this.doingEndOfRouteAnimation.Value = false;
|
|
this.Halt();
|
|
this.hasBeenKissedToday = false;
|
|
this.faceTowardFarmer = false;
|
|
this.faceTowardFarmerTimer = 0;
|
|
this.drawOffset.Value = Vector2.Zero;
|
|
this.hasSaidAfternoonDialogue = false;
|
|
this.ignoreScheduleToday = false;
|
|
this.Halt();
|
|
this.controller = null;
|
|
this.temporaryController = null;
|
|
this.DirectionsToNewLocation = null;
|
|
this.faceDirection(this.DefaultFacingDirection);
|
|
this.scheduleTimeToTry = 9999999;
|
|
this.previousEndPoint = new Point((int)this.DefaultPosition.X / Game1.tileSize, (int)this.DefaultPosition.Y / Game1.tileSize);
|
|
this.IsWalkingInSquare = false;
|
|
this.returningToEndPoint = false;
|
|
this.lastCrossroad = Rectangle.Empty;
|
|
if (this.isVillager())
|
|
this.Schedule = this.getSchedule(dayOfMonth);
|
|
this.endOfRouteMessage.Value = null;
|
|
bool flag = Utility.isFestivalDay(dayOfMonth, Game1.currentSeason);
|
|
if (!this.isMarried())
|
|
return;
|
|
this.marriageDuties();
|
|
//Friendship f=Game1.player.GetSpouseFriendship();
|
|
//this.daysMarried = this.daysMarried + 1;
|
|
}
|
|
|
|
/// <summary>Does effectively nothing.</summary>
|
|
public new void setUpForOutdoorPatioActivity() { }
|
|
|
|
/// <summary>Used to draw the npc with the custom renderer.</summary>
|
|
public virtual void drawModular(SpriteBatch b, float alpha = 1f)
|
|
{
|
|
if (this.characterRenderer == 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.Value)
|
|
{
|
|
this.characterRenderer.setAnimation(AnimationKeys.swimmingKey);
|
|
this.characterRenderer.setDirection(this.facingDirection);
|
|
this.characterRenderer.draw(b, this, 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, (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
|
|
{
|
|
//FIX THIS LINE WITH LAYER DEPTH!!!
|
|
//Shadow???
|
|
//this.characterRenderer.draw(b,this, 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.Value && 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;
|
|
}
|
|
//The actual character drawing to the screen?
|
|
this.characterRenderer.draw(b, this, this.getLocalPosition(Game1.viewport) + (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, Vector2.Zero, Math.Max(0.2f, this.Scale), this.flip ? SpriteEffects.FlipHorizontally : SpriteEffects.None, Math.Max(0.0f, this.drawOnTop ? 0.992f : (float)((double)this.getStandingY() / 10000.0 + 1.0 / 1000.0)));
|
|
//this.characterRenderer.draw(b,this, 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)));
|
|
//this.characterRenderer.draw(b, this, 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, .99f);
|
|
}
|
|
else
|
|
{
|
|
//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));
|
|
this.characterRenderer.draw(b, this, this.getLocalPosition(Game1.viewport) + (this.shakeTimer > 0 ? new Vector2((float)Game1.random.Next(-1, 2), (float)Game1.random.Next(-1, 2)) : Vector2.Zero), new Microsoft.Xna.Framework.Rectangle?(new Microsoft.Xna.Framework.Rectangle()), Color.White * alpha, this.rotation, Vector2.Zero, Math.Max(0.2f, this.Scale), 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)
|
|
this.characterRenderer.draw(b, this, 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);
|
|
}
|
|
|
|
/// <summary>Used to draw the sprite without the modular npc renderer</summary>
|
|
/// <param name="b"></param>
|
|
/// <param name="alpha"></param>
|
|
public virtual void drawNonModularSprite(SpriteBatch b, float alpha = 1f)
|
|
{
|
|
if (this.Sprite == null || this.IsInvisible || !Utility.isOnScreen(this.position, 2 * Game1.tileSize))
|
|
return;
|
|
|
|
//Swimming just has a height difference on the sprite.
|
|
if (this.swimming.Value)
|
|
{
|
|
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 (this.Breather && this.shakeTimer <= 0 && (!this.swimming.Value && 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)));
|
|
}
|
|
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)));
|
|
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);
|
|
}
|
|
|
|
|
|
/// <summary>Basic draw functionality to checkn whether or not to draw the npc using it's default sprite or using a custom character renderer.</summary>
|
|
/// <param name="b"></param>
|
|
/// <param name="alpha"></param>
|
|
public override void draw(SpriteBatch b, float alpha = 1f)
|
|
{
|
|
if (this.characterRenderer == null)
|
|
{
|
|
this.drawNonModularSprite(b, alpha);
|
|
}
|
|
else
|
|
{
|
|
this.drawModular(b, alpha);
|
|
}
|
|
}
|
|
}
|
|
}
|