Stardew_Valley_Mods/GeneralMods/CustomNPCFramework/Framework/NPCS/ExtendedNPC.cs

749 lines
42 KiB
C#

using CustomNPCFramework.Framework.Enums;
using CustomNPCFramework.Framework.ModularNPCS;
using CustomNPCFramework.Framework.ModularNPCS.ModularRenderers;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using StardewValley;
using StardewValley.Buildings;
using StardewValley.Characters;
using StardewValley.Locations;
using StardewValley.Menus;
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
{
/// <summary>
/// TODO: Add in an resource loader for all of the character graphics and use it to populate some character graphics.
/// Make .json way to load in assets to the mod.
/// Organize it all.
/// Profit???
/// </summary>
public class ExtendedNPC :StardewValley.NPC
{
/// <summary>
/// The custom character renderer for this npc.
/// </summary>
public BasicRenderer characterRenderer;
public bool hasBeenKissedToday;
public Point previousEndPoint;
public bool returningToEndPoint;
public bool hasSaidAfternoonDialogue;
public int timeAfterSquare;
/// <summary>
/// Used to hold sprite information to be used in the case the npc renderer is null.
/// </summary>
public Sprite spriteInformation;
/// <summary>
/// Used to hold the portrait information for the npc and display it.
/// </summary>
public Portrait portraitInformation;
/// <summary>
/// The default location for this npc to reside in.
/// </summary>
public GameLocation defaultLocation;
/// <summary>
/// Empty Constructor.
/// </summary>
public ExtendedNPC() :base()
{
}
/// <summary>
/// Non modular npc Constructor.
/// </summary>
/// <param name="sprite">The sprite for the character.</param>
/// <param name="position">The position of the npc on the map.</param>
/// <param name="facingDirection">The direction of the npc</param>
/// <param name="name">The name of the npc.</param>
public ExtendedNPC(Sprite sprite, Vector2 position, int facingDirection, string name) : base(sprite.sprite, position, facingDirection, name, null)
{
this.characterRenderer = null;
this.Portrait = (Texture2D)null;
this.portraitInformation = null;
this.spriteInformation = sprite;
if (this.spriteInformation != null)
{
this.spriteInformation.setCharacterSpriteFromThis(this);
}
this.swimming.Value = false;
}
/// <summary>
/// Non modular npc Constructor.
/// </summary>
/// <param name="sprite">The sprite for the character.</param>
/// <param name="portrait">The portrait texture for this npc.</param>
/// <param name="position">The position of the npc on the map.</param>
/// <param name="facingDirection">The direction of the npc</param>
/// <param name="name">The name of the npc.</param>
public ExtendedNPC(Sprite sprite, Portrait portrait, Vector2 position, int facingDirection, string name) : base(sprite.sprite, position, facingDirection, name, null)
{
this.characterRenderer = null;
this.portraitInformation = portrait;
if (this.portraitInformation != null)
{
this.portraitInformation.setCharacterPortraitFromThis(this);
}
this.spriteInformation = sprite;
this.spriteInformation.setCharacterSpriteFromThis(this);
this.swimming.Value = false;
}
/// <summary>
/// Modular npc constructor.
/// </summary>
/// <param name="sprite">The sprite for the character to use incase the renderer is null.</param>
/// <param name="renderer">The custom npc render. Used to draw the npcfrom a collection of assets.</param>
/// <param name="portrait">The portrait texture for this npc.</param>
/// <param name="position">The position of the npc on the map.</param>
/// <param name="facingDirection">The direction of the npc</param>
/// <param name="name">The name of the npc.</param>
public ExtendedNPC(Sprite sprite,BasicRenderer renderer,Vector2 position,int facingDirection,string name): base(sprite.sprite, position, facingDirection, name, null)
{
this.characterRenderer = renderer;
this.Portrait = (Texture2D)null;
this.portraitInformation = null;
this.spriteInformation = sprite;
if (this.spriteInformation != null)
{
this.spriteInformation.setCharacterSpriteFromThis(this);
}
this.swimming.Value = false;
}
/// <summary>
/// Modular constructor for the npc.
/// </summary>
/// <param name="sprite">The sprite for the npc to use incase the renderer is null.</param>
/// <param name="renderer">The custom npc renderer used to draw the npc from the collection of textures.</param>
/// <param name="portrait">The portrait texture for the npc.</param>
/// <param name="position">The positon for the npc to be.</param>
/// <param name="facingDirection">The direction for the npc to face.</param>
/// <param name="name">The name for the npc.</param>
public ExtendedNPC(Sprite sprite,BasicRenderer renderer,Portrait portrait, Vector2 position, int facingDirection, string name) : base(sprite.sprite, position, facingDirection, name, null)
{
this.characterRenderer = renderer;
this.portraitInformation = portrait;
if (this.portraitInformation != null)
{
this.portraitInformation.setCharacterPortraitFromThis(this);
}
this.spriteInformation = sprite;
if (this.spriteInformation != null)
{
this.spriteInformation.setCharacterSpriteFromThis(this);
}
this.swimming.Value = false;
}
/// <summary>
/// Used to reload the sprite for the npc.
/// </summary>
public void reloadSprite()
{
if (this.characterRenderer == null)
{
this.spriteInformation.reload();
try
{
this.portraitInformation.reload();
}
catch (Exception ex)
{
ex.ToString();
this.Portrait = (Texture2D)null;
}
}
else
{
this.characterRenderer.reloadSprites();
try
{
this.portraitInformation.reload();
}
catch (Exception ex)
{
ex.ToString();
this.Portrait = (Texture2D)null;
}
}
int num = this.IsInvisible ? 1 : 0;
if (!Game1.newDay && (int)Game1.gameMode != 6)
return;
this.faceDirection(this.DefaultFacingDirection);
this.scheduleTimeToTry = 9999999;
this.previousEndPoint = new Point((int)this.DefaultPosition.X / Game1.tileSize, (int)this.DefaultPosition.Y / Game1.tileSize);
this.Schedule = this.getSchedule(Game1.dayOfMonth);
this.faceDirection(this.defaultFacingDirection);
this.Sprite.standAndFaceDirection(this.defaultFacingDirection);
if (this.isMarried())
this.marriageDuties(true);
bool flag = Utility.isFestivalDay(Game1.dayOfMonth, Game1.currentSeason);
try
{
this.displayName = this.Name;
}
catch (Exception ex)
{
ex.ToString();
}
}
/// <summary>
/// Functionality used when interacting with the npc.
/// </summary>
/// <param name="who"></param>
/// <param name="l"></param>
/// <returns></returns>
public override bool checkAction(StardewValley.Farmer who, GameLocation l)
{
base.checkAction(who, l);
return false;
}
/// <summary>
/// Used to move the npc. Different code is used depending if the character renderer is null or not.
/// </summary>
/// <param name="time"></param>
/// <param name="viewport"></param>
/// <param name="currentLocation"></param>
public override void MovePosition(GameTime time, xTile.Dimensions.Rectangle viewport, GameLocation currentLocation)
{
if (this.characterRenderer != null)
{
ModularMovement(time,viewport,currentLocation);
}
else
{
NonModularMovement(time,viewport,currentLocation);
}
return;
}
/// <summary>
/// Set's the npc to move a certain direction and then executes the movement.
/// </summary>
/// <param name="time"></param>
/// <param name="viewport"></param>
/// <param name="currentLocation"></param>
/// <param name="MoveDirection">The direction to move the npc.</param>
/// <param name="Move">Set's the npc's sprite to halt if Move=false. Else set it to true.</param>
public virtual void SetMovingAndMove(GameTime time, xTile.Dimensions.Rectangle viewport, GameLocation currentLocation, Direction MoveDirection, bool Move=true)
{
if (MoveDirection == Direction.down) this.SetMovingDown(Move);
if (MoveDirection == Direction.left) this.SetMovingLeft(Move);
if (MoveDirection == Direction.up) this.SetMovingUp(Move);
if (MoveDirection == Direction.right) this.SetMovingRight(Move);
this.MovePosition(time, viewport, currentLocation);
}
/// <summary>
/// USed to move the npc if the character renderer is null.
/// </summary>
/// <param name="time"></param>
/// <param name="viewport"></param>
/// <param name="location"></param>
public virtual void NonModularMovement(GameTime time, xTile.Dimensions.Rectangle viewport, GameLocation location)
{
base.MovePosition(time, viewport, currentLocation);
return;
}
/// <summary>
/// Used to determine if the npc can move past the next location.
/// </summary>
/// <param name="viewport"></param>
/// <returns></returns>
public virtual bool canMovePastNextLocation(xTile.Dimensions.Rectangle viewport)
{
//Up
if (!currentLocation.isTilePassable(this.nextPosition(0), viewport) || !this.willDestroyObjectsUnderfoot)
{
return false;
}
//Right
if (!currentLocation.isTilePassable(this.nextPosition(1), viewport) || !this.willDestroyObjectsUnderfoot)
{
return false;
}
//Down
if (!currentLocation.isTilePassable(this.nextPosition(2), viewport) || !this.willDestroyObjectsUnderfoot)
{
return false;
}
//Left
if (!currentLocation.isTilePassable(this.nextPosition(3), viewport) || !this.willDestroyObjectsUnderfoot)
{
return false;
}
return true;
}
/// <summary>
/// Used to move the npc if the character renderer is valid. Handles animating all of the sprites associated with the renderer.
/// </summary>
/// <param name="time"></param>
/// <param name="viewport"></param>
/// <param name="location"></param>
/// <param name="interval"></param>
public virtual void ModularMovement(GameTime time, xTile.Dimensions.Rectangle viewport, GameLocation location, float interval = 1000f)
{
this.characterRenderer.setAnimation(AnimationKeys.walkingKey);
if (this.canMovePastNextLocation(viewport) == false)
{
this.Halt();
return;
}
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.spriteInformation.setUp(this);
this.characterRenderer.Animate(interval,true);
//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.spriteInformation.setRight(this);
this.characterRenderer.Animate(interval,true);
//this.spriteInformation.sprite.Animate(time, 0, 3, 1f);
//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.spriteInformation.setDown(this);
this.characterRenderer.Animate(interval,true);
//this.spriteInformation.sprite.Animate(time, 0, 3, 1f);
//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.spriteInformation.setLeft(this);
this.characterRenderer.Animate(interval,true);
//this.spriteInformation.sprite.Animate(time, 0, 3, 1f);
//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;
}
}
/// <summary>
/// Used to halt the npc sprite. Sets the npc's animation to the standing animation if the character renderer is not null.
/// </summary>
public override void Halt()
{
if (this.characterRenderer != null)
{
this.characterRenderer.setAnimation(AnimationKeys.standingKey);
}
base.Halt();
}
/// <summary>
/// Used to update npc information.
/// </summary>
/// <param name="time"></param>
/// <param name="location"></param>
public override void update(GameTime time, GameLocation location)
{
base.update(time, location);
}
/// <summary>
/// Pathfinding code.
/// </summary>
/// <param name="who"></param>
public virtual void routeEndAnimationFinished(StardewValley.Farmer who)
{
this.doingEndOfRouteAnimation.Value = false;
this.freezeMotion = false;
this.Sprite.SpriteHeight = 32;
this.Sprite.StopAnimation();
this.endOfRouteMessage.Value = (string)null;
this.isCharging = false;
this.speed = 2;
this.addedSpeed = 0;
this.goingToDoEndOfRouteAnimation.Value = false;
if (!this.IsWalkingInSquare)
return;
this.returningToEndPoint = true;
this.timeAfterSquare = Game1.timeOfDay;
}
/// <summary>
/// Pathfinding code.
/// </summary>
/// <param name="c"></param>
/// <param name="l"></param>
public virtual void doAnimationAtEndOfScheduleRoute(Character c, GameLocation l)
{
}
/// <summary>
/// Pathfinding code.
/// </summary>
/// <param name="behaviorName"></param>
public virtual void startRouteBehavior(string behaviorName)
{
if (behaviorName.Length > 0 && (int)behaviorName[0] == 34)
{
this.endOfRouteMessage.Value = behaviorName.Replace("\"", "");
}
else
{
if (behaviorName.Contains("square_"))
{
this.lastCrossroad = new Microsoft.Xna.Framework.Rectangle(this.getTileX() * Game1.tileSize, this.getTileY() * Game1.tileSize, Game1.tileSize, Game1.tileSize);
string[] strArray = behaviorName.Split('_');
this.walkInSquare(Convert.ToInt32(strArray[1]), Convert.ToInt32(strArray[2]), 6000);
this.squareMovementFacingPreference = strArray.Length <= 3 ? -1 : Convert.ToInt32(strArray[3]);
}
else
{
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, false)
{
id = 688f
});
this.doEmote(52, true);
}
}
}
/// <summary>
/// Occurs when the npc gets hit by the player.
/// </summary>
/// <param name="who"></param>
/// <param name="location"></param>
public new void getHitByPlayer(StardewValley.Farmer who, GameLocation location)
{
this.doEmote(12, true);
if (who == null)
{
if (Game1.IsMultiplayer)
return;
who = Game1.player;
}
if (who.friendshipData.ContainsKey(this.Name))
{
Friendship f;
who.friendshipData.TryGetValue(this.Name, out f);
f.Points -= 30;
if (who.IsMainPlayer)
{
this.CurrentDialogue.Clear();
//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));
}
//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 / (float)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 = (PathFindController)null;
this.temporaryController = (PathFindController)null;
this.DirectionsToNewLocation = (SchedulePathDescription)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 = Microsoft.Xna.Framework.Rectangle.Empty;
if (this.isVillager())
this.Schedule = this.getSchedule(dayOfMonth);
this.endOfRouteMessage.Value = (string)null;
bool flag = Utility.isFestivalDay(dayOfMonth, Game1.currentSeason);
if (!this.isMarried())
return;
this.marriageDuties(true);
//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>
/// <param name="b"></param>
/// <param name="alpha"></param>
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);
}
}
}
}