Stardew_Valley_Mods/GeneralMods/CustomNPCFramework/Class1.cs

197 lines
9.1 KiB
C#

using System;
using System.Collections.Generic;
using System.IO;
using CustomNPCFramework.Framework.Enums;
using CustomNPCFramework.Framework.Graphics;
using CustomNPCFramework.Framework.ModularNpcs.ColorCollections;
using CustomNPCFramework.Framework.NPCS;
using CustomNPCFramework.Framework.Utilities;
using Microsoft.Xna.Framework;
using StardewModdingAPI;
using StardewValley;
namespace CustomNPCFramework
{
/// <summary>
/// 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.
/// </summary>
public class Class1 : Mod
{
/// <summary>The mod helper for the mod.</summary>
public static IModHelper ModHelper;
/// <summary>The mod monitor for the mod.</summary>
public static IMonitor ModMonitor;
/// <summary>The npc tracker for the mod. Keeps track of all npcs added by the custom framework and cleans them up during saving.</summary>
public static NpcTracker npcTracker;
/// <summary>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.</summary>
public static AssetPool assetPool;
public static IManifest Manifest;
/// <summary>The mod entry point, called after the mod is first loaded.</summary>
/// <param name="helper">Provides simplified APIs for writing mods.</param>
public override void Entry(IModHelper helper)
{
ModHelper = this.Helper;
ModMonitor = this.Monitor;
Manifest = this.ModManifest;
StardewModdingAPI.Events.SaveEvents.AfterLoad += this.SaveEvents_LoadChar;
StardewModdingAPI.Events.SaveEvents.BeforeSave += this.SaveEvents_BeforeSave;
StardewModdingAPI.Events.SaveEvents.AfterSave += this.SaveEvents_AfterSave;
StardewModdingAPI.Events.PlayerEvents.Warped += this.LocationEvents_CurrentLocationChanged;
StardewModdingAPI.Events.GameEvents.UpdateTick += this.GameEvents_UpdateTick;
npcTracker = new NpcTracker();
assetPool = new AssetPool();
var assetManager = new AssetManager();
assetPool.addAssetManager(new KeyValuePair<string, AssetManager>("testNPC", assetManager));
this.initializeExamples();
this.initializeAssetPool();
assetPool.loadAllAssets();
}
/// <summary>Initialize the asset pool with some test variables.</summary>
public void initializeAssetPool()
{
string path = Path.Combine(ModHelper.DirectoryPath, "Content", "Graphics", "NPCS");
assetPool.getAssetManager("testNPC").addPathCreateDirectory(new KeyValuePair<string, string>("characters", path));
}
/// <summary>A function that is called when the game finishes saving.</summary>
/// <param name="sender">The event sender.</param>
/// <param name="e">The event arguments.</param>
private void SaveEvents_AfterSave(object sender, EventArgs e)
{
npcTracker.afterSave();
}
/// <summary>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.</summary>
/// <param name="sender">The event sender.</param>
/// <param name="e">The event arguments.</param>
private void SaveEvents_BeforeSave(object sender, EventArgs e)
{
npcTracker.cleanUpBeforeSave();
}
/// <summary>Called upon 60 times a second. For testing purposes only. Will remove in future release.</summary>
/// <param name="sender">The event sender.</param>
/// <param name="e">The event arguments.</param>
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());
}
*/
}
/// <summary>Called when the player's location changes.</summary>
/// <param name="sender">The event sender.</param>
/// <param name="e">The event arguments.</param>
private void LocationEvents_CurrentLocationChanged(object sender, StardewModdingAPI.Events.EventArgsPlayerWarped e) { }
/// <summary>Used to spawn a custom npc just as an example. Don't keep this code. GENERATE NPC AND CALL THE CODE</summary>
/// <param name="sender">The event sender.</param>
/// <param name="e">The event arguments.</param>
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<Item>()
{
new StardewValley.Object(475,999)
}, myNpc3);
npcTracker.addNewNpcToLocation(Game1.getLocationFromName("BusStop", false), merch, new Vector2(2, 23));
}
/// <summary>Used to initialize examples for other modders to look at as reference.</summary>
public void initializeExamples()
{
return;
string dirPath = Path.Combine(ModHelper.DirectoryPath, "Content", "Templates");
var aManager = assetPool.getAssetManager("testNPC");
aManager.addPathCreateDirectory(new KeyValuePair<string, string>("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>()
{
Seasons.spring,
Seasons.summer
}, PartType.hair
);
info2.writeToJson(filePath2);
}
}
/// <summary>Used to splice the mod directory to get relative paths.</summary>
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
{
return spliter[0];
}
}
/// <summary>Used to finish cleaning up absolute asset paths into a shortened relative path.</summary>
public static string getRelativeDirectory(string path)
{
string s = getShortenedDirectory(path);
return s.Remove(0, 1);
}
}
}