338 lines
15 KiB
C#
338 lines
15 KiB
C#
|
|
using CustomNPCFramework.Framework.Enums;
|
|
using CustomNPCFramework.Framework.ModularNPCS;
|
|
using CustomNPCFramework.Framework.ModularNPCS.CharacterAnimationBases;
|
|
using CustomNPCFramework.Framework.ModularNPCS.ModularRenderers;
|
|
using CustomNPCFramework.Framework.NPCS;
|
|
using StardewValley;
|
|
using System;
|
|
using System.Collections.Generic;
|
|
using System.IO;
|
|
using System.Linq;
|
|
using System.Text;
|
|
using System.Threading.Tasks;
|
|
|
|
namespace CustomNPCFramework.Framework.Graphics
|
|
{
|
|
/// <summary>
|
|
/// Used to contain all of the asset managers.
|
|
/// </summary>
|
|
///
|
|
|
|
public class NamePairings
|
|
{
|
|
public string leftString;
|
|
public string rightString;
|
|
public string upString;
|
|
public string downString;
|
|
public NamePairings(string LeftString,string RightString, string UpString, string DownString)
|
|
{
|
|
this.leftString = LeftString;
|
|
this.rightString = RightString;
|
|
this.upString = UpString;
|
|
this.downString = DownString;
|
|
}
|
|
}
|
|
|
|
public class AssetPool
|
|
{
|
|
|
|
public Dictionary<string, AssetManager> assetPool;
|
|
|
|
public AssetPool()
|
|
{
|
|
this.assetPool = new Dictionary<string, AssetManager>();
|
|
}
|
|
|
|
public void addAssetManager(KeyValuePair<string, AssetManager> pair)
|
|
{
|
|
this.assetPool.Add(pair.Key, pair.Value);
|
|
}
|
|
|
|
public void addAssetManager(string assetManagerName, AssetManager assetManager)
|
|
{
|
|
this.assetPool.Add(assetManagerName, assetManager);
|
|
}
|
|
|
|
public AssetManager getAssetManager(string name)
|
|
{
|
|
assetPool.TryGetValue(name, out AssetManager asset);
|
|
return asset;
|
|
}
|
|
|
|
public void removeAssetManager(string key)
|
|
{
|
|
assetPool.Remove(key);
|
|
}
|
|
|
|
public void loadAllAssets()
|
|
{
|
|
foreach (KeyValuePair<string, AssetManager> assetManager in this.assetPool)
|
|
{
|
|
assetManager.Value.loadAssets();
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Creates an extended animated sprite object given the asset name in the asset manager.
|
|
/// </summary>
|
|
/// <param name="name"></param>
|
|
/// <returns></returns>
|
|
public AnimatedSpriteExtended getAnimatedSpriteFromAsset(string name)
|
|
{
|
|
assetPool.TryGetValue(name, out AssetManager asset);
|
|
var assetSheet = asset.getAssetByName(name);
|
|
return new AnimatedSpriteExtended(assetSheet.clone().getCurrentSpriteTexture(),assetSheet.path.Clone().ToString(),assetSheet.index, (int)assetSheet.assetInfo.assetSize.X, (int)assetSheet.assetInfo.assetSize.Y);
|
|
}
|
|
|
|
|
|
|
|
public AnimatedSpriteCollection getSpriteCollectionFromSheet(AssetSheet assetSheet, AnimationType type)
|
|
{
|
|
var left = new AnimatedSpriteExtended(assetSheet.clone().getTexture(Direction.left, type),assetSheet.path.Clone().ToString(),assetSheet.index, (int)assetSheet.assetInfo.assetSize.X, (int)assetSheet.assetInfo.assetSize.Y);
|
|
var right = new AnimatedSpriteExtended(assetSheet.clone().getTexture(Direction.right, type),assetSheet.path.Clone().ToString(), assetSheet.index, (int)assetSheet.assetInfo.assetSize.X, (int)assetSheet.assetInfo.assetSize.Y);
|
|
var up = new AnimatedSpriteExtended(assetSheet.clone().getTexture(Direction.up, type),assetSheet.path.Clone().ToString(), assetSheet.index, (int)assetSheet.assetInfo.assetSize.X, (int)assetSheet.assetInfo.assetSize.Y);
|
|
var down = new AnimatedSpriteExtended(assetSheet.clone().getTexture(Direction.down, type), assetSheet.path.Clone().ToString(),assetSheet.index, (int)assetSheet.assetInfo.assetSize.X, (int)assetSheet.assetInfo.assetSize.Y);
|
|
return new AnimatedSpriteCollection(left, right, up, down, Direction.down);
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Gets an animated sprite collection (ie a hair style facing all four directions) from a list of asset names.
|
|
/// </summary>
|
|
/// <param name="left">The name of the asset for the left facing sprite.</param>
|
|
/// <param name="right">The name of the asset for the right facing sprite.</param>
|
|
/// <param name="up">The name of the asset for the up facing sprite.</param>
|
|
/// <param name="down">The name of the asset for the down facing sprite.</param>
|
|
/// <param name="startingDirection"></param>
|
|
/// <returns></returns>
|
|
public AnimatedSpriteCollection getAnimatedSpriteCollectionFromAssets(string left, string right, string up, string down, Direction startingDirection = Direction.down)
|
|
{
|
|
var Left = getAnimatedSpriteFromAsset(left);
|
|
var Right = getAnimatedSpriteFromAsset(right);
|
|
var Up = getAnimatedSpriteFromAsset(up);
|
|
var Down = getAnimatedSpriteFromAsset(down);
|
|
return new AnimatedSpriteCollection(Left, Right, Up, Down, startingDirection);
|
|
|
|
}
|
|
|
|
public AnimatedSpriteCollection getAnimatedSpriteCollectionFromAssets(NamePairings pair, Direction startingDirection = Direction.down)
|
|
{
|
|
return getAnimatedSpriteCollectionFromAssets(pair.leftString, pair.rightString, pair.upString, pair.downString);
|
|
}
|
|
|
|
public StandardCharacterAnimation GetStandardCharacterAnimation(NamePairings BodySprites, NamePairings EyeSprites, NamePairings HairSprites, NamePairings ShirtsSprites, NamePairings PantsSprites, NamePairings ShoesSprites,List<NamePairings> AccessoriesSprites)
|
|
{
|
|
var body = getAnimatedSpriteCollectionFromAssets(BodySprites);
|
|
var eyes = getAnimatedSpriteCollectionFromAssets(EyeSprites);
|
|
var hair = getAnimatedSpriteCollectionFromAssets(HairSprites);
|
|
var shirts = getAnimatedSpriteCollectionFromAssets(ShirtsSprites);
|
|
var pants = getAnimatedSpriteCollectionFromAssets(PantsSprites);
|
|
var shoes = getAnimatedSpriteCollectionFromAssets(ShoesSprites);
|
|
List<AnimatedSpriteCollection> accessories = new List<AnimatedSpriteCollection>();
|
|
foreach(var v in AccessoriesSprites)
|
|
{
|
|
accessories.Add(getAnimatedSpriteCollectionFromAssets(v));
|
|
}
|
|
return new StandardCharacterAnimation(body,eyes,hair,shirts,pants,shoes,accessories);
|
|
}
|
|
|
|
public List<AssetSheet> getListOfApplicableBodyParts(string assetManagerName,Genders gender, Seasons season, PartType type)
|
|
{
|
|
var parts = this.getAssetManager(assetManagerName).getListOfAssetsThatMatchThisCriteria(gender, season, type);
|
|
return parts;
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Generate a basic npc based off of all all of the NPC data here.
|
|
/// </summary>
|
|
/// <param name="gender"></param>
|
|
/// <param name="minNumOfAccessories"></param>
|
|
/// <param name="maxNumOfAccessories"></param>
|
|
public ExtendedNPC generateNPC(Genders gender, int minNumOfAccessories, int maxNumOfAccessories)
|
|
{
|
|
Seasons myseason=Seasons.spring;
|
|
|
|
if (Game1.currentSeason == "spring") myseason = Seasons.spring;
|
|
if (Game1.currentSeason == "summer") myseason = Seasons.summer;
|
|
if (Game1.currentSeason == "fall") myseason = Seasons.fall;
|
|
if (Game1.currentSeason == "winter") myseason = Seasons.winter;
|
|
|
|
List<AssetSheet> bodyList = new List<AssetSheet>();
|
|
List<AssetSheet> eyesList = new List<AssetSheet>();
|
|
List<AssetSheet> hairList = new List<AssetSheet>();
|
|
List<AssetSheet> shirtList = new List<AssetSheet>();
|
|
List<AssetSheet> shoesList = new List<AssetSheet>();
|
|
List<AssetSheet> pantsList = new List<AssetSheet>();
|
|
List<AssetSheet> accessoryList = new List<AssetSheet>();
|
|
|
|
//Get all applicable parts from this current asset manager
|
|
foreach (var assetManager in this.assetPool)
|
|
{
|
|
var body = getListOfApplicableBodyParts(assetManager.Key, gender, myseason, PartType.body);
|
|
foreach (var piece in body) bodyList.Add(piece);
|
|
|
|
var eyes = getListOfApplicableBodyParts(assetManager.Key, gender, myseason, PartType.eyes);
|
|
foreach (var piece in eyes) eyesList.Add(piece);
|
|
|
|
var hair = getListOfApplicableBodyParts(assetManager.Key, gender, myseason, PartType.hair);
|
|
foreach (var piece in hair) hairList.Add(piece);
|
|
|
|
var shirt = getListOfApplicableBodyParts(assetManager.Key, gender, myseason, PartType.shirt);
|
|
foreach (var piece in shirt) shirtList.Add(piece);
|
|
|
|
var pants = getListOfApplicableBodyParts(assetManager.Key, gender, myseason, PartType.pants);
|
|
foreach (var piece in pants) pantsList.Add(piece);
|
|
|
|
var shoes = getListOfApplicableBodyParts(assetManager.Key, gender, myseason, PartType.shoes);
|
|
foreach (var piece in shoes) shoesList.Add(piece);
|
|
|
|
var accessory = getListOfApplicableBodyParts(assetManager.Key, gender, myseason, PartType.accessory);
|
|
foreach (var piece in accessory) accessoryList.Add(piece);
|
|
}
|
|
|
|
|
|
Random r = new Random(System.DateTime.Now.Millisecond);
|
|
int amount = 0;
|
|
|
|
amount = r.Next(minNumOfAccessories,maxNumOfAccessories + 1); //Necessary since r.next returns a num between min and (max-1)
|
|
|
|
int bodyIndex = 0;
|
|
int eyesIndex = 0;
|
|
int hairIndex = 0;
|
|
int shirtIndex = 0;
|
|
int pantsIndex = 0;
|
|
int shoesIndex = 0;
|
|
|
|
if (bodyList.Count != 0) {
|
|
bodyIndex = r.Next(0, bodyList.Count - 1);
|
|
}
|
|
else
|
|
{
|
|
Class1.ModMonitor.Log("Error: Not enough body templates to generate an npc. Aborting", StardewModdingAPI.LogLevel.Error);
|
|
return null;
|
|
}
|
|
|
|
if (eyesList.Count != 0) {
|
|
eyesIndex = r.Next(0, eyesList.Count - 1);
|
|
}
|
|
else
|
|
{
|
|
Class1.ModMonitor.Log("Error: Not enough eyes templates to generate an npc. Aborting", StardewModdingAPI.LogLevel.Error);
|
|
return null;
|
|
}
|
|
|
|
if (hairList.Count != 0) {
|
|
hairIndex = r.Next(0, hairList.Count - 1);
|
|
}
|
|
else
|
|
{
|
|
Class1.ModMonitor.Log("Error: Not enough hair templates to generate an npc. Aborting", StardewModdingAPI.LogLevel.Error);
|
|
return null;
|
|
}
|
|
|
|
if (shirtList.Count != 0) {
|
|
shirtIndex = r.Next(0, shirtList.Count - 1);
|
|
}
|
|
else
|
|
{
|
|
Class1.ModMonitor.Log("Error: Not enough shirt templates to generate an npc. Aborting", StardewModdingAPI.LogLevel.Error);
|
|
return null;
|
|
}
|
|
|
|
if (pantsList.Count != 0) {
|
|
pantsIndex = r.Next(0, pantsList.Count - 1);
|
|
}
|
|
else
|
|
{
|
|
Class1.ModMonitor.Log("Error: Not enough pants templates to generate an npc. Aborting", StardewModdingAPI.LogLevel.Error);
|
|
return null;
|
|
}
|
|
|
|
if (shoesList.Count != 0) {
|
|
shoesIndex = r.Next(0, shoesList.Count - 1);
|
|
|
|
}
|
|
else
|
|
{
|
|
Class1.ModMonitor.Log("Error: Not enough shoes templates to generate an npc. Aborting", StardewModdingAPI.LogLevel.Error);
|
|
return null;
|
|
}
|
|
List<int> accIntList = new List<int>();
|
|
if (accessoryList.Count != 0)
|
|
{
|
|
for (int i = 0; i < amount; i++)
|
|
{
|
|
int acc = r.Next(0, accessoryList.Count - 1);
|
|
accIntList.Add(acc);
|
|
}
|
|
}
|
|
|
|
//Get a single sheet to pull from.
|
|
AssetSheet bodySheet;
|
|
AssetSheet eyesSheet;
|
|
AssetSheet hairSheet;
|
|
AssetSheet shirtSheet;
|
|
AssetSheet shoesSheet;
|
|
AssetSheet pantsSheet;
|
|
|
|
bodySheet = bodyList.ElementAt(bodyIndex);
|
|
eyesSheet = eyesList.ElementAt(eyesIndex);
|
|
hairSheet = hairList.ElementAt(hairIndex);
|
|
shirtSheet = shirtList.ElementAt(shirtIndex);
|
|
pantsSheet = pantsList.ElementAt(pantsIndex);
|
|
shoesSheet = shoesList.ElementAt(shoesIndex);
|
|
|
|
|
|
List<AssetSheet> accessorySheet = new List<AssetSheet>();
|
|
|
|
foreach (var v in accIntList)
|
|
{
|
|
accessorySheet.Add(accessoryList.ElementAt(v));
|
|
}
|
|
|
|
var render = generateBasicRenderer(bodySheet, eyesSheet, hairSheet, shirtSheet, pantsSheet, shoesSheet, accessorySheet);
|
|
ExtendedNPC npc = new ExtendedNPC(new Sprite(getDefaultSpriteImage(bodySheet)), render, new Microsoft.Xna.Framework.Vector2(13, 15) * Game1.tileSize, 2, NPCNames.getRandomNPCName(gender));
|
|
return npc;
|
|
}
|
|
|
|
public virtual BasicRenderer generateBasicRenderer(AssetSheet bodySheet, AssetSheet eyesSheet, AssetSheet hairSheet, AssetSheet shirtSheet, AssetSheet pantsSheet, AssetSheet shoesSheet, List<AssetSheet> accessorySheet)
|
|
{
|
|
//Get all of the appropriate animations.
|
|
AnimationType type = AnimationType.standing;
|
|
var standingAnimation = generateCharacterAnimation(bodySheet, eyesSheet, hairSheet, shirtSheet, pantsSheet, shoesSheet, accessorySheet, type);
|
|
type = AnimationType.walking;
|
|
var movingAnimation = generateCharacterAnimation(bodySheet, eyesSheet, hairSheet, shirtSheet, pantsSheet, shoesSheet, accessorySheet, type);
|
|
type = AnimationType.swimming;
|
|
var swimmingAnimation = generateCharacterAnimation(bodySheet, eyesSheet, hairSheet, shirtSheet, pantsSheet, shoesSheet, accessorySheet, type);
|
|
|
|
BasicRenderer render = new BasicRenderer(standingAnimation, movingAnimation, swimmingAnimation);
|
|
return render;
|
|
}
|
|
|
|
public virtual StandardCharacterAnimation generateCharacterAnimation(AssetSheet body, AssetSheet eyes, AssetSheet hair, AssetSheet shirt, AssetSheet pants, AssetSheet shoes,List<AssetSheet> accessories, AnimationType animationType)
|
|
{
|
|
var bodySprite = getSpriteCollectionFromSheet(body, animationType);
|
|
var eyesSprite = getSpriteCollectionFromSheet(eyes, animationType);
|
|
var hairSprite = getSpriteCollectionFromSheet(hair, animationType);
|
|
var shirtSprite = getSpriteCollectionFromSheet(shirt, animationType);
|
|
var pantsSprite = getSpriteCollectionFromSheet(pants, animationType);
|
|
var shoesSprite = getSpriteCollectionFromSheet(shoes, animationType);
|
|
List<AnimatedSpriteCollection> accessoryCollection = new List<AnimatedSpriteCollection>();
|
|
foreach (var v in accessories)
|
|
{
|
|
AnimatedSpriteCollection acc = getSpriteCollectionFromSheet(v, AnimationType.standing);
|
|
accessoryCollection.Add(acc);
|
|
}
|
|
StandardCharacterAnimation standingAnimation = new StandardCharacterAnimation(bodySprite, eyesSprite, hairSprite, shirtSprite, pantsSprite, shoesSprite, accessoryCollection);
|
|
return standingAnimation;
|
|
}
|
|
|
|
public virtual string getDefaultSpriteImage(AssetSheet imageGraphics)
|
|
{
|
|
return Class1.getRelativeDirectory(Path.Combine(imageGraphics.path, imageGraphics.assetInfo.standingAssetPaths.downString));
|
|
}
|
|
}
|
|
}
|