/// <summary>
        /// Companion initializator. Call it after saved game is loaded
        /// </summary>
        /// <param name="loader"></param>
        /// <param name="gameEvents"></param>
        /// <param name="reflection"></param>
        public void InitializeCompanions(IContentLoader loader, IModEvents gameEvents, ISpecialModEvents specialEvents, IReflectionHelper reflection)
        {
            Dictionary <string, string> dispositions = loader.LoadData <string, string>("Data/CompanionDispositions");

            foreach (string npcName in dispositions.Keys)
            {
                NPC companion = Game1.getCharacterFromName(npcName, true);

                if (companion == null)
                {
                    this.monitor.Log($"Unable to initialize companion `{npcName}`, because this NPC cannot be found in the game. " +
                                     "Are you trying to add a custom NPC as a companion? Check the mod which adds this NPC into the game. " +
                                     "Don't report this as a bug to NPC Adventures unless it's a vanilla game NPC.", LogLevel.Error);
                    continue;
                }

                CompanionStateMachine csm = new CompanionStateMachine(this, companion, new CompanionMetaData(dispositions[npcName]), loader, reflection, this.monitor);
                Dictionary <StateFlag, ICompanionState> stateHandlers = new Dictionary <StateFlag, ICompanionState>()
                {
                    [StateFlag.RESET]       = new ResetState(csm, gameEvents, this.monitor),
                    [StateFlag.AVAILABLE]   = new AvailableState(csm, gameEvents, this.monitor),
                    [StateFlag.RECRUITED]   = new RecruitedState(csm, gameEvents, specialEvents, this.monitor),
                    [StateFlag.UNAVAILABLE] = new UnavailableState(csm, gameEvents, this.monitor),
                };

                csm.Setup(stateHandlers);
                this.PossibleCompanions.Add(npcName, csm);
            }

            this.monitor.Log($"Initalized {this.PossibleCompanions.Count} companions.", LogLevel.Info);
        }
Beispiel #2
0
        /// <summary>
        /// Companion initializator. Call it after saved game is loaded
        /// </summary>
        /// <param name="loader"></param>
        /// <param name="gameEvents"></param>
        /// <param name="reflection"></param>
        public void InitializeCompanions(IContentLoader loader, IModEvents gameEvents, ISpecialModEvents specialEvents, IReflectionHelper reflection)
        {
            Dictionary <string, string> dispositions = loader.Load <Dictionary <string, string> >("Data/CompanionDispositions");

            foreach (string npcName in dispositions.Keys)
            {
                NPC companion = Game1.getCharacterFromName(npcName, true);

                if (companion == null)
                {
                    throw new Exception($"Can't find NPC with name '{npcName}'");
                }

                CompanionStateMachine csm = new CompanionStateMachine(this, companion, new CompanionMetaData(dispositions[npcName]), loader, reflection, this.monitor);
                Dictionary <StateFlag, ICompanionState> stateHandlers = new Dictionary <StateFlag, ICompanionState>()
                {
                    [StateFlag.RESET]       = new ResetState(csm, gameEvents, this.monitor),
                    [StateFlag.AVAILABLE]   = new AvailableState(csm, gameEvents, this.monitor),
                    [StateFlag.RECRUITED]   = new RecruitedState(csm, gameEvents, specialEvents, this.monitor),
                    [StateFlag.UNAVAILABLE] = new UnavailableState(csm, gameEvents, this.monitor),
                };

                csm.Setup(stateHandlers);
                this.PossibleCompanions.Add(npcName, csm);
            }

            this.monitor.Log($"Initalized {this.PossibleCompanions.Count} companions.", LogLevel.Info);
        }
        /// <summary>
        /// Companion initializator. Call it after saved game is loaded
        /// </summary>
        /// <param name="loader"></param>
        /// <param name="gameEvents"></param>
        /// <param name="reflection"></param>
        public void InitializeCompanions(IContentLoader loader, IModEvents gameEvents, ISpecialModEvents specialEvents, IReflectionHelper reflection)
        {
            Dictionary <string, string> dispositions = loader.LoadData <string, string>("Data/CompanionDispositions");

            foreach (string npcName in dispositions.Keys)
            {
                CompanionStateMachine csm = new CompanionStateMachine(npcName, this, new CompanionMetaData(dispositions[npcName]), loader, reflection, this.monitor);
                Dictionary <StateFlag, ICompanionState> stateHandlers = new Dictionary <StateFlag, ICompanionState>()
                {
                    [StateFlag.RESET]       = new ResetState(csm, gameEvents, this.monitor),
                    [StateFlag.AVAILABLE]   = new AvailableState(csm, gameEvents, this.monitor),
                    [StateFlag.RECRUITED]   = new RecruitedState(csm, gameEvents, specialEvents, this.monitor),
                    [StateFlag.UNAVAILABLE] = new UnavailableState(csm, gameEvents, this.monitor),
                };

                csm.Setup(stateHandlers);
                this.PossibleCompanions.Add(npcName, csm);
            }

            this.monitor.Log($"Initalized {this.PossibleCompanions.Count} companions.", LogLevel.Info);
        }