Ejemplo n.º 1
0
        public void When_validation_tile_and_it_is_not_inside_the_board_then_return_error(int x, int y)
        {
            var parent        = "Any parent";
            var tile          = new Point(x, y);
            var tileValidator = new TileValidator(parent, 0, 4);

            var results = tileValidator.Validate(tile);

            results.Errors.Count.Should().Be(1);
            results.Errors[0].ErrorMessage.Should().Be($"Property {parent}: Tile should be inside the board.");
        }
Ejemplo n.º 2
0
            /// <summary>Spawns provided objects where their spawn times match the provided time, then removes them from the provided list.</summary>
            /// <param name="timedSpawns">A list of timed spawn objects to be spawned. Spawned objects will be removed from this list.</param>
            /// <param name="time">An in-game time value. If provided, only objects with matching SpawnTime values will be spawned.</param>
            public static void SpawnTimedSpawns(List <List <TimedSpawn> > timedSpawns, StardewTime?time = null)
            {
                Utility.Monitor.Log($"Spawning objects set to appear at time: {time?.Time.ToString() ?? "(any)"}...", LogLevel.Trace);

                int spawnedTotal = 0;                                                 //tracks the number of objects spawned during this process

                bool filter(TimedSpawn spawn) => spawn.SavedObject.SpawnTime == time; //define a filter that is true when a TimedSpawn matches the provided time

                for (int x = timedSpawns.Count - 1; x >= 0; x--)                      //for each list of spawns (looping backward for removal purposes)
                {
                    //NOTE: the spawns in each "spawns" list must share the same SpawnArea for optimization reasons
                    List <TimedSpawn> spawns = null; //refer to the current list as "spawns"
                    int spawnedByThisList    = 0;    //tracks the number of objects spawned from this list

                    if (time.HasValue == false)      //if no time was provided
                    {
                        spawns = timedSpawns[x];     //don't filter the list
                        timedSpawns[x].RemoveAt(x);  //remove the original list
                    }
                    else //if a time was provided
                    {
                        spawns = timedSpawns[x].Where(filter).ToList(); //get a list of spawns with matching times
                        timedSpawns[x].RemoveAll(filter);               //remove the matching spawns from the original list

                        if (timedSpawns[x].Count <= 0)                  //if the original list is now empty
                        {
                            timedSpawns.RemoveAt(x);                    //remove it
                        }
                    }

                    if (spawns.Count <= 0) //if nothing in the list had a matching time
                    {
                        continue;          //skip to the next list
                    }

                    GameLocation location = Game1.getLocationFromName(spawns[0].SavedObject.MapName); //get the location matching this object's map name (NOTE: do not use the area name, which may be different)

                    //validate the "only spawn if a player is present" setting
                    if (spawns[0].SpawnArea.SpawnTiming.OnlySpawnIfAPlayerIsPresent)
                    {
                        FarmerCollection farmers = Game1.getOnlineFarmers(); //get all active players

                        bool playerIsPresent = false;
                        foreach (Farmer farmer in farmers)
                        {
                            if (farmer.currentLocation == location) //if this farmer is at the current location
                            {
                                playerIsPresent = true;
                                break;
                            }
                        }

                        if (!playerIsPresent) //if no players are present
                        {
                            Utility.Monitor.VerboseLog($"Skipping spawns for this location because no players are present: {spawns[0].SpawnArea.UniqueAreaID} ({spawns[0].SpawnArea.MapName})");
                            continue; //skip to the next list
                        }
                    }

                    int[] customTiles        = { };  //the set of custom tiles to use (to be selected based on the spawn object's type)
                    int?  monstersAtLocation = null; //the number of existing monsters at a location (used to optionally limit monster spawns)

                    switch (spawns[0].SavedObject.Type)
                    {
                    case SavedObject.ObjectType.Object:
                    case SavedObject.ObjectType.Item:
                    case SavedObject.ObjectType.Container:
                        customTiles = spawns[0].FarmData.Config.Forage_Spawn_Settings.CustomTileIndex;
                        break;

                    case SavedObject.ObjectType.LargeObject:
                        customTiles = spawns[0].FarmData.Config.Large_Object_Spawn_Settings.CustomTileIndex;
                        break;

                    case SavedObject.ObjectType.Ore:
                        customTiles = spawns[0].FarmData.Config.Ore_Spawn_Settings.CustomTileIndex;
                        break;

                    case SavedObject.ObjectType.Monster:
                        customTiles = spawns[0].FarmData.Config.Monster_Spawn_Settings.CustomTileIndex;

                        if (Utility.MConfig.MonsterLimitPerLocation.HasValue)                                  //if a per-location monster limit was provided
                        {
                            monstersAtLocation = location.characters.Count(character => character is Monster); //get the number of monsters at this location
                        }
                        break;
                    }

                    //generate a list of included tiles for this spawn area, then pass it to a tile validator
                    List <Vector2> tiles     = Utility.GenerateTileList(spawns[0].SpawnArea, location, spawns[0].FarmData.Save, spawns[0].FarmData.Config.QuarryTileIndex, customTiles);
                    TileValidator  validator = new TileValidator(location, tiles, spawns[0].SpawnArea.StrictTileChecking);

                    for (int y = spawns.Count - 1; y >= 0; y--)                                                                                //for each object to be spawned (looping backward for removal purposes)
                    {
                        if (Utility.MConfig.MonsterLimitPerLocation.HasValue && Utility.MConfig.MonsterLimitPerLocation <= monstersAtLocation) //if this location has reached a provided monster limit
                        {
                            break;                                                                                                             //skip the rest of this spawn list
                        }

                        Vector2?chosenTile = validator.GetTile(spawns[y].SavedObject.Size); //get a random valid tile of the object's size

                        if (!chosenTile.HasValue)                                           //if no available tiles were valid
                        {
                            Utility.Monitor.VerboseLog($"No valid tiles are available for this object. Type: {spawns[y].SavedObject.Type}. Location: {location.Name}.");
                            continue; //skip to the next object in this list
                        }

                        spawns[y].SavedObject.Tile = chosenTile.Value; //apply the random tile to this spawn

                        //spawn the object based on its type
                        bool spawned = false;
                        switch (spawns[y].SavedObject.Type)
                        {
                        case SavedObject.ObjectType.Object:
                        case SavedObject.ObjectType.Item:
                        case SavedObject.ObjectType.Container:
                            spawned = Utility.SpawnForage(spawns[y].SavedObject, location, spawns[y].SavedObject.Tile);     //spawn forage
                            break;

                        case SavedObject.ObjectType.LargeObject:
                            spawned = Utility.SpawnLargeObject(spawns[y].SavedObject.ID.Value, location, spawns[y].SavedObject.Tile);     //spawn large object
                            break;

                        case SavedObject.ObjectType.Ore:
                            int?oreID = Utility.SpawnOre(spawns[y].SavedObject.Name, location, spawns[y].SavedObject.Tile); //spawn ore and get its ID if successful
                            if (oreID.HasValue)                                                                             //if the ore spawned successfully (i.e. generated an ID)
                            {
                                spawns[y].SavedObject.ID = oreID.Value;                                                     //record this spawn's ID
                                spawned = true;
                            }
                            break;

                        case SavedObject.ObjectType.Monster:
                            int?monID = Utility.SpawnMonster(spawns[y].SavedObject.MonType, location, spawns[y].SavedObject.Tile, spawns[y].SpawnArea.UniqueAreaID); //spawn monster and get its ID if successful
                            if (monID.HasValue)                                                                                                                      //if the monster spawned successfully (i.e. generated an ID)
                            {
                                spawns[y].SavedObject.ID = monID.Value;                                                                                              //record this spawn's ID
                                spawned = true;

                                if (monstersAtLocation.HasValue) //if the monster counter is being used
                                {
                                    monstersAtLocation++;        //increment monster counter
                                }
                            }
                            break;
                        }

                        if (spawned) //if this object spawned successfully
                        {
                            //increment the spawn trackers
                            spawnedTotal++;
                            spawnedByThisList++;

                            if (spawns[y].SavedObject.DaysUntilExpire.HasValue)           //if this object has an expiration date
                            {
                                SavedObject saved = Utility.Clone(spawns[y].SavedObject); //clone this object to avoid any accidental modification
                                spawns[y].FarmData.Save.SavedObjects.Add(saved);          //add the spawn to the relevant save data
                            }
                        }
                        else //if this object failed to spawn
                        {
                            Utility.Monitor.Log($"Failed to spawn object on a seemingly valid tile. Type: {spawns[y].SavedObject.Type}. Location: {spawns[y].SavedObject.Tile.X},{spawns[y].SavedObject.Tile.Y} ({location.Name}).", LogLevel.Trace);
                        }
                    }

                    if (spawns[0].SpawnArea.SpawnTiming.SpawnSound != null && spawns[0].SpawnArea.SpawnTiming.SpawnSound.Trim() != "") //if this area has a SpawnSound setting
                    {
                        if (spawnedByThisList > 0)                                                                                     //if anything was spawned by this list
                        {
                            try
                            {
                                Game1.soundBank.GetCue(spawns[0].SpawnArea.SpawnTiming.SpawnSound); //test whether this sound exists by retrieving it from the game's soundbank
                                //NOTE: the "playSound" method below can produce errors that aren't caught locally, so the above loading test is required
                                location.playSound(spawns[0].SpawnArea.SpawnTiming.SpawnSound);     //play this area's SpawnSound
                            }
                            catch                                                                   //if an exception is thrown while retrieving the sound
                            {
                                //ignore it; an alert should already have been generated by prior processes
                            }
                        }
                    }

                    Utility.Monitor.VerboseLog($"Current spawn list complete. Location: {location.Name}. Area ID: {spawns[0].SpawnArea.UniqueAreaID}. Listed objects spawned: {spawnedByThisList} of {spawns.Count}.");
                }
                Utility.Monitor.Log($"Spawn process complete. Time: {time?.Time.ToString() ?? "(any)"}. Total objects spawned: {spawnedTotal}.", LogLevel.Trace);
            }