コード例 #1
0
        /// <summary>Determines the quality that the produce should be.</summary>
        /// <param name="animal">The animal that is dropping the product.</param>
        /// <param name="produce">The produce that is being dropped.</param>
        /// <returns>4 when the product should be iridium quality, 2 when the product should be gold quality, 1 when the product should be silver quality, or 0 when the product should be normal quality.</returns>
        public static int DetermineProductQuality(FarmAnimal animal, AnimalProduce produce)
        {
            // check if the product is allowed to have different qualities
            if (produce.StandardQualityOnly)
            {
                return(0);
            }

            // determine base quality chance (using the base game algorithm)
            var qualityChance = animal.friendshipTowardFarmer / 1000f - (1 - animal.happiness / 255f);

            // apply profession bonuses
            if (animal.isCoopDweller() && Game1.getFarmer(animal.ownerID).professions.Contains(Farmer.butcher) || // for some reason the CoopMaster profession constant is called Butcher
                !animal.isCoopDweller() && Game1.getFarmer(animal.ownerID).professions.Contains(Farmer.shepherd))
            {
                qualityChance += .33f;
            }

            // choose quality
            if (qualityChance >= .95f && Game1.random.NextDouble() < qualityChance / 2)
            {
                return(4);
            }
            if (Game1.random.NextDouble() < qualityChance / 2)
            {
                return(2);
            }
            if (Game1.random.NextDouble() < qualityChance)
            {
                return(1);
            }

            return(0);
        }
コード例 #2
0
        /// <summary>Determines if the upgraded product in an animal produce should be dropped.</summary>
        /// <param name="produce">The animal produce to use determine whether the upgraded product should be dropped.</param>
        /// <param name="animal">The animal that is producing the product.</param>
        /// <returns><see langword="null"/> if neither the default product or upgraded product could be dropped, <see langword="true"/> if the upgraded product should be dropped; otherwise, <see langword="false"/>.</returns>
        public static bool?ShouldDropUpgradedProduct(AnimalProduce produce, FarmAnimal animal)
        {
            // determine if the upgraded product should be dropped
            var canDropDefaultProduct = produce.DefaultProductId != -1 &&
                                        animal.friendshipTowardFarmer >= produce.DefaultProductMinFriendship &&
                                        animal.friendshipTowardFarmer <= produce.DefaultProductMaxFriendship;
            var canDropUpgradedProduct = produce.UpgradedProductId != -1 &&
                                         animal.friendshipTowardFarmer >= produce.UpgradedProductMinFriendship &&
                                         animal.friendshipTowardFarmer <= produce.UpgradedProductMaxFriendship;

            // ensure a product can be dropped at all
            if (!canDropDefaultProduct && !canDropUpgradedProduct)
            {
                return(null);
            }

            var dropUpgradedProduct = false;

            if (canDropDefaultProduct && canDropUpgradedProduct)
            {
                // determine which product should get dropped
                if (produce.PercentChanceForUpgradedProduct == null)
                {
                    var happinessModifier = 0f;
                    if (animal.happiness > 200)
                    {
                        happinessModifier = animal.happiness * 1.5f;
                    }
                    else if (animal.happiness >= 100)
                    {
                        happinessModifier = animal.happiness - 100;
                    }

                    // check if upgraded product is rare, and use the base game algorithm to determine if the rare product should be dropped
                    if (produce.UpgradedProductIsRare)
                    {
                        dropUpgradedProduct = Game1.random.NextDouble() < (animal.friendshipTowardFarmer + happinessModifier) / 5000 + Game1.player.team.AverageDailyLuck() + (Game1.player.team.AverageDailyLuck() * .02f);
                    }

                    // use the base game algorithm to determine if the upgraded product should get dropped
                    else
                    {
                        dropUpgradedProduct = Game1.random.NextDouble() < (animal.friendshipTowardFarmer + happinessModifier) / 1200;
                    }
                }
                else
                {
                    dropUpgradedProduct = Game1.random.NextDouble() * 100 + 1 <= produce.PercentChanceForUpgradedProduct;
                }
            }
            else if (canDropUpgradedProduct) // make sure to return true if only the upgraded product is able to be dropped
            {
                dropUpgradedProduct = true;
            }

            return(dropUpgradedProduct);
        }
コード例 #3
0
        /// <summary>Determines the amount of product should be dropped.</summary>
        /// <param name="produce">The produce that is being dropped.</param>
        /// <returns>The stack size of the product to drop.</returns>
        public static int DetermineDropAmount(AnimalProduce produce)
        {
            var amount = produce.Amount;

            if (Game1.random.NextDouble() * 100 + 1 <= produce.PercentChanceForOneExtra)
            {
                amount++;
            }

            return(amount);
        }
コード例 #4
0
        /// <summary>Determines the number of days a produce should take to produce.</summary>
        /// <param name="produce">The produce to determine the days to produce for.</param>
        /// <returns>The number of days the product should take to produce.</returns>
        public static int DetermineDaysToProduce(AnimalProduce produce)
        {
            var daysToProduce = produce.DaysToProduce;

            if (produce.ProduceFasterWithCoopMaster && Game1.player.professions.Contains(Farmer.butcher))
            {
                daysToProduce--;
            }
            if (produce.ProduceFasterWithShepherd && Game1.player.professions.Contains(Farmer.shepherd))
            {
                daysToProduce--;
            }

            return(Math.Max(0, daysToProduce));
        }
コード例 #5
0
 /// <summary>Print the passed <see cref="AnimalProduce"/>.</summary>
 /// <param name="animalProduce">The <see cref="AnimalProduce"/> to print.</param>
 private void PrintAnimalProduce(AnimalProduce animalProduce)
 {
     if (animalProduce.AllSeasons != null)
     {
         PrintAnimalProduceSeason(animalProduce.AllSeasons);
     }
     if (animalProduce.Spring != null)
     {
         PrintAnimalProduceSeason(animalProduce.Spring);
     }
     if (animalProduce.Summer != null)
     {
         PrintAnimalProduceSeason(animalProduce.Summer);
     }
     if (animalProduce.Fall != null)
     {
         PrintAnimalProduceSeason(animalProduce.Fall);
     }
     if (animalProduce.Winter != null)
     {
         PrintAnimalProduceSeason(animalProduce.Winter);
     }
 }
コード例 #6
0
        /// <summary>Load all the default animals into the datastrings. This is so content packs can also edit default animals.</summary>
        private void LoadDefaultAnimals()
        {
            //
            // Chicken
            //
            // create chicken produce objects for white/blue and brown chickens
            var chickenProduce = new AnimalProduce(new AnimalProduceSeason(
                                                       products: new List <AnimalProduct> {
                new AnimalProduct("176", HarvestType.Lay, null)
            },
                                                       deluxeProducts: new List <AnimalProduct> {
                new AnimalProduct("174", HarvestType.Lay, null)
            }));

            var brownChickenProduce = new AnimalProduce(new AnimalProduceSeason(
                                                            products: new List <AnimalProduct> {
                new AnimalProduct("180", HarvestType.Lay, null)
            },
                                                            deluxeProducts: new List <AnimalProduct> {
                new AnimalProduct("182", HarvestType.Lay, null)
            }));

            // create animal sprites objects for the 3 chicken types
            var whiteChickenSprites = new AnimalSprites(Game1.content.Load <Texture2D>(Path.Combine("Animals", "White Chicken")), Game1.content.Load <Texture2D>(Path.Combine("Animals", "BabyWhite Chicken")));
            var brownChickenSprites = new AnimalSprites(Game1.content.Load <Texture2D>(Path.Combine("Animals", "Brown Chicken")), Game1.content.Load <Texture2D>(Path.Combine("Animals", "BabyBrown Chicken")));
            var blueChickenSprites  = new AnimalSprites(Game1.content.Load <Texture2D>(Path.Combine("Animals", "Blue Chicken")), Game1.content.Load <Texture2D>(Path.Combine("Animals", "BabyBlue Chicken")));

            // create chick sub types (checking for the event for the blue chicken)
            var chickenTypes = new List <AnimalSubType>();

            chickenTypes.Add(new AnimalSubType("White Chicken", chickenProduce, whiteChickenSprites));
            chickenTypes.Add(new AnimalSubType("Brown Chicken", brownChickenProduce, brownChickenSprites));

            // TODO: Game1.player is null at this point
            //if (Game1.player.eventsSeen.Contains(3900074)) // add the ability to get blue chicken if the player has seen the shane event for it
            //    chickenTypes.Add(new AnimalSubType("Blue Chicken", chickenProduce, blueChickenSprites));

            // create and add the chicken object
            var chickenShopInfo = new AnimalShopInfo(
                description: Game1.content.LoadString(Path.Combine("Strings", "StringsFromCSFiles:PurchaseAnimalsMenu.cs.11334")) + Environment.NewLine + Game1.content.LoadString(Path.Combine("Strings", "StringsFromCSFiles:PurchaseAnimalsMenu.cs.11335")),
                buyPrice: 800,
                shopIcon: GetSubTexture(Game1.content.Load <Texture2D>(Path.Combine("LooseSprites", "Cursors")), new Rectangle(0, 448, 32, 16)));
            var chickenData = new AnimalData("Chicken", true, false, chickenShopInfo, chickenTypes, 1, 3, "cluck", 16, 16, 16, 16, 4, 7, new List <string> {
                "Coop", "Big Coop", "Deluxe Coop"
            }, 2, 1900, new List <Season> {
                Season.Spring, Season.Summer, Season.Fall
            });

            Animals.Add(new Animal("Chicken", chickenData));

            // construct data string for game to use
            foreach (var chickenSubType in chickenData.Types)
            {
                DataStrings.Add(chickenSubType.Name, $"{chickenData.DaysToProduce}/{chickenData.DaysTillMature}///{chickenData.SoundId}//////////{chickenSubType.Sprites.HasDifferentSpriteSheetWhenHarvested()}//{chickenData.FrontAndBackSpriteWidth}/{chickenData.FrontAndBackSpriteHeight}/{chickenData.SideSpriteWidth}/{chickenData.SideSpriteHeight}/{chickenData.FullnessDrain}/{chickenData.HappinessDrain}//0/{chickenData.AnimalShopInfo?.BuyPrice}/{chickenSubType.Name}/");
            }

            //
            // Duck
            //
            // create duck produce object
            var duckProduce = new AnimalProduce(new AnimalProduceSeason(
                                                    products: new List <AnimalProduct> {
                new AnimalProduct("442", HarvestType.Lay, null)
            },
                                                    deluxeProducts: new List <AnimalProduct> {
                new AnimalProduct("444", HarvestType.Lay, null)
            }));

            // create duck sprites
            var duckSprites = new AnimalSprites(Game1.content.Load <Texture2D>(Path.Combine("Animals", "Duck")), Game1.content.Load <Texture2D>(Path.Combine("Animals", "BabyWhite Chicken")));

            // create duck sub type
            var duckTypes = new List <AnimalSubType>();

            duckTypes.Add(new AnimalSubType("Duck", duckProduce, duckSprites));

            // create and add duck object
            var duckShopInfo = new AnimalShopInfo(
                description: Game1.content.LoadString(Path.Combine("Strings", "StringsFromCSFiles:PurchaseAnimalsMenu.cs.11337")) + Environment.NewLine + Game1.content.LoadString(Path.Combine("Strings", "StringsFromCSFiles:PurchaseAnimalsMenu.cs.11335")),
                buyPrice: 4000,
                shopIcon: GetSubTexture(Game1.content.Load <Texture2D>(Path.Combine("LooseSprites", "Cursors")), new Rectangle(0, 464, 32, 16)));
            var duckData = new AnimalData("Duck", true, false, duckShopInfo, duckTypes, 2, 5, "Duck", 16, 16, 16, 16, 3, 8, new List <string> {
                "Big Coop", "Deluxe Coop"
            }, 2, 1900, new List <Season> {
                Season.Spring, Season.Summer, Season.Fall
            });

            Animals.Add(new Animal("Duck", duckData));

            // construct data string for game to use
            foreach (var duckSubType in duckData.Types)
            {
                DataStrings.Add(duckSubType.Name, $"{duckData.DaysToProduce}/{duckData.DaysTillMature}///{duckData.SoundId}//////////{duckSubType.Sprites.HasDifferentSpriteSheetWhenHarvested()}//{duckData.FrontAndBackSpriteWidth}/{duckData.FrontAndBackSpriteHeight}/{duckData.SideSpriteWidth}/{duckData.SideSpriteHeight}/{duckData.FullnessDrain}/{duckData.HappinessDrain}//0/{duckData.AnimalShopInfo?.BuyPrice}/{duckSubType.Name}/");
            }

            //
            // Rabbit
            //
            // create rabbit produce object
            var rabbitProduce = new AnimalProduce(new AnimalProduceSeason(
                                                      products: new List <AnimalProduct> {
                new AnimalProduct("440", HarvestType.Lay, null)
            },
                                                      deluxeProducts: new List <AnimalProduct> {
                new AnimalProduct("446", HarvestType.Lay, null)
            }));

            // create rabbit sprites
            var rabbitSprites = new AnimalSprites(Game1.content.Load <Texture2D>(Path.Combine("Animals", "Rabbit")), Game1.content.Load <Texture2D>(Path.Combine("Animals", "BabyRabbit")));

            // create rabbit sub type
            var rabbitTypes = new List <AnimalSubType>();

            rabbitTypes.Add(new AnimalSubType("Rabbit", rabbitProduce, rabbitSprites));

            // create and add rabbit object
            var rabbitShopInfo = new AnimalShopInfo(
                description: Game1.content.LoadString(Path.Combine("Strings", "StringsFromCSFiles:PurchaseAnimalsMenu.cs.11340")) + Environment.NewLine + Game1.content.LoadString(Path.Combine("Strings", "StringsFromCSFiles:PurchaseAnimalsMenu.cs.11335")),
                buyPrice: 8000,
                shopIcon: GetSubTexture(Game1.content.Load <Texture2D>(Path.Combine("LooseSprites", "Cursors")), new Rectangle(64, 464, 32, 16)));
            var rabbitData = new AnimalData("Rabbit", true, false, rabbitShopInfo, rabbitTypes, 4, 6, "rabbit", 16, 16, 16, 16, 10, 5, new List <string> {
                "Deluxe Coop"
            }, 2, 1900, new List <Season> {
                Season.Spring, Season.Summer, Season.Fall
            });

            Animals.Add(new Animal("Rabbit", rabbitData));

            // construct data string for game to use
            foreach (var rabbitSubType in rabbitData.Types)
            {
                DataStrings.Add(rabbitSubType.Name, $"{rabbitData.DaysToProduce}/{rabbitData.DaysTillMature}///{rabbitData.SoundId}//////////{rabbitSubType.Sprites.HasDifferentSpriteSheetWhenHarvested()}//{rabbitData.FrontAndBackSpriteWidth}/{rabbitData.FrontAndBackSpriteHeight}/{rabbitData.SideSpriteWidth}/{rabbitData.SideSpriteHeight}/{rabbitData.FullnessDrain}/{rabbitData.HappinessDrain}//0/{rabbitData.AnimalShopInfo?.BuyPrice}/{rabbitSubType.Name}/");
            }

            //
            // Dinosaur
            //
            // create dinosaur produce object
            var dinosaurProduce = new AnimalProduce(new AnimalProduceSeason(
                                                        products: new List <AnimalProduct> {
                new AnimalProduct("107", HarvestType.Lay, null)
            }));

            // create dinosaur sprites
            var dinosaurSprites = new AnimalSprites(Game1.content.Load <Texture2D>(Path.Combine("Animals", "Dinosaur")));

            // create dinosaur sub type
            var dinosaurTypes = new List <AnimalSubType>();

            dinosaurTypes.Add(new AnimalSubType("Dinosaur", dinosaurProduce, dinosaurSprites));

            // create and add dinosaur object
            var dinosaurData = new AnimalData("Dinosaur", true, false, null, dinosaurTypes, 7, 0, "none", 16, 16, 16, 16, 1, 8, new List <string> {
                "Deluxe Coop"
            }, 2, 1900, new List <Season> {
                Season.Spring, Season.Summer, Season.Fall
            });

            Animals.Add(new Animal("Dinosaur", dinosaurData));

            // construct data string for game to use
            foreach (var dinosaurSubType in dinosaurData.Types)
            {
                DataStrings.Add(dinosaurSubType.Name, $"{dinosaurData.DaysToProduce}/{dinosaurData.DaysTillMature}///{dinosaurData.SoundId}//////////{dinosaurSubType.Sprites.HasDifferentSpriteSheetWhenHarvested()}//{dinosaurData.FrontAndBackSpriteWidth}/{dinosaurData.FrontAndBackSpriteHeight}/{dinosaurData.SideSpriteWidth}/{dinosaurData.SideSpriteHeight}/{dinosaurData.FullnessDrain}/{dinosaurData.HappinessDrain}//0/{dinosaurData.AnimalShopInfo?.BuyPrice}/{dinosaurSubType.Name}/");
            }

            //
            // Cow
            //
            // create cow produce object
            var cowProduce = new AnimalProduce(new AnimalProduceSeason(
                                                   products: new List <AnimalProduct> {
                new AnimalProduct("184", HarvestType.Tool, "Milk Pail")
            },
                                                   deluxeProducts: new List <AnimalProduct> {
                new AnimalProduct("186", HarvestType.Tool, "Milk Pail")
            }));

            // create cow sprites
            var whiteCowSprites = new AnimalSprites(Game1.content.Load <Texture2D>(Path.Combine("Animals", "White Cow")), Game1.content.Load <Texture2D>(Path.Combine("Animals", "BabyWhite Cow")));
            var brownCowSprites = new AnimalSprites(Game1.content.Load <Texture2D>(Path.Combine("Animals", "Brown Cow")), Game1.content.Load <Texture2D>(Path.Combine("Animals", "BabyBrown Cow")));

            // create cow sub types
            var cowTypes = new List <AnimalSubType>();

            cowTypes.Add(new AnimalSubType("White Cow", cowProduce, whiteCowSprites));
            cowTypes.Add(new AnimalSubType("Brown Cow", cowProduce, brownCowSprites));

            // create and add cow object
            var cowShopInfo = new AnimalShopInfo(
                description: Game1.content.LoadString(Path.Combine("Strings", "StringsFromCSFiles:PurchaseAnimalsMenu.cs.11343")) + Environment.NewLine + Game1.content.LoadString(Path.Combine("Strings", "StringsFromCSFiles:PurchaseAnimalsMenu.cs.11344")),
                buyPrice: 1500,
                shopIcon: GetSubTexture(Game1.content.Load <Texture2D>(Path.Combine("LooseSprites", "Cursors")), new Rectangle(32, 448, 32, 16)));
            var cowData = new AnimalData("Cow", true, false, cowShopInfo, cowTypes, 1, 5, "cow", 32, 32, 32, 32, 15, 5, new List <string> {
                "Barn", "Big Barn", "Deluxe Barn"
            }, 2, 1900, new List <Season> {
                Season.Spring, Season.Summer, Season.Fall
            });

            Animals.Add(new Animal("Cow", cowData));

            // construct data string for game to use
            foreach (var cowSubType in cowData.Types)
            {
                DataStrings.Add(cowSubType.Name, $"{cowData.DaysToProduce}/{cowData.DaysTillMature}///{cowData.SoundId}//////////{cowSubType.Sprites.HasDifferentSpriteSheetWhenHarvested()}//{cowData.FrontAndBackSpriteWidth}/{cowData.FrontAndBackSpriteHeight}/{cowData.SideSpriteWidth}/{cowData.SideSpriteHeight}/{cowData.FullnessDrain}/{cowData.HappinessDrain}//0/{cowData.AnimalShopInfo?.BuyPrice}/{cowSubType.Name}/");
            }

            //
            // Goat
            //
            // create goat produce object
            var goatProduce = new AnimalProduce(new AnimalProduceSeason(
                                                    products: new List <AnimalProduct> {
                new AnimalProduct("436", HarvestType.Tool, "Milk Pail")
            },
                                                    deluxeProducts: new List <AnimalProduct> {
                new AnimalProduct("438", HarvestType.Tool, "Milk Pail")
            }));

            // create goat sprites
            var goatSprites = new AnimalSprites(Game1.content.Load <Texture2D>(Path.Combine("Animals", "Goat")), Game1.content.Load <Texture2D>(Path.Combine("Animals", "BabyGoat")));

            // create goat sub type
            var goatTypes = new List <AnimalSubType>();

            goatTypes.Add(new AnimalSubType("Goat", goatProduce, goatSprites));

            // create and add goat object
            var goatShopInfo = new AnimalShopInfo(
                description: Game1.content.LoadString(Path.Combine("Strings", "StringsFromCSFiles:PurchaseAnimalsMenu.cs.11349")) + Environment.NewLine + Game1.content.LoadString(Path.Combine("Strings", "StringsFromCSFiles:PurchaseAnimalsMenu.cs.11344")),
                buyPrice: 4000,
                shopIcon: GetSubTexture(Game1.content.Load <Texture2D>(Path.Combine("LooseSprites", "Cursors")), new Rectangle(64, 448, 32, 16)));
            var goatData = new AnimalData("Goat", true, false, goatShopInfo, goatTypes, 2, 5, "goat", 32, 32, 32, 32, 10, 5, new List <string> {
                "Big Barn", "Deluxe Barn"
            }, 2, 1900, new List <Season> {
                Season.Spring, Season.Summer, Season.Fall
            });

            Animals.Add(new Animal("Goat", goatData));

            // construct data string for game to use
            foreach (var goatSubType in goatData.Types)
            {
                DataStrings.Add(goatSubType.Name, $"{goatData.DaysToProduce}/{goatData.DaysTillMature}///{goatData.SoundId}//////////{goatSubType.Sprites.HasDifferentSpriteSheetWhenHarvested()}//{goatData.FrontAndBackSpriteWidth}/{goatData.FrontAndBackSpriteHeight}/{goatData.SideSpriteWidth}/{goatData.SideSpriteHeight}/{goatData.FullnessDrain}/{goatData.HappinessDrain}//0/{goatData.AnimalShopInfo?.BuyPrice}/{goatSubType.Name}/");
            }

            //
            // Pig
            //
            // create pig produce object
            var pigProduce = new AnimalProduce(new AnimalProduceSeason(
                                                   products: new List <AnimalProduct> {
                new AnimalProduct("430", HarvestType.Forage, null)
            }));

            // create pig sprites
            var pigSprites = new AnimalSprites(Game1.content.Load <Texture2D>(Path.Combine("Animals", "Pig")), Game1.content.Load <Texture2D>(Path.Combine("Animals", "BabyPig")));

            // create pig sub type
            var pigTypes = new List <AnimalSubType>();

            pigTypes.Add(new AnimalSubType("Pig", pigProduce, pigSprites));

            // create and add pig object
            var pigShopInfo = new AnimalShopInfo(
                description: Game1.content.LoadString(Path.Combine("Strings", "StringsFromCSFiles:PurchaseAnimalsMenu.cs.11346")) + Environment.NewLine + Game1.content.LoadString(Path.Combine("Strings", "StringsFromCSFiles:PurchaseAnimalsMenu.cs.11344")),
                buyPrice: 16000,
                shopIcon: GetSubTexture(Game1.content.Load <Texture2D>(Path.Combine("LooseSprites", "Cursors")), new Rectangle(0, 480, 32, 16)));
            var pigData = new AnimalData("Pig", true, false, pigShopInfo, pigTypes, 2, 5, "pig", 32, 32, 32, 32, 20, 5, new List <string> {
                "Deluxe Barn"
            }, 2, 1900, new List <Season> {
                Season.Spring, Season.Summer, Season.Fall
            });

            Animals.Add(new Animal("Pig", pigData));

            // construct data string for game to use
            foreach (var pigSubType in pigData.Types)
            {
                DataStrings.Add(pigSubType.Name, $"{pigData.DaysToProduce}/{pigData.DaysTillMature}///{pigData.SoundId}//////////{pigSubType.Sprites.HasDifferentSpriteSheetWhenHarvested()}//{pigData.FrontAndBackSpriteWidth}/{pigData.FrontAndBackSpriteHeight}/{pigData.SideSpriteWidth}/{pigData.SideSpriteHeight}/{pigData.FullnessDrain}/{pigData.HappinessDrain}//0/{pigData.AnimalShopInfo?.BuyPrice}/{pigSubType.Name}/");
            }

            //
            // Sheep
            //
            // create sheep produce object
            var sheepProduce = new AnimalProduce(new AnimalProduceSeason(
                                                     products: new List <AnimalProduct> {
                new AnimalProduct("440", HarvestType.Tool, "Shears")
            }));

            // create sheep sprites
            var sheepSprites = new AnimalSprites(Game1.content.Load <Texture2D>(Path.Combine("Animals", "Sheep")), Game1.content.Load <Texture2D>(Path.Combine("Animals", "BabySheep")), Game1.content.Load <Texture2D>(Path.Combine("Animals", "ShearedSheep")));

            // create sheep sub type
            var sheepTypes = new List <AnimalSubType>();

            sheepTypes.Add(new AnimalSubType("Sheep", sheepProduce, sheepSprites));

            // create and add sheep object
            var sheepShopInfo = new AnimalShopInfo(
                description: Game1.content.LoadString(Path.Combine("Strings", "StringsFromCSFiles:PurchaseAnimalsMenu.cs.11352")) + Environment.NewLine + Game1.content.LoadString(Path.Combine("Strings", "StringsFromCSFiles:PurchaseAnimalsMenu.cs.11344")),
                buyPrice: 8000,
                shopIcon: GetSubTexture(Game1.content.Load <Texture2D>(Path.Combine("LooseSprites", "Cursors")), new Rectangle(32, 464, 32, 16)));
            var sheepData = new AnimalData("Sheep", true, false, sheepShopInfo, sheepTypes, 2, 5, "sheep", 32, 32, 32, 32, 20, 5, new List <string> {
                "Deluxe Barn"
            }, 2, 1900, new List <Season> {
                Season.Spring, Season.Summer, Season.Fall
            });

            Animals.Add(new Animal("Sheep", sheepData));

            // construct data string for game to use
            foreach (var sheepSubType in sheepData.Types)
            {
                DataStrings.Add(sheepSubType.Name, $"{sheepData.DaysToProduce}/{sheepData.DaysTillMature}///{sheepData.SoundId}//////////{sheepSubType.Sprites.HasDifferentSpriteSheetWhenHarvested()}//{sheepData.FrontAndBackSpriteWidth}/{sheepData.FrontAndBackSpriteHeight}/{sheepData.SideSpriteWidth}/{sheepData.SideSpriteHeight}/{sheepData.FullnessDrain}/{sheepData.HappinessDrain}//0/{sheepData.AnimalShopInfo?.BuyPrice}/{sheepSubType.Name}/");
            }
        }