diff --git a/stardew-access/Features/Radar.cs b/stardew-access/Features/Radar.cs index f510e12..86b5e46 100644 --- a/stardew-access/Features/Radar.cs +++ b/stardew-access/Features/Radar.cs @@ -149,7 +149,6 @@ namespace stardew_access.Features toSearch.Enqueue(Game1.player.getTileLocation()); searched.Add(Game1.player.getTileLocation()); - MainClass.DebugLog(Game1.player.getTileLocation().ToString()); while (toSearch.Count > 0) { diff --git a/stardew-access/Features/TileInfo.cs b/stardew-access/Features/TileInfo.cs index e222543..5cc73f6 100644 --- a/stardew-access/Features/TileInfo.cs +++ b/stardew-access/Features/TileInfo.cs @@ -303,19 +303,24 @@ namespace stardew_access.Features { if (Game1.currentLocation is Farm farm) { - Building building = farm.getBuildingAt(new Vector2(x, y)); - if (building != null) + if (farm.GetMainMailboxPosition().X == x && farm.GetMainMailboxPosition().Y == y) + return (CATEGORY.Interactables, "Mail box"); + else { - string name = building.buildingType.Value; + Building building = farm.getBuildingAt(new Vector2(x, y)); + if (building != null) + { + string name = building.buildingType.Value; - if ((building.humanDoor.Value.X + building.tileX.Value) == x && (building.humanDoor.Value.Y + building.tileY.Value) == y) - return (CATEGORY.Doors, name + " Door"); - else if ((building.animalDoor.Value.X + building.tileX.Value) == x && (building.animalDoor.Value.Y + building.tileY.Value) == y) - return (CATEGORY.Doors, name + " Animal Door " + ((building.animalDoorOpen.Value) ? "Opened" : "Closed")); - else if (building.tileX.Value == x && building.tileY.Value == y) - return (CATEGORY.Buildings, name); - else if (!lessInfo) - return (CATEGORY.Buildings, name); + if ((building.humanDoor.Value.X + building.tileX.Value) == x && (building.humanDoor.Value.Y + building.tileY.Value) == y) + return (CATEGORY.Doors, name + " Door"); + else if ((building.animalDoor.Value.X + building.tileX.Value) == x && (building.animalDoor.Value.Y + building.tileY.Value) == y) + return (CATEGORY.Doors, name + " Animal Door " + ((building.animalDoorOpen.Value) ? "Opened" : "Closed")); + else if (building.tileX.Value == x && building.tileY.Value == y) + return (CATEGORY.Buildings, name); + else if (!lessInfo) + return (CATEGORY.Buildings, name); + } } } else if (Game1.currentLocation is Town)