Issue#28 Prepend fish name to fish ponds
parent
5bd3e4085d
commit
2df4cfca27
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@ -317,6 +317,16 @@ namespace stardew_access.Features
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{
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{
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string name = building.buildingType.Value;
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string name = building.buildingType.Value;
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// Prepend fish name for fish ponds
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if (building is FishPond fishPond)
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{
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if (fishPond.fishType.Value >= 0)
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{
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name = $"{Game1.objectInformation[fishPond.fishType.Value].Split('/')[4]} {name}";
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}
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}
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// Detect doors, input slots, etc.
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if ((building.humanDoor.Value.X + building.tileX.Value) == x && (building.humanDoor.Value.Y + building.tileY.Value) == y)
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if ((building.humanDoor.Value.X + building.tileX.Value) == x && (building.humanDoor.Value.Y + building.tileY.Value) == y)
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return (CATEGORY.Doors, name + " Door");
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return (CATEGORY.Doors, name + " Door");
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else if ((building.animalDoor.Value.X + building.tileX.Value) == x && (building.animalDoor.Value.Y + building.tileY.Value) == y)
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else if ((building.animalDoor.Value.X + building.tileX.Value) == x && (building.animalDoor.Value.Y + building.tileY.Value) == y)
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@ -327,7 +337,7 @@ namespace stardew_access.Features
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return (CATEGORY.Buildings, name + " input");
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return (CATEGORY.Buildings, name + " input");
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else if (building is Mill && (building.tileX.Value + 3) == x && (building.tileY.Value + 1) == y)
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else if (building is Mill && (building.tileX.Value + 3) == x && (building.tileY.Value + 1) == y)
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return (CATEGORY.Buildings, name + " output");
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return (CATEGORY.Buildings, name + " output");
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else if (!lessInfo)
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else
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return (CATEGORY.Buildings, name);
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return (CATEGORY.Buildings, name);
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}
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}
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}
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}
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@ -984,12 +994,10 @@ namespace stardew_access.Features
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{
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{
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if (Game1.currentLocation is Mine or MineShaft)
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if (Game1.currentLocation is Mine or MineShaft)
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{
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{
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int? index = null;
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if (Game1.currentLocation.Map.GetLayer("Buildings").Tiles[x, y] == null)
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return false;
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if (Game1.currentLocation.Map.GetLayer("Buildings").Tiles[x, y] != null)
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if (Game1.currentLocation.Map.GetLayer("Buildings").Tiles[x, y].TileIndex == 112)
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index = Game1.currentLocation.Map.GetLayer("Buildings").Tiles[x, y].TileIndex;
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if (index == 112)
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return true;
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return true;
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}
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}
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}
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}
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