Added ability to add entries specific to a certain farm type.
The entries with 'farm' name will be applied to all farm types and if we want to add an entry specific to a farm type, like to beach farm layout, we can use 'farm_beach' name for this.master
parent
016eb87f7d
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434921a668
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@ -77,18 +77,17 @@ namespace stardew_access.Features
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return getStaticTileInfoAtWithCategory(x, y).name;
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}
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public (string? name, CATEGORY category) getStaticTileInfoAtWithCategory(int x, int y)
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{
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public (string? name, CATEGORY category) getStaticTileInfoAtWithCategory(int x, int y) {
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List<JObject> allData = new List<JObject>();
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if (customTilesData != null) allData.Add(customTilesData);
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if (staticTilesData != null) allData.Add(staticTilesData);
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foreach (JObject data in allData)
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{
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foreach (JObject data in allData) {
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foreach (KeyValuePair<string, JToken?> location in data)
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{
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if (location.Key.Contains("||") && MainClass.ModHelper != null)
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string locationName = location.Key;
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if (locationName.Contains("||") && MainClass.ModHelper != null)
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{
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// Mod Specific Tiles
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// We can add tiles that only get detected when the specified mod is loaded.
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@ -109,69 +108,92 @@ namespace stardew_access.Features
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// .
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// .
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// }
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string uniqueModID = location.Key.Substring(location.Key.LastIndexOf("||") + 2);
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string locationName = location.Key.Remove(location.Key.LastIndexOf("||"));
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string uniqueModID = locationName.Substring(locationName.LastIndexOf("||") + 2);
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locationName = locationName.Remove(locationName.LastIndexOf("||"));
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bool isLoaded = MainClass.ModHelper.ModRegistry.IsLoaded(uniqueModID);
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if (!isLoaded) continue; // Skip if the specified mod is not loaded
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if (!Game1.currentLocation.Name.ToLower().Equals(locationName.ToLower())) continue;
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}
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else if (!Game1.currentLocation.Name.ToLower().Equals(location.Key.ToLower())) continue;
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if (location.Value != null)
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foreach (var tile in ((JObject)location.Value))
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if (locationName.Contains("_") && locationName.ToLower().StartsWith("farm_"))
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{
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string farmType = locationName.Substring(locationName.LastIndexOf("_") + 1);
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int farmTypeIndex = getFarmTypeIndex(farmType);
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locationName = locationName.Remove(locationName.LastIndexOf("_"));
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if (farmTypeIndex != Game1.whichFarm) continue; // Skip if current farm type does not matches
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}
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if (!Game1.currentLocation.Name.ToLower().Equals(locationName.ToLower())) continue;
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if (location.Value == null) continue;
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foreach (var tile in ((JObject)location.Value))
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{
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if (tile.Value == null) continue;
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JToken? tileXArray = tile.Value["x"];
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JToken? tileYArray = tile.Value["y"];
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JToken? tileType = tile.Value["type"];
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if (tileXArray == null || tileYArray == null || tileType == null)
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continue;
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bool isXPresent = false;
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bool isYPresent = false;
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foreach (var item in tileXArray)
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{
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if (tile.Value == null)
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if (short.Parse(item.ToString()) != x)
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continue;
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JToken? tileXArray = tile.Value["x"];
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JToken? tileYArray = tile.Value["y"];
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JToken? tileType = tile.Value["type"];
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if (tileXArray == null || tileYArray == null || tileType == null)
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continue;
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bool isXPresent = false;
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bool isYPresent = false;
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foreach (var item in tileXArray)
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{
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if (short.Parse(item.ToString()) == x)
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{
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isXPresent = true;
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break;
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}
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}
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foreach (var item in tileYArray)
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{
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if (short.Parse(item.ToString()) == y)
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{
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isYPresent = true;
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break;
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}
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}
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if (isXPresent && isYPresent)
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{
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string key = tile.Key;
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if (key.Contains('[') && key.Contains(']'))
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{
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int i1 = key.IndexOf('[');
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int i2 = key.LastIndexOf(']');
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if (i1 < i2)
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{
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key = key.Remove(i1, ++i2 - i1);
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}
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}
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return (key.Trim(), CATEGORY.FromString(tileType.ToString().ToLower()));
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}
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isXPresent = true;
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break;
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}
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foreach (var item in tileYArray)
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{
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if (short.Parse(item.ToString()) != y)
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continue;
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isYPresent = true;
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break;
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}
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if (isXPresent && isYPresent)
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{
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string key = tile.Key;
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if (key.Contains('[') && key.Contains(']'))
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{
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int i1 = key.IndexOf('[');
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int i2 = key.LastIndexOf(']');
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if (i1 < i2)
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{
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key = key.Remove(i1, ++i2 - i1);
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}
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}
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return (key.Trim(), CATEGORY.FromString(tileType.ToString().ToLower()));
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}
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}
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}
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}
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return (null, CATEGORY.Others);
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}
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private int getFarmTypeIndex(string farmType)
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{
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return farmType.ToLower() switch
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{
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"default" => 0,
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"riverlands" => 1,
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"forest" => 2,
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"mountains" => 3,
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"combat" => 4,
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"fourcorners" => 5,
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"beach" => 6,
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_ => 0,
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};
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}
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}
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}
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