Making animal purchase menu accessible

This commit is contained in:
Mohammad Shoaib
2022-02-04 14:15:24 +05:30
parent c83d06a74f
commit 5100b4fd89
6 changed files with 106 additions and 12 deletions

View File

@@ -333,7 +333,8 @@ namespace stardew_access
helper.ConsoleCommands.Add("buildlist", "List all buildings for selection for upgrading/demolishing/painting", (string commmand, string[] args) =>
{
if (Game1.activeClickableMenu is not CarpenterMenu || !BuildingNAnimalMenuPatches.isOnFarm)
MainClass.monitor.Log($"{Game1.activeClickableMenu is PurchaseAnimalsMenu}\t{BuildingNAnimalMenuPatches.isOnFarm}", LogLevel.Debug);
if ((Game1.activeClickableMenu is not CarpenterMenu && Game1.activeClickableMenu is not PurchaseAnimalsMenu) || !BuildingNAnimalMenuPatches.isOnFarm)
{
MainClass.monitor.Log($"Cannot list buildings.", LogLevel.Info);
return;
@@ -367,9 +368,9 @@ namespace stardew_access
helper.ConsoleCommands.Add("buildsel", "Select the building index which you want to upgrade/demolish/paint", (string commmand, string[] args) =>
{
if (Game1.activeClickableMenu is not CarpenterMenu || !BuildingNAnimalMenuPatches.isOnFarm)
if ((Game1.activeClickableMenu is not CarpenterMenu && Game1.activeClickableMenu is not PurchaseAnimalsMenu) || !BuildingNAnimalMenuPatches.isOnFarm)
{
MainClass.monitor.Log($"Cannot list buildings.", LogLevel.Info);
MainClass.monitor.Log($"Cannot select building.", LogLevel.Info);
return;
}
@@ -436,11 +437,16 @@ namespace stardew_access
}
string? response = null;
if (BuildingNAnimalMenuPatches.isConstructing) { response = BuildingNAnimalMenuPatches.Contstruct(BuildingNAnimalMenuPatches.marked[index]); }
else if (BuildingNAnimalMenuPatches.isMoving) { response = BuildingNAnimalMenuPatches.Move(BuildingNAnimalMenuPatches.availableBuildings[index], BuildingNAnimalMenuPatches.marked[positionIndex]); }
if (BuildingNAnimalMenuPatches.isDemolishing) { response = BuildingNAnimalMenuPatches.Demolish(BuildingNAnimalMenuPatches.availableBuildings[index]); }
else if (BuildingNAnimalMenuPatches.isUpgrading) { response = BuildingNAnimalMenuPatches.Upgrade(BuildingNAnimalMenuPatches.availableBuildings[index]); }
else if (BuildingNAnimalMenuPatches.isPainting) { response = BuildingNAnimalMenuPatches.Paint(BuildingNAnimalMenuPatches.availableBuildings[index]); }
if (Game1.activeClickableMenu is PurchaseAnimalsMenu) { BuildingNAnimalMenuPatches.PurchaseAnimal(BuildingNAnimalMenuPatches.availableBuildings[index]); }
else
{
if (BuildingNAnimalMenuPatches.isConstructing) { response = BuildingNAnimalMenuPatches.Contstruct(BuildingNAnimalMenuPatches.marked[index]); }
else if (BuildingNAnimalMenuPatches.isMoving) { response = BuildingNAnimalMenuPatches.Move(BuildingNAnimalMenuPatches.availableBuildings[index], BuildingNAnimalMenuPatches.marked[positionIndex]); }
else if (BuildingNAnimalMenuPatches.isDemolishing) { response = BuildingNAnimalMenuPatches.Demolish(BuildingNAnimalMenuPatches.availableBuildings[index]); }
else if (BuildingNAnimalMenuPatches.isUpgrading) { response = BuildingNAnimalMenuPatches.Upgrade(BuildingNAnimalMenuPatches.availableBuildings[index]); }
else if (BuildingNAnimalMenuPatches.isPainting) { response = BuildingNAnimalMenuPatches.Paint(BuildingNAnimalMenuPatches.availableBuildings[index]); }
}
if (response != null)
{