Added more dynamic tiles
parent
d9f99ac922
commit
5355a2015e
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@ -134,7 +134,7 @@ namespace stardew_access.Features
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bool isColliding = isCollidingAtTile(x, y);
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Dictionary<Vector2, Netcode.NetRef<TerrainFeature>> terrainFeature = Game1.currentLocation.terrainFeatures.FieldDict;
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string? door = getDoorAtTile(x, y);
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(CATEGORY? category, string? name) tileInfo = getTileInfo(x, y);
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(CATEGORY? category, string? name) tileInfo = getDynamicTilesInfo(x, y);
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string? junimoBundle = getJunimoBundleAt(x, y);
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string? resourceClump = getResourceClumpAtTile(x, y);
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string? farmAnimal = getFarmAnimalAt(Game1.currentLocation, x, y);
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@ -388,17 +388,11 @@ namespace stardew_access.Features
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/// <param name="y"></param>
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/// <returns>category: This is the category of the tile. Default to Furnitures.
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/// <br/>name: This is the name of the tile. Default to null if the tile tile has nothing on it.</returns>
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public static (CATEGORY? category, string? name) getTileInfo(int x, int y)
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public static (CATEGORY? category, string? name) getDynamicTilesInfo(int x, int y)
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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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index = Game1.currentLocation.Map.GetLayer("Buildings").Tiles[x, y].TileIndex;
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if (Game1.currentLocation is Farm)
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if (Game1.currentLocation is Farm farm)
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{
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Building building = ((Farm)Game1.currentLocation).getBuildingAt(new Vector2(x, y));
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Building building = farm.getBuildingAt(new Vector2(x, y));
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if (building != null)
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return (CATEGORY.Buildings, building.buildingType.Value);
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}
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@ -407,23 +401,25 @@ namespace stardew_access.Features
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if (SpecialOrder.IsSpecialOrdersBoardUnlocked() && x == 62 && y == 93)
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return (CATEGORY.Interactables, "Special quest board");
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}
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if (index != null)
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else if (Game1.currentLocation is FarmHouse farmHouse)
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{
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if (Game1.currentLocation is FarmHouse || Game1.currentLocation is IslandFarmHouse)
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{
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switch (index)
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{
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case 173:
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return (CATEGORY.Furnitures, "Fridge");
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case 169:
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case 170:
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case 171:
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case 172:
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return (CATEGORY.Furnitures, "Kitchen");
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}
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}
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if (farmHouse.upgradeLevel >= 1)
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if (farmHouse.getKitchenStandingSpot().X == x && (farmHouse.getKitchenStandingSpot().Y - 1) == y) // Standing spot is where the player will stand
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return (CATEGORY.Interactables, "Kitchen");
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else if (farmHouse.fridgePosition.X == x && farmHouse.fridgePosition.Y == y)
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return (CATEGORY.Interactables, "Fridge");
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}
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else if (Game1.currentLocation is IslandFarmHouse islandFarmHouse)
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{
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if ((islandFarmHouse.fridgePosition.X - 1) == x && islandFarmHouse.fridgePosition.Y == y)
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return (CATEGORY.Interactables, "Kitchen");
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else if (islandFarmHouse.fridgePosition.X == x && islandFarmHouse.fridgePosition.Y == y)
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return (CATEGORY.Interactables, "Fridge");
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}
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else if (Game1.currentLocation is Forest forest)
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{
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if (forest.travelingMerchantDay && x == 27 && y == 11)
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return (CATEGORY.Interactables, "Travelling Merchant");
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}
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return (null, null);
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@ -1,7 +1,7 @@
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{
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"Name": "Stardew Access",
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"Author": "Mohammad Shoaib",
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"Version": "1.1.7",
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"Version": "1.1.8",
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"Description": "An accessibility mod with screen reader support!",
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"UniqueID": "shoaib.stardewaccess",
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"EntryDll": "stardew-access.dll",
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