Fixed amethyst node bug and made it not narrate bridges as water
parent
527ce89dd3
commit
5c59d0fa1e
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@ -183,7 +183,7 @@ namespace stardew_access
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}
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}
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});
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});
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helper.ConsoleCommands.Add("rfclear", "Clear the focus exclusions in the radar featrure.", (string commmand, string[] args) =>
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helper.ConsoleCommands.Add("reclear", "Clear the focus exclusions in the radar featrure.", (string commmand, string[] args) =>
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{
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{
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MainClass.radarFeature.exclusions.Clear();
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MainClass.radarFeature.exclusions.Clear();
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MainClass.monitor.Log($"Cleared the focus list in the exclusions feature.", LogLevel.Info);
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MainClass.monitor.Log($"Cleared the focus list in the exclusions feature.", LogLevel.Info);
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@ -36,6 +36,8 @@ namespace stardew_access.Game
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MainClass.screenReader.prevTextTile = " ";
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MainClass.screenReader.prevTextTile = " ";
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}
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}
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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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Dictionary<Vector2, Netcode.NetRef<TerrainFeature>> terrainFeature = Game1.currentLocation.terrainFeatures.FieldDict;
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string toSpeak = " ";
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string toSpeak = " ";
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@ -49,7 +51,7 @@ namespace stardew_access.Game
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{
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{
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toSpeak = getFarmAnimalAt(Game1.currentLocation, x, y);
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toSpeak = getFarmAnimalAt(Game1.currentLocation, x, y);
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}
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}
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else if (Game1.currentLocation.isWaterTile(x, y))
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else if (Game1.currentLocation.isWaterTile(x, y) && isColliding)
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{
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{
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toSpeak = "Water";
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toSpeak = "Water";
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}
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}
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@ -96,7 +98,7 @@ namespace stardew_access.Game
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#endregion
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#endregion
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#region Play colliding sound effect
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#region Play colliding sound effect
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if (isCollidingAtTile(x, y) && prevTile != gt)
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if (isColliding && prevTile != gt)
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{
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{
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Game1.playSound("colliding");
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Game1.playSound("colliding");
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}
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}
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@ -508,7 +510,7 @@ namespace stardew_access.Game
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return "Item box";
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return "Item box";
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}
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}
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if (Game1.inMine || Game1.currentLocation is Mine)
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if (Game1.currentLocation is Mine or MineShaft)
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{
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{
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switch (index)
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switch (index)
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{
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{
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@ -576,7 +578,10 @@ namespace stardew_access.Game
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{
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{
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if (Game1.inMine || Game1.currentLocation is Mine)
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if (Game1.inMine || Game1.currentLocation is Mine)
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{
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{
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int index = Game1.currentLocation.Map.GetLayer("Buildings").Tiles[x, y].TileIndex;
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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 (index == 173 || index == 174)
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if (index == 173 || index == 174)
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return true;
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return true;
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@ -260,7 +260,7 @@ namespace stardew_access.Patches
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currentLetterText = toSpeak;
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currentLetterText = toSpeak;
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// snap mouse to accept quest button
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// snap mouse to accept quest button
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if (__instance.acceptQuestButton.visible)
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if (__instance.acceptQuestButton!=null && __instance.acceptQuestButton.visible)
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{
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{
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toSpeak += "\t\n Left click to accept quest.";
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toSpeak += "\t\n Left click to accept quest.";
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__instance.acceptQuestButton.snapMouseCursorToCenter();
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__instance.acceptQuestButton.snapMouseCursorToCenter();
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