Fixed amethyst node bug and made it not narrate bridges as water

master
shoaib11120 2022-01-26 13:39:32 +05:30
parent 527ce89dd3
commit 5c59d0fa1e
3 changed files with 11 additions and 6 deletions

View File

@ -183,7 +183,7 @@ namespace stardew_access
}
});
helper.ConsoleCommands.Add("rfclear", "Clear the focus exclusions in the radar featrure.", (string commmand, string[] args) =>
helper.ConsoleCommands.Add("reclear", "Clear the focus exclusions in the radar featrure.", (string commmand, string[] args) =>
{
MainClass.radarFeature.exclusions.Clear();
MainClass.monitor.Log($"Cleared the focus list in the exclusions feature.", LogLevel.Info);

View File

@ -36,6 +36,8 @@ namespace stardew_access.Game
MainClass.screenReader.prevTextTile = " ";
}
bool isColliding = isCollidingAtTile(x, y);
Dictionary<Vector2, Netcode.NetRef<TerrainFeature>> terrainFeature = Game1.currentLocation.terrainFeatures.FieldDict;
string toSpeak = " ";
@ -49,7 +51,7 @@ namespace stardew_access.Game
{
toSpeak = getFarmAnimalAt(Game1.currentLocation, x, y);
}
else if (Game1.currentLocation.isWaterTile(x, y))
else if (Game1.currentLocation.isWaterTile(x, y) && isColliding)
{
toSpeak = "Water";
}
@ -96,7 +98,7 @@ namespace stardew_access.Game
#endregion
#region Play colliding sound effect
if (isCollidingAtTile(x, y) && prevTile != gt)
if (isColliding && prevTile != gt)
{
Game1.playSound("colliding");
}
@ -508,7 +510,7 @@ namespace stardew_access.Game
return "Item box";
}
if (Game1.inMine || Game1.currentLocation is Mine)
if (Game1.currentLocation is Mine or MineShaft)
{
switch (index)
{
@ -576,7 +578,10 @@ namespace stardew_access.Game
{
if (Game1.inMine || Game1.currentLocation is Mine)
{
int index = Game1.currentLocation.Map.GetLayer("Buildings").Tiles[x, y].TileIndex;
int? index = null;
if(Game1.currentLocation.Map.GetLayer("Buildings").Tiles[x, y]!=null)
index = Game1.currentLocation.Map.GetLayer("Buildings").Tiles[x, y].TileIndex;
if (index == 173 || index == 174)
return true;

View File

@ -260,7 +260,7 @@ namespace stardew_access.Patches
currentLetterText = toSpeak;
// snap mouse to accept quest button
if (__instance.acceptQuestButton.visible)
if (__instance.acceptQuestButton!=null && __instance.acceptQuestButton.visible)
{
toSpeak += "\t\n Left click to accept quest.";
__instance.acceptQuestButton.snapMouseCursorToCenter();