adding stumps to read tyle in secret woods (foot steps still ned to be
silenced)
This commit is contained in:
		@@ -142,6 +142,10 @@ namespace stardew_access.Game
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                    else if (getJunimoBundleAt(x, y) != null)
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					                    else if (getJunimoBundleAt(x, y) != null)
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                    {
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					                    {
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                        toSpeak = getJunimoBundleAt(x, y);
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					                        toSpeak = getJunimoBundleAt(x, y);
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					                    }
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					                    else if (getStumpsInWoods(x, y) != null)
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					                    {
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					                        toSpeak = getStumpsInWoods(x, y);
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                    }
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					                    }
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                        #endregion
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					                        #endregion
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@@ -177,7 +181,6 @@ namespace stardew_access.Game
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        {
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					        {
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            if (Game1.currentLocation is not CommunityCenter)
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					            if (Game1.currentLocation is not CommunityCenter)
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                return null;
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					                return null;
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CommunityCenter communityCenter = (Game1.currentLocation as CommunityCenter);
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					CommunityCenter communityCenter = (Game1.currentLocation as CommunityCenter);
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            string? name = (x, y) switch
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					            string? name = (x, y) switch
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@@ -747,5 +750,24 @@ namespace stardew_access.Game
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            return null;
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					            return null;
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        }
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					        }
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					    public static string? getStumpsInWoods(int x, int y)
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					        {
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					            string strIndex = null;
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					            if (Game1.currentLocation is not Woods)
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					            {
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					                return null;
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					            }
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					            Netcode.NetObjectList<ResourceClump> stumps = ((Woods)Game1.currentLocation).stumps;
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					            for (int i = 0; i < stumps.Count; i++)
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					            {
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					                if (stumps[i].occupiesTile(x, y))
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					                {
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					                    return "large stump";
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					                }
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					            }
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					            return null;
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					        }  
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    }
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					    }
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}
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					}
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