Code organization

master
Mohammad Shoaib 2022-04-28 22:54:19 +05:30
parent 253d01ac6f
commit c0ad4b83ab
2 changed files with 96 additions and 95 deletions

View File

@ -7,101 +7,6 @@ using StardewValley.TerrainFeatures;
namespace stardew_access.Features namespace stardew_access.Features
{ {
/// <summary>
/// This is a custom enum class and contains the name of groups the objects are divided into for the feature
/// </summary>
public class CATEGORY
{
private string _typeKeyWord;
private CATEGORY(string typeKeyWord)
{
_typeKeyWord = typeKeyWord;
}
public override string ToString()
{
return _typeKeyWord;
}
public static CATEGORY FromString(string name)
{
if (name == "farmer")
return CATEGORY.Farmers;
else if (name == "animal")
return CATEGORY.FarmAnimals;
else if (name == "npc")
return CATEGORY.NPCs;
else if (name == "furniture")
return CATEGORY.Furnitures;
else if (name == "flooring")
return CATEGORY.Flooring;
else if (name == "debris")
return CATEGORY.Debris;
else if (name == "crop")
return CATEGORY.Crops;
else if (name == "tree")
return CATEGORY.Trees;
else if (name == "bush")
return CATEGORY.Bush;
else if (name == "building")
return CATEGORY.Buildings;
else if (name == "mine item")
return CATEGORY.MineItems;
else if (name == "resource clump")
return CATEGORY.ResourceClumps;
else if (name == "chest")
return CATEGORY.Chests;
else if (name == "bundle")
return CATEGORY.JunimoBundle;
else if (name == "door")
return CATEGORY.Doors;
else if (name == "water")
return CATEGORY.WaterTiles;
else if (name == "interactable")
return CATEGORY.Interactables;
else if (name == "decoration")
return CATEGORY.Decor;
else if (name == "machine")
return CATEGORY.Machines;
else if (name == "bridge")
return CATEGORY.Bridges;
else if (name == "other")
return CATEGORY.Others;
return Others;
}
public static CATEGORY Farmers = new CATEGORY("farmer");
public static CATEGORY FarmAnimals = new CATEGORY("animal");
public static CATEGORY NPCs = new CATEGORY("npc");
public static CATEGORY Furnitures = new CATEGORY("furniture");
public static CATEGORY Flooring = new CATEGORY("flooring");
public static CATEGORY Debris = new CATEGORY("debris");
public static CATEGORY Crops = new CATEGORY("crop");
public static CATEGORY Trees = new CATEGORY("tree");
public static CATEGORY Bush = new CATEGORY("bush");
public static CATEGORY Buildings = new CATEGORY("building");
public static CATEGORY MineItems = new CATEGORY("mine item");
public static CATEGORY ResourceClumps = new CATEGORY("resource clump");
public static CATEGORY Chests = new CATEGORY("chest");
public static CATEGORY JunimoBundle = new CATEGORY("bundle");
public static CATEGORY Doors = new CATEGORY("door"); // Also includes ladders and elevators
public static CATEGORY WaterTiles = new CATEGORY("water");
public static CATEGORY Interactables = new CATEGORY("interactable");
public static CATEGORY Decor = new CATEGORY("decoration");
public static CATEGORY Machines = new CATEGORY("machine");
public static CATEGORY Bridges = new CATEGORY("bridge");
public static CATEGORY Others = new CATEGORY("other");
}
public enum MachineState
{
Ready, Busy, Waiting
}
public class TileInfo public class TileInfo
{ {
public static string[] trackable_machines = { "bee house", "cask", "press", "keg", "machine", "maker", "preserves jar", "bone mill", "kiln", "crystalarium", "furnace", "geode crusher", "tapper", "lightning rod", "incubator", "wood chipper", "worm bin", "loom" }; public static string[] trackable_machines = { "bee house", "cask", "press", "keg", "machine", "maker", "preserves jar", "bone mill", "kiln", "crystalarium", "furnace", "geode crusher", "tapper", "lightning rod", "incubator", "wood chipper", "worm bin", "loom" };

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@ -0,0 +1,96 @@
namespace stardew_access.Features
{
/// <summary>
/// This is a custom enum class and contains the name of groups the objects are divided into for the feature
/// </summary>
public class CATEGORY
{
private string _typeKeyWord;
private CATEGORY(string typeKeyWord)
{
_typeKeyWord = typeKeyWord;
}
public override string ToString()
{
return _typeKeyWord;
}
public static CATEGORY FromString(string name)
{
if (name == "farmer")
return CATEGORY.Farmers;
else if (name == "animal")
return CATEGORY.FarmAnimals;
else if (name == "npc")
return CATEGORY.NPCs;
else if (name == "furniture")
return CATEGORY.Furnitures;
else if (name == "flooring")
return CATEGORY.Flooring;
else if (name == "debris")
return CATEGORY.Debris;
else if (name == "crop")
return CATEGORY.Crops;
else if (name == "tree")
return CATEGORY.Trees;
else if (name == "bush")
return CATEGORY.Bush;
else if (name == "building")
return CATEGORY.Buildings;
else if (name == "mine item")
return CATEGORY.MineItems;
else if (name == "resource clump")
return CATEGORY.ResourceClumps;
else if (name == "chest")
return CATEGORY.Chests;
else if (name == "bundle")
return CATEGORY.JunimoBundle;
else if (name == "door")
return CATEGORY.Doors;
else if (name == "water")
return CATEGORY.WaterTiles;
else if (name == "interactable")
return CATEGORY.Interactables;
else if (name == "decoration")
return CATEGORY.Decor;
else if (name == "machine")
return CATEGORY.Machines;
else if (name == "bridge")
return CATEGORY.Bridges;
else if (name == "other")
return CATEGORY.Others;
return Others;
}
public static CATEGORY Farmers = new CATEGORY("farmer");
public static CATEGORY FarmAnimals = new CATEGORY("animal");
public static CATEGORY NPCs = new CATEGORY("npc");
public static CATEGORY Furnitures = new CATEGORY("furniture");
public static CATEGORY Flooring = new CATEGORY("flooring");
public static CATEGORY Debris = new CATEGORY("debris");
public static CATEGORY Crops = new CATEGORY("crop");
public static CATEGORY Trees = new CATEGORY("tree");
public static CATEGORY Bush = new CATEGORY("bush");
public static CATEGORY Buildings = new CATEGORY("building");
public static CATEGORY MineItems = new CATEGORY("mine item");
public static CATEGORY ResourceClumps = new CATEGORY("resource clump");
public static CATEGORY Chests = new CATEGORY("chest");
public static CATEGORY JunimoBundle = new CATEGORY("bundle");
public static CATEGORY Doors = new CATEGORY("door"); // Also includes ladders and elevators
public static CATEGORY WaterTiles = new CATEGORY("water");
public static CATEGORY Interactables = new CATEGORY("interactable");
public static CATEGORY Decor = new CATEGORY("decoration");
public static CATEGORY Machines = new CATEGORY("machine");
public static CATEGORY Bridges = new CATEGORY("bridge");
public static CATEGORY Others = new CATEGORY("other");
}
public enum MachineState
{
Ready, Busy, Waiting
}
}