Fixed casing issue in static tiles location names and added shafts to read tile
parent
a908e09884
commit
d12e9b2590
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@ -26,7 +26,7 @@ namespace stardew_access.Features
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foreach (var location in data)
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{
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if (locationName.ToLower().Equals(location.Key))
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if (locationName.ToLower().Equals(location.Key.ToLower()))
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return true;
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}
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@ -45,7 +45,7 @@ namespace stardew_access.Features
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foreach (var location in data)
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{
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if (!Game1.currentLocation.Name.ToLower().Equals(location.Key))
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if (!Game1.currentLocation.Name.ToLower().Equals(location.Key.ToLower()))
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continue;
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if (location.Value != null)
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@ -83,7 +83,7 @@ namespace stardew_access.Features
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}
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if (isXPresent && isYPresent)
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return (tile.Key, CATEGORY.FromString(tileType.ToString()));
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return (tile.Key, CATEGORY.FromString(tileType.ToString().ToLower()));
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}
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}
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@ -122,6 +122,11 @@ namespace stardew_access.Features
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toReturn = "Ladder";
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category = CATEGORY.Doors;
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}
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else if (isShaftAtTile(x, y))
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{
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toReturn = "Shaft";
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category = CATEGORY.Doors;
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}
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else if (isMineUpLadderAtTile(x, y))
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{
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toReturn = "Up Ladder";
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@ -917,12 +922,32 @@ namespace stardew_access.Features
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{
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if (Game1.currentLocation is Mine or MineShaft)
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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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return false;
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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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int 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)
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{
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return true;
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}
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}
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}
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catch (Exception) { }
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return false;
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}
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public static bool isShaftAtTile(int x, int y)
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{
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try
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{
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if (Game1.currentLocation is Mine or MineShaft)
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{
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if (Game1.currentLocation.Map.GetLayer("Buildings").Tiles[x, y] == null)
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return false;
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if (Game1.currentLocation.Map.GetLayer("Buildings").Tiles[x, y].TileIndex == 174)
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return true;
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}
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}
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@ -937,12 +962,10 @@ namespace stardew_access.Features
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{
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if (Game1.currentLocation is Mine or MineShaft)
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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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return false;
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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 == 115)
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if (Game1.currentLocation.Map.GetLayer("Buildings").Tiles[x, y].TileIndex == 115)
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return true;
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}
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}
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