Added buildlist command
parent
547f6290c4
commit
ec08f2c019
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@ -342,9 +342,16 @@ namespace stardew_access
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string toPrint = "";
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Farm farm = (Farm)Game1.getLocationFromName("Farm");
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Netcode.NetCollection<Building> buildings = farm.buildings;
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int buildingIndex = 0;
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for (int i = 0; i < buildings.Count; i++)
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{
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toPrint = $"{toPrint},\t{buildings[i].nameOfIndoorsWithoutUnique}: At {buildings[i].tileX}x and {buildings[i].tileY}y";
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string? name = buildings[i].nameOfIndoorsWithoutUnique;
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name = (name == "null") ? buildings[i].buildingType.Value : name;
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BuildingNAnimalMenuPatches.availableBuildings[buildingIndex] = buildings[i];
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toPrint = $"{toPrint}\nIndex {buildingIndex}: {name}: At {buildings[i].tileX}x and {buildings[i].tileY}y";
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++buildingIndex;
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}
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if (toPrint == "")
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@ -353,7 +360,7 @@ namespace stardew_access
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}
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else
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{
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MainClass.monitor.Log($"Available buildings: {toPrint}", LogLevel.Info);
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MainClass.monitor.Log($"Available buildings:{toPrint}\nOpen the command menu and use pageup and pagedown to check the list", LogLevel.Info);
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}
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});
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#endregion
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@ -268,7 +268,7 @@ namespace stardew_access.Game
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if (Game1.currentLocation is Farm)
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{
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Building building = (Game1.currentLocation as Farm).getBuildingAt(new Vector2(x, y));
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Building building = ((Farm)Game1.currentLocation).getBuildingAt(new Vector2(x, y));
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if (building != null)
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{
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return (CATEGORY.Buildings, building.buildingType.Value);
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@ -1,6 +1,7 @@
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using Microsoft.Xna.Framework;
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using StardewModdingAPI;
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using StardewValley;
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using StardewValley.Buildings;
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using StardewValley.Menus;
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namespace stardew_access.Patches
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@ -8,6 +9,7 @@ namespace stardew_access.Patches
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internal class BuildingNAnimalMenuPatches
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{
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internal static Vector2[] marked = new Vector2[10];
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internal static Building[] availableBuildings = new Building[100];
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internal static string carpenterMenuQuery = "";
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internal static bool isSayingBlueprintInfo = false;
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internal static string prevBlueprintInfo = "";
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@ -25,11 +25,11 @@ namespace stardew_access.Patches
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#region To narrate previous and next chat messages
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if (isNextArrowPressed && !isChatRunning)
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{
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_ = CycleThroughChatMessages(true, ___messages);
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CycleThroughChatMessages(true, ___messages);
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}
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else if (isPrevArrowPressed && !isChatRunning)
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{
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_ = CycleThroughChatMessages(false, ___messages);
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CycleThroughChatMessages(false, ___messages);
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}
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#endregion
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}
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@ -52,10 +52,9 @@ namespace stardew_access.Patches
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}
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}
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private static async Task CycleThroughChatMessages(bool increase, List<ChatMessage> ___messages)
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private static async void CycleThroughChatMessages(bool increase, List<ChatMessage> ___messages)
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{
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isChatRunning = true;
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await Task.Delay(200);
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string toSpeak = " ";
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if (increase)
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{
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@ -79,6 +78,7 @@ namespace stardew_access.Patches
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});
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MainClass.screenReader.Say(toSpeak, true);
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await Task.Delay(200);
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isChatRunning = false;
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}
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}
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