remove invalid-schedule error which can have false positives (e.g. when NPC is married to a player)
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@ -11,8 +11,9 @@
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For modders:
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* Asset propagation for player sprites now affects other players' sprites, and updates recolor maps (e.g. sleeves).
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* Removed invalid-schedule validation which had false positives.
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* For SMAPI/tool developers:
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For SMAPI/tool developers:
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* The `/mods` web API endpoint now includes version mappings from the wiki.
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## 3.1
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@ -909,18 +909,16 @@ namespace StardewModdingAPI.Metadata
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this.Reflection.GetField<bool>(villager, "_hasLoadedMasterScheduleData").SetValue(false);
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this.Reflection.GetField<Dictionary<string, string>>(villager, "_masterScheduleData").SetValue(null);
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villager.Schedule = villager.getSchedule(Game1.dayOfMonth);
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if (villager.Schedule == null)
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{
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this.Monitor.Log($"A mod set an invalid schedule for {villager.Name ?? key}, so the NPC may not behave correctly.", LogLevel.Warn);
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return true;
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}
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// switch to new schedule if needed
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int lastScheduleTime = villager.Schedule.Keys.Where(p => p <= Game1.timeOfDay).OrderByDescending(p => p).FirstOrDefault();
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if (lastScheduleTime != 0)
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if (villager.Schedule != null)
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{
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villager.scheduleTimeToTry = NPC.NO_TRY; // use time that's passed in to checkSchedule
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villager.checkSchedule(lastScheduleTime);
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int lastScheduleTime = villager.Schedule.Keys.Where(p => p <= Game1.timeOfDay).OrderByDescending(p => p).FirstOrDefault();
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if (lastScheduleTime != 0)
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{
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villager.scheduleTimeToTry = NPC.NO_TRY; // use time that's passed in to checkSchedule
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villager.checkSchedule(lastScheduleTime);
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}
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}
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}
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return true;
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