Got the code working for ores to properly spawn in the mine!
This commit is contained in:
parent
9b8c469eb6
commit
768e09cf43
|
@ -104,5 +104,34 @@ namespace Revitalize.Framework.Objects
|
|||
return OBJ.canBePlacedHere(Location, TilePosition);
|
||||
}
|
||||
|
||||
|
||||
//~~~~~~~~~~~~~~~~~~~~~~~//
|
||||
// Mine ore spawn code //
|
||||
//~~~~~~~~~~~~~~~~~~~~~~~//
|
||||
|
||||
#region
|
||||
public void spawnOreInMine()
|
||||
{
|
||||
int floorLevel = LocationUtilities.CurrentMineLevel();
|
||||
if(floorLevel>=1 && floorLevel <= 9)
|
||||
{
|
||||
int amount = Game1.random.Next(1, 10); //Change this to be a frequency table or something.
|
||||
List<Vector2> openTiles = LocationUtilities.GetOpenObjectTiles(Game1.player.currentLocation, (OreVeinObj)this.ores["Test"].getOne());
|
||||
|
||||
for(int i = 0; i <= amount; i++)
|
||||
{
|
||||
int position = Game1.random.Next(openTiles.Count);
|
||||
this.spawnOreVein("Test", openTiles[position]);
|
||||
}
|
||||
ModCore.log("Spawned :" + amount + " pancake test ores!");
|
||||
}
|
||||
}
|
||||
|
||||
public void OnPlayerLocationChanged(object o,EventArgs playerWarped)
|
||||
{
|
||||
this.spawnOreInMine();
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
|
|
|
@ -131,7 +131,7 @@ namespace Revitalize.Framework.Objects.Resources.OreVeins
|
|||
Item newItem = this.resourceInfo.droppedItem.getOne();
|
||||
for(int i = 0; i < amount; i++)
|
||||
{
|
||||
Game1.createItemDebris(newItem, this.TileLocation*Game1.tileSize, Game1.random.Next(0, 3), this.location);
|
||||
Game1.createItemDebris(newItem.getOne(), this.TileLocation*Game1.tileSize, Game1.random.Next(0, 3), this.location);
|
||||
}
|
||||
if (this.location != null)
|
||||
{
|
||||
|
|
|
@ -0,0 +1,91 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Revitalize.Framework.Objects;
|
||||
using StardewValley;
|
||||
|
||||
namespace Revitalize.Framework.Utilities
|
||||
{
|
||||
public class LocationUtilities
|
||||
{
|
||||
/// <summary>
|
||||
/// Checks to see if the player is in the regular mine.
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public static bool IsPlayerInMine()
|
||||
{
|
||||
if (Game1.player.currentLocation.Name.StartsWith("UndergroundMine"))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
/// <summary>
|
||||
/// Checks to see if the player is in skull cave.
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public static bool IsPlayerInSkullCave()
|
||||
{
|
||||
if (Game1.player.currentLocation.Name == "SkullCave" || Game1.player.currentLocation.Name.StartsWith("SkullCave"))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the current mine level for the player. If the player is not in the mine this is -1.
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public static int CurrentMineLevel()
|
||||
{
|
||||
if (IsPlayerInMine())
|
||||
{
|
||||
return (Game1.player.currentLocation as StardewValley.Locations.MineShaft).mineLevel;
|
||||
}
|
||||
else
|
||||
{
|
||||
return -1;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the tile width and height for the map.
|
||||
/// </summary>
|
||||
/// <param name="location"></param>
|
||||
/// <returns></returns>
|
||||
public static Vector2 GetLocationTileDimensions(GameLocation location)
|
||||
{
|
||||
Vector2 dimensions = new Vector2(location.Map.GetLayer("Back").LayerWidth, location.Map.GetLayer("Back").LayerHeight);
|
||||
ModCore.log("Dimensions of map is: " + dimensions);
|
||||
return dimensions;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets all open positions for this location for this object.
|
||||
/// </summary>
|
||||
/// <param name="Location"></param>
|
||||
/// <param name="TestObject"></param>
|
||||
/// <returns></returns>
|
||||
public static List<Vector2> GetOpenObjectTiles(GameLocation Location,MultiTiledObject TestObject)
|
||||
{
|
||||
Vector2 dimensions = GetLocationTileDimensions(Location);
|
||||
List<Vector2> openTiles = new List<Vector2>();
|
||||
for(int i = 0; i < dimensions.X; i++)
|
||||
{
|
||||
for(int j = 0; j < dimensions.Y; j++)
|
||||
{
|
||||
Vector2 tile = new Vector2(i, j);
|
||||
if (TestObject.canBePlacedHere(Location, tile))
|
||||
{
|
||||
openTiles.Add(tile);
|
||||
}
|
||||
}
|
||||
}
|
||||
return openTiles;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -198,11 +198,7 @@ namespace Revitalize
|
|||
this.createDirectories();
|
||||
this.initailizeComponents();
|
||||
|
||||
ModHelper.Events.GameLoop.SaveLoaded += this.GameLoop_SaveLoaded;
|
||||
ModHelper.Events.GameLoop.TimeChanged += this.GameLoop_TimeChanged;
|
||||
ModHelper.Events.GameLoop.UpdateTicked += this.GameLoop_UpdateTicked;
|
||||
ModHelper.Events.GameLoop.ReturnedToTitle += this.GameLoop_ReturnedToTitle;
|
||||
ModHelper.Events.Input.ButtonPressed += this.Input_ButtonPressed;
|
||||
|
||||
playerInfo = new PlayerInfo();
|
||||
|
||||
TextureManager.AddTextureManager(Manifest, "Furniture");
|
||||
|
@ -229,7 +225,12 @@ namespace Revitalize
|
|||
Serializer = new Serializer();
|
||||
ObjectsToDraw = new Dictionary<GameLocation, MultiTiledObject>();
|
||||
|
||||
|
||||
ModHelper.Events.GameLoop.SaveLoaded += this.GameLoop_SaveLoaded;
|
||||
ModHelper.Events.GameLoop.TimeChanged += this.GameLoop_TimeChanged;
|
||||
ModHelper.Events.GameLoop.UpdateTicked += this.GameLoop_UpdateTicked;
|
||||
ModHelper.Events.GameLoop.ReturnedToTitle += this.GameLoop_ReturnedToTitle;
|
||||
ModHelper.Events.Input.ButtonPressed += this.Input_ButtonPressed;
|
||||
ModHelper.Events.Player.Warped += ObjectManager.resources.OnPlayerLocationChanged;
|
||||
}
|
||||
|
||||
private void Input_ButtonPressed(object sender, StardewModdingAPI.Events.ButtonPressedEventArgs e)
|
||||
|
|
|
@ -136,6 +136,7 @@
|
|||
<Compile Include="Framework\Player\PlayerInfo.cs" />
|
||||
<Compile Include="Framework\Utilities\BoundingBoxInfo.cs" />
|
||||
<Compile Include="Framework\Utilities\InventoryManager.cs" />
|
||||
<Compile Include="Framework\Utilities\LocationUtilities.cs" />
|
||||
<Compile Include="Framework\Utilities\PyTKHelper.cs" />
|
||||
<Compile Include="Framework\Utilities\RotationUtilities.cs" />
|
||||
<Compile Include="Framework\Utilities\Serialization\ContractResolvers\NetFieldContract.cs" />
|
||||
|
|
Loading…
Reference in New Issue