Commit Graph

911 Commits

Author SHA1 Message Date
Jesse Plamondon-Willard c4e92f5cf3 update deprecated reflection API 2018-01-11 00:50:16 -05:00
Jesse Plamondon-Willard 402c27b29c update manifest format 2018-01-11 00:43:32 -05:00
janavarro95 8d1d09114a
Merge pull request #28 from janavarro95/Development
Forgot to update the manifest
2018-01-10 13:25:03 -08:00
34c3326dd6 Forgot to udate the manifest 2018-01-10 13:24:34 -08:00
janavarro95 928df83457
Merge pull request #27 from janavarro95/Development
Development
2018-01-10 13:17:42 -08:00
3b744a4f59 Updated SaveAnywhere to fix the shipping menu not closing leading to errors in saving, and players not swimming when reloading the game. 2018-01-10 13:14:19 -08:00
2591602239 Doing live code updates can be bad. Lots of last minute hot-fixes before the project is due. 2017-12-13 20:35:28 -08:00
4b62f3746e TaskMetaData now displays info about goal and location of the task. 2017-12-12 01:38:22 -08:00
34d072e7a4 Fixed an NAN error and glitching the interface logic. 2017-12-12 01:19:41 -08:00
b7c76ee0d6 Fixed one away error for debris, and added graphics for pathing. 2017-12-11 23:32:46 -08:00
b4d82f972a Can now fall asleep and open the shipping menu if things have been shipped. 2017-12-11 14:54:59 -08:00
ce355fd2c0 Updated the AI to dig dirt and plant seeds. 2017-12-11 13:39:48 -08:00
2f6d4978da Added functionality to buy seeds and started work on being able to dig out dirt. 2017-12-06 16:36:28 -08:00
79f2b2d038 hotfix to crop utility menu for component placement. 2017-12-05 16:59:13 -08:00
eb3a1e1509 Made the AI utility functions and interface menu. AI's opinion will be calculated heaviest without user input and heavier the more user input is introduced. 2017-12-05 16:39:34 -08:00
c9f1450ae8 made crop utility counting function 2017-12-04 23:08:31 -08:00
5a03d2bb2b Fixed more pathifinding glitches when recalculating paths. 2017-12-04 12:57:29 -08:00
2923879306 Updated debris logic for twigs/stones/weeds to use better path finding. 2017-12-03 22:55:23 -08:00
4fcef655a8 Waypoints, pathing in and out of buildings, to specific tiles, and returning home at the end of day. 2017-12-03 17:44:31 -08:00
ea2e7c134f Fixed a really dumb stack overflow error on pathfinding across the world. THANK YOU. 2017-12-02 21:53:30 -08:00
31ddb0e7f1 Reworked path calculation logic so it can now calculate costs of multiple paths. 2017-12-02 15:13:31 -08:00
58bb6cb285 Made PathTo which allows me to get from one path to another. 2017-12-01 21:42:44 -08:00
4eea726db3 Pathfinding is now much faster on initial calculation after removing unused delay code. Also can path to adjacent maps. Needs work to chain the effect. 2017-12-01 02:18:37 -08:00
175a385977 Added functionality for shipping objects 2017-12-01 00:16:53 -08:00
3e9d7f6f49 Can path to nearest water tile and also if I need to water crops and need water path, get water, and path back to where I was. 2017-11-30 16:59:21 -08:00
38af511cfd Now pathfinds to closest tree possible. Probably want to do the same for the other tasks. 2017-11-30 16:06:19 -08:00
992ef687e7 Can cut weeds. 2017-11-30 11:58:05 -08:00
365808a504 Changed some code to be in SDust Core and now the AI can break stones! 2017-11-30 10:45:43 -08:00
eae0eb82bf Upgraded pathfinding to try and find all 4 cardinal goals simultaneously and whichever one it finds first must be the shortest path. Saves a TON of time as long as there is a path that we can pathfind to and is 4 times faster if there isn't a path at all. 2017-11-29 23:51:44 -08:00
e58ab6ba05 Fixed overcalculating paths WAY TOO MUCH. 2017-11-29 20:52:23 -08:00
b05ee04e2b Made the stick choping work and upgraded the pathfinding to store the cheapest path to prevent a TON of crashes and calculation time. 2017-11-29 20:06:48 -08:00
671eb1be49 RIP can now chop sticks but took HOURS to figure out how. Also if I can't find the path my code becomes vunerable to crash. 2017-11-29 18:34:53 -08:00
ad2ba9527b Path find through grass and made prereq for making sure I don't stay up too late. 2017-11-27 23:38:12 -08:00
c748f64c2a Made TaskMetaDataStatistics that will help calculate path cost and make isInventoryFull Pre-req 2017-11-27 14:25:31 -08:00
edd769b151 Fixed minor glitch where I would calculate cheapest task too often. 2017-11-26 18:20:23 -08:00
e44ec0ee5b Updates execution of tasks, added taskMetaData, (which is a lot) some pre-requisites, and chests show seeds. 2017-11-26 18:11:04 -08:00
069a6a5e8b Forgot to include logic to get low grade seeds from chest. (Though I'm sure it would have worked fine anyways). 2017-11-24 20:05:34 -08:00
de15a965f5 Added functionality to path to chest and pull seasonal seeds from it. 2017-11-24 19:56:10 -08:00
cf3a77d9de Pathfind fixes 2017-11-24 13:42:35 -08:00
836d6861d8 I guess fixing pathfind and spritebatch errors. 2017-11-24 13:12:36 -08:00
e51a8fbac5 Changed from system tasks system to delegate system that made more sense but not really??? Also still dealing with nasty issue of sprite batch error but atleast now I can harvest crops. 2017-11-24 11:21:03 -08:00
0c860a1516 Water all crops works correctly and now is stored in the execution list. Need to make some metadata for tasks and some statistics fr weights and stuff. 2017-11-23 16:42:28 -08:00
e95ffa45db Working on watering functionality for AI 2017-11-23 12:56:49 -08:00
b17d56a51b Merge branch 'master' of https://github.com/janavarro95/Stardew_Valley_Mods 2017-11-23 00:53:00 -08:00
1a2295e84e Almost got crop watering code working. Need to get simulated presses working and proper tile targeting 2017-11-23 00:51:50 -08:00
janavarro95 fefea5f26a
Update README.md 2017-11-22 19:43:37 -08:00
janavarro95 b28c253d0f
Update README.md 2017-11-22 19:38:39 -08:00
c7c65e06de Commit the good stuff. Fixed multipath finding recursing over goals. 2017-11-20 03:53:33 -08:00
d4470e0ebb Changes to pathTo to work better than addTask for some reason. Not 100% sure but will figure it out. 2017-11-20 01:54:33 -08:00
ac4a7e5a8a Fixed the large amounts of lag that happened during movement and key presses. 2017-11-20 01:03:21 -08:00