janavarro95
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928df83457
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Merge pull request #27 from janavarro95/Development
Development
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2018-01-10 13:17:42 -08:00 |
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3b744a4f59
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Updated SaveAnywhere to fix the shipping menu not closing leading to errors in saving, and players not swimming when reloading the game.
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2018-01-10 13:14:19 -08:00 |
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2591602239
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Doing live code updates can be bad. Lots of last minute hot-fixes before the project is due.
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2017-12-13 20:35:28 -08:00 |
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4b62f3746e
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TaskMetaData now displays info about goal and location of the task.
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2017-12-12 01:38:22 -08:00 |
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34d072e7a4
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Fixed an NAN error and glitching the interface logic.
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2017-12-12 01:19:41 -08:00 |
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b7c76ee0d6
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Fixed one away error for debris, and added graphics for pathing.
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2017-12-11 23:32:46 -08:00 |
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b4d82f972a
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Can now fall asleep and open the shipping menu if things have been shipped.
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2017-12-11 14:54:59 -08:00 |
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ce355fd2c0
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Updated the AI to dig dirt and plant seeds.
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2017-12-11 13:39:48 -08:00 |
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2f6d4978da
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Added functionality to buy seeds and started work on being able to dig out dirt.
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2017-12-06 16:36:28 -08:00 |
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79f2b2d038
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hotfix to crop utility menu for component placement.
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2017-12-05 16:59:13 -08:00 |
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eb3a1e1509
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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.
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2017-12-05 16:39:34 -08:00 |
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c9f1450ae8
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made crop utility counting function
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2017-12-04 23:08:31 -08:00 |
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5a03d2bb2b
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Fixed more pathifinding glitches when recalculating paths.
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2017-12-04 12:57:29 -08:00 |
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2923879306
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Updated debris logic for twigs/stones/weeds to use better path finding.
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2017-12-03 22:55:23 -08:00 |
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4fcef655a8
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Waypoints, pathing in and out of buildings, to specific tiles, and returning home at the end of day.
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2017-12-03 17:44:31 -08:00 |
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ea2e7c134f
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Fixed a really dumb stack overflow error on pathfinding across the world. THANK YOU.
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2017-12-02 21:53:30 -08:00 |
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31ddb0e7f1
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Reworked path calculation logic so it can now calculate costs of multiple paths.
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2017-12-02 15:13:31 -08:00 |
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58bb6cb285
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Made PathTo which allows me to get from one path to another.
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2017-12-01 21:42:44 -08:00 |
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4eea726db3
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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.
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2017-12-01 02:18:37 -08:00 |
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175a385977
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Added functionality for shipping objects
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2017-12-01 00:16:53 -08:00 |
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3e9d7f6f49
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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.
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2017-11-30 16:59:21 -08:00 |
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38af511cfd
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Now pathfinds to closest tree possible. Probably want to do the same for the other tasks.
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2017-11-30 16:06:19 -08:00 |
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992ef687e7
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Can cut weeds.
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2017-11-30 11:58:05 -08:00 |
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365808a504
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Changed some code to be in SDust Core and now the AI can break stones!
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2017-11-30 10:45:43 -08:00 |
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eae0eb82bf
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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.
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2017-11-29 23:51:44 -08:00 |
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e58ab6ba05
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Fixed overcalculating paths WAY TOO MUCH.
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2017-11-29 20:52:23 -08:00 |
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b05ee04e2b
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Made the stick choping work and upgraded the pathfinding to store the cheapest path to prevent a TON of crashes and calculation time.
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2017-11-29 20:06:48 -08:00 |
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671eb1be49
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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.
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2017-11-29 18:34:53 -08:00 |
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ad2ba9527b
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Path find through grass and made prereq for making sure I don't stay up too late.
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2017-11-27 23:38:12 -08:00 |
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c748f64c2a
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Made TaskMetaDataStatistics that will help calculate path cost and make isInventoryFull Pre-req
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2017-11-27 14:25:31 -08:00 |
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edd769b151
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Fixed minor glitch where I would calculate cheapest task too often.
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2017-11-26 18:20:23 -08:00 |
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e44ec0ee5b
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Updates execution of tasks, added taskMetaData, (which is a lot) some pre-requisites, and chests show seeds.
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2017-11-26 18:11:04 -08:00 |
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069a6a5e8b
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Forgot to include logic to get low grade seeds from chest. (Though I'm sure it would have worked fine anyways).
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2017-11-24 20:05:34 -08:00 |
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de15a965f5
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Added functionality to path to chest and pull seasonal seeds from it.
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2017-11-24 19:56:10 -08:00 |
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cf3a77d9de
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Pathfind fixes
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2017-11-24 13:42:35 -08:00 |
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836d6861d8
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I guess fixing pathfind and spritebatch errors.
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2017-11-24 13:12:36 -08:00 |
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e51a8fbac5
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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.
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2017-11-24 11:21:03 -08:00 |
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0c860a1516
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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.
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2017-11-23 16:42:28 -08:00 |
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e95ffa45db
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Working on watering functionality for AI
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2017-11-23 12:56:49 -08:00 |
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b17d56a51b
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Merge branch 'master' of https://github.com/janavarro95/Stardew_Valley_Mods
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2017-11-23 00:53:00 -08:00 |
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1a2295e84e
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Almost got crop watering code working. Need to get simulated presses working and proper tile targeting
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2017-11-23 00:51:50 -08:00 |
janavarro95
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fefea5f26a
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Update README.md
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2017-11-22 19:43:37 -08:00 |
janavarro95
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b28c253d0f
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Update README.md
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2017-11-22 19:38:39 -08:00 |
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c7c65e06de
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Commit the good stuff. Fixed multipath finding recursing over goals.
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2017-11-20 03:53:33 -08:00 |
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d4470e0ebb
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Changes to pathTo to work better than addTask for some reason. Not 100% sure but will figure it out.
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2017-11-20 01:54:33 -08:00 |
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ac4a7e5a8a
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Fixed the large amounts of lag that happened during movement and key presses.
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2017-11-20 01:03:21 -08:00 |
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12ea388897
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Started working on Execution task list that will queue up different tasks for the AI to do and execute them in order.
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2017-11-19 22:32:24 -08:00 |
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1d0b0a6b16
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Added functionality to add multiple goals and path to each on in sequence from one another.
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2017-11-19 21:20:41 -08:00 |
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cd0ac16a22
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Fined tuned some pathfinding stuff b adding pathTo and Delay functions. As long as I don't have to cross a bridge pathfinding works.
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2017-11-19 17:00:12 -08:00 |
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d722144c21
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Finished BFS path finding and added in animations for the path. Also updated Animation Manager to be able to take multiple frames of animation per single animation set now.
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2017-11-17 02:50:22 -08:00 |