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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 |
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fa3c4389ae
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Added Illumination framework to stardust for different colors, and made BFS path finding work for StarAI!
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2017-11-16 23:07:30 -08:00 |
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a12250b8cc
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Stared work on tileObject that will depict what is occuring with path finding and planning.
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2017-11-16 10:29:02 -08:00 |
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28421f07ff
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Updated all mods to use most recent version of pathos netgu package and started work on StarAI for CS146 Game AI
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2017-11-16 03:47:02 -08:00 |
janavarro95
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170c12e750
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Merge pull request #24 from Pathoschild/update-code
Update new mods for SMAPI 2.0, enable update checks
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2017-10-11 18:14:28 -07:00 |
Jesse Plamondon-Willard
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1868dd4bd9
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update for release
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2017-10-11 16:20:46 -04:00 |
Jesse Plamondon-Willard
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16d5461a4e
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standardise SimpleSoundManager entry class & prevent other mods from accessing its mod helper
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2017-10-11 16:09:12 -04:00 |
Jesse Plamondon-Willard
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3e01276c56
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add readme for SimpleSoundManager
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2017-10-11 16:06:26 -04:00 |
Jesse Plamondon-Willard
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344058de88
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enable update checks in SMAPI 2.0
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2017-10-11 15:57:36 -04:00 |
Jesse Plamondon-Willard
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3ab4044995
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update deprecated code
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2017-10-11 15:55:59 -04:00 |
Jesse Plamondon-Willard
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76bd5b7f33
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fix project references
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2017-10-11 15:45:48 -04:00 |
Jesse Plamondon-Willard
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4393b6318c
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update to mod build package 2.0
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2017-10-11 15:45:29 -04:00 |
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71c846acc5
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Implemente correct interaction range with planter boxes.
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2017-09-27 19:06:41 -07:00 |
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bce270d6ce
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Updated PlanterBox to correctly draw crops when held and in the menu. Planter boxes also are auto-watered by rain.
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2017-09-27 18:17:45 -07:00 |
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a67a4d7380
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Fixed animation glitch when harvesting crops, and now draw green + when crops are fully grown.
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2017-09-15 11:15:51 -07:00 |
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f0e1e696f9
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Made Planter Boxes be a possible greenhouse, self watering, dead crops work again and are removed automatical per mod config, and dead crops can be removed by tools.
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2017-09-14 13:49:19 -07:00 |