152 lines
4.7 KiB
C#
152 lines
4.7 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using Microsoft.Xna.Framework;
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using Revitalize.Framework.Objects;
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using StardewValley;
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using StardewValley.Buildings;
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namespace Revitalize.Framework.Utilities
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{
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/// <summary>
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/// Deals with helping with locational logic.
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/// </summary>
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public class LocationUtilities
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{
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/// <summary>
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/// The int value used by SDV to determine if a farm is a hilltop farm.
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/// </summary>
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public static int Farm_HilltopFarmNumber
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{
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get
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{
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return 3;
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}
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}
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/// <summary>
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/// Checks to see if the player is in the regular mine.
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/// </summary>
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/// <returns></returns>
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public static bool IsPlayerInMine()
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{
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if (Game1.player.currentLocation.Name.StartsWith("UndergroundMine"))
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{
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return true;
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}
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return false;
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}
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/// <summary>
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/// Checks to see if the player is in the enterance to the mine.
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/// </summary>
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/// <returns></returns>
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public static bool IsPlayerInMineEnterance()
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{
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if (Game1.player.currentLocation.Name.StartsWith("Mine") || Game1.player.currentLocation.Name == "Mine")
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{
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return true;
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}
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return false;
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}
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/// <summary>
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/// Checks to see if the player is in skull cave.
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/// </summary>
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/// <returns></returns>
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public static bool IsPlayerInSkullCave()
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{
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if (Game1.player.currentLocation.Name == "SkullCave" || Game1.player.currentLocation.Name.StartsWith("SkullCave"))
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{
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return true;
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}
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return false;
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}
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/// <summary>
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/// Gets the current mine level for the player. If the player is not in the mine this is -1.
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/// </summary>
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/// <returns></returns>
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public static int CurrentMineLevel()
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{
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if (IsPlayerInMine())
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{
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return (Game1.player.currentLocation as StardewValley.Locations.MineShaft).mineLevel;
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}
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else
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{
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return -1;
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}
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}
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/// <summary>
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/// Gets the tile width and height for the map.
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/// </summary>
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/// <param name="location"></param>
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/// <returns></returns>
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public static Vector2 GetLocationTileDimensions(GameLocation location)
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{
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Vector2 dimensions = new Vector2(location.Map.GetLayer("Back").LayerWidth, location.Map.GetLayer("Back").LayerHeight);
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//ModCore.log("Dimensions of map is: " + dimensions);
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return dimensions;
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}
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/// <summary>
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/// Gets all open positions for this location for this object.
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/// </summary>
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/// <param name="Location"></param>
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/// <param name="TestObject"></param>
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/// <returns></returns>
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public static List<Vector2> GetOpenObjectTiles(GameLocation Location, MultiTiledObject TestObject)
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{
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Vector2 dimensions = GetLocationTileDimensions(Location);
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List<Vector2> openTiles = new List<Vector2>();
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for (int i = 0; i < dimensions.X; i++)
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{
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for (int j = 0; j < dimensions.Y; j++)
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{
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Vector2 tile = new Vector2(i, j);
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if (TestObject.canBePlacedHere(Location, tile))
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{
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openTiles.Add(tile);
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}
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}
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}
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return openTiles;
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}
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/// <summary>
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/// Checks to see if the farm for the game is the hilltop farm.
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/// </summary>
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/// <returns></returns>
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public static bool Farm_IsFarmHiltopFarm()
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{
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return Game1.whichFarm == Farm_HilltopFarmNumber;
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}
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public static List<GameLocation> GetAllLocations()
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{
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List<GameLocation> locations = new List<GameLocation>();
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foreach (GameLocation location in Game1.locations)
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{
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locations.Add(location);
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}
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foreach(Building b in Game1.getFarm().buildings)
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{
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locations.Add(b.indoors.Value);
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}
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return locations;
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}
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public static bool IsThereWaterAtThisTile(GameLocation location, int X, int Y)
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{
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if ( location.doesTileHaveProperty((int)X, (int)Y, "Water", "Back") == null)
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return false;
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return true;
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}
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}
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}
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