I've moved in with my Granma so I can help look after her and make sure she's taking her meds and not just sitting in the sun all day.
Lets see what I got done!
Adding Furniture to NPC Houses now gives them Buffs based on the Item and their Job Class!
I need to figure out what everything does, figure out which stats effect which jobs (some are 1:1, but there is not Spelunking or Attacking Stat, closest is Mining?)

2508
Started rebuilding and splitting the Build Menu Arrays, as such I had to do a full re-write of the way I get the data to know what Refund costs are. This was a pretty massive undertaking since the code was duplicated allover the place, including in the Save/Load System.
Nice and reduced now! Just a couple scripts that everything can check with, meaning I just have to update those instead of searching all throughout the project!
Now I can have different category pages for the House Build menu, instead of all the options being in one big list.
WOO!

2510
Decided I wanted to let The Player select which Wall they want to place Torches on, instead of it being automatic.
This won't look like much, but I've reworked and rewrote a huge chunk of code here.
Realised I was doing the same check 2+ times, once in the code for moving the placement marker, and again in the actual build code, then partially again in the draw code (which was in two places, once for the Build Menu draw and another for the Overlay draw) .
I've reworked that, and added a loop. Now it cycles through the different sides checking if there's a Wall there. It doesn't seem to auto check all sides though.

2511
Ohh, it was an off by one error, I was looping 3 times not 4! Now to figure out why the placement marker gets pushed off of Walls if you were placing Torches and swap to something else.
I spent about a day trying to rework the Build Menu System to work better and let you pick which Wall you pick Torches from if there are two on two touching Walls making a corner. After the day, I ended up spending another day reworking the entire thing, cleaning it up, reworking the draw code and more and now it's WAY better!
Super happy with this! X'D

2512
Did some additional clean up and reworking of the Placement code and the highlight indicator for where you're trying to place/move things, it now shows the appropriate colour over the whole area that would be used as well as highlighting the appropriate wall when doing Wall Hangings.

2513
New NPC Building type, Ponds!
Had a bit of a struggle with these to be honest. I wanted them to work the same as Orchards and Farms, where they're a non-solid object, with interaction points. Unfortunatly, that meant that the Player and NPC's could walk over the water. Not great!
I tried instead doing it as a solid object, but then I couldn't do the Fencing and Sign without a bunch of overrides being added, it also caused issues with the expansion option.
So instead it's non-solid but I gave it a separate supporting object which deal with the collision. This gets resized when the Pond does and also clears it's AI Grid collision data and resets it, this makes it so NPC's can't pathfind over it.
This worked great, although I seem to have missed something, looks like I'm loosing Fencing when resizing??

2517
Ahh there we go, it's the supporting object getting in the way. I tried moving it to coordinates 0,0 and it worked, so I've set it to be destroyed before the Fence parts are moved and remade after.

2519
Next I had to add it to the Job system, so Fishers can be assigned a Fishpond, they can then pathfind their way to an interact point.
...seems to be working perfectly! X'D

2514
Added more interact points, I've got it set up so the game will check for sub cells that aren't blocked by Fence or the Signpost. I've also started working on animating the Fishing.
I'd like to get it to use the same code as the Player uses, but the data for Player Fishing is stored in the Temp values that are reused for a bunch of stuff like Building etc. So I'll have to split up the code and let it use different values. I think I'll store them in the Fishpond instead of the NPC.

2515
Fixed the arms and added the fishing rod.

2516
And the Bobber, was using the wrong variable in the animation. Now fixed!

2521
So currently Fishponds use the Item pool for DEEP water (the shallowest you can fish in), but I think I would like it so you add some seed fish which will then breed to produce more.
There are some issues with this idea though.
How to stop the NPC's fishing the last fish?
How long to make fish spawn before a Fishpond is actually usable by NPC's?
Should Fishers know if a Fishpond is empty, and avoid going to work?
How much of the Fishponds data should be revealed to the player?
For now I've added the option to add fish, but the two systems aren't connected yet.

2522
Bug Fixes and small Changes
Changed a bunch of Macro values to be easier to read and reference such as [SHELF] > [BENCHTOP].
Fixed Selling Benchtops with things on not restoring the Benchtop to default
Fixed Walls being highlighted Red when trying to place things that can be on them. Now Green.
Fixed Placement location being out of bounds in House Build Menu.
Fixed Delete/Move Menu values being wrong in some instances.
Fixed Delete/Move Menu crash caused by no object being located at the default location.
Fixed Sub-Build Menu not returning to the Main Build Menu upon cancelling.
Fixed Adding things to NPC Buildings not costing anything.
Fixed Culled NPC's not being saved/loaded
Fixed Error wiggle when resizing things over existing stuff.
Moved Resize overlay to the Surface object so it's always over the top.
I think that's all I've got for now. Thank you all for your kindness, your support and most of all your patience as I adjust to my new situation.
Please look after yourselves, have a wonderful month and keep being awesome.

You all mean the world to me. 💚
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