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rwilliaise authored Jul 21, 2021
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# Schmucks

Adds little people that look vaguely like you.

## TODO
- [x] Tabs will be created for each root
- [ ]
- [ ] Subtabs (hunter, gatherer, general) 6/29
- [ ] Subtabs should be on the bottom, and show a specialization icon from the registry 6/29
- [ ] Decide if the root node of the tree should be hidden (the actual tab node) 6/29
- [ ] Add specialization points
- [ ] Create specialization points per root
- [ ] Create advancements that give specialization points
- [ ] Use the advancement awards system to award points
- [ ] Also award points when a schmuck does a given task
- [ ] Kill a mob - 2 points
- [ ] Mine an ore/log - 1 point
- [ ] Smelt ore/food - 3 points
- [ ] Harvest crop - 1 points
- [ ] Brainstorm more
- [x] Import the gladiator specialization hat
- [x] Find way to make blockbench model an entity model instead of block/item
- [x] Create a future process for importing hats
- [x] If possible, forge -> fabric
- [x] Also could manually take the model and just write it up as a .java
- [x] Read levels from nbt and load the specializations for them. SpecializationsImpl.java - 6/24
- [x] Sync after reading, or something along those lines
- [x] Also make sure that the client is up to date with the level info
- [x] Find a way to sync data similar to PlayerAdvancementTracker but with components
- [x] This is already half done, but I would like it to be fleshed out
- [ ] Start on the first few modifiers/specializations(20 specializations)
- [x] First spec: snug boots
- [x] Create a way to modify the speed of an entity
- [x] Look at the speed status effect
- [x] Second spec: mollify
- [x] Find a way for creepers to ignore Schmucks
- [x] Also make a way for the creepers to know if the Schmucks actually have the specialization
- [x] Possibly create a specific method in SchmuckEntity.java that gets if a given modifier has been applied
- [x] Third spec: Constitution
- [x] Look at the status effect that gives you extra health
- [x] Find a way to bind custom events to their AI, for example a speed spec increases the speed on given goals
- [x] Modifiers already have a .apply(), however this does not really interface with any goals or attributes.
- [x] As well, modifiers aren't loaded from anywhere.
- [x] Import the rest of the icons, add them to atlas - 6/24
- [x] Also add them to the datapack specialization files
- [ ] ~~Find a way to make atlas code not use mixins to load (low priority)~~
- [ ] ~~CLIENT_DATA does not work, have to use mixins to load atlas~~
- [ ] ~~Primary reason being that the atlas loader will need the gl context before the context is even created, which causes a crash~~
- [ ] ~~Age loader~~
- [ ] ~~Add an ages set to the specialization manager~~
- [ ] ~~Seperate method in the ServerSpecializationLoader~~
- [x] Send sync packets automatically, detect if the specialization component is dirty
- [x] Utilize .serverTick() to sync when dirty
- [x] Also could add .putLevel() to manually set dirtiness
- [ ] Replace the shift right-click with a normal right-click with the Schmuck Staff
- [ ] See raycast result to see if the right-click should be processed
- [x] Redo the graphics for the Schmuck staff - Chris - 6/25
- [x] If the angle has been edited, edit the model from /handheld to /generated
- [x] If it has been flipped, find a way to flip the /handheld or just mess with the display obj
- [ ] Add tabs to the Schmuck Staff UI
- [ ] Dashboard tab, move current UI into
- [ ] Specializations tab, copy and paste the advancements UI and fit it over the specializations
- [ ] Handle ages
- [ ] Fog of war that covers the specializations when the age is not acquired
- [ ] Find out how to do shaders
- [ ] If shaders aren't possible, just a black fog with a texture
- [ ] Ages should have a little text blurb with a hint what it is
- [ ] If the player has all ages it should show a "new age coming soon"
- [ ] Ages should automatically find the first element that is part of an age, and get the x and hide that.

- [ ] ~~Have Schmucks throw TNT~~
- [ ] ~~Maybe a specific depletable TNT bomb~~
- [ ] ~~Create depletion of resources for Schmucks~~
- [ ] ~~Optionally planting TNT and detonating~~
- [ ] ~~Make Schmucks create bases~~
- [ ] ~~Detection for existing bases (maybe village code w/ doors)~~
- [ ] ~~Strategic placement~~
- [ ] ~~Maybe something from the TargetFinder class~~
- [ ] Make Schmucks have finer tuned control
- [x] Right click a Schmuck to only affect them, GUI option to affect tag
- [x] Custom Radius or search for Schmucks
- [x] A "tag" feature where some Schmucks are colored
- [x] For example "lime start teleporting"
- [x] Blacklist for furnaces/chests to drop off into
- [ ] Right click on a chest to adjust which tags can place into it
- [ ] Forcefully make a Schmuck or tag be a certain job
- [ ] Seperate Schmucks by tag (flee from each other)

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