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# Schmucks | ||
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Adds little people that look vaguely like you. | ||
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## 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. | ||
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- [ ] ~~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) |