diff --git a/README.md b/README.md index 4a6f4e3..c809568 100644 --- a/README.md +++ b/README.md @@ -1,87 +1,3 @@ # 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) \ No newline at end of file