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* chore: update version 0.6 -> 0.7 * Add gather item action (#99) * add bare implementation of GatherItem + quest action dev docs * add mock-up functionality for ITEMS action option meaning, generally if using this you can see the workflow, but there's no real data. * add data/serialisation for GatherItem action * implement pickup item gathering listen and check * implement GatherItem crafting listener * implement GatherItem inventory movement listener * fix not checking inventory at beginning of GatherItem listen this means potentially having the items already gathered, but needing to pick up and place them again for it to register * remove redundant onCraftItem listen for GatherItem * add quest auto-save on item list exit * add onRemove for GatherItem list * (untested) add finish message option to GatherItem * add defining JAVA_HOME in dev shell * add missing javadoc return value for QuestAction.setFinishMessage * Add take item action (#102) **uncaught case warning; will break item on TakeItem: failing/items not being available to take.** * fix TakeItem serialisation * simplify allActionTypes list func * add TakeItem action undecided what to do if items can't be taken * fix taking all matching ItemStacks in TakeItem * Add reward item action and quest inventory (#104) * fix next action starting before game code finishes * SelectBlock -> SelectMaterial can add a boolean to restrict to only blocks * add RewardItem action * fix overuse of mutable lists * add 'Quest Inventory' w/ restocking * add 'Out of Stock' indication for required items * add 'Not Enough Stock' indicator if 'requiredInventory' unmet * remove unused 'player' variable * fix null inventory var in getInventory * use QuestRegistry+Database for Quest Inventories * fix Dynamicitemlist adding item after deleting one kinda weird solution, the Back button won't go back on it's own. It requires onFinish to be set to whatever the next GUI screen is. This was basically because i needed to set onFinish for the screen it was going to, and when the UpdateScreen was happening in the item editor it had no onFinish so it was getting lost. Could potentially steal the Consumer from the Director state, but really the whole onFinish vanishing is bung, maybe UpdateScreen needs to preserve the screen onFinish along with the screen name so you can go to a million screens and eventually you'll get back to the origin and the behaviour won't have disappeared. * fix unable to sort inventory that doesn't exist * fix realtime responsiveness of quest inventory * fix incorrect variable in QuestRegistry.setInventory * add javadoc for getPredictiveInventory * add TakeItem contributing to 'Quest Inventory' * updated pq guide: action support list RequestItem and RewardItem is supported now * fix GatherItem incorrect initOptions body * never return null from QuestRegistry.getInventory * force into survival when using /playerquests * fix QuestBuilder.build always overwriting current * move 'Quest Inventory' to 'myquest' screen (before editing) * Create RewardItem and TakeItem listeners (#106) * refactor: require listener for each QuestAction * remove quest inventory object in QuestBuilder * fix not waiting for RewardItem to finish before TakeItem * Fix current quest not showing (#108) * add missing javadoc * add onPickupItem event for TakeItem completion * add waiting/implement 'current' actions in quests
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Original file line number | Diff line number | Diff line change |
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@@ -6,4 +6,8 @@ mkShell { | |
jdk22 | ||
glibc | ||
]; | ||
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||
shellHook = '' | ||
export JAVA_HOME=${jdk22.outPath} | ||
''; | ||
} |
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