Added the actual functional effects, not just the base.

This commit is contained in:
sarah committed 2026-09-05 17:05:54 +02:00
1 parent 9de8af0d2b
commit 1452a4a96d
6 files changed
+1102 -88

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+64 -56
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@@ -2185,28 +2185,27 @@ async function PlantSeed(
}
if (
!TakeSeed(
const PlantResult =
PlantGardenPlot(
GameSave,
SelectedSeedId
)
) {
GameSave.ActiveGardenIndex,
PlotIndex,
PlantKey,
ActionTime,
{
ConsumeSeed: true,
Rotation:
GardenPlotDefaultRotation
}
);
if (!PlantResult.Planted) {
EnsureSelectedSeed();
RenderSeeds();
return;
}
GameSave.Garden.Plots[
PlotIndex
] = {
Plant: PlantKey,
PlantedAt: ActionTime,
Rotation: GardenPlotDefaultRotation
};
SetGardenMessage(
"Planted " +
Plant.Name +
@@ -2307,40 +2306,47 @@ async function PlantManySeeds() {
}
if (
!TakeSeed(
GameSave,
SelectedSeedId,
PlantCount
)
) {
return;
}
const PlantedAt = ActionTime;
let PlantedCount = 0;
for (
let Index = 0;
Index < PlantCount;
Index++
) {
GameSave.Garden.Plots[
EmptyPlotIndexes[Index]
] = {
Plant: PlantKey,
PlantedAt: PlantedAt,
Rotation: GardenPlotDefaultRotation
};
const PlantResult =
PlantGardenPlot(
GameSave,
GameSave.ActiveGardenIndex,
EmptyPlotIndexes[Index],
PlantKey,
ActionTime,
{
ConsumeSeed: true,
Rotation:
GardenPlotDefaultRotation
}
);
if (!PlantResult.Planted) {
break;
}
PlantedCount++;
}
if (PlantedCount <= 0) {
EnsureSelectedSeed();
RenderSeeds();
return;
}
SetGardenMessage(
"Magic trowel planted " +
PlantCount.toLocaleString() +
PlantedCount.toLocaleString() +
" " +
Plant.Name +
(PlantCount === 1
(PlantedCount === 1
? " seed."
: " seeds.")
);
@@ -2391,38 +2397,40 @@ async function HarvestPlant(
}
const RewardAmount =
GetPlantHarvestReward(
const HarvestResult =
HarvestGardenPlot(
GameSave,
Plant.Id
GameSave.ActiveGardenIndex,
PlotIndex,
ActionTime
);
if (RewardAmount === null) {
SetGardenMessage(
"Couldn't calculate the harvest reward for " +
Plant.Name +
"."
);
if (!HarvestResult.Harvested) {
if (HarvestResult.Disabled) {
SetGardenMessage(
Plant.Name +
" can't be harvested right now."
);
} else if (
HarvestResult.RewardUnavailable
) {
SetGardenMessage(
"Couldn't calculate the harvest reward for " +
Plant.Name +
"."
);
}
RenderGame();
return;
}
GiveReward({
Currency: "Dew",
Amount: RewardAmount
});
GameSave.Garden.Plots[
PlotIndex
] = null;
SetGardenMessage(
"Harvested " +
Plant.Name +
" for " +
RewardAmount +
HarvestResult.RewardAmount +
" Dew."
);