TinyLifeExampleMod/ExampleMod.cs

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using System.Collections.Generic;
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using System.Linq;
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using ExtremelySimpleLogger;
using MLEM.Data;
using MLEM.Data.Content;
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using MLEM.Textures;
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using MLEM.Ui;
using MLEM.Ui.Elements;
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using TinyLife;
using TinyLife.Actions;
using TinyLife.Emotions;
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using TinyLife.Mods;
using TinyLife.Objects;
using TinyLife.Utilities;
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using TinyLife.World;
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namespace ExampleMod;
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public class ExampleMod : Mod {
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// the logger that we can use to log info about this mod
public static Logger Logger { get; private set; }
public static ExampleModOptions Options { get; private set; }
public static EmotionModifier GrassSittingModifier { get; private set; }
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// visual data about this mod
public override string Name => "Example Mod";
public override string Description => "This is the example mod for Tiny Life!";
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public override TextureRegion Icon => this.uiTextures[new Point(0, 0)];
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private Dictionary<Point, TextureRegion> customTops;
private Dictionary<Point, TextureRegion> customHairs;
private Dictionary<Point, TextureRegion> customBottoms;
private Dictionary<Point, TextureRegion> uiTextures;
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private Dictionary<Point, TextureRegion> wallpaperTextures;
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public override void AddGameContent(GameImpl game, ModInfo info) {
// adding a custom furniture item
FurnitureType.Register(new FurnitureType.TypeSettings("ExampleMod.CustomTable", new Point(1, 1), ObjectCategory.Table, 150, ColorScheme.SimpleWood) {
// specify the type that should be constructed when this furniture type is placed
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// if this is not specified, the Furniture class is used, which is used for furniture without special animations or data
ConstructedType = typeof(ExampleModTable),
// specifying icons for custom clothes and furniture is optional, but using the mod's icon helps users recognize a mod's features
Icon = this.Icon,
// allow chairs and plates to be slotted into and onto the table
ObjectSpots = ObjectSpot.TableSpots(new Point(1, 1)).ToArray()
});
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// adding custom clothing
var darkShirt = new Clothes("ExampleMod.DarkShirt", ClothesLayer.Shirt,
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// the top left in-world region
// additional regions will be auto-gathered from the atlas according to the rules described in https://docs.tinylifegame.com/articles/creating_textures.html
this.customTops, new Point(0, 0),
// the price
100,
// the clothes item's use cases
ClothesIntention.Everyday | ClothesIntention.Workout,
// the clothes item's color scheme
// if the item should have multiple layers, multiple color schemes can be supplied here (see docs above)
ColorScheme.WarmDark
) {Icon = this.Icon};
Clothes.Register(darkShirt);
// adding some more custom clothing
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Clothes.Register(new Clothes("ExampleMod.PastelPants", ClothesLayer.Pants, this.customBottoms, new Point(4, 0), 100, ClothesIntention.Everyday, ColorScheme.Pastel) {Icon = this.Icon});
Clothes.Register(new Clothes("ExampleMod.PastelShoes", ClothesLayer.Shoes, this.customBottoms, new Point(0, 0), 100, ClothesIntention.Everyday, ColorScheme.Pastel) {Icon = this.Icon});
Clothes.Register(new Clothes("ExampleMod.WeirdHair", ClothesLayer.Hair, this.customHairs, new Point(0, 0), 0, ClothesIntention.None, ColorScheme.Modern) {Icon = this.Icon});
// adding an event subscription to people
MapObject.OnEventsAttachable += o => {
if (o is Person person) {
// changing the walk speed to be doubled if a person is wearing our dark shirt
person.OnGetWalkSpeed += (ref float s) => {
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if (person.CurrentOutfit.Clothes.TryGetValue(ClothesLayer.Shirt, out var shirt) && shirt.Type == darkShirt)
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s *= ExampleMod.Options.DarkShirtSpeedIncrease;
};
}
};
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// adding a simple action: sitting down in the grass, which also gives us a nice emotion modifier
ActionType.Register(new ActionType.TypeSettings("ExampleMod.SitOnGrass", ObjectCategory.Ground, typeof(ExampleModGrassSitAction)) {
// we set this action to be executable only on grass tiles, not on other ground
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CanExecute = (actionInfo, _) => {
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if (!actionInfo.Map.IsInBounds(actionInfo.ActionLocation.ToPoint()))
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return CanExecuteResult.Hidden;
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var tile = actionInfo.Map.GetTile(actionInfo.ActionLocation.ToPoint());
// hidden means the action won't be displayed in the ring menu, Valid means the player (or AI) is able to enqueue and execute it
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return tile.Name.StartsWith("Grass") ? CanExecuteResult.Valid : CanExecuteResult.Hidden;
},
Ai = {
// we allow the action to be done even if the solved needs aren't low enough on a person
CanDoRandomly = true,
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// the solved needs indicate when the AI should mark this action as important, they don't actually have to match the action's behavior
SolvedNeeds = new[] {NeedType.Energy},
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// make people more likely to sit down in the grass if they're uncomfortable
PassivePriority = p => p.Emotion == EmotionType.Uncomfortable ? 150 : 25
},
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// since this action doesn't use objects (like chairs etc.), we set a texture to display instead
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Texture = this.uiTextures[new Point(1, 0)]
});
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// we use this emotion modifier in SitDownOnGrassAction
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ExampleMod.GrassSittingModifier = EmotionModifier.Register(
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new EmotionModifier("ExampleMod.GrassSitting", this.uiTextures[new Point(1, 0)], EmotionType.Happy));
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// adding a custom wallpaper (we're using the top left texture region, which is why we pass 0, 0 as the texture coordinate)
Wallpaper.Register("ExampleMod.CrossedWallpaper", 15, this.wallpaperTextures, new Point(0, 0), ColorScheme.Modern, this.Icon);
}
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public override void Initialize(Logger logger, RawContentManager content, RuntimeTexturePacker texturePacker, ModInfo info) {
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ExampleMod.Logger = logger;
ExampleMod.Options = info.LoadOptions(() => new ExampleModOptions());
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// loads a texture atlas with the given amount of separate texture regions in the x and y axes
// we submit it to the texture packer to increase rendering performance. The callback is invoked once packing is completed
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// additionally, we pad all texture regions by 1 pixel, so that rounding errors during rendering don't cause visual artifacts
texturePacker.Add(new UniformTextureAtlas(content.Load<Texture2D>("CustomTops"), 4, 11), r => this.customTops = r, 1, true);
texturePacker.Add(new UniformTextureAtlas(content.Load<Texture2D>("CustomHairs"), 4, 5), r => this.customHairs = r, 1, true);
texturePacker.Add(new UniformTextureAtlas(content.Load<Texture2D>("CustomBottomsShoes"), 8, 6), r => this.customBottoms = r, 1, true);
texturePacker.Add(new UniformTextureAtlas(content.Load<Texture2D>("UiTextures"), 8, 8), r => this.uiTextures = r, 1, true);
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// wallpaper textures require special treatment to work with openings, the x and y values are passed to the UniformTextureAtlas constructor
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WallMode.ApplyMasks(content.Load<Texture2D>("Wallpapers"), 4, 5, texturePacker, r => this.wallpaperTextures = r);
}
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public override IEnumerable<string> GetCustomFurnitureTextures(ModInfo info) {
// tell the game about our custom furniture texture
// this needs to be a path to a data texture atlas, relative to our "Content" directory
// the texture atlas combines the png texture and the .atlas information
// see https://mlem.ellpeck.de/api/MLEM.Data.DataTextureAtlas.html for more info
yield return "CustomFurniture";
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}
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// this method can be overridden to populate the section in the mod tab of the game's options menu where this mod's options should be displayed
// this mod uses the ModOptions class to manage its options, though that is optional
// in general, options should be stored in the ModInfo.OptionsFile file that is given to the mod by the game
public override void PopulateOptions(Group group, ModInfo info) {
group.AddChild(new Paragraph(Anchor.AutoLeft, 1, _ => $"{Localization.Get(LnCategory.Ui, "ExampleMod.DarkShirtSpeedOption")}: {ExampleMod.Options.DarkShirtSpeedIncrease}"));
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group.AddChild(new Slider(Anchor.AutoLeft, new Vector2(1, 10), 5, 5) {
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CurrentValue = ExampleMod.Options.DarkShirtSpeedIncrease,
OnValueChanged = (_, v) => {
ExampleMod.Options.DarkShirtSpeedIncrease = v;
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info.SaveOptions(ExampleMod.Options);
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}
});
}
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}