TinyLifeExampleMod/ExampleMod.cs

140 lines
8.3 KiB
C#
Raw Normal View History

2020-11-25 00:33:47 +01:00
using System.Collections.Generic;
2021-05-22 18:14:05 +02:00
using System.Linq;
2020-11-25 00:33:47 +01:00
using ExtremelySimpleLogger;
using MLEM.Data;
using MLEM.Data.Content;
2020-11-28 17:05:46 +01:00
using MLEM.Textures;
2022-09-13 14:12:56 +02:00
using MLEM.Ui;
using MLEM.Ui.Elements;
2020-11-25 00:33:47 +01:00
using TinyLife;
using TinyLife.Actions;
using TinyLife.Emotions;
2020-11-25 00:33:47 +01:00
using TinyLife.Mods;
using TinyLife.Objects;
using TinyLife.Utilities;
2022-04-19 20:38:25 +02:00
using TinyLife.World;
2020-11-25 00:33:47 +01:00
2021-12-25 18:05:47 +01:00
namespace ExampleMod;
2020-11-25 00:33:47 +01:00
public class ExampleMod : Mod {
2020-11-25 00:33:47 +01:00
// 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; }
2020-11-25 00:33:47 +01:00
// visual data about this mod
public override string Name => "Example Mod";
public override string Description => "This is the example mod for Tiny Life!";
2022-12-20 13:24:55 +01:00
public override TextureRegion Icon => this.uiTextures[new Point(0, 0)];
2020-11-25 00:33:47 +01:00
2022-12-20 13:24:55 +01:00
private Dictionary<Point, TextureRegion> customTops;
private Dictionary<Point, TextureRegion> customHairs;
private Dictionary<Point, TextureRegion> customBottoms;
private Dictionary<Point, TextureRegion> uiTextures;
2022-05-26 13:20:57 +02:00
private Dictionary<Point, TextureRegion> wallpaperTextures;
2020-11-28 17:05:46 +01:00
2022-03-09 16:12:57 +01:00
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
2022-03-21 18:56:23 +01:00
// 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()
});
2021-05-17 23:35:34 +02:00
// adding custom clothing
var darkShirt = new Clothes("ExampleMod.DarkShirt", ClothesLayer.Shirt,
2022-12-20 13:24:55 +01:00
this.customTops, new Point(0, 0), // the top left in-world region (the rest will be auto-gathered from the atlas)
100, // the price
ClothesIntention.Everyday | ClothesIntention.Workout, // the clothes item's use cases
ColorScheme.WarmDark) {Icon = this.Icon};
Clothes.Register(darkShirt);
// adding some more custom clothing
2022-12-20 13:24:55 +01:00
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) => {
2022-01-01 17:06:02 +01:00
if (person.CurrentOutfit.Clothes.TryGetValue(ClothesLayer.Shirt, out var shirt) && shirt.Type == darkShirt)
2022-09-13 14:12:56 +02:00
s *= ExampleMod.Options.DarkShirtSpeedIncrease;
};
}
};
2020-11-25 00:33:47 +01:00
// 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
2022-08-18 12:30:04 +02:00
CanExecute = (actionInfo, _) => {
2022-03-21 18:56:23 +01:00
if (!actionInfo.Map.IsInBounds(actionInfo.ActionLocation.ToPoint()))
2022-05-24 13:35:56 +02:00
return CanExecuteResult.Hidden;
2022-03-21 18:56:23 +01:00
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
2022-05-24 13:35:56 +02:00
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,
2022-03-21 18:56:23 +01:00
// 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},
2022-09-13 14:12:56 +02:00
// make people more likely to sit down in the grass if they're uncomfortable
PassivePriority = p => p.Emotion == EmotionType.Uncomfortable ? 150 : 25
},
2022-09-13 14:12:56 +02:00
// since this action doesn't use objects (like chairs etc.), we set a texture to display instead
2022-12-20 13:24:55 +01:00
Texture = this.uiTextures[new Point(1, 0)]
});
2022-04-11 14:26:07 +02:00
2022-03-21 18:56:23 +01:00
// we use this emotion modifier in SitDownOnGrassAction
2022-06-15 10:53:51 +02:00
ExampleMod.GrassSittingModifier = EmotionModifier.Register(
2022-12-20 13:24:55 +01:00
new EmotionModifier("ExampleMod.GrassSitting", this.uiTextures[new Point(1, 0)], EmotionType.Happy));
2022-04-19 20:38:25 +02:00
// 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);
}
2021-02-18 19:12:01 +01:00
2022-03-09 16:12:57 +01:00
public override void Initialize(Logger logger, RawContentManager content, RuntimeTexturePacker texturePacker, ModInfo info) {
2022-06-15 10:53:51 +02:00
ExampleMod.Logger = logger;
ExampleMod.Options = info.LoadOptions(() => new ExampleModOptions());
2020-11-25 00:33:47 +01:00
// 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
2022-12-20 13:24:55 +01:00
texturePacker.Add(new UniformTextureAtlas(content.Load<Texture2D>("CustomTops"), 4, 8), r => this.customTops = r);
texturePacker.Add(new UniformTextureAtlas(content.Load<Texture2D>("CustomHairs"), 4, 6), r => this.customHairs = r);
texturePacker.Add(new UniformTextureAtlas(content.Load<Texture2D>("CustomBottomsShoes"), 8, 6), r => this.customBottoms = r);
texturePacker.Add(new UniformTextureAtlas(content.Load<Texture2D>("UiTextures"), 8, 8), r => this.uiTextures = r);
2022-04-19 20:38:25 +02:00
// wallpaper textures require special treatment to work with openings, the x and y values are passed to the UniformTextureAtlas constructor
2022-05-24 13:35:56 +02:00
WallMode.ApplyMasks(content.Load<Texture2D>("Wallpapers"), 4, 5, texturePacker, r => this.wallpaperTextures = r);
}
2020-11-25 00:33:47 +01:00
2022-03-09 16:12:57 +01:00
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";
2020-11-25 00:33:47 +01:00
}
2022-09-13 14:12:56 +02:00
// 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}"));
group.AddChild(new Slider(Anchor.AutoLeft, new Vector2(1, 12), 5, 5) {
CurrentValue = ExampleMod.Options.DarkShirtSpeedIncrease,
OnValueChanged = (_, v) => {
ExampleMod.Options.DarkShirtSpeedIncrease = v;
2022-09-17 12:33:20 +02:00
info.SaveOptions(ExampleMod.Options);
2022-09-13 14:12:56 +02:00
}
});
}
2022-06-17 18:05:34 +02:00
}