2021-05-22 17:39:17 +02:00
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using System;
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using System.Collections.Generic;
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using Microsoft.Xna.Framework;
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using TinyLife;
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using TinyLife.Actions;
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using TinyLife.Emotions;
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using TinyLife.Objects;
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using Action = TinyLife.Actions.Action;
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2021-12-25 18:05:47 +01:00
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namespace ExampleMod;
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2021-05-22 17:39:17 +02:00
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2021-12-23 23:23:56 +01:00
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// we use a multi action because we want to walk to the location, and then execute the main sitting part
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// see CustomTable for information on how to store custom action-specific information to disk as well
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public class SitDownOnGrassAction : MultiAction {
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2021-12-25 18:05:47 +01:00
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public SitDownOnGrassAction(ActionType type, ActionInfo info) : base(type, info) {}
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2021-12-23 23:23:56 +01:00
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protected override IEnumerable<Action> CreateFirstActions() {
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// we want to walk to the location clicked, so we use the current action info
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yield return ActionType.GoHere.Construct(this.Info);
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}
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2021-12-23 23:23:56 +01:00
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protected override void AndThenInitialize() {
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// this is called when the main action starts (after going to the location, in our case)
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// but we don't need to do anything here for our action
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}
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2021-12-23 23:23:56 +01:00
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protected override void AndThenUpdate(GameTime time, TimeSpan passedInGame, float speedMultiplier) {
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base.AndThenUpdate(time, passedInGame, speedMultiplier);
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// this method gets called every update frame while the action is active
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2021-12-23 23:23:56 +01:00
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// set our person to look like they're sitting on the ground
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this.Person.CurrentPose = Person.Pose.SittingGround;
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2021-12-23 23:23:56 +01:00
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// restore need and lower emotions
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this.Person.RestoreNeed(NeedType.Energy, 0.5F, speedMultiplier);
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this.Person.LowerEmotion(EmotionType.Uncomfortable, 0.0001F, speedMultiplier);
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}
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2021-12-23 23:23:56 +01:00
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protected override CompletionType AndThenIsCompleted() {
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// we want to complete our action once 10 minutes of sitting time have passed
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return this.CompleteInTime(TimeSpan.FromMinutes(10));
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}
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2021-12-23 23:23:56 +01:00
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protected override void AndThenOnCompleted(CompletionType type) {
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base.AndThenOnCompleted(type);
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// this method is called when the action completes in any way, even if it fails
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if (type == CompletionType.Completed) {
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// once we're finished sitting, we want to get a nice emotion modifier for it
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this.Person.AddEmotion(ExampleMod.GrassSittingModifier, 2, TimeSpan.FromHours(1));
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}
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}
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2021-05-22 17:39:17 +02:00
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}
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