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using System ;
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using System.Collections.Generic ;
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using System.Linq ;
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using System.Runtime.Serialization ;
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using ExtremelySimpleLogger ;
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using Microsoft.Xna.Framework ;
using Microsoft.Xna.Framework.Graphics ;
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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 ;
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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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using Action = TinyLife . Actions . Action ;
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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 ; }
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public static ExampleOptions Options { get ; private set ; }
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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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public override string IssueTrackerUrl = > "https://github.com/Ellpeck/TinyLifeExampleMod/issues" ;
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public override string TestedVersionRange = > "[0.45.2,0.45.2]" ;
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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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private Dictionary < Point , TextureRegion > tileTextures ;
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public override void Initialize ( Logger logger , RawContentManager content , RuntimeTexturePacker texturePacker , ModInfo info ) {
ExampleMod . Logger = logger ;
ExampleMod . Options = info . LoadOptions ( ( ) = > new ExampleOptions ( ) ) ;
// 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
// additionally, we pad all texture regions by 1 pixel, so that rounding errors during rendering don't cause visual artifacts
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texturePacker . Add ( new UniformTextureAtlas ( content . Load < Texture2D > ( "CustomTops" ) , 4 , 7 ) , r = > this . customTops = r , 1 , true ) ;
texturePacker . Add ( new UniformTextureAtlas ( content . Load < Texture2D > ( "CustomHairs" ) , 4 , 2 ) , r = > this . customHairs = r , 1 , true ) ;
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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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texturePacker . Add ( new UniformTextureAtlas ( content . Load < Texture2D > ( "Tiles" ) , 4 , 2 ) , r = > this . tileTextures = 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
WallMode . ApplyMasks ( content . Load < Texture2D > ( "Wallpapers" ) , 4 , 5 , texturePacker , r = > this . wallpaperTextures = r ) ;
}
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public override void AddGameContent ( GameImpl game , ModInfo info ) {
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// 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
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ConstructedType = typeof ( ExampleTable ) ,
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// 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 ,
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// the clothes item's style preferences, which influence randomly generated tinies slightly
// neutral style preferences have the same chance to be picked for all tinies, others have a 25% chance for mismatched preferences
StylePreference . Neutral ,
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// 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 } ;
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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 , StylePreference . Neutral , ColorScheme . Pastel ) { Icon = this . Icon } ) ;
Clothes . Register ( new Clothes ( "ExampleMod.PastelShoes" , ClothesLayer . Shoes , this . customBottoms , new Point ( 0 , 0 ) , 100 , ClothesIntention . Everyday , StylePreference . Neutral , ColorScheme . Pastel ) { Icon = this . Icon } ) ;
Clothes . Register ( new Clothes ( "ExampleMod.WeirdHair" , ClothesLayer . Hair , this . customHairs , new Point ( 0 , 0 ) , 0 , ClothesIntention . None , StylePreference . Neutral , ColorScheme . Modern ) { Icon = this . Icon } ) ;
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// 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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} ;
}
} ;
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// adding a simple action: sitting down in the grass, which also gives us a nice emotion modifier
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ActionType . Register ( new ActionType . TypeSettings ( "ExampleMod.SitOnGrass" , ObjectCategory . Ground , typeof ( ExampleGrassSitAction ) ) {
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// 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 . GoalMap . IsInBounds ( actionInfo . ActionLocation . ToPoint ( ) ) )
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return CanExecuteResult . Hidden ;
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var tile = actionInfo . GoalMap . GetTile ( actionInfo . ActionLocation . ToPoint ( ) , ( int ) actionInfo . ActionFloor ) ;
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// 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 ;
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} ,
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
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SolvedNeeds = [ NeedType . Energy ] ,
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// make people more likely to sit down in the grass if they're uncomfortable
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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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} ) ;
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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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// adding a custom tile
Tile . Register ( "ExampleMod.CustomTile" , 8 , this . tileTextures , new Point ( 0 , 0 ) , ColorScheme . Bricks , icon : this . Icon ) ;
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}
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public override IEnumerable < string > GetCustomFurnitureTextures ( ModInfo info ) {
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// 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 ,
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OnValueChanged = ( _ , v ) = > ExampleMod . Options . DarkShirtSpeedIncrease = v
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} ) ;
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group . OnRemovedFromUi + = _ = > info . SaveOptions ( ExampleMod . Options ) ;
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}
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}
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// these options are saved and loaded in ExampleMod
public class ExampleOptions {
public float DarkShirtSpeedIncrease = 2 ;
}
// we use a multi action because we want to walk to the location, and then execute the main sitting part
// see ExampleTable for information on how to store custom action-specific information to disk as well
public class ExampleGrassSitAction : MultiAction {
public ExampleGrassSitAction ( ActionType type , ActionInfo info ) : base ( type , info ) { }
protected override IEnumerable < Action > CreateFirstActions ( ) {
// we want to walk to the location clicked, so we use the current action info
yield return ActionType . GoHere . Construct < Action > ( this . Info ) ;
}
protected override void AndThenUpdate ( GameTime time , TimeSpan passedInGame , float speedMultiplier ) {
base . AndThenUpdate ( time , passedInGame , speedMultiplier ) ;
// set our person to look like they're sitting on the ground
this . Person . CurrentPose = Pose . SittingGround ;
// restore need and lower emotions
this . Person . RestoreNeed ( NeedType . Energy , 0.5F , this . Info , speedMultiplier ) ;
this . Person . LowerEmotion ( EmotionType . Uncomfortable , 0.0001F , speedMultiplier ) ;
}
protected override CompletionType AndThenIsCompleted ( ) {
// we want to complete our action once 10 minutes of sitting time have passed
return this . CompleteIfTimeUp ( TimeSpan . FromMinutes ( 10 ) ) ;
}
protected override void AndThenOnCompleted ( CompletionType type ) {
base . AndThenOnCompleted ( type ) ;
// this method is called when the action completes in any way, even if it fails
if ( type = = CompletionType . Completed ) {
// once we're finished sitting, we want to get a nice emotion modifier for it
this . Person . AddEmotion ( ExampleMod . GrassSittingModifier , 2 , TimeSpan . FromHours ( 1 ) , this . Type ) ;
}
}
}
// note that having a custom class for a furniture item like this is entirely optional
// but it allows for additional functionalities as displayed in this example
public class ExampleTable : Furniture {
// anything whose base classes have the DataContract attribute automatically gets saved and loaded to and from disk
// this means that you can add custom DataMember members to have them saved and loaded
[DataMember]
public float TestValue ;
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public ExampleTable ( Guid id , FurnitureType type , int [ ] colors , Map map , Vector2 pos , float floor ) : base ( id , type , colors , map , pos , floor ) {
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this . TestValue = Furniture . Random . NextSingle ( ) ;
}
}