file-scoped namespaces, or The Diff to End All Diffs

This commit is contained in:
Ell 2021-12-23 23:23:56 +01:00
parent e7f00e5c81
commit 1943ccd7a3
3 changed files with 158 additions and 158 deletions

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@ -4,35 +4,35 @@ using Microsoft.Xna.Framework;
using TinyLife.Objects;
using TinyLife.World;
namespace ExampleMod {
// 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 CustomTable : Furniture {
namespace ExampleMod;
// 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;
// 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 CustomTable : Furniture {
public CustomTable(Guid id, FurnitureType type, int[] colors, Map map, Vector2 pos) : base(id, type, colors, map, pos) {
this.TestValue = Random.NextSingle();
}
public override void OnAdded() {
base.OnAdded();
ExampleMod.Logger.Info("We were added at " + this.Position);
}
public override void OnRemoved() {
base.OnRemoved();
ExampleMod.Logger.Info("We were removed from " + this.Position);
}
// validate is called when this object is loaded from disk
// returning false causes the object to be marked as invalid and removed
public override bool Validate() {
return base.Validate() && this.TestValue <= 1;
}
// 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;
public CustomTable(Guid id, FurnitureType type, int[] colors, Map map, Vector2 pos) : base(id, type, colors, map, pos) {
this.TestValue = Random.NextSingle();
}
public override void OnAdded() {
base.OnAdded();
ExampleMod.Logger.Info("We were added at " + this.Position);
}
public override void OnRemoved() {
base.OnRemoved();
ExampleMod.Logger.Info("We were removed from " + this.Position);
}
// validate is called when this object is loaded from disk
// returning false causes the object to be marked as invalid and removed
public override bool Validate() {
return base.Validate() && this.TestValue <= 1;
}
}

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@ -13,103 +13,103 @@ using TinyLife.Mods;
using TinyLife.Objects;
using TinyLife.Utilities;
namespace ExampleMod {
public class ExampleMod : Mod {
namespace ExampleMod;
// the logger that we can use to log info about this mod
public static Logger Logger { get; private set; }
public class ExampleMod : Mod {
public static EmotionModifier GrassSittingModifier { get; private set; }
// the logger that we can use to log info about this mod
public static Logger Logger { get; private set; }
// visual data about this mod
public override string Name => "Example Mod";
public override string Description => "This is the example mod for Tiny Life!";
public override TextureRegion Icon => this.uiTextures[0, 0];
public static EmotionModifier GrassSittingModifier { get; private set; }
private UniformTextureAtlas customTops;
private UniformTextureAtlas customHairs;
private UniformTextureAtlas customBottoms;
private UniformTextureAtlas uiTextures;
// visual data about this mod
public override string Name => "Example Mod";
public override string Description => "This is the example mod for Tiny Life!";
public override TextureRegion Icon => this.uiTextures[0, 0];
public override void AddGameContent(GameImpl game) {
// 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
// if this is not specified, the Furniture class is used, which is used for furniture without special animations or data
ConstructedType = typeof(CustomTable),
// 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()
});
private UniformTextureAtlas customTops;
private UniformTextureAtlas customHairs;
private UniformTextureAtlas customBottoms;
private UniformTextureAtlas uiTextures;
// adding custom clothing
var darkShirt = new Clothes("ExampleMod.DarkShirt", ClothesLayer.Shirt,
this.customTops[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
Clothes.Register(new Clothes("ExampleMod.PastelPants", ClothesLayer.Pants, this.customBottoms[4, 0], 100, ClothesIntention.Everyday, ColorScheme.Pastel) {Icon = this.Icon});
Clothes.Register(new Clothes("ExampleMod.PastelShoes", ClothesLayer.Shoes, this.customBottoms[0, 0], 100, ClothesIntention.Everyday, ColorScheme.Pastel) {Icon = this.Icon});
Clothes.Register(new Clothes("ExampleMod.WeirdHair", ClothesLayer.Hair, this.customHairs[0, 0], 0, ClothesIntention.None, ColorScheme.Modern) {Icon = this.Icon});
public override void AddGameContent(GameImpl game) {
// 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
// if this is not specified, the Furniture class is used, which is used for furniture without special animations or data
ConstructedType = typeof(CustomTable),
// 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()
});
// 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) => {
if (person.CurrentOutfit.TryGetValue(ClothesLayer.Shirt, out var shirt) && shirt.Type == darkShirt)
s *= 2;
};
}
};
// adding custom clothing
var darkShirt = new Clothes("ExampleMod.DarkShirt", ClothesLayer.Shirt,
this.customTops[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
Clothes.Register(new Clothes("ExampleMod.PastelPants", ClothesLayer.Pants, this.customBottoms[4, 0], 100, ClothesIntention.Everyday, ColorScheme.Pastel) {Icon = this.Icon});
Clothes.Register(new Clothes("ExampleMod.PastelShoes", ClothesLayer.Shoes, this.customBottoms[0, 0], 100, ClothesIntention.Everyday, ColorScheme.Pastel) {Icon = this.Icon});
Clothes.Register(new Clothes("ExampleMod.WeirdHair", ClothesLayer.Hair, this.customHairs[0, 0], 0, ClothesIntention.None, ColorScheme.Modern) {Icon = this.Icon});
// 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(SitDownOnGrassAction)) {
// we set this action to be executable only on grass tiles, not on other ground
CanExecute = (info, automatic) => {
if (!info.Map.IsInBounds(info.ActionLocation.ToPoint()))
return ActionType.CanExecuteResult.Hidden;
var tile = info.Map.GetTile(info.ActionLocation.ToPoint());
if (tile.Name.StartsWith("Grass"))
return ActionType.CanExecuteResult.Valid;
// hidden means the action won't be displayed in the ring menu
// 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) => {
if (person.CurrentOutfit.TryGetValue(ClothesLayer.Shirt, out var shirt) && shirt.Type == darkShirt)
s *= 2;
};
}
};
// 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(SitDownOnGrassAction)) {
// we set this action to be executable only on grass tiles, not on other ground
CanExecute = (info, automatic) => {
if (!info.Map.IsInBounds(info.ActionLocation.ToPoint()))
return ActionType.CanExecuteResult.Hidden;
},
Ai = {
// we allow the action to be done even if the solved needs aren't low enough on a person
CanDoRandomly = true,
SolvedNeeds = new[] {NeedType.Energy},
// make people more likely to sit down in the grass if they're uncomfortable
PassivePriority = p => p.Emotion == EmotionType.Uncomfortable ? 150 : 25
},
// since this action doesn't use objects (like chairs etc.), we set a texture to display instead
Texture = this.uiTextures[1, 0]
});
GrassSittingModifier = EmotionModifier.Register(
new EmotionModifier("ExampleMod.GrassSitting", this.uiTextures[1, 0], EmotionType.Happy));
}
public override void Initialize(Logger logger, RawContentManager content, RuntimeTexturePacker texturePacker) {
Logger = logger;
// 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
texturePacker.Add(content.Load<Texture2D>("CustomTops"), r => this.customTops = new UniformTextureAtlas(r, 4, 8));
texturePacker.Add(content.Load<Texture2D>("CustomHairs"), r => this.customHairs = new UniformTextureAtlas(r, 4, 6));
texturePacker.Add(content.Load<Texture2D>("CustomBottomsShoes"), r => this.customBottoms = new UniformTextureAtlas(r, 8, 6));
texturePacker.Add(content.Load<Texture2D>("UiTextures"), r => this.uiTextures = new UniformTextureAtlas(r, 8, 8));
}
public override IEnumerable<string> GetCustomFurnitureTextures() {
// 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";
}
var tile = info.Map.GetTile(info.ActionLocation.ToPoint());
if (tile.Name.StartsWith("Grass"))
return ActionType.CanExecuteResult.Valid;
// hidden means the action won't be displayed in the ring menu
return ActionType.CanExecuteResult.Hidden;
},
Ai = {
// we allow the action to be done even if the solved needs aren't low enough on a person
CanDoRandomly = true,
SolvedNeeds = new[] {NeedType.Energy},
// make people more likely to sit down in the grass if they're uncomfortable
PassivePriority = p => p.Emotion == EmotionType.Uncomfortable ? 150 : 25
},
// since this action doesn't use objects (like chairs etc.), we set a texture to display instead
Texture = this.uiTextures[1, 0]
});
GrassSittingModifier = EmotionModifier.Register(
new EmotionModifier("ExampleMod.GrassSitting", this.uiTextures[1, 0], EmotionType.Happy));
}
public override void Initialize(Logger logger, RawContentManager content, RuntimeTexturePacker texturePacker) {
Logger = logger;
// 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
texturePacker.Add(content.Load<Texture2D>("CustomTops"), r => this.customTops = new UniformTextureAtlas(r, 4, 8));
texturePacker.Add(content.Load<Texture2D>("CustomHairs"), r => this.customHairs = new UniformTextureAtlas(r, 4, 6));
texturePacker.Add(content.Load<Texture2D>("CustomBottomsShoes"), r => this.customBottoms = new UniformTextureAtlas(r, 8, 6));
texturePacker.Add(content.Load<Texture2D>("UiTextures"), r => this.uiTextures = new UniformTextureAtlas(r, 8, 8));
}
public override IEnumerable<string> GetCustomFurnitureTextures() {
// 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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@ -7,49 +7,49 @@ using TinyLife.Emotions;
using TinyLife.Objects;
using Action = TinyLife.Actions.Action;
namespace ExampleMod {
// we use a multi action because we want to walk to the location, and then execute the main sitting part
// see CustomTable for information on how to store custom action-specific information to disk as well
public class SitDownOnGrassAction : MultiAction {
namespace ExampleMod;
public SitDownOnGrassAction(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(this.Info);
}
protected override void AndThenInitialize() {
// this is called when the main action starts (after going to the location, in our case)
// but we don't need to do anything here for our action
}
protected override void AndThenUpdate(GameTime time, TimeSpan passedInGame, float speedMultiplier) {
base.AndThenUpdate(time, passedInGame, speedMultiplier);
// this method gets called every update frame while the action is active
// set our person to look like they're sitting on the ground
this.Person.CurrentPose = Person.Pose.SittingGround;
// restore need and lower emotions
this.Person.RestoreNeed(NeedType.Energy, 0.5F, 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.CompleteInTime(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));
}
}
// we use a multi action because we want to walk to the location, and then execute the main sitting part
// see CustomTable for information on how to store custom action-specific information to disk as well
public class SitDownOnGrassAction : MultiAction {
public SitDownOnGrassAction(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(this.Info);
}
protected override void AndThenInitialize() {
// this is called when the main action starts (after going to the location, in our case)
// but we don't need to do anything here for our action
}
protected override void AndThenUpdate(GameTime time, TimeSpan passedInGame, float speedMultiplier) {
base.AndThenUpdate(time, passedInGame, speedMultiplier);
// this method gets called every update frame while the action is active
// set our person to look like they're sitting on the ground
this.Person.CurrentPose = Person.Pose.SittingGround;
// restore need and lower emotions
this.Person.RestoreNeed(NeedType.Energy, 0.5F, 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.CompleteInTime(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));
}
}
}