added an example action and emotion modifier

This commit is contained in:
Ell 2021-05-22 17:39:17 +02:00
parent 3c2203cf84
commit 83d2cf5f24
4 changed files with 81 additions and 0 deletions

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@ -4,5 +4,11 @@
},
"Clothes": {
"ExampleMod.DarkShirt": "Dark Shirt"
},
"Emotions": {
"ExampleMod.GrassSitting": "Comfy Green Ground"
},
"Actions": {
"ExampleMod.SitOnGrass": "Sit in Grass"
}
}

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@ -6,6 +6,8 @@ using MLEM.Data;
using MLEM.Data.Content;
using MLEM.Textures;
using TinyLife;
using TinyLife.Actions;
using TinyLife.Emotions;
using TinyLife.Mods;
using TinyLife.Objects;
using TinyLife.Utilities;
@ -16,6 +18,8 @@ namespace ExampleMod {
// the logger that we can use to log info about this mod
public static Logger Logger { get; private set; }
public static EmotionModifier GrassSittingModifier;
// visual data about this mod
public override string Name => "Example Mod";
public override string Description => "This is the example mod for Tiny Life!";
@ -47,6 +51,23 @@ namespace ExampleMod {
};
}
};
// 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,
(t, i) => new SitDownOnGrassAction(t, i)) {
// we set this action to be executable only on grass tiles, not on other ground
CanExecute = (info, automatic) => {
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;
},
// 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) {

54
SitDownOnGrassAction.cs Normal file
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@ -0,0 +1,54 @@
using System;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using TinyLife;
using TinyLife.Actions;
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
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, GameSpeed speed) {
base.AndThenUpdate(time, passedInGame, speed);
// 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.SittingLegsClose;
// restore need and lower emotions
this.Person.RestoreNeed(NeedType.Energy, 0.5F, speed);
this.Person.LowerEmotion(EmotionType.Uncomfortable, 0.0001F, speed);
}
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, 1, TimeSpan.FromHours(1));
}
}
}
}