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added an example action and emotion modifier
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4 changed files with 81 additions and 0 deletions
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@ -4,5 +4,11 @@
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},
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"Clothes": {
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"ExampleMod.DarkShirt": "Dark Shirt"
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},
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"Emotions": {
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"ExampleMod.GrassSitting": "Comfy Green Ground"
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},
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"Actions": {
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"ExampleMod.SitOnGrass": "Sit in Grass"
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}
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}
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@ -6,6 +6,8 @@ using MLEM.Data;
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using MLEM.Data.Content;
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using MLEM.Textures;
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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.Mods;
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using TinyLife.Objects;
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using TinyLife.Utilities;
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@ -16,6 +18,8 @@ namespace ExampleMod {
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// the logger that we can use to log info about this mod
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public static Logger Logger { get; private set; }
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public static EmotionModifier GrassSittingModifier;
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// visual data about this mod
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public override string Name => "Example Mod";
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public override string Description => "This is the example mod for Tiny Life!";
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@ -47,6 +51,23 @@ namespace ExampleMod {
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};
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}
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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,
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(t, i) => new SitDownOnGrassAction(t, i)) {
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// we set this action to be executable only on grass tiles, not on other ground
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CanExecute = (info, automatic) => {
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var tile = info.Map.GetTile(info.ActionLocation.ToPoint());
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if (tile.Name.StartsWith("Grass"))
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return ActionType.CanExecuteResult.Valid;
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// hidden means the action won't be displayed in the ring menu
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return ActionType.CanExecuteResult.Hidden;
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},
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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[1, 0]
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});
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GrassSittingModifier = EmotionModifier.Register(
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new EmotionModifier("ExampleMod.GrassSitting", this.uiTextures[1, 0], EmotionType.Happy));
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}
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public override void Initialize(Logger logger, RawContentManager content, RuntimeTexturePacker texturePacker) {
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54
SitDownOnGrassAction.cs
Normal file
54
SitDownOnGrassAction.cs
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@ -0,0 +1,54 @@
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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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namespace ExampleMod {
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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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public class SitDownOnGrassAction : MultiAction {
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public SitDownOnGrassAction(ActionType type, ActionInfo info) : base(type, info) {
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}
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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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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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protected override void AndThenUpdate(GameTime time, TimeSpan passedInGame, GameSpeed speed) {
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base.AndThenUpdate(time, passedInGame, speed);
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// this method gets called every update frame while the action is active
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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.SittingLegsClose;
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// restore need and lower emotions
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this.Person.RestoreNeed(NeedType.Energy, 0.5F, speed);
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this.Person.LowerEmotion(EmotionType.Uncomfortable, 0.0001F, speed);
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}
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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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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, 1, TimeSpan.FromHours(1));
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}
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}
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}
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}
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