From 9c78aabbdaca1d03bce6253f2d47c42ba3be1a0d Mon Sep 17 00:00:00 2001 From: Ellpeck Date: Wed, 10 May 2023 23:45:59 +0200 Subject: [PATCH] (maybe??) condense the example mod into a single file --- ExampleMod.cs | 70 ++++++++++++++++++++++++++++++++++--- ExampleModGrassSitAction.cs | 55 ----------------------------- ExampleModOptions.cs | 8 ----- ExampleModTable.cs | 37 -------------------- 4 files changed, 66 insertions(+), 104 deletions(-) delete mode 100644 ExampleModGrassSitAction.cs delete mode 100644 ExampleModOptions.cs delete mode 100644 ExampleModTable.cs diff --git a/ExampleMod.cs b/ExampleMod.cs index 737c5a0..f0a5408 100644 --- a/ExampleMod.cs +++ b/ExampleMod.cs @@ -1,5 +1,7 @@ +using System; using System.Collections.Generic; using System.Linq; +using System.Runtime.Serialization; using ExtremelySimpleLogger; using MLEM.Data; using MLEM.Data.Content; @@ -13,6 +15,7 @@ using TinyLife.Mods; using TinyLife.Objects; using TinyLife.Utilities; using TinyLife.World; +using Action = TinyLife.Actions.Action; namespace ExampleMod; @@ -20,7 +23,7 @@ public class ExampleMod : Mod { // the logger that we can use to log info about this mod public static Logger Logger { get; private set; } - public static ExampleModOptions Options { get; private set; } + public static ExampleOptions Options { get; private set; } public static EmotionModifier GrassSittingModifier { get; private set; } @@ -40,7 +43,7 @@ public class ExampleMod : Mod { 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(ExampleModTable), + ConstructedType = typeof(ExampleTable), // 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 @@ -78,7 +81,7 @@ public class ExampleMod : Mod { }; // 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(ExampleModGrassSitAction)) { + ActionType.Register(new ActionType.TypeSettings("ExampleMod.SitOnGrass", ObjectCategory.Ground, typeof(ExampleGrassSitAction)) { // we set this action to be executable only on grass tiles, not on other ground CanExecute = (actionInfo, _) => { if (!actionInfo.Map.IsInBounds(actionInfo.ActionLocation.ToPoint())) @@ -109,7 +112,7 @@ public class ExampleMod : Mod { public override void Initialize(Logger logger, RawContentManager content, RuntimeTexturePacker texturePacker, ModInfo info) { ExampleMod.Logger = logger; - ExampleMod.Options = info.LoadOptions(() => new ExampleModOptions()); + 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 @@ -145,3 +148,62 @@ public class ExampleMod : Mod { } } + +// 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 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 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; + + public ExampleTable(Guid id, FurnitureType type, int[] colors, Map map, Vector2 pos) : base(id, type, colors, map, pos) { + this.TestValue = Furniture.Random.NextSingle(); + } + +} diff --git a/ExampleModGrassSitAction.cs b/ExampleModGrassSitAction.cs deleted file mode 100644 index 9ebbacc..0000000 --- a/ExampleModGrassSitAction.cs +++ /dev/null @@ -1,55 +0,0 @@ -using System; -using System.Collections.Generic; -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 -// see CustomTable for information on how to store custom action-specific information to disk as well -public class ExampleModGrassSitAction : MultiAction { - - public ExampleModGrassSitAction(ActionType type, ActionInfo info) : base(type, info) {} - - protected override IEnumerable CreateFirstActions() { - // we want to walk to the location clicked, so we use the current action info - yield return ActionType.GoHere.Construct(this.Info); - - // if multiple things should be done before starting this action, they can all be returned here - } - - 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 = 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); - } - } - -} diff --git a/ExampleModOptions.cs b/ExampleModOptions.cs deleted file mode 100644 index cb2403e..0000000 --- a/ExampleModOptions.cs +++ /dev/null @@ -1,8 +0,0 @@ -namespace ExampleMod; - -// these options are saved and loaded in ExampleMod -public class ExampleModOptions { - - public float DarkShirtSpeedIncrease = 2; - -} diff --git a/ExampleModTable.cs b/ExampleModTable.cs deleted file mode 100644 index 2f9aebf..0000000 --- a/ExampleModTable.cs +++ /dev/null @@ -1,37 +0,0 @@ -using System; -using System.Runtime.Serialization; -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 ExampleModTable : 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; - - public ExampleModTable(Guid id, FurnitureType type, int[] colors, Map map, Vector2 pos) : base(id, type, colors, map, pos) { - this.TestValue = Furniture.Random.NextSingle(); - } - - public override void OnAdded() { - base.OnAdded(); - ExampleMod.Logger.Info("The custom table was added at " + this.Position); - } - - public override void OnRemoved() { - base.OnRemoved(); - ExampleMod.Logger.Info("The custom table was 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; - } - -}