mirror of
https://github.com/Ellpeck/TinyLifeExampleMod.git
synced 2024-11-22 03:53:29 +01:00
(maybe??) condense the example mod into a single file
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22e2dd39a2
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4 changed files with 66 additions and 104 deletions
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@ -1,5 +1,7 @@
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using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Linq;
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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 ExtremelySimpleLogger;
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using MLEM.Data;
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using MLEM.Data;
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using MLEM.Data.Content;
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using MLEM.Data.Content;
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@ -13,6 +15,7 @@ using TinyLife.Mods;
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using TinyLife.Objects;
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using TinyLife.Objects;
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using TinyLife.Utilities;
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using TinyLife.Utilities;
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using TinyLife.World;
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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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namespace ExampleMod;
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@ -20,7 +23,7 @@ public class ExampleMod : Mod {
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// the logger that we can use to log info about this mod
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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 Logger Logger { get; private set; }
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public static ExampleModOptions Options { 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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public static EmotionModifier GrassSittingModifier { get; private set; }
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@ -40,7 +43,7 @@ public class ExampleMod : Mod {
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FurnitureType.Register(new FurnitureType.TypeSettings("ExampleMod.CustomTable", new Point(1, 1), ObjectCategory.Table, 150, ColorScheme.SimpleWood) {
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FurnitureType.Register(new FurnitureType.TypeSettings("ExampleMod.CustomTable", new Point(1, 1), ObjectCategory.Table, 150, ColorScheme.SimpleWood) {
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// specify the type that should be constructed when this furniture type is placed
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// 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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// 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(ExampleModTable),
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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
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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
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Icon = this.Icon,
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Icon = this.Icon,
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// allow chairs and plates to be slotted into and onto the table
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// allow chairs and plates to be slotted into and onto the table
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@ -78,7 +81,7 @@ public class ExampleMod : Mod {
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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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// 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(ExampleModGrassSitAction)) {
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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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// 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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CanExecute = (actionInfo, _) => {
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if (!actionInfo.Map.IsInBounds(actionInfo.ActionLocation.ToPoint()))
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if (!actionInfo.Map.IsInBounds(actionInfo.ActionLocation.ToPoint()))
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@ -109,7 +112,7 @@ public class ExampleMod : Mod {
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public override void Initialize(Logger logger, RawContentManager content, RuntimeTexturePacker texturePacker, ModInfo info) {
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public override void Initialize(Logger logger, RawContentManager content, RuntimeTexturePacker texturePacker, ModInfo info) {
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ExampleMod.Logger = logger;
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ExampleMod.Logger = logger;
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ExampleMod.Options = info.LoadOptions(() => new ExampleModOptions());
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ExampleMod.Options = info.LoadOptions(() => new ExampleOptions());
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// loads a texture atlas with the given amount of separate texture regions in the x and y axes
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// loads a texture atlas with the given amount of separate texture regions in the x and y axes
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// we submit it to the texture packer to increase rendering performance. The callback is invoked once packing is completed
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// we submit it to the texture packer to increase rendering performance. The callback is invoked once packing is completed
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@ -145,3 +148,62 @@ public class ExampleMod : Mod {
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}
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}
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}
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}
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// these options are saved and loaded in ExampleMod
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public class ExampleOptions {
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public float DarkShirtSpeedIncrease = 2;
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}
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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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// see ExampleTable for information on how to store custom action-specific information to disk as well
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public class ExampleGrassSitAction : MultiAction {
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public ExampleGrassSitAction(ActionType type, ActionInfo info) : base(type, info) {}
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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<Action>(this.Info);
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}
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protected override void AndThenUpdate(GameTime time, TimeSpan passedInGame, float speedMultiplier) {
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base.AndThenUpdate(time, passedInGame, speedMultiplier);
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// set our person to look like they're sitting on the ground
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this.Person.CurrentPose = Pose.SittingGround;
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// restore need and lower emotions
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this.Person.RestoreNeed(NeedType.Energy, 0.5F, this.Info, speedMultiplier);
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this.Person.LowerEmotion(EmotionType.Uncomfortable, 0.0001F, speedMultiplier);
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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.CompleteIfTimeUp(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, 2, TimeSpan.FromHours(1), this.Type);
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}
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}
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}
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// note that having a custom class for a furniture item like this is entirely optional
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// but it allows for additional functionalities as displayed in this example
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public class ExampleTable : Furniture {
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// anything whose base classes have the DataContract attribute automatically gets saved and loaded to and from disk
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// this means that you can add custom DataMember members to have them saved and loaded
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[DataMember]
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public float TestValue;
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public ExampleTable(Guid id, FurnitureType type, int[] colors, Map map, Vector2 pos) : base(id, type, colors, map, pos) {
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this.TestValue = Furniture.Random.NextSingle();
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}
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}
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@ -1,55 +0,0 @@
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using System;
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using System.Collections.Generic;
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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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// see CustomTable for information on how to store custom action-specific information to disk as well
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public class ExampleModGrassSitAction : MultiAction {
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public ExampleModGrassSitAction(ActionType type, ActionInfo info) : base(type, info) {}
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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<Action>(this.Info);
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// if multiple things should be done before starting this action, they can all be returned here
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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, float speedMultiplier) {
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base.AndThenUpdate(time, passedInGame, speedMultiplier);
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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 = Pose.SittingGround;
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// restore need and lower emotions
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this.Person.RestoreNeed(NeedType.Energy, 0.5F, this.Info, speedMultiplier);
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this.Person.LowerEmotion(EmotionType.Uncomfortable, 0.0001F, speedMultiplier);
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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.CompleteIfTimeUp(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, 2, TimeSpan.FromHours(1), this.Type);
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}
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}
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}
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@ -1,8 +0,0 @@
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namespace ExampleMod;
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// these options are saved and loaded in ExampleMod
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public class ExampleModOptions {
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public float DarkShirtSpeedIncrease = 2;
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}
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@ -1,37 +0,0 @@
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using System;
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using System.Runtime.Serialization;
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using TinyLife.Objects;
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using TinyLife.World;
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namespace ExampleMod;
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// note that having a custom class for a furniture item like this is entirely optional
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// but it allows for additional functionalities as displayed in this example
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public class ExampleModTable : Furniture {
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// anything whose base classes have the DataContract attribute automatically gets saved and loaded to and from disk
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// this means that you can add custom DataMember members to have them saved and loaded
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[DataMember]
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public float TestValue;
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public ExampleModTable(Guid id, FurnitureType type, int[] colors, Map map, Vector2 pos) : base(id, type, colors, map, pos) {
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this.TestValue = Furniture.Random.NextSingle();
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}
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public override void OnAdded() {
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base.OnAdded();
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ExampleMod.Logger.Info("The custom table was added at " + this.Position);
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}
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public override void OnRemoved() {
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base.OnRemoved();
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ExampleMod.Logger.Info("The custom table was removed from " + this.Position);
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}
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// validate is called when this object is loaded from disk
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// returning false causes the object to be marked as invalid and removed
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public override bool Validate() {
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return base.Validate() && this.TestValue <= 1;
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}
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}
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