using System; using System.Collections.Generic; using System.Linq; using System.Runtime.Serialization; using ExtremelySimpleLogger; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using MLEM.Data; using MLEM.Data.Content; using MLEM.Textures; using MLEM.Ui; using MLEM.Ui.Elements; using TinyLife; using TinyLife.Actions; using TinyLife.Emotions; using TinyLife.Mods; using TinyLife.Objects; using TinyLife.Utilities; using TinyLife.World; using Action = TinyLife.Actions.Action; namespace ExampleMod; 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 ExampleOptions Options { get; private set; } public static EmotionModifier GrassSittingModifier { 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[new Point(0, 0)]; public override string IssueTrackerUrl => "https://github.com/Ellpeck/TinyLifeExampleMod/issues"; public override string TestedVersionRange => "[0.43.0,0.43.1]"; private Dictionary customTops; private Dictionary customHairs; private Dictionary customBottoms; private Dictionary uiTextures; private Dictionary wallpaperTextures; private Dictionary tileTextures; public override void Initialize(Logger logger, RawContentManager content, RuntimeTexturePacker texturePacker, ModInfo info) { ExampleMod.Logger = logger; 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 // additionally, we pad all texture regions by 1 pixel, so that rounding errors during rendering don't cause visual artifacts texturePacker.Add(new UniformTextureAtlas(content.Load("CustomTops"), 4, 11), r => this.customTops = r, 1, true); texturePacker.Add(new UniformTextureAtlas(content.Load("CustomHairs"), 4, 5), r => this.customHairs = r, 1, true); texturePacker.Add(new UniformTextureAtlas(content.Load("CustomBottomsShoes"), 8, 6), r => this.customBottoms = r, 1, true); texturePacker.Add(new UniformTextureAtlas(content.Load("UiTextures"), 8, 8), r => this.uiTextures = r, 1, true); texturePacker.Add(new UniformTextureAtlas(content.Load("Tiles"), 4, 2), r => this.tileTextures = r, 1, true); // wallpaper textures require special treatment to work with openings, the x and y values are passed to the UniformTextureAtlas constructor WallMode.ApplyMasks(content.Load("Wallpapers"), 4, 5, texturePacker, r => this.wallpaperTextures = r); } public override void AddGameContent(GameImpl game, ModInfo info) { // 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(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 ObjectSpots = ObjectSpot.TableSpots(new Point(1, 1)).ToArray() }); // adding custom clothing var darkShirt = new Clothes("ExampleMod.DarkShirt", ClothesLayer.Shirt, // the top left in-world region // additional regions will be auto-gathered from the atlas according to the rules described in https://docs.tinylifegame.com/articles/creating_textures.html this.customTops, new Point(0, 0), // the price 100, // the clothes item's use cases ClothesIntention.Everyday | ClothesIntention.Workout, // the clothes item's style preferences, which influence randomly generated tinies slightly // neutral style preferences have the same chance to be picked for all tinies, others have a 25% chance for mismatched preferences StylePreference.Neutral, // the clothes item's color scheme // if the item should have multiple layers, multiple color schemes can be supplied here (see docs above) ColorScheme.WarmDark ) {Icon = this.Icon}; Clothes.Register(darkShirt); // adding some more custom clothing Clothes.Register(new Clothes("ExampleMod.PastelPants", ClothesLayer.Pants, this.customBottoms, new Point(4, 0), 100, ClothesIntention.Everyday, StylePreference.Neutral, ColorScheme.Pastel) {Icon = this.Icon}); Clothes.Register(new Clothes("ExampleMod.PastelShoes", ClothesLayer.Shoes, this.customBottoms, new Point(0, 0), 100, ClothesIntention.Everyday, StylePreference.Neutral, ColorScheme.Pastel) {Icon = this.Icon}); Clothes.Register(new Clothes("ExampleMod.WeirdHair", ClothesLayer.Hair, this.customHairs, new Point(0, 0), 0, ClothesIntention.None, StylePreference.Neutral, ColorScheme.Modern) {Icon = this.Icon}); // 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.Clothes.TryGetValue(ClothesLayer.Shirt, out var shirt) && shirt.Type == darkShirt) s *= ExampleMod.Options.DarkShirtSpeedIncrease; }; } }; // 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(ExampleGrassSitAction)) { // we set this action to be executable only on grass tiles, not on other ground CanExecute = (actionInfo, _) => { if (!actionInfo.GoalMap.IsInBounds(actionInfo.ActionLocation.ToPoint())) return CanExecuteResult.Hidden; var tile = actionInfo.GoalMap.GetTile(actionInfo.ActionLocation.ToPoint(), (int) actionInfo.ActionFloor); // hidden means the action won't be displayed in the ring menu, Valid means the player (or AI) is able to enqueue and execute it return tile.Name.StartsWith("Grass") ? CanExecuteResult.Valid : CanExecuteResult.Hidden; }, Ai = { // we allow the action to be done even if the solved needs aren't low enough on a person CanDoRandomly = true, // the solved needs indicate when the AI should mark this action as important, they don't actually have to match the action's behavior SolvedNeeds = [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[new Point(1, 0)] }); // we use this emotion modifier in SitDownOnGrassAction ExampleMod.GrassSittingModifier = EmotionModifier.Register( new EmotionModifier("ExampleMod.GrassSitting", this.uiTextures[new Point(1, 0)], EmotionType.Happy)); // adding a custom wallpaper (we're using the top left texture region, which is why we pass 0, 0 as the texture coordinate) Wallpaper.Register("ExampleMod.CrossedWallpaper", 15, this.wallpaperTextures, new Point(0, 0), ColorScheme.Modern, this.Icon); // adding a custom tile Tile.Register("ExampleMod.CustomTile", 8, this.tileTextures, new Point(0, 0), ColorScheme.Bricks, icon: this.Icon); } public override IEnumerable GetCustomFurnitureTextures(ModInfo info) { // 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"; } // this method can be overridden to populate the section in the mod tab of the game's options menu where this mod's options should be displayed // this mod uses the ModOptions class to manage its options, though that is optional // in general, options should be stored in the ModInfo.OptionsFile file that is given to the mod by the game public override void PopulateOptions(Group group, ModInfo info) { group.AddChild(new Paragraph(Anchor.AutoLeft, 1, _ => $"{Localization.Get(LnCategory.Ui, "ExampleMod.DarkShirtSpeedOption")}: {ExampleMod.Options.DarkShirtSpeedIncrease}")); group.AddChild(new Slider(Anchor.AutoLeft, new Vector2(1, 10), 5, 5) { CurrentValue = ExampleMod.Options.DarkShirtSpeedIncrease, OnValueChanged = (_, v) => ExampleMod.Options.DarkShirtSpeedIncrease = v }); group.OnRemovedFromUi += _ => info.SaveOptions(ExampleMod.Options); } } // 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, float floor) : base(id, type, colors, map, pos, floor) { this.TestValue = Furniture.Random.NextSingle(); } }