using System.Collections.Generic; using System.Linq; using ExtremelySimpleLogger; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; 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; 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 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[0, 0]; private UniformTextureAtlas customTops; private UniformTextureAtlas customHairs; private UniformTextureAtlas customBottoms; private UniformTextureAtlas uiTextures; 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(CustomTable), // 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, this.customTops[0, 0], // the top left in-world region (the rest will be auto-gathered from the atlas) 100, // the price ClothesIntention.Everyday | ClothesIntention.Workout, // the clothes item's use cases ColorScheme.WarmDark) {Icon = this.Icon}; Clothes.Register(darkShirt); // adding some more custom clothing Clothes.Register(new Clothes("ExampleMod.PastelPants", ClothesLayer.Pants, this.customBottoms[4, 0], 100, ClothesIntention.Everyday, ColorScheme.Pastel) {Icon = this.Icon}); Clothes.Register(new Clothes("ExampleMod.PastelShoes", ClothesLayer.Shoes, this.customBottoms[0, 0], 100, ClothesIntention.Everyday, ColorScheme.Pastel) {Icon = this.Icon}); Clothes.Register(new Clothes("ExampleMod.WeirdHair", ClothesLayer.Hair, this.customHairs[0, 0], 0, ClothesIntention.None, 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 *= 2; }; } }; // 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(SitDownOnGrassAction)) { // we set this action to be executable only on grass tiles, not on other ground CanExecute = (actionInfo, automatic) => { if (!actionInfo.Map.IsInBounds(actionInfo.ActionLocation.ToPoint())) return ActionType.CanExecuteResult.Hidden; var tile = actionInfo.Map.GetTile(actionInfo.ActionLocation.ToPoint()); // 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") ? ActionType.CanExecuteResult.Valid : ActionType.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 = new[] {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[1, 0] }); // we use this emotion modifier in SitDownOnGrassAction GrassSittingModifier = EmotionModifier.Register( new EmotionModifier("ExampleMod.GrassSitting", this.uiTextures[1, 0], EmotionType.Happy)); } public override void Initialize(Logger logger, RawContentManager content, RuntimeTexturePacker texturePacker, ModInfo info) { Logger = logger; // 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 texturePacker.Add(content.Load("CustomTops"), r => this.customTops = new UniformTextureAtlas(r, 4, 8)); texturePacker.Add(content.Load("CustomHairs"), r => this.customHairs = new UniformTextureAtlas(r, 4, 6)); texturePacker.Add(content.Load("CustomBottomsShoes"), r => this.customBottoms = new UniformTextureAtlas(r, 8, 6)); texturePacker.Add(content.Load("UiTextures"), r => this.uiTextures = new UniformTextureAtlas(r, 8, 8)); } 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"; } }