mirror of
https://github.com/Ellpeck/TinyLifeExampleMod.git
synced 2024-11-27 22:18:35 +01:00
221 lines
12 KiB
C#
221 lines
12 KiB
C#
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 => "[0.38.0, 0.38.3]";
|
|
|
|
private Dictionary<Point, TextureRegion> customTops;
|
|
private Dictionary<Point, TextureRegion> customHairs;
|
|
private Dictionary<Point, TextureRegion> customBottoms;
|
|
private Dictionary<Point, TextureRegion> uiTextures;
|
|
private Dictionary<Point, TextureRegion> wallpaperTextures;
|
|
private Dictionary<Point, TextureRegion> 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<Texture2D>("CustomTops"), 4, 11), r => this.customTops = r, 1, true);
|
|
texturePacker.Add(new UniformTextureAtlas(content.Load<Texture2D>("CustomHairs"), 4, 5), r => this.customHairs = r, 1, true);
|
|
texturePacker.Add(new UniformTextureAtlas(content.Load<Texture2D>("CustomBottomsShoes"), 8, 6), r => this.customBottoms = r, 1, true);
|
|
texturePacker.Add(new UniformTextureAtlas(content.Load<Texture2D>("UiTextures"), 8, 8), r => this.uiTextures = r, 1, true);
|
|
texturePacker.Add(new UniformTextureAtlas(content.Load<Texture2D>("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<Texture2D>("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<string> 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;
|
|
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<Action> CreateFirstActions() {
|
|
// we want to walk to the location clicked, so we use the current action info
|
|
yield return ActionType.GoHere.Construct<Action>(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();
|
|
}
|
|
|
|
}
|