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107 lines
6 KiB
Markdown
107 lines
6 KiB
Markdown
# Sample Code for Modders
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This page collects various sample code snippets intended to help modders get started with more complex pieces of code like furniture that produces light, social actions, and more.
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If you'd like for more examples of specific content pieces to be added to this list, don't hesitate to [ask on the Discord](https://link.tinylifegame.com/discordweb) or [open an issue](https://github.com/Ellpeck/TinyLifeWeb/issues) about it.
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**Please note that, due to the game being closed source, the code displayed here is only intended as an example and not meant to be copied directly.**
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## Furniture
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### Furniture With Light
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The Sleek Floor Lamp item's code:
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```cs
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public static readonly FurnitureType SimpleLamp = FurnitureType.Register(new TypeSettings("SimpleLamp", new Point(1, 1), ObjectCategory.Lamp, 80, ColorScheme.Grays, ColorScheme.MutedPastels) {
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ElectricityRating = 1,
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LightSettings = {
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CreateLights = f => [
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new Light(f.Map, f.Position, f.Floor, Light.CircleTexture, new Vector2(6, 8), Color.LightYellow) {
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VisualWorldOffset = new Vector2(0.5F)
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}
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]
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}
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});
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```
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The Paper Lantern Fairy Lights item's code, which is a bit more complex since they're attached to walls:
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```cs
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public static readonly FurnitureType BulbFairyLights = FurnitureType.Register(new TypeSettings("BulbFairyLights", new Point(1, 1), ObjectCategory.Lamp | ObjectCategory.WallHanging | ObjectCategory.NonColliding | ObjectCategory.CanCoverWindow, 25, ColorScheme.White) {
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DecorativeRating = _ => 1,
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Tab = Tab.Decoration | Tab.Lighting,
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LightSettings = {
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CreateLights = f => f.AttachedWall == null ? [] : [
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new Light(f.Map, f.Position, f.Floor, Light.CircleTexture, new Vector2(1), Color.LightGoldenrodYellow) {
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PositionOffset = WallLike.GetCenterBottomPos(f.AttachedWall.Positions[0], f.AttachedWall.Positions[1]) - f.Position,
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VisualWorldOffset = new Vector2(1.6F),
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Rotation = MathHelper.ToRadians(25 * (WallLike.IsVerticalForCamera(WallLike.IsVertical(f.AttachedWall.Positions[0], f.AttachedWall.Positions[1])) ? -1 : 1))
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}
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]
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}
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});
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```
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## Actions
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### Simple Social Actions (Talk Actions)
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The `TalkAction` class supplies a set of factory methods that allow easily creating social actions between Tinies which generally only involve talking and have a chance to succeed or fail, yielding friendship or romance gains or losses in return.
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This is the most basic social action in the game, the Chat action:
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```cs
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public static readonly ActionType Talk = ActionType.Register(TalkAction.Create("Friendly/Talk", _ => 90, new TalkSettings {
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GoBadlyChance = _ => 0.01F, TalkMinutes = 10, FriendshipGain = _ => 1600,
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EmoteCategory = EmoteCategory.General, SpeakStyle = SpeakStyle.Neutral | SpeakStyle.Happy | SpeakStyle.Questioning
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}));
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```
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Here is an example of a more complex talk action:
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```cs
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public static readonly ActionType AskAboutParenting = ActionType.Register(TalkAction.Create("Friendly/AskAboutParenting", _ => 50, new TalkSettings {
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FriendshipGain = _ => 3000, GoBadlyChance = _ => 0.02F, TalkMinutes = 15,
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EmoteCategory = EmoteCategory.General | EmoteCategory.Travel, SpeakStyle = SpeakStyle.Questioning | SpeakStyle.Confused | SpeakStyle.Scared,
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PartnerSpeakStyle = SpeakStyle.Confident | SpeakStyle.Affirmative | SpeakStyle.Happy | SpeakStyle.Neutral,
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Settings = {
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RequiredAges = AgeGroup.AdultOrOlder, RequiredPartnerAges = AgeGroup.AdultOrOlder,
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CanExecute = (i, _) => ActionType.Partner(i)?.Relationships.Any(r => r.Genealogy == GenealogyType.Parent) == true ? CanExecuteResult.Valid : CanExecuteResult.Hidden
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}
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}));
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```
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## Life Goals (and Daily Tasks for Jobs)
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Here are some examples of how the `GoalSet` system can be used:
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```cs
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// execute the research business plans action for half an hour
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AutoGoalInfo.Timed<Action>("ResearchBusinessPlans", TimeSpan.FromMinutes(30), a => a.Type == ActionType.ResearchBusinessPlans, GoalTrigger.ActionUpdate)
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// complete the read action 10 times
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AutoGoalInfo.Amount<ReadAction>("Read10Times", 10, triggers: GoalTrigger.ActionCompleted))
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// talk to 10 distinct people
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AutoGoalInfo.Distinct<TalkAction>("TalkTo10People", 10, a => a.Partner.Id.ToString(), triggers: GoalTrigger.ActionCompleted)
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// earning tb3000 in any way
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AutoGoalInfo.Amount<object>("Earn3000TinyBucks", 3000, triggers: GoalTrigger.EarnMoney)
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// earning money through creating the painting furniture specifically
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AutoGoalInfo.Amount<Painting>("Earn1000FromPaintings", 1000, triggers: GoalTrigger.EarnMoney)
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// earning money through a book project specifically
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AutoGoalInfo.Conditioned<Project>("EarnRoyalties10Books", p => p.Person.Projects.Count(pr => pr.Type == "Book" && pr.DailyPay > 0) >= 10, GoalTrigger.EarnMoney)
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```
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Here is the full code for the game's Household Hero life goal as a reference:
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```cs
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public static readonly LifeGoal HouseholdHero = LifeGoal.Register(new LifeGoal("HouseholdHero", PersonalityType.HouseholdHero,
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new GoalSetInfo(
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AutoGoalInfo.Amount<Action>("Clean5Objects", 5, a => a.Type == ActionType.Clean || a.Type == ActionType.CleanDish, GoalTrigger.ActionCompleted),
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AutoGoalInfo.Conditioned<Person>("CleaningLevel3", p => p.HasSkillLevel(SkillType.Cleaning, 3), GoalTrigger.PersonUpdate)),
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new GoalSetInfo(
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AutoGoalInfo.Amount<RepairAction>("Repair3Objects", 3, triggers: GoalTrigger.ActionCompleted),
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AutoGoalInfo.Conditioned<Person>("RepairLevel5", p => p.HasSkillLevel(SkillType.Repair, 5), GoalTrigger.PersonUpdate)),
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new GoalSetInfo(
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AutoGoalInfo.Conditioned<Person>("CleaningLevel5", p => p.HasSkillLevel(SkillType.Cleaning, 5), GoalTrigger.PersonUpdate),
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AutoGoalInfo.Conditioned<Person>("RepairLevel10", p => p.HasSkillLevel(SkillType.Repair, 10), GoalTrigger.PersonUpdate))) {
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AllowedAges = AgeGroup.OlderThanChild
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});
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});
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```
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For more info on goal sets and how they can be used for life goals and job daily tasks, see [this Discord discussion](https://discord.com/channels/181435613147430913/981562300592947220/1281723775586406411).
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