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→‎Custom map actions: mark as migrated and reduce to summary.
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===Custom map actions===
 
===Custom map actions===
{{/doc status|[[Modding:Maps]]|done=false}}
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{{/doc status|[[Modding:Maps#Custom_Actions]]|done=true}}
    
C# mods can now handle custom <samp>Action</samp> & <samp>TouchAction</samp> [[Modding:Maps|map properties]] by calling <samp>GameLocation.RegisterTileAction</samp> & <samp>RegisterTouchAction</samp>, and passing a callback which receives the location, map property arguments, player who activated it, and tile position.
 
C# mods can now handle custom <samp>Action</samp> & <samp>TouchAction</samp> [[Modding:Maps|map properties]] by calling <samp>GameLocation.RegisterTileAction</samp> & <samp>RegisterTouchAction</samp>, and passing a callback which receives the location, map property arguments, player who activated it, and tile position.
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For example, let's say you want a locked gate which needs a custom key item. You can add a regular <code>TouchAction Example.ModId_UnlockGate</code> map property (e.g. by adding it directly in the map file, or using [[Modding:Content Patcher|Content Patcher]]'s <samp>EditMap</samp>, or using the [[Modding:Modder Guide/APIs/Content|content API]]). Then you can just handle the logic from your C# mod:
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For example, let's say you want a locked gate which needs a custom key item. You can add a regular <code>TouchAction Example.ModId_UnlockGate</code> map property (e.g. by adding it directly in the map file, or using [[Modding:Content Patcher|Content Patcher]]'s <samp>EditMap</samp>, or using the [[Modding:Modder Guide/APIs/Content|content API]]). Then you can just handle the logic from your C# mod. See the updated docs for an example.
<syntaxhighlight lang="c#">
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internal class ModEntry : Mod
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{
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    /// <inheritdoc />
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    public override void Entry(IModHelper helper)
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    {
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        GameLocation.RegisterTouchAction("Example.ModId_UnlockGate", this.HandleUnlockGate);
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    }
     −
    private void HandleUnlockGate(GameLocation location, string[] args, Farmer player, Vector2 tile)
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As another example, let's say you want the gate to unlock when the player presses the action key. You can add a regular <code>Action Example.ModId_UnlockGate</code> map property (e.g. by adding it directly in the map file, or using [[Modding:Content Patcher|Content Patcher]]'s <samp>EditMap</samp>, or using the [[Modding:Modder Guide/APIs/Content|content API]]). Then you can just handle the logic from your C# mod. See the updated docs for an example.
    {
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        const string mailFlag = "Example.ModId_GateUnlocked";
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        const string keyId = "Example.ModId_GateKey";
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        // unlock gate if locked
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        if (!player.mailReceived.Contains(mailFlag))
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        {
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            if (!Game1.player.Items.ContainsId(id, count))
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            {
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                Game1.activeClickableMenu = new DialogueBox("This gate is locked. I wonder where the key is?");
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                return;
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            }
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            player.removeFirstOfThisItemFromInventory(keyId);
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            player.mailReceived.Add(mailFlag);
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        }
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        // apply open-gate map edit
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        // NOTE: this is a quick example which changes the location's current map. If another mod reloads the map
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        // (e.g. a content pack editing it), the change will be lost. For persistent changes, you should use the
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        // AssetRequested event to apply the change when the map is reloaded.
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        IAssetDataForMap mapHelper = this.Helper.GameContent.GetPatchHelper(location.map).AsMap();
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        mapHelper.PatchMap(
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            this.Helper.Content.Load<Map>("assets/unlocked-gate.tmx"),
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            targetArea: new Rectangle((int)tile.X - 1, (int)tile.Y - 1, 2, 2)
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        );
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    }
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}
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</syntaxhighlight>
  −
 
  −
As another example, let's say you want the gate to unlock when the player presses the action key. You can add a regular <code>Action Example.ModId_UnlockGate</code> map property (e.g. by adding it directly in the map file, or using [[Modding:Content Patcher|Content Patcher]]'s <samp>EditMap</samp>, or using the [[Modding:Modder Guide/APIs/Content|content API]]). Then you can just handle the logic from your C# mod:
  −
<syntaxhighlight lang="c#">
  −
internal class ModEntry : Mod
  −
{
  −
    /// <inheritdoc />
  −
    public override void Entry(IModHelper helper)
  −
    {
  −
        GameLocation.RegisterTileAction("Example.ModId_UnlockGate", this.HandleUnlockGate);
  −
    }
  −
 
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    private bool HandleUnlockGate(GameLocation location, string[] args, Farmer player, Microsoft.Xna.Framework.Point point)
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    {
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        const string mailFlag = "Example.ModId_GateUnlocked";
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        const string keyId = "Example.ModId_GateKey";
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        // unlock gate if locked
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        if (!player.mailReceived.Contains(mailFlag))
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        {
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            if (!Game1.player.Items.ContainsId(id, count))
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            {
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                Game1.activeClickableMenu = new DialogueBox("This gate is locked. I wonder where the key is?");
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                return false;
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            }
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            player.removeFirstOfThisItemFromInventory(keyId);
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            player.mailReceived.Add(mailFlag);
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        }
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        // apply open-gate map edit
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        // NOTE: this is a quick example which changes the location's current map. If another mod reloads the map
  −
        // (e.g. a content pack editing it), the change will be lost. For persistent changes, you should use the
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        // AssetRequested event to apply the change when the map is reloaded.
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        IAssetDataForMap mapHelper = this.Helper.GameContent.GetPatchHelper(location.map).AsMap();
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        mapHelper.PatchMap(
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            this.Helper.Content.Load<Map>("assets/unlocked-gate.tmx"),
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            targetArea: new Rectangle((int)point.X - 1, (int)point.Y - 1, 2, 2)
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        );
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        return true;
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    }
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}
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</syntaxhighlight>
      
===Custom map layers===
 
===Custom map layers===
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