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add layers and custom actions info from Modding:Migrate to Stardew Valley 1.6 (main author Pathoschild, with example code fixes by ApryllForeve)
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[[File:MapLayers.png]]
 
[[File:MapLayers.png]]
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<li>You can add any number of map layers by suffixing a vanilla layer name (i.e. <samp>Back</samp>, <samp>Buildings</samp>, <samp>Front</samp>, or <samp>AlwaysFront</samp>) with an offset. For example, <samp>Back-1</samp> will be drawn before/under <samp>Back</samp>, and <samp>Back2</samp> will be drawn after/over it. You can increment the number to add more layers.
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This only affects layer rendering. Tile properties must still be set on the original layers.</li>
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<li>(Using Tiled) There are 2 different types of layers along with the 5 main layers, Objects Layer (cloud-like icon) and Tile Layer (grid icon). The Tile Layer is where you make map edits (placing and removing tiles) and the Objects Layers is where you add and edit tile data. Your layers must match the ones above. Note that depending on the map, they may be missing a Paths or AlwaysFront layer</li>
 
<li>(Using Tiled) There are 2 different types of layers along with the 5 main layers, Objects Layer (cloud-like icon) and Tile Layer (grid icon). The Tile Layer is where you make map edits (placing and removing tiles) and the Objects Layers is where you add and edit tile data. Your layers must match the ones above. Note that depending on the map, they may be missing a Paths or AlwaysFront layer</li>
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<small>¹ Tile properties are handled throughout the codebase using <samp>GameLocation::doesTileHaveProperty</samp>. Actions and touch actions are handled by <samp>GameLocation::performAction</samp> and <samp>GameLocation::performTouchAction</samp> respectively. Emote IDs are listed as <samp>Character</samp> constants.</small><br />
 
<small>¹ Tile properties are handled throughout the codebase using <samp>GameLocation::doesTileHaveProperty</samp>. Actions and touch actions are handled by <samp>GameLocation::performAction</samp> and <samp>GameLocation::performTouchAction</samp> respectively. Emote IDs are listed as <samp>Character</samp> constants.</small><br />
 
<small>² The <samp>T</samp> value (short for ''true'') is conventional, but any non-empty value will work too.</small>
 
<small>² The <samp>T</samp> value (short for ''true'') is conventional, but any non-empty value will work too.</small>
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===Custom Actions===
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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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<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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    }
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    private void HandleUnlockGate(GameLocation location, string[] args, Farmer player, Vector2 tile)
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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;
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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>
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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:
 +
<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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    }
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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>
    
==Paths layer==
 
==Paths layer==
138

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