Difference between revisions of "Modding Tutorials/Custom Comp Classes"

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m
(duplicate comps can cause problems :p)
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'''To do'''
 
'''To do'''
  
 +
=== Cautions, traps, etc ===
 +
If you have the same comp in an abstract def and attempt to redefine it in a child def, it will get counted twice.  It's possible to get around this in the code, if you want to have default comps:
 +
 +
  public class MyLinkedCompThing : ThingComp
 +
  {
 +
    public string myCustomCompProperty //etc
 +
   
 +
    public override void Initialize (CompProperties props) {
 +
      base.Initialize(props);
 +
      // Remove duplicate entries and ensure the last entry is the only one left
 +
      //  This allows a default abstract def with the comp
 +
      //  and child def to change the comp value:
 +
      CompDeepStorage[] list = this.parent.GetComps<CompDeepStorage>().ToArray();
 +
      // Remove everything but the last entry; harmless if only one entry:
 +
      for (var i = 0; i < list.Length-1; i++)
 +
      {
 +
        this.parent.AllComps.Remove(list[i]);
 +
      }
 +
    }
 +
 
 +
  ///etc
 +
  }
  
 
[[Category:Modding tutorials]][[Category:Modding]][[Category:Defs]]
 
[[Category:Modding tutorials]][[Category:Modding]][[Category:Defs]]

Revision as of 19:37, 29 November 2018

Creating a custom comp class is a convenient way to add new functionality to RimWorld.

Prerequisites

def (xml) and C# structure

Setup, Defs, and Classes

You will have some custom def and it will have something like this:

Defs (xml)

 <ThingDef ...>
   ...
   ...
   <comps>
     <li Class="MyNamespace.MyCompProperties">
       <myCustomCompProperty>some value</myCustomCompProperty>
       <mySecondCompProp>4</mySecondCompProp>
     </li>
     <li>
       <!-- this is kind of like <tag>MN.MyCustomTag</tag>:-->
       <compClass>MyNamespace.MyCustomThingComp</compClass>
     </li>
   </comps>
 </ThingDef>

C#

 namespace MyNamespace // For example, LWM.ModName - by using your 
                         //   handle/name/etc, you almost certainly guarantee uniqueness
 {
 //////////// <<nowiki>li</nowiki Class="MyNamespace.MyCompProperties"> ////////////
 public class MyCompProperties : CompProperties // Name this as you wish, of course
 {
   public Properties() {
     this.compClass = typeof(MyNamespace.MyLinkedCompThing); // rename as appropriate
   }
   public string myCustomCompProperty; // Name matches def, of course
   public int mySecondCompProp = 1; // Can set default values
 }
 
 // this ThingComp is used to actually access the comp property defined above
 // this is not "<compClass>MyNamespace.MyCustomThingComp</compClass>"
 public class MyLinkedCompThing : ThingComp
 {
   public string myCustomCompProperty
   {
     get
     {
       return ((MyCompProperties)this.props).myCustomCompProperty;
     }
   }
   public int mySecondCompProperty // Have to get all the names right
   { get  { return ((MyCompProperties)this.props).mySecondCompProperty; } } //etc
 }
 //////////// <compClass>MyNamespace.MyCustomThingComp</compClass> ////////////
 public class MyCustomThingComp : ThingComp
 {
   public override void CompTick()
   {
     // do stuff
   }
   public override void CompTickRare() //etc
   public override ... // Check out Verse/ThingComp.cs for more ideas
 }
 } // end MyNamespace

Accessing your Comps

Just setting up your custom comps doesn't do you a lot of good if you can't access them!

To do

Cautions, traps, etc

If you have the same comp in an abstract def and attempt to redefine it in a child def, it will get counted twice. It's possible to get around this in the code, if you want to have default comps:

 public class MyLinkedCompThing : ThingComp
 {
   public string myCustomCompProperty //etc
   
   public override void Initialize (CompProperties props) {
     base.Initialize(props);
     // Remove duplicate entries and ensure the last entry is the only one left
     //   This allows a default abstract def with the comp
     //   and child def to change the comp value:
     CompDeepStorage[] list = this.parent.GetComps<CompDeepStorage>().ToArray();
     // Remove everything but the last entry; harmless if only one entry:
     for (var i = 0; i < list.Length-1; i++)
     {
       this.parent.AllComps.Remove(list[i]);
     }
   }
 
 ///etc
 }