Skip to content

Instantly share code, notes, and snippets.

@tenpn
tenpn / BooleanConsideration.cs
Created January 12, 2015 07:23
From DecisionFlex v1.1
// ******************************************************************************************
//
// DecisionFlex, (c) Andrew Fray 2015
//
// ******************************************************************************************
using UnityEngine;
using System;
namespace TenPN.DecisionFlex
{
@tenpn
tenpn / keybase.md
Created April 14, 2015 17:12
keybase.md

Keybase proof

I hereby claim:

  • I am tenpn on github.
  • I am tenpn (https://keybase.io/tenpn) on keybase.
  • I have a public key whose fingerprint is 17CD 731F C8B6 3FB1 A36E E0D1 757A DD2D 39AC 1E84

To claim this, I am signing this object:

npc_fisherman_recipe:
model: npc_fisherman
needsToBeCrafted:
recipe:
- [biome2_plant_ingredient, 2]
replacedBy: npc_fisherman
isAnNPC:
clickSpeech: NPCCrafting_npc_fisherman
tree:
model: special_treasure
harvestable:
for: players
reward: coins
canBeDepletedPerPlayer:
health: 1
@tenpn
tenpn / CustomSingleContextFactory.cs
Created November 22, 2017 10:33
fixed CustomSingleContextFactory
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using TenPN.DecisionFlex;
using System;
public class CustomSingleContextFactory : SingleContextFactory
{
public override IContext SingleContext(Logging loggingSetting)
@tenpn
tenpn / LogSeverityTracker.cs
Created September 12, 2020 19:57
Unity Test Framework provides LogAsset to validate the output of the log, but at this time it only lets you prescribe what should appear. We don't care about Debug.Log() output, but want to know if there was anything worse than that. Particularly, in our case, we'd like to fail for warnings as well as errors. Too many "benign" warnings can hide …
using UnityEngine;
using System.Collections.Generic;
using UnityEngine.TestTools;
using NUnit.Framework;
using System.Linq;
namespace Roll7
{
/// <summary>
/// This tracker will assert for both warnings and errors.
struct FWidget
{
FWidget() : Name() {}
FWidget(FString Name) : Name(Name) {}
FWidget(FWidget Other) : Name(Other.Name) {}
void ProcessIntensity(float Intensity) { /** **/ }
FString Name;
}
@tenpn
tenpn / output_log.txt
Created September 1, 2023 11:40 — forked from HugsLibRecordKeeper/output_log.txt
Rimworld output log published using HugsLib
Log uploaded on Friday, September 1, 2023, 4:36:55 AM
Loaded mods:
Prepatcher(zetrith.prepatcher): 0DataAssembly(1.0.0), 0Harmony(2.2.2), 0PrepatcherAPI(1.1.1), PrepatcherImpl(1.0.0), Prestarter(1.0.0)
Harmony(brrainz.harmony)[mv:1.5.0.0]: 0Harmony(2.2.2), HarmonyMod(1.5.0)
Fishery - Modding Library(bs.fishery): 1Fishery(0.3.800.85), System.Runtime.CompilerServices.Unsafe(av:6.0.0,fv:6.0.21.52210)
Core(Ludeon.RimWorld): (no assemblies)
Performance Fish(bs.performance): 0PrepatcherAPI(1.1.1), 1Fishery(0.3.800.85), PerformanceFish(0.3.800.85), System.Runtime.CompilerServices.Unsafe(av:6.0.0,fv:6.0.21.52210)
Startup impact 1.4(automatic.startupimpact): 0Harmony(2.2.2), Assembly-CSharp-firstpass(0.0.0), StartupImpact(1.1.8369.39377), UnityEngine.SubsystemsModule(0.0.0)
Royalty(Ludeon.RimWorld.Royalty): (no assemblies)
Ideology(Ludeon.RimWorld.Ideology): (no assemblies)
struct FWidget
{
FWidget() : Name() {}
FWidget(FString Name) : Name(Name) {}
FWidget(const FWidget& Other) : Name(Other.Name) {}
void ProcessIntensity(float Intensity) { /** **/ }
FString Name;
}