Modding:Añadir comportamiento a bloque
This page was last verified for Vintage Story version 1.9.
Introducción
Los comportamientos de bloque son útiles cuando se desea que diferentes bloques actúen de la misma manera, ya que se pueden adjuntar uno o más comportamientos de bloque a un número arbitrario de bloques. Puede que le interese echar un vistazo a las comportamientos de bloque existentes antes de implementar las suyas propias.
En este tutorial crearemos un nuevo comportamiento que podremos adjuntar a los bloques para hacerlos móviles haciendo clic con el botón derecho del ratón.
Configuración
Se requiere un espacio de trabajo de desarrollo. Además, necesitarás los recursos (tipo de bloque, textura y archivo lang). Se puede crear una propia o utilizar los que ya están hechos: Moving - No CS File.zip
Creación del comportamiento
Así que en primer lugar tenemos que crear el comportamiento en sí, que es una clase que extiende BlockBehavior
class Moving : BlockBehavior
{
public Moving(Block block) : base(block)
{
}
}
Esta clase proporciona varios métodos que podemos anular. Si utilizas Visual Studio puedes encontrar una lista completa de métodos pasando el ratón por encima de "BlockBehavior" y pulsando "F12".
El método bool OnPlayerInteract(IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSel, ref EnumHandling handling)
parece ideal para nuestro propósito.
¿Qué debe hacer?
- Calcula la nueva posición del bloque en función de la cara que mire el jugador
- Comprueba si el bloque se puede colocar en esta posición
- Retira el bloque original
- Coloca el nuevo bloque utilizando la posición calculada anteriormente
public override bool OnPlayerInteract(IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSel, ref EnumHandling handling)
{
// Encontrar la posición objetivo
BlockPos pos = blockSel.Position.AddCopy(blockSel.Face.GetOpposite());
// Can we place the block there?
if (world.BlockAccessor.GetBlock(pos).IsReplacableBy(block))
{
// Remove the block at the current position and place it at the target position
world.BlockAccessor.SetBlock(0, blockSel.Position);
world.BlockAccessor.SetBlock(block.BlockId, pos);
}
// Notify the game engine other block behaviors that we handled the players interaction with the block.
// If we would not set the handling field the player would still be able to place blocks if he has them in hands.
handling = EnumHandling.PreventDefault;
return true;
}
Register
In order the register the BlockBehavior we need to create a mod class, override Start(ICoreAPI)
and register it with the given name:
public class MovingBlocks : ModSystem
{
public override void Start(ICoreAPI api)
{
base.Start(api);
api.RegisterBlockBehaviorClass("Moving", typeof(Moving));
}
}
Distribution
In order to finish everything, open the modtools and type in pack <your mod id>
. Now you can take the zip file and share it with other people.
- for VS 1.9: Moving_v1.0.0.zip
- for VS 1.6: Moving.zip
Testing
Advanced Behavior
Our behavior is still rather simple, but there are a lot more possibilities. A behavior can have special properties, which can be defined by the blocktype itself.
Example
The behavior liquid supports some special properties as shown in this example of the water blocktype:
behaviors: [
{
name: "FiniteSpreadingLiquid",
properties:
{
spreadDelay: 150,
liquidCollisionSound: "hotmetal",
sourceReplacementCode: "obsidian",
flowingReplacementCode: "basalt"
}
}
],
Parsing properties
In order to take care of special properties there is a method called Initialize(JsonObject)
. Each blocktype creates a new instance of the behavior, so the method can be used to parse the properties.
So what kind of properties could we add?
- push distance
- pull block if player is sneaking
First of all, we need to override the method in our block behavior class ...
public override void Initialize(JsonObject properties)
{
base.Initialize(properties);
}
Additionally we need to add two fields, one for the distance and another one if the player should pull the block while sneaking ...
public int distance = 1;
public bool pull = false;
Now we can parse the two properties like so:
distance = properties["distance"].AsInt(1);
pull = properties["pull"].AsBool(false);
The next thing we need to change is the interact method itself, so that it takes care of the distance and the pull properties ...
public override bool OnPlayerInteract(IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSel, ref EnumHandling handling)
{
BlockPos pos = blockSel.Position.AddCopy(pull && byPlayer.WorldData.EntityControls.Sneak ? blockSel.Face : blockSel.Face.GetOpposite(), distance);
if (world.BlockAccessor.GetBlock(pos).IsReplacableBy(block))
{
world.BlockAccessor.SetBlock(0, blockSel.Position);
world.BlockAccessor.SetBlock(block.BlockId, pos);
}
handling = EnumHandling.PreventDefault;
return true;
}
Adding another block
Let's create another block using this behavior, but this time we will configure some additional properties ...
behaviors: [
{
name: "Moving",
properties: {
"distance": 2,
"pull": true
}
}
],
The block will be pushed two blocks instead of one and the player can pull it by sneaking while right clicking.
Mod Download
- for VS 1.9: AdvancedMoving_v1.0.0.zip
- for VS 1.6: AdvancedMoving.zip
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