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__FORCETOC__ | __FORCETOC__ | ||
{{GameVersion|1. | {{GameVersion|1.19.3}} | ||
= | = Introduction = | ||
Block Behaviors are useful when you want different blocks to act in the same way, as you can attach one or more block behaviors to an arbitrary number of blocks. | |||
You may want to have a look at the existing [[Block Json Properties#p_behaviors|block behaviors]] before implementing your own. | |||
In this tutorial we'll create a new Behavior that we can attach to blocks to make them movable by right clicking them. | |||
== Setting up == | |||
A [[Setting up your Development Environment|development workspace]] is required. Additionally you will need the assets (blocktype, texture and lang file). You can either create your one owns or use those pre-made ones: [https://wiki.vintagestory.at/images/2/2f/Moving_-_No_CS_File.zip Moving - No CS File.zip] | |||
== Creating the behavior == | |||
So first of all we need to create the behavior itself, which is a class extending BlockBehavior | |||
<syntaxhighlight lang="csharp"> | <syntaxhighlight lang="csharp"> | ||
class Moving : BlockBehavior | class Moving : BlockBehavior | ||
Line 26: | Line 27: | ||
</syntaxhighlight> | </syntaxhighlight> | ||
This class provides several methods we can override. When you use Visual Studio you can find a full list of a methods by hovering with the mouse of "BlockBehavior" and pressing "F12". | |||
---- | ---- | ||
The method <code>bool OnBlockInteractStart(IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSel, ref EnumHandling handling)</code> looks to be ideal for our purpose. | |||
What should it do? | |||
# | # Calculate the new position to move the block to, based on the block face the player is looking at. | ||
# | # Check if the block can be placed at this new position. | ||
# | # Remove the block at the old position. | ||
# [[Modding:Behavior_Traversal | # Place the same type of block at the new position. | ||
# [[Modding:Behavior_Traversal|Skip]] the default logic that would otherwise place whatever item is held at the old position. | |||
<syntaxhighlight lang="c#"> | <syntaxhighlight lang="c#"> | ||
public override bool | public override bool OnBlockInteractStart(IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSel, ref EnumHandling handling) | ||
{ | { | ||
// | // Find the target position | ||
BlockPos pos = blockSel.Position.AddCopy(blockSel.Face. | BlockPos pos = blockSel.Position.AddCopy(blockSel.Face.Opposite); | ||
// Can we place the block there? | |||
// | if (world.BlockAccessor.GetBlock(pos).IsReplacableBy(block)) | ||
if (world.BlockAccessor.GetBlock(pos).IsReplacableBy(block)) | |||
{ | { | ||
// Remove the block at the current position and place it at the target position | // Remove the block at the current position and place it at the target position | ||
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world.BlockAccessor.SetBlock(block.BlockId, pos); | 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; | ||
handling = EnumHandling.PreventDefault; | |||
return true; | return true; | ||
} | |||
</syntaxhighlight> | </syntaxhighlight> | ||
== | == Register == | ||
In order the register the BlockBehavior we need to create a mod class, override <code>Start(ICoreAPI)</code> and register it with the given name: | |||
<syntaxhighlight lang="c#"> | <syntaxhighlight lang="c#"> | ||
Line 68: | Line 68: | ||
{ | { | ||
public override void Start(ICoreAPI api) | |||
{ | { | ||
base.Start(api); | base.Start(api); | ||
Line 74: | Line 74: | ||
} | } | ||
} | |||
</syntaxhighlight> | </syntaxhighlight> | ||
== | == Distribution == | ||
In order to finish everything, open the modtools and type in <code>pack <your mod id></code>. Now you can take the zip file and share it with other people. | |||
* | * for VS 1.9: [https://wiki.vintagestory.at/images/2/2a/Moving_v1.0.0.zip Moving_v1.0.0.zip] | ||
* | * for VS 1.6: [https://wiki.vintagestory.at/images/c/cb/Moving.zip Moving.zip] | ||
== | == Testing == | ||
<youtube>8eVG0uQF2xs</youtube> | <youtube>8eVG0uQF2xs</youtube> | ||
= | = 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: | |||
<syntaxhighlight lang="json"> | <syntaxhighlight lang="json"> | ||
Line 110: | Line 110: | ||
</syntaxhighlight> | </syntaxhighlight> | ||
== | == Parsing properties == | ||
In order to take care of special properties there is a method called <code>Initialize(JsonObject)</code>. 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 ... | |||
<syntaxhighlight lang="c#"> | <syntaxhighlight lang="c#"> | ||
Line 127: | Line 127: | ||
</syntaxhighlight> | </syntaxhighlight> | ||
Additionally we need to add two fields, one for the distance and another one if the player should pull the block while sneaking ... | |||
<syntaxhighlight lang="c#"> | <syntaxhighlight lang="c#"> | ||
Line 134: | Line 134: | ||
</syntaxhighlight> | </syntaxhighlight> | ||
Now we can parse the two properties like so: | |||
<syntaxhighlight lang="c#"> | <syntaxhighlight lang="c#"> | ||
Line 143: | Line 143: | ||
---- | ---- | ||
The next thing we need to change is the interact method itself, so that it takes care of the distance and the pull properties ... | |||
<syntaxhighlight lang="c#"> | |||
public override bool OnBlockInteractStart(IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSel, ref EnumHandling handling) | |||
{ | |||
// Find the target position | |||
BlockPos pos = blockSel.Position.AddCopy(pull && byPlayer.WorldData.EntityControls.Sneak ? blockSel.Face : blockSel.Face.Opposite, distance); | |||
// 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; | |||
} | |||
</syntaxhighlight> | |||
== | == Adding another block == | ||
Let's create another block using this behavior, but this time we will configure some additional properties ... | |||
<syntaxhighlight lang="json"> | <syntaxhighlight lang="json"> | ||
Line 161: | Line 181: | ||
</syntaxhighlight> | </syntaxhighlight> | ||
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: [https://wiki.vintagestory.at/images/7/7b/Advancedmoving_v1.0.0.zip AdvancedMoving_v1.0.0.zip] | ||
* | * for VS 1.6: [https://wiki.vintagestory.at/images/7/72/AdvancedMoving.zip AdvancedMoving.zip] | ||
{{Navbox/modding|Vintage Story}} | {{Navbox/modding|Vintage Story}} |