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__FORCETOC__ | __FORCETOC__ | ||
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{{GameVersion|1.19.3}} | |||
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= | <translate> | ||
= Introduction = <!--T:49--> | |||
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. | |||
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In this tutorial we'll create a new Behavior that we can attach to blocks to make them movable by right clicking them. | |||
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== Setting up == <!--T:51--> | |||
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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] | |||
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== Creating the behavior == <!--T:53--> | |||
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So first of all we need to create the behavior itself, which is a class extending BlockBehavior | So first of all we need to create the behavior itself, which is a class extending BlockBehavior | ||
<syntaxhighlight lang=" | </translate> | ||
<syntaxhighlight lang="csharp"> | |||
class Moving : BlockBehavior | class Moving : BlockBehavior | ||
{ | { | ||
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</syntaxhighlight> | </syntaxhighlight> | ||
This class provides several methods we can override. | <translate> | ||
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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". | |||
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---- | ---- | ||
The method <code>bool | <!--T:57--> | ||
The method <code>bool OnBlockInteractStart(IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSel, ref EnumHandling handling)</code> looks to be ideal for our purpose. | |||
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What should it do? | What should it do? | ||
# Calculate the new position | <!--T:59--> | ||
# Check if the block can be placed at this position | # Calculate the new position to move the block to, based on the block face the player is looking at. | ||
# Remove the | # Check if the block can be placed at this new position. | ||
# Place the new | # Remove the block at the old position. | ||
# 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. | |||
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<syntaxhighlight lang="c#"> | <syntaxhighlight lang="c#"> | ||
public override bool | public override bool OnBlockInteractStart(IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSel, ref EnumHandling handling) | ||
{ | { | ||
BlockPos pos = blockSel.Position.AddCopy(blockSel.Face. | <translate> | ||
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// Find the target position | |||
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BlockPos pos = blockSel.Position.AddCopy(blockSel.Face.Opposite); | |||
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// Can we place the block there? | |||
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if (world.BlockAccessor.GetBlock(pos).IsReplacableBy(block)) | if (world.BlockAccessor.GetBlock(pos).IsReplacableBy(block)) | ||
{ | { | ||
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// Remove the block at the current position and place it at the target position | |||
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world.BlockAccessor.SetBlock(0, blockSel.Position); | world.BlockAccessor.SetBlock(0, blockSel.Position); | ||
world.BlockAccessor.SetBlock(block.BlockId, pos); | world.BlockAccessor.SetBlock(block.BlockId, pos); | ||
} | } | ||
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// 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. | |||
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handling = EnumHandling.PreventDefault; | handling = EnumHandling.PreventDefault; | ||
return true; | return true; | ||
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</syntaxhighlight> | </syntaxhighlight> | ||
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== Register == <!--T:63--> | |||
< | |||
== Register == | |||
<!--T:64--> | |||
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: | 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: | ||
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<syntaxhighlight lang="c#"> | <syntaxhighlight lang="c#"> | ||
public class MovingBlocks : | public class MovingBlocks : ModSystem | ||
{ | { | ||
public override void Start(ICoreAPI api) | |||
{ | { | ||
base.Start(api); | base.Start(api); | ||
api. | api.RegisterBlockBehaviorClass("Moving", typeof(Moving)); | ||
} | } | ||
} | |||
</syntaxhighlight> | </syntaxhighlight> | ||
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== Distribution == <!--T:65--> | |||
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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 == | == Testing == <!--T:67--> | ||
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<youtube>8eVG0uQF2xs</youtube> | <youtube>8eVG0uQF2xs</youtube> | ||
= Advanced Behavior = | <translate> | ||
= Advanced Behavior = <!--T:68--> | |||
<!--T:69--> | |||
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. | 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. | ||
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== Example == | <translate> | ||
== Example == <!--T:70--> | |||
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The behavior liquid supports some special properties as shown in this example of the water blocktype: | The behavior liquid supports some special properties as shown in this example of the water blocktype: | ||
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<syntaxhighlight lang="json"> | <syntaxhighlight lang="json"> | ||
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</syntaxhighlight> | </syntaxhighlight> | ||
== Parsing properties == | <translate> | ||
== Parsing properties == <!--T:72--> | |||
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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. | 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. | ||
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So what kind of properties could we add? | So what kind of properties could we add? | ||
* push distance | * push distance | ||
* pull block if player is sneaking | * pull block if player is sneaking | ||
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First of all, we need to override the method in our block behavior class ... | First of all, we need to override the method in our block behavior class ... | ||
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<syntaxhighlight lang="c#"> | <syntaxhighlight lang="c#"> | ||
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</syntaxhighlight> | </syntaxhighlight> | ||
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Additionally we need to add two fields, one for the distance and another one if the player should pull the block while sneaking ... | Additionally we need to add two fields, one for the distance and another one if the player should pull the block while sneaking ... | ||
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<syntaxhighlight lang="c#"> | <syntaxhighlight lang="c#"> | ||
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</syntaxhighlight> | </syntaxhighlight> | ||
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Now we can parse the two properties like so: | Now we can parse the two properties like so: | ||
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<syntaxhighlight lang="c#"> | <syntaxhighlight lang="c#"> | ||
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---- | ---- | ||
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The next thing we need to change is the interact method itself, so that it takes care of the distance and the pull properties ... | The next thing we need to change is the interact method itself, so that it takes care of the distance and the pull properties ... | ||
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<syntaxhighlight lang="c#"> | <syntaxhighlight lang="c#"> | ||
public override bool | public override bool OnBlockInteractStart(IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSel, ref EnumHandling handling) | ||
{ | { | ||
BlockPos pos = blockSel.Position.AddCopy(pull && byPlayer.WorldData.EntityControls.Sneak ? blockSel.Face : blockSel.Face. | <translate> | ||
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// Find the target position | |||
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BlockPos pos = blockSel.Position.AddCopy(pull && byPlayer.WorldData.EntityControls.Sneak ? blockSel.Face : blockSel.Face.Opposite, distance); | |||
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// Can we place the block there? | |||
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if (world.BlockAccessor.GetBlock(pos).IsReplacableBy(block)) | if (world.BlockAccessor.GetBlock(pos).IsReplacableBy(block)) | ||
{ | { | ||
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// Remove the block at the current position and place it at the target position | |||
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world.BlockAccessor.SetBlock(0, blockSel.Position); | world.BlockAccessor.SetBlock(0, blockSel.Position); | ||
world.BlockAccessor.SetBlock(block.BlockId, pos); | world.BlockAccessor.SetBlock(block.BlockId, pos); | ||
} | } | ||
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// 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. | |||
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handling = EnumHandling.PreventDefault; | handling = EnumHandling.PreventDefault; | ||
return true; | return true; | ||
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</syntaxhighlight> | </syntaxhighlight> | ||
== Adding another block == | <translate> | ||
== Adding another block == <!--T:83--> | |||
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Let's create another block using this behavior, but this time we will configure some additional properties ... | Let's create another block using this behavior, but this time we will configure some additional properties ... | ||
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<syntaxhighlight lang="json"> | <syntaxhighlight lang="json"> | ||
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</syntaxhighlight> | </syntaxhighlight> | ||
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The block will be pushed two blocks instead of one and the player can pull it by sneaking while right clicking. | The block will be pushed two blocks instead of one and the player can pull it by sneaking while right clicking. | ||
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= Mod Download = <!--T:86--> | |||
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* 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] | |||
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