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__FORCETOC__ | __FORCETOC__ | ||
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{{GameVersion|1.19.3}} | {{GameVersion|1.19.3}} | ||
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= Introduction = | = 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. | 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. | 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. | 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 == | == 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] | 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 == | == 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 | ||
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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". | 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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---- | ---- | ||
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The method <code>bool OnBlockInteractStart(IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSel, ref EnumHandling handling)</code> looks to be ideal for our purpose. | 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? | ||
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# Calculate the new position to move the block to, based on the block face the player is looking at. | # 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. | # Check if the block can be placed at this new position. | ||
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{ | { | ||
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// Find the target position | <!--T:60--> | ||
// Find the target position | |||
</translate> | </translate> | ||
BlockPos pos = blockSel.Position.AddCopy(blockSel.Face.Opposite); | BlockPos pos = blockSel.Position.AddCopy(blockSel.Face.Opposite); | ||
<translate> | <translate> | ||
// Can we place the block there? | <!--T:61--> | ||
// Can we place the block there? | |||
</translate> | </translate> | ||
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 | <translate> | ||
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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. | <!--T:62--> | ||
// 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. | // 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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== Register == | == Register == <!--T:63--> | ||
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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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== Distribution == | == 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. | 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 1.9: [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] | * for VS 1.6: [https://wiki.vintagestory.at/images/c/cb/Moving.zip Moving.zip] | ||
== Testing == | == Testing == <!--T:67--> | ||
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= Advanced Behavior = | = Advanced Behavior = <!--T:68--> | ||
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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 == | == 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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== Parsing properties == | == 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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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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Now we can parse the two properties like so: | Now we can parse the two properties like so: | ||
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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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{ | { | ||
<translate> | <translate> | ||
// Find the target position | <!--T:79--> | ||
// Find the target position | |||
</translate> | </translate> | ||
BlockPos pos = blockSel.Position.AddCopy(pull && byPlayer.WorldData.EntityControls.Sneak ? blockSel.Face : blockSel.Face.Opposite, distance); | BlockPos pos = blockSel.Position.AddCopy(pull && byPlayer.WorldData.EntityControls.Sneak ? blockSel.Face : blockSel.Face.Opposite, distance); | ||
<translate> | <translate> | ||
// Can we place the block there? | <!--T:80--> | ||
// Can we place the block there? | |||
</translate> | </translate> | ||
if (world.BlockAccessor.GetBlock(pos).IsReplacableBy(block)) | if (world.BlockAccessor.GetBlock(pos).IsReplacableBy(block)) | ||
{ | { | ||
<translate> | <translate> | ||
// Remove the block at the current position and place it at the target position | <!--T:81--> | ||
// Remove the block at the current position and place it at the target position | |||
</translate> | </translate> | ||
world.BlockAccessor.SetBlock(0, blockSel.Position); | world.BlockAccessor.SetBlock(0, blockSel.Position); | ||
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// Notify the game engine other block behaviors that we handled the players interaction with the block. | <!--T:82--> | ||
// 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. | // 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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== Adding another block == | == 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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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 = | = 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 1.9: [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] | * for VS 1.6: [https://wiki.vintagestory.at/images/7/72/AdvancedMoving.zip AdvancedMoving.zip] | ||
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