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CreativeMD (talk | contribs) (Created page with "__FORCETOC__ = Unbreakable = == Creating == == Register == == Testing == = Second Behavior (using custom properties) = Still trying to find an idea.") |
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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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== | <translate> | ||
== 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 | |||
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<syntaxhighlight lang="csharp"> | |||
class Moving : BlockBehavior | |||
{ | |||
public Moving(Block block) : base(block) | |||
{ | |||
} | |||
} | |||
</syntaxhighlight> | |||
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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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---- | |||
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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. | |||
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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. | |||
# Check if the block can be placed at this new position. | |||
# 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#"> | |||
public override bool OnBlockInteractStart(IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSel, ref EnumHandling handling) | |||
{ | |||
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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)) | |||
{ | |||
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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(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; | |||
return true; | |||
} | |||
</syntaxhighlight> | |||
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== 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: | |||
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<syntaxhighlight lang="c#"> | |||
public class MovingBlocks : ModSystem | |||
{ | |||
public override void Start(ICoreAPI api) | |||
{ | |||
base.Start(api); | |||
api.RegisterBlockBehaviorClass("Moving", typeof(Moving)); | |||
} | |||
} | |||
</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 == <!--T:67--> | |||
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<youtube>8eVG0uQF2xs</youtube> | |||
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= 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. | |||
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== Example == <!--T:70--> | |||
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The behavior liquid supports some special properties as shown in this example of the water blocktype: | |||
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<syntaxhighlight lang="json"> | |||
behaviors: [ | |||
{ | |||
name: "FiniteSpreadingLiquid", | |||
properties: | |||
{ | |||
spreadDelay: 150, | |||
liquidCollisionSound: "hotmetal", | |||
sourceReplacementCode: "obsidian", | |||
flowingReplacementCode: "basalt" | |||
} | |||
} | |||
], | |||
</syntaxhighlight> | |||
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== 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. | |||
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So what kind of properties could we add? | |||
* push distance | |||
* pull block if player is sneaking | |||
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First of all, we need to override the method in our block behavior class ... | |||
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<syntaxhighlight lang="c#"> | |||
public override void Initialize(JsonObject properties) | |||
{ | |||
base.Initialize(properties); | |||
} | |||
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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 ... | |||
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<syntaxhighlight lang="c#"> | |||
public int distance = 1; | |||
public bool pull = false; | |||
</syntaxhighlight> | |||
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Now we can parse the two properties like so: | |||
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<syntaxhighlight lang="c#"> | |||
distance = properties["distance"].AsInt(1); | |||
pull = properties["pull"].AsBool(false); | |||
</syntaxhighlight> | |||
---- | |||
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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 ... | |||
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<syntaxhighlight lang="c#"> | |||
public override bool OnBlockInteractStart(IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSel, ref EnumHandling handling) | |||
{ | |||
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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)) | |||
{ | |||
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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(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; | |||
return true; | |||
} | |||
</syntaxhighlight> | |||
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== 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 ... | |||
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<syntaxhighlight lang="json"> | |||
behaviors: [ | |||
{ | |||
name: "Moving", | |||
properties: { | |||
"distance": 2, | |||
"pull": true | |||
} | |||
} | |||
], | |||
</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. | |||
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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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