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tutorial:features

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在您的世界中生成Feature

岩石,树木,矿石和池塘都是Feature的示例。 它们是对世界的简单补充,它们的生成取决于它们的配置方式。 在本教程中,我们将研究如何在我们的世界中随机生成一个简单的石螺旋Feature。

创建Feature类

一个简单的Feature如下所示:

  1. public class StoneSpiralFeature extends Feature<DefaultFeatureConfig> {
  2.  
  3. public StoneSpiralFeature(Function<Dynamic<?>, ? extends DefaultFeatureConfig> config) {
  4. super(config);
  5. }
  6.  
  7. @Override
  8. public boolean generate(IWorld world, ChunkGenerator<? extends ChunkGeneratorConfig> chunkGenerator, Random random, BlockPos pos, DefaultFeatureConfig config) {
  9. BlockPos topPos = world.getTopPosition(Heightmap.Type.WORLD_SURFACE, pos);
  10. Direction offset = Direction.NORTH;
  11.  
  12. for (int y = 1; y < 16; y++) {
  13. offset = offset.rotateYClockwise();
  14. world.setBlockState(topPos.up(y).offset(offset), Blocks.STONE.getDefaultState(), 3);
  15. }
  16.  
  17. return true;
  18. }
  19. }

构造函数采用Function<Dynamic<? extends DefaultFeatureConfig»,这是数据修复程序配置实例的工厂。 您可以直接在超级调用中或在实例化功能时为默认配置功能传递DefaultFeatureConfig :: deserialize

当块决定生成Feature时,将调用``generate``。 如果将功能配置为产生每个块,则也会为正在生成的每个块调用此功能。 在将功能配置为以每个生物群落以一定速率生成的情况下,仅在世界想要生成结构的情况下才调用``generate``。

在我们的实现中,我们将从世界的最高位置开始构建一个简单的16块高的石头螺旋:

@Override
public boolean generate(IWorld world, ChunkGenerator<? extends ChunkGeneratorConfig> chunkGenerator, Random random, BlockPos pos, DefaultFeatureConfig config) {
    BlockPos topPos = world.getTopPosition(Heightmap.Type.WORLD_SURFACE, pos);
    Direction offset = Direction.NORTH;
 
    for (int y = 1; y < 16; y++) {
        offset = offset.rotateYClockwise();
        world.setBlockState(topPos.up(y).offset(offset), Blocks.STONE.getDefaultState(), 3);
    }
 
    return true;
}

注册一个Feature

可以像注册游戏中的其他大多数内容一样注册Feature,而且您不必担心任何特殊的构建器或机制。

private static final Feature<DefaultFeatureConfig> LAVA_HOLE = Registry.register(
	Registry.FEATURE,
	new Identifier("tutorial", "stone_spiral"),
	new StoneSpiralFeature(DefaultFeatureConfig::deserialize)
);

向生物群落添加Feature

生物群系有一种称为addFeature的方法,用于将Feature添加到生物群落的生成过程中。 您可以在每个生物群落类(例如ForestBiomeSavannaBiome)中查看此方法的更详细用法。

我们可以遍历Registry.BIOME以将我们的Feature添加到每个生物群系中。

Registry.BIOME.forEach(biome -> biome.addFeature(
        GenerationStep.Feature.RAW_GENERATION,
	Biome.configureFeature(
		LAVA_HOLE,
		new DefaultFeatureConfig(),
		Decorator.CHANCE_HEIGHTMAP,
		new ChanceDecoratorConfig(100)
	)
));

The first argument of addFeature helps determine when the structure is generated. For above-ground houses you may go with SURFACE_STRUCTURES, and for caves, you might go with RAW_GENERATION.

The second argument of addFeature is a ConfiguredFeature, which you can create through Biome.configureFeature. The latter takes in an instance of your feature, an instance of your feature's config class, a decorator, and a decorator config.

The Decorator represents how the world chooses to place your Feature. CHANCE_HEIGHTMAP works by looking at a heightmap, whereas NOISE_HEIGHTMAP_32 works with noise. To choose the correct Decorator, check out vanilla Features with a similar style to your own. The decorator config branches off this; in the case of CHANCE_HEIGHTMAP, you would pass in an instance of ChanceHeightmapDecorator.

结果

tutorial/features.1578485616.txt.gz · Last modified: 2020/01/08 12:13 by lightcolour