tutorial:fluids
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tutorial:fluids [2019/09/24 11:28] – client side operations (rendering) alexiy | tutorial:fluids [2022/08/17 22:38] – Fixed small typos clomclem | ||
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====== Creating a fluid ====== | ====== Creating a fluid ====== | ||
+ | |||
===== Overview ===== | ===== Overview ===== | ||
Here we'll cover creation of a custom fluid. If you plan to create several fluids, it is recommended to make an abstract basic fluid class where you'll set necessary defaults that will be shared in its subclasses. We'll also make it generate in the world like lakes. | Here we'll cover creation of a custom fluid. If you plan to create several fluids, it is recommended to make an abstract basic fluid class where you'll set necessary defaults that will be shared in its subclasses. We'll also make it generate in the world like lakes. | ||
+ | |||
===== Making an abstract fluid ===== | ===== Making an abstract fluid ===== | ||
- | Vanilla fluids extend | + | Vanilla fluids extend |
- | <code java> | + | <yarncode |
- | public abstract class BasicFluid | + | public abstract class TutorialFluid |
- | { | + | /** |
- | /** | + | * @return |
- | | + | */ |
- | | + | @Override |
- | @Override | + | public |
- | | + | return |
- | | + | } |
- | return | + | |
- | } | + | |
- | | + | /** |
- | @Override | + | * @return whether the fluid is infinite like water |
- | protected | + | */ |
- | | + | @Override |
- | return | + | protected |
- | } | + | return |
+ | } | ||
- | | + | /** |
- | | + | * Perform actions when the fluid flows into a replaceable block. Water drops |
- | | + | * the block' |
- | | + | */ |
- | @Override | + | @Override |
- | | + | protected void method_15730(class_1936 world, class_2338 pos, class_2680 state) { |
+ | final class_2586 blockEntity = state.method_31709() ? world.method_8321(pos) : null; | ||
+ | class_2248.method_9610(state, | ||
+ | } | ||
- | | + | /** |
- | | + | * Lava returns true if it's FluidState is above a certain height and the |
- | | + | * Fluid is Water. |
- | | + | * |
- | @Override | + | * @return |
- | protected | + | */ |
+ | @Override | ||
+ | protected | ||
+ | return false; | ||
+ | } | ||
- | | + | /** |
- | | + | * Possibly related to the distance checks for flowing into nearby holes? |
- | | + | * Water returns 4. Lava returns 2 in the Overworld and 4 in the Nether. |
- | | + | */ |
- | @Override | + | @Override |
- | | + | protected int method_15733(class_4538 worldView) { |
+ | return 4; | ||
+ | } | ||
- | | + | /** |
- | | + | * Water returns 1. Lava returns 2 in the Overworld and 1 in the Nether. |
- | * @return still static instance of this fluid | + | */ |
- | */ | + | @Override |
- | @Override | + | protected int method_15739(class_4538 worldView) { |
- | | + | return 1; |
+ | } | ||
- | | + | /** |
- | @Override | + | * Water returns 5. Lava returns 30 in the Overworld and 10 in the Nether. |
- | | + | */ |
- | | + | @Override |
- | return | + | public |
- | } | + | return |
+ | } | ||
- | | + | /** |
- | | + | * Water and Lava both return |
- | * @return | + | */ |
- | | + | @Override |
- | @Override | + | protected float method_15784() { |
- | | + | return 100.0F; |
- | { | + | } |
- | return 5; | + | |
- | } | + | |
- | + | ||
- | @Override | + | |
- | | + | |
- | | + | |
- | return 100; | + | |
- | } | + | |
- | + | ||
- | // this seems to determine fluid' | + | |
- | @Override | + | |
- | protected int method_15733(ViewableWorld var1) | + | |
- | { | + | |
- | return 4; | + | |
- | } | + | |
- | + | ||
- | // I don't know what this does, but it's present in the water fluid | + | |
- | @Override | + | |
- | protected void beforeBreakingBlock(IWorld iWorld_1, BlockPos blockPos_1, BlockState blockState_1) { | + | |
- | BlockEntity blockEntity_1 = blockState_1.getBlock().hasBlockEntity() ? iWorld_1.getBlockEntity(blockPos_1) : null; | + | |
- | Block.dropStacks(blockState_1, | + | |
- | } | + | |
- | + | ||
- | // also don't know what it does | + | |
- | public boolean method_15777(FluidState fluidState_1, | + | |
- | return direction_1 == Direction.DOWN; | + | |
- | } | + | |
- | + | ||
- | /** | + | |
- | * | + | |
- | * @return is given fluid instance of this fluid? | + | |
- | */ | + | |
- | @Override | + | |
- | public abstract boolean matchesType(Fluid fluid_1); | + | |
- | + | ||
- | /** | + | |
- | * Required for entities to behave in this fluid like in water | + | |
- | */ | + | |
- | @Override | + | |
- | public boolean matches(Tag< | + | |
- | { | + | |
- | return tag_1 == FluidTags.WATER; | + | |
- | } | + | |
} | } | ||
- | </code> | + | </yarncode> |
===== Implementation ===== | ===== Implementation ===== | ||
- | Now let's make an actual fluid; it will have a //still// and //flowing// variants; will name it "Acid": | + | Now let's make an actual fluid which will have still and flowing variants. For this tutorial, we will call it Acid. The missing references will be filled in shortly. |
- | <code java> | + | <yarncode |
- | public abstract class Acid extends | + | public abstract class AcidFluid |
- | { | + | @Override |
- | @Override | + | public |
- | public | + | return |
- | { | + | } |
- | return null; | + | |
- | } | + | |
- | @Override | + | |
- | protected BlockState toBlockState(FluidState var1) | + | |
- | | + | |
- | return | + | |
- | } | + | |
- | | + | @Override |
- | public | + | public |
- | | + | return |
- | return | + | } |
- | } | + | |
- | | + | @Override |
- | public | + | public |
- | | + | return |
- | return | + | } |
- | } | + | |
- | | + | @Override |
- | | + | protected class_2680 method_15790(class_3610 fluidState) { |
- | | + | return |
- | return | + | } |
- | } | + | |
- | // still acid | + | public static class Flowing |
- | | + | @Override |
- | { | + | protected void method_15775(class_2689.class_2690< |
+ | super.method_15775(builder); | ||
+ | builder.method_11667(field_15900); | ||
+ | } | ||
- | | + | @Override |
- | public | + | public |
- | | + | return |
- | return | + | } |
- | } | + | |
- | /** | + | @Override |
- | * @return height of the fluid block | + | public |
- | */ | + | return |
- | | + | } |
- | public | + | } |
- | | + | |
- | return | + | |
- | } | + | |
- | } | + | |
- | // flowing acid | + | public static class Still extends |
- | | + | @Override |
- | { | + | public int method_15779(class_3610 fluidState) |
+ | return 8; | ||
+ | } | ||
- | | + | @Override |
- | public boolean | + | public boolean |
- | | + | return |
- | return | + | } |
- | } | + | } |
+ | } | ||
+ | </ | ||
- | /** | + | Next, we'll make static instances |
- | * @return height | + | |
- | */ | + | |
- | @Override | + | |
- | public int getLevel(FluidState fluidState) | + | |
- | { | + | |
- | return fluidState.get(LEVEL); | + | |
- | } | + | |
- | | + | < |
- | | + | public static class_3609 STILL_ACID; |
- | | + | public static class_3609 FLOWING_ACID; |
- | super.appendProperties(stateFactory$Builder_1); | + | public static class_1792 ACID_BUCKET; |
- | | + | |
- | | + | @Override |
- | } | + | public |
+ | STILL_ACID = class_2378.method_10230(class_2378.field_11154, | ||
+ | FLOWING_ACID = class_2378.method_10230(class_2378.field_11154, | ||
+ | ACID_BUCKET = class_2378.method_10230(class_2378.field_11142, | ||
+ | | ||
+ | |||
+ | // ... | ||
+ | } | ||
+ | |||
+ | // ... | ||
+ | </ | ||
+ | |||
+ | To make a custom fluid behave more like water or lava, you must add it to a corresponding fluid tag: For water, make a '' | ||
+ | <code json [enable_line_numbers=" | ||
+ | { | ||
+ | " | ||
+ | " | ||
+ | [ | ||
+ | " | ||
+ | " | ||
+ | ] | ||
} | } | ||
</ | </ | ||
- | Next, we'll make static instances of still and flowing acid variants, and an acid bucket. In your **ModInitializer**: | + | ===== Making a fluid block ===== |
+ | Next we need to create a block which will represent acid in the world. ''< | ||
- | <code java> | + | <yarncode |
+ | public static class_2248 ACID; | ||
- | | + | @Override |
- | public | + | public |
- | | + | ACID = class_2378.method_10230(class_2378.field_11146, |
- | + | ||
- | | + | // ... |
+ | } | ||
+ | </ | ||
- | @Override | + | Now that we have these static objects, we can go back to '' |
- | public void onInitialize() | + | |
- | { | + | |
- | + | ||
- | stillAcid = Registry.register(Registry.FLUID,new Identifier(MODID," | + | |
- | flowingAcid = Registry.register(Registry.FLUID, | + | |
- | + | ||
- | acidBucket=new BucketItem(stillAcid, | + | |
- | Registry.register(Registry.ITEM, | + | |
- | } | + | |
- | </ | + | |
- | ==== Making a fluid block ==== | + | < |
- | Next we need to create a block which will represent acid in the world. **net.minecraft.block.FluidBlock** is the class we need to use, but for " | + | public abstract class AcidFluid extends TutorialFluid { |
+ | @Override | ||
+ | public class_3611 method_15751() { | ||
+ | return TutorialMod.STILL_ACID; | ||
+ | } | ||
+ | |||
+ | @Override | ||
+ | public class_3611 method_15750() { | ||
+ | return TutorialMod.FLOWING_ACID; | ||
+ | } | ||
+ | |||
+ | @Override | ||
+ | public class_1792 method_15774() { | ||
+ | return TutorialMod.ACID_BUCKET; | ||
+ | } | ||
+ | |||
+ | @Override | ||
+ | protected | ||
+ | // method_15741 converts | ||
+ | return TutorialMod.ACID.method_9564().method_11657(class_2741.field_12538, | ||
+ | } | ||
- | <code java> | + | public |
- | public class BaseFluidBlock | + | @Override |
- | { | + | protected void method_15775(class_2689.class_2690< |
- | | + | super.method_15775(builder); |
- | | + | builder.method_11667(field_15900); |
- | super(fluid, settings); | + | } |
- | } | + | |
- | } | + | |
- | </ | + | |
- | Now make a static block instance: | + | @Override |
+ | public int method_15779(class_3610 fluidState) { | ||
+ | return fluidState.method_11654(field_15900); | ||
+ | } | ||
- | <code java> | + | @Override |
- | ... | + | public |
- | + | return false; | |
- | | + | } |
+ | } | ||
- | | + | public static class Still extends AcidFluid { |
- | public | + | @Override |
- | | + | public |
- | + | return 8; | |
- | ... | + | } |
- | + | ||
- | acid=new BaseFluidBlock(stillAcid, | + | |
- | | + | |
- | | + | |
- | </ | + | |
- | Now when we have these static objects, we go back to **Acid** class and complete the overridden methods: | + | @Override |
+ | public boolean method_15793(class_3610 fluidState) { | ||
+ | return true; | ||
+ | } | ||
+ | } | ||
+ | } | ||
+ | </ | ||
- | <code java> | + | ===== Rendering setup ===== |
- | public abstract class Acid extends BasicFluid | + | For your fluids to have textures or be tinted with a color, you will need to register a '' |
- | { | + | |
- | @Override | + | |
- | public Item getBucketItem() | + | |
- | { | + | |
- | return [ModInitializer].acidBucket; | + | |
- | } | + | |
- | + | ||
- | @Override | + | |
- | protected BlockState toBlockState(FluidState fluidState) | + | |
- | { | + | |
- | //don't ask me what **method_15741** does... | + | |
- | return [ModInitializer].acid.getDefaultState().with(FluidBlock.LEVEL, | + | |
- | } | + | |
- | @Override | + | < |
- | public | + | public |
- | | + | |
- | return [ModInitializer].flowingAcid; | + | |
- | } | + | |
- | | + | @Override |
- | public | + | public |
- | | + | FluidRenderHandlerRegistry.INSTANCE.register(TutorialMod.STILL_ACID, |
- | | + | new class_2960(" |
- | } | + | new class_2960(" |
+ | 0x4CC248 | ||
+ | )); | ||
- | @Override | + | BlockRenderLayerMap.INSTANCE.putFluids(class_1921.method_23583(), |
- | public boolean matchesType(Fluid fluid_1) | + | |
- | { | + | |
- | return fluid_1==[ModInitializer].flowingAcid || fluid_1==[ModInitializer].stillAcid; | + | |
- | } | + | |
- | + | ||
- | | + | |
- | + | ||
- | } | + | |
- | </ | + | |
- | Now we can assert that the Acid class is complete. | + | //if you want to use custom textures they needs to be registered. |
+ | //In this example this is unnecessary because the vanilla water textures are already registered. | ||
+ | //To register your custom textures use this method. | ||
+ | // | ||
+ | // registry.register(new Identifier(" | ||
+ | // registry.register(new Identifier(" | ||
+ | //}); | ||
- | ===== Rendering setup ===== | + | // ... |
+ | } | ||
+ | } | ||
+ | </ | ||
- | Time to do client-side things. In your **ClientModInitializer** | + | If you want to use your own fluid textures, |
- | <code java> | + | ===== Generation in the world ===== |
- | @Override | + | To make lakes of acid generate in the world, you can create a ''< |
- | public void onInitializeClient() | + | |
- | { | + | |
- | Identifier stillSpriteLocation=new Identifier(" | + | |
- | Identifier dynamicSpriteLocation=new Identifier(" | + | |
- | // here I tell to use only 16x16 area of the water texture | + | |
- | FabricSprite stillAcidSprite | + | |
- | // same, but 32 | + | |
- | FabricSprite dynamicAcidSprite=new FabricSprite(dynamicSpriteLocation, | + | |
- | + | ||
- | // adding | + | |
- | ClientSpriteRegistryCallback.event(SpriteAtlasTexture.BLOCK_ATLAS_TEX).register((spriteAtlasTexture, | + | |
- | registry.register(stillAcidSprite); | + | |
- | registry.register(dynamicAcidSprite); | + | |
- | }); | + | |
- | // this renderer is responsible for drawing fluids in a world | + | <code java [enable_line_numbers=" |
- | FluidRenderHandler acidRenderHandler=new FluidRenderHandler() | + | public |
- | { | + | |
- | // return the sprites: still sprite goes first into the array, flowing/ | + | |
- | @Override | + | |
- | | + | |
- | { | + | |
- | return new Sprite[]{stillAcidSprite, | + | |
- | } | + | |
- | // apply light green color | + | @Override |
- | | + | public |
- | public | + | ACID_LAKE = Registry.register(Registry.FEATURE, new Identifier(MOD_ID, " |
- | { | + | |
- | | + | // generate in swamps, similar to water lakes, but with a chance of 40 (the higher the number, the lower the generation chance) |
- | } | + | Biomes.SWAMP.addFeature( |
- | }; | + | GenerationStep.Feature.LOCAL_MODIFICATIONS, |
+ | ACID_LAKE.configure(new SingleStateFeatureConfig(ACID.getDefaultState())) | ||
+ | .createDecoratedFeature(Decorator.WATER_LAKE.configure(new ChanceDecoratorConfig(40))) | ||
+ | ); | ||
+ | } | ||
+ | </ | ||
- | // registering the same renderer for both fluid variants is intentional | ||
- | |||
- | FluidRenderHandlerRegistry.INSTANCE.register([ModInitializer].stillAcid, | ||
- | FluidRenderHandlerRegistry.INSTANCE.register([ModInitializer].flowingAcid, | ||
- | </ | ||
- | Then what's left to do is to create necessary Json files and textures, but you should know how to do that at this point. |
tutorial/fluids.txt · Last modified: 2023/05/04 11:31 by solidblock