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tutorial:fluids [2021/10/20 20:49] – fixed grammar errors, added expert warning to advanced customization. salvopeluxtutorial:fluids [2023/05/04 11:31] (current) – [Rendering setup] solidblock
Line 17: Line 17:
  
  /**  /**
- * @return whether the fluid infinite like water+ * @return whether the fluid is infinite (which means can be infinitely created like water). In vanilla, it depends on the game rule.
  */  */
  @Override  @Override
Line 25: Line 25:
  
  /**  /**
- * Perform actions when fluid flows into a replaceable block. Water drops+ * Perform actions when the fluid flows into a replaceable block. Water drops
  * the block's loot table. Lava plays the "block.lava.extinguish" sound.  * the block's loot table. Lava plays the "block.lava.extinguish" sound.
  */  */
Line 35: Line 35:
  
  /**  /**
- * Lava returns true if its FluidState is above a certain height and the+ * Lava returns true if it'FluidState is above a certain height and the
  * Fluid is Water.  * Fluid is Water.
  
Line 146: Line 146:
 @Override @Override
 public void onInitialize() { public void onInitialize() {
- STILL_ACID = class_2378.method_10230(class_2378.field_11154, new class_2960(MOD_ID, "acid"), new AcidFluid.Still()); + STILL_ACID = class_2378.method_10230(class_7923.field_41173, new class_2960("tutorial", "acid"), new AcidFluid.Still()); 
- FLOWING_ACID = class_2378.method_10230(class_2378.field_11154, new class_2960(MOD_ID, "flowing_acid"), new AcidFluid.Flowing()); + FLOWING_ACID = class_2378.method_10230(class_7923.field_41173, new class_2960("tutorial", "flowing_acid"), new AcidFluid.Flowing()); 
- ACID_BUCKET = class_2378.method_10230(class_2378.field_11142, new class_2960(MOD_ID, "acid_bucket"), + ACID_BUCKET = class_2378.method_10230(class_7923.field_41178, new class_2960("tutorial", "acid_bucket"), 
         new class_1755(STILL_ACID, new class_1792.class_1793().method_7896(class_1802.field_8550).method_7889(1)));         new class_1755(STILL_ACID, new class_1792.class_1793().method_7896(class_1802.field_8550).method_7889(1)));
    
Line 163: Line 163:
  "values":  "values":
  [  [
- "your_mod_id:acid", + "tutorial:acid", 
- "your_mod_id:flowing_acid"+ "tutorial:flowing_acid"
  ]  ]
 } }
Line 177: Line 177:
 @Override @Override
 public void onInitialize() { public void onInitialize() {
- ACID = class_2378.method_10230(class_2378.field_11146, new class_2960(MOD_ID, "acid"), new class_2404(STILL_ACID, FabricBlockSettings.method_9630(class_2246.field_10382)){});+ ACID = class_2378.method_10230(class_7923.field_41175, new class_2960(MOD_ID, "acid"), new class_2404(STILL_ACID, FabricBlockSettings.method_9630(class_2246.field_10382)){});
   
  // ...  // ...
Line 241: Line 241:
  
 ===== Rendering setup ===== ===== Rendering setup =====
-For your fluids to have textures or be tinted with a color, you will need to register a ''FluidRenderHandler'' for them. Here, we will reuse water's textures and just change the tint color applied to them. To make sure the textures are rendered as translucent, you can use Fabric's ''BlockRenderLayerMap''.+For your fluids to have textures or be tinted with a color, you will need to register a ''FluidRenderHandler'' for them. Here, we will reuse water's textures and just change the tint color applied to them. To make sure the textures are rendered as translucent, you can use Fabric's ''BlockRenderLayerMap'' (see [[blockappearance]]).
  
 <yarncode java [enable_line_numbers="true"]> <yarncode java [enable_line_numbers="true"]>
 +@Environment(EnvType.CLIENT)
 public class TutorialModClient implements ClientModInitializer { public class TutorialModClient implements ClientModInitializer {
  
  @Override  @Override
  public void onInitializeClient() {  public void onInitializeClient() {
- setupFluidRendering(TutorialMod.STILL_ACID, TutorialMod.FLOWING_ACID, new class_2960("minecraft", "water"), 0x4CC248);+ FluidRenderHandlerRegistry.INSTANCE.register(TutorialMod.STILL_ACID, TutorialMod.FLOWING_ACID, new SimpleFluidRenderHandler( 
 + new class_2960("minecraft:block/water_still"), 
 + new class_2960("minecraft:block/water_flow"), 
 + 0x4CC248 
 + )); 
  BlockRenderLayerMap.INSTANCE.putFluids(class_1921.method_23583(), TutorialMod.STILL_ACID, TutorialMod.FLOWING_ACID);  BlockRenderLayerMap.INSTANCE.putFluids(class_1921.method_23583(), TutorialMod.STILL_ACID, TutorialMod.FLOWING_ACID);
 +
 + //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.
 + //ClientSpriteRegistryCallback.event(PlayerScreenHandler.BLOCK_ATLAS_TEXTURE).register((atlasTexture, registry) -> {
 + //    registry.register(new Identifier("tutorial:block/custom_fluid_still"));
 + //    registry.register(new Identifier("tutorial:block/custom_fluid_flowing"));
 + //});
  
  // ...  // ...
- } 
- 
- public static void setupFluidRendering(final class_3611 still, final class_3611 flowing, final class_2960 textureFluidId, final int color) { 
- final class_2960 stillSpriteId = new class_2960(textureFluidId.method_12836(), "block/" + textureFluidId.method_12832() + "_still"); 
- final class_2960 flowingSpriteId = new class_2960(textureFluidId.method_12836(), "block/" + textureFluidId.method_12832() + "_flow"); 
- 
- // If they're not already present, add the sprites to the block atlas 
- ClientSpriteRegistryCallback.event(class_1059.field_5275).register((atlasTexture, registry) -> { 
- registry.register(stillSpriteId); 
- registry.register(flowingSpriteId); 
- }); 
- 
- final class_2960 fluidId = class_2378.field_11154.method_10221(still); 
- final class_2960 listenerId = new class_2960(fluidId.method_12836(), fluidId.method_12832() + "_reload_listener"); 
- 
- final class_1058[] fluidSprites = { null, null }; 
- 
- ResourceManagerHelper.get(class_3264.field_14188).registerReloadListener(new SimpleSynchronousResourceReloadListener() { 
- @Override 
- public class_2960 getFabricId() { 
- return listenerId; 
- } 
- 
- /** 
- * Get the sprites from the block atlas when resources are reloaded 
- */ 
- @Override 
- public void method_14491(class_3300 resourceManager) { 
- final Function<class_2960, class_1058> atlas = class_310.method_1551().method_1549(class_1059.field_5275); 
- fluidSprites[0] = atlas.apply(stillSpriteId); 
- fluidSprites[1] = atlas.apply(flowingSpriteId); 
- } 
- }); 
- 
- // The FluidRenderer gets the sprites and color from a FluidRenderHandler during rendering 
- final FluidRenderHandler renderHandler = new FluidRenderHandler() 
- { 
- @Override 
- public class_1058[] getFluidSprites(class_1920 view, class_2338 pos, class_3610 state) { 
- return fluidSprites; 
- } 
- 
- @Override 
- public int getFluidColor(class_1920 view, class_2338 pos, class_3610 state) { 
- return color; 
- } 
- }; 
- 
- FluidRenderHandlerRegistry.INSTANCE.register(still, renderHandler); 
- FluidRenderHandlerRegistry.INSTANCE.register(flowing, renderHandler); 
  }  }
 } }
Line 309: Line 273:
  
 ===== Generation in the world ===== ===== Generation in the world =====
-To make lakes of acid generate in the world, you can create a ''<yarn net.minecraft.class_3085>'' in your ''ModInitializer'' and then add it to the biomes you want it to generate in: +TODO Update to 1.19.4
- +
-<code java [enable_line_numbers="true"]> +
-public static LakeFeature ACID_LAKE; +
- +
-@Override +
-public void onInitialize() { +
- ACID_LAKE = Registry.register(Registry.FEATURE, new Identifier(MOD_ID, "acid_lake"), new LakeFeature(SingleStateFeatureConfig::deserialize)); +
-  +
- // 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))) +
- ); +
-}+
 </code> </code>
- 
-===== Advanced customization [EXPERT] ===== 
-**First of all, this section is only for expert users, so you should have familiarity with mixins.  
-If you think that mixins are something good to eat... go learn more about mixins before! You can find more info on [[tutorial:mixin_introduction|the mixins section of this wiki]].** 
- 
-You may notice that your custom fluid is very similar to water. 
-In this section we'll cover some customizations, like adding custom fog and fog color, "strength" (pushing back the player), and adding custom sounds and particles. 
- 
-Unfortunately, for now, there isn't a way to do this normally even with Fabric API, so we need to use mixins to change the behaviour of ''Entity'' class and and ''BackgroundRenderer'' class. 
- 
-To start, remove the fluid from the water tag we added previously, and add a custom tag for custom behaviours: 
- 
-<code java [enable_line_numbers="true"]> 
-//Add in the main mod file 
-public static final Tag<Fluid> FABRIC_FLUIDS = TagFactory.FLUID.create(new Identifier(MOD_ID, "fabric_fluid")); 
-</code> 
- 
-Then add all fluids to your custom tag for customization: 
- 
-''/data/tutorial/tags/fabric_fluid.json'' 
- 
-<code json [enable_line_numbers="true"]> 
-{ 
-  "replace": false, 
-  "values": 
-  [ 
-    "tutorial:acid", 
-    "tutorial:flowing_acid" 
-  ] 
-} 
-</code> 
- 
-==== Adding fog customizations ==== 
-To make things simpler and more customizable, let's add an interface to get the fog values: 
- 
-<code java [enable_line_numbers="true"]> 
-public interface FabricFlowableFluid { 
-    /** 
-     * Get the fog color. 
-     */ 
-    int getFogColor(Entity focusedEntity); 
-     
-    /** 
-     * Get the fog start value. 
-     */ 
-    float getFogStart(Entity focusedEntity); 
-     
-    /** 
-     * Get the fog end value. 
-     */ 
-    float getFogEnd(Entity focusedEntity); 
-} 
-</code> 
- 
-Now you must implement this interface to the previous example fluid class: 
- 
-<code java [enable_line_numbers="true"]> 
-public abstract class AcidFluid extends TutorialFluid implements FabricFlowableFluid { 
- 
-    [...] 
-     
-    /** 
-     * Get the fog color. 
-     */ 
-    @Override 
-    public int getFogColor(Entity focusedEntity) { 
-        //Set the fog color to #99ff33 for a light green acid. 
-        return 0x99ff33; 
-    } 
- 
-    /** 
-     * Get the fog start value. (Lava uses 0.25f, and 0.0f if the player has fire resistance) 
-     */ 
-    @Override 
-    public float getFogStart(Entity focusedEntity) { 
-        //You can use focusedEntity to get the effects, just comment for now. 
-        //if (entity instanceof LivingEntity && ((LivingEntity)entity).hasStatusEffect(StatusEffects.FIRE_RESISTANCE)) return 0.0f; 
-        return 0.25f; 
-    } 
- 
-    /** 
-     * Get the fog end value. (Lava uses 1.0f, and 3.0f if the player has fire resistance) 
-     */ 
-    @Override 
-    public float getFogEnd(Entity focusedEntity) { 
-        //You can use focusedEntity to get the effects, just comment for now. 
-        //if (entity instanceof LivingEntity && ((LivingEntity)entity).hasStatusEffect(StatusEffects.FIRE_RESISTANCE)) return 3.0f 
-        return 1.0f; 
-    } 
-     
-    [...] 
-} 
-</code> 
- 
-To make the game use these values we must use an inject mixin to two methods inside the ''BackgroundRenderer'' class: 
- 
-  * ''render''   : This will render the fog color 
-  * ''applyFog'' : This will aplly the fog with the start and end parameters. 
- 
-<code java [enable_line_numbers="true"]> 
-@Mixin(BackgroundRenderer.class) 
-public class BackgroundRendererMixin { 
-    @Shadow private static float red; 
-    @Shadow private static float green; 
-    @Shadow private static float blue; 
-    @Shadow private static long lastWaterFogColorUpdateTime = -1L; 
- 
-    @Inject(method = "render(Lnet/minecraft/client/render/Camera;FLnet/minecraft/client/world/ClientWorld;IF)V", 
-            at = @At("HEAD"), 
-            cancellable = true) 
-    private static void render(Camera camera, float tickDelta, ClientWorld world, int i, float f, CallbackInfo ci) { 
-     
-        //Get the fluid that submerged the camera 
-        FluidState fluidState = ((FabricCamera)camera).getSubmergedFluidState(); 
- 
-        //If this is an instance of FabricFlowableFluid interface... 
-        if (fluidState.getFluid() instanceof FabricFlowableFluid fluid) { 
-         
-            //Get the color of the fog... 
-            int fogColor = fluid.getFogColor(camera.getFocusedEntity()); 
-             
-            //This is an hexadecimal color, so we need to get the three "red", "green", and "blue" values. 
-            red = (fogColor >> 16 & 255) / 255f; 
-            green = (fogColor >> 8 & 255) / 255f; 
-            blue = (fogColor & 255) / 255f; 
-             
-            //This is for compatibility, just add! 
-            lastWaterFogColorUpdateTime = -1L; 
-             
-            //Apply the color, then return. 
-            RenderSystem.clearColor(red, green, blue, 0.0f); 
-             
-            ci.cancel(); 
-        } 
-    } 
- 
-    @Inject(method = "applyFog(Lnet/minecraft/client/render/Camera;Lnet/minecraft/client/render/BackgroundRenderer$FogType;FZ)V", 
-            at = @At("HEAD"), 
-            cancellable = true) 
-    private static void applyFog(Camera camera, BackgroundRenderer.FogType fogType, float viewDistance, boolean thickFog, CallbackInfo ci) { 
-     
-        //Get the fluid that submerged the camera 
-        FluidState fluidState = ((FabricCamera)camera).getSubmergedFluidState(); 
- 
-        //If this is an instance of FabricFlowableFluid interface... 
-        if (fluidState.getFluid() instanceof FabricFlowableFluid fluid) { 
-         
-            //Get the start and end parameters and apply them, then return. 
-            RenderSystem.setShaderFogStart(fluid.getFogStart(camera.getFocusedEntity())); 
-            RenderSystem.setShaderFogEnd(fluid.getFogEnd(camera.getFocusedEntity())); 
-             
-            ci.cancel(); 
-        } 
-    } 
-} 
-</code> 
- 
-From 1.17 camera has not the ''getSubmergedFluidState'' method so, as you can see, we must "re-add" it, this is pretty simple. 
- 
-Add a ''FabricCamera'' interface: 
- 
-<code java [enable_line_numbers="true"]> 
-public interface FabricCamera { 
-    /** 
-     * Returns the fluid in which the camera is submerged. 
-     */ 
-    FluidState getSubmergedFluidState(); 
-} 
-</code> 
- 
-Add a mixin to get the value (Accessor) from the camera: 
- 
-<code java [enable_line_numbers="true"]> 
-@Mixin(Camera.class) 
-public class CameraMixin implements FabricCamera { 
-    @Shadow private BlockView area; 
-    @Shadow @Final private BlockPos.Mutable blockPos; 
- 
-    /** 
-     * Returns the fluid in which the camera is submerged. 
-     */ 
-    @Override 
-    public FluidState getSubmergedFluidState() { 
-        return this.area.getFluidState(this.blockPos); 
-    } 
-} 
-</code> 
- 
-==== Adding push back, custom sounds and custom particles ==== 
-For first, extend the previous ''FabricFlowableFluid'' interface to get the values and make custom behaviours. 
- 
-Now it will be like this: 
- 
-<code java [enable_line_numbers="true"]> 
-public interface FabricFlowableFluid { 
-    /** 
-     * Get the fog color. 
-     */ 
-    int getFogColor(Entity focusedEntity); 
-     
-    /** 
-     * Get the fog start value. 
-     */ 
-    float getFogStart(Entity focusedEntity); 
-     
-    /** 
-     * Get the fog end value. 
-     */ 
-    float getFogEnd(Entity focusedEntity); 
- 
-    /** 
-     * Get the fluid pushing strength. 
-     */ 
-    double getStrength(); 
- 
-    /** 
-     * Get the fluid splash sound. 
-     */ 
-    Optional<SoundEvent> getSplashSound(); 
- 
-    /** 
-     * Make things when the player splashes on the fluid (like jumping). 
-     */ 
-    void onSplash(World world, Vec3d pos, Entity entity); 
-} 
-</code> 
- 
-Add the new methods implementations to the fluid class: 
- 
-<code java [enable_line_numbers="true"]> 
-public abstract class AcidFluid extends TutorialFluid implements FabricFlowableFluid { 
- 
-    [...] 
-     
-    /** 
-     * Get the fluid pushing strength. (Water uses 0.014d, Lava uses 0.0023333333333333335d, and 0.007d in the Nether) 
-     */ 
-    @Override 
-    double getStrength() { 
-        return 0.014d; 
-    } 
- 
-    /** 
-     * Get the fluid splash sound. 
-     */ 
-    @Override 
-    Optional<SoundEvent> getSplashSound() { 
-        //For this example we will use the strider step sound in lava. 
-        return Optional.of(SoundEvents.ENTITY_STRIDER_STEP_LAVA); 
-    } 
- 
-    /** 
-     * Make things when the player splashes on the fluid (like jumping). 
-     */ 
-    @Override 
-    void onSplash(World world, Vec3d pos, Entity entity) { 
-        //You can use the parameters in this method to add the particles you want. 
-        //This is an example that will show a smoke particle when hitting the fluid (or jumping on it). 
-        //pos is the position where the player hitted the fluid. 
-        //entity is the entity that caused the splash event. 
-        world.addParticle(ParticleTypes.SMOKE, pos.getX(), pos.getY(), pos.getZ(), 0.02d, 0.02d, 0.02d); 
-    } 
-     
-    [...] 
-} 
-</code> 
- 
-Now we must add a mixin to ''checkWaterState'' method of ''Entity'' class to make the fluid use our custom behaviours. 
- 
-For now we will disable the swimming on the fluid, this will be covered in the future. 
- 
-<code java [enable_line_numbers="true"]> 
-@Mixin(Entity.class) 
-public abstract class EntityMixin { 
-    @Shadow public World world; 
-    @Shadow private BlockPos blockPos; 
-    @Shadow protected boolean firstUpdate; 
-    @Shadow public float fallDistance; 
-    @Shadow protected boolean touchingWater; 
-    protected boolean touchingFabricFlowableFluid; 
- 
-    @Shadow @Nullable public abstract Entity getVehicle(); 
-    @Shadow public abstract boolean updateMovementInFluid(Tag<Fluid> tag, double d); 
-    @Shadow public abstract void extinguish(); 
-    //@Shadow protected abstract void onSwimmingStart(); 
-    @Shadow public abstract void setSwimming(boolean swimming); 
-    @Shadow public abstract boolean isRegionUnloaded(); 
-    @Shadow public abstract void playSound(SoundEvent sound, float volume, float pitch); 
-    @Shadow public abstract double getX(); 
-    @Shadow public abstract double getY(); 
-    @Shadow public abstract double getZ(); 
- 
- 
-    @Inject(method = "checkWaterState()V", 
-            at = @At("HEAD"), 
-            cancellable = true) 
-    void checkWaterState(CallbackInfo ci) { 
-        if (this.getVehicle() instanceof BoatEntity) { 
- 
-            //If the player is on a boat it doesn't touch the fluid 
-            this.touchingWater = false; //This is added for compatibility with water. 
-            this.touchingFabricFlowableFluid = false; 
- 
-            ci.cancel(); 
-        } else { 
- 
-            //Gets the fluid strength 
-            double fluidStrength = getFluidStrength(); 
- 
-            //Triggers the movement in the fluid 
-            if (fluidStrength != -1 && this.updateMovementInFluid(FabricFluidTags.FABRIC_FLUIDS, fluidStrength)) { 
-                if (!this.touchingFabricFlowableFluid && !this.firstUpdate) { 
-                    //If the player has jumped on the fluid, or touched the fluid for the first fime, executes the touched method below 
-                    this.onFabricFlowableFluidTouched(); 
-                    //this.onSwimmingStart(); 
-                } 
- 
-                //This prevents fall damage when hitting the fluid (like water). 
-                this.fallDistance = 0.0F; 
- 
-                //When the player is on the fluid set touching to true. 
-                this.touchingFabricFlowableFluid = true; 
-                this.touchingWater = true; //This is added for compatibility with water. 
- 
-                //This extinguish the fire from the player (like water). 
-                this.extinguish(); 
- 
-                ci.cancel(); 
-            } 
-            else { 
-                //When the player leaved the fluid (or jumped from it) set touching to false. 
-                this.touchingFabricFlowableFluid = false; 
-            } 
-        } 
-    } 
- 
-    /** 
-     * This is not very important, will simply disable swimming on the fluid for now. 
-     */ 
-    @Inject(method = "updateSwimming()V", 
-            at = @At("HEAD"), 
-            cancellable = true) 
-    public void updateSwimming(CallbackInfo ci) { 
-        if (this.touchingFabricFlowableFluid) { 
-            //Disable swimming 
-            setSwimming(false); 
- 
-            ci.cancel(); 
-        } 
-    } 
- 
-    /** 
-     * Get the fluid pushing strength from the fluid. 
-     */ 
-    private double getFluidStrength() { 
-        if (this.isRegionUnloaded()) { 
-            return -1; 
-        } else { 
-            FluidState fluidState = this.world.getFluidState(this.blockPos); 
-            if (fluidState.getFluid() instanceof FabricFlowableFluid fluid) { 
-                return fluid.getStrength(); 
-            } 
-            else return -1; 
-        } 
-    } 
- 
-    /** 
-     * Executed when the player touches the fluid for the first time, or jumps on it. 
-     */ 
-    private void onFabricFlowableFluidTouched() { 
-        FluidState fluidState = this.world.getFluidState(this.blockPos); 
-        if (fluidState.getFluid() instanceof FabricFlowableFluid fluid) { 
- 
-            //Gets and play the splash sound 
-            fluid.getSplashSound().ifPresent(soundEvent -> this.playSound(soundEvent, 1f, 1f)); 
- 
-            //Execute the onSplash event 
-            fluid.onSplash(this.world, new Vec3d(this.getX(), this.getY(), this.getZ()), (Entity)(Object)this); 
-        } 
-    } 
-} 
-</code> 
- 
tutorial/fluids.1634762954.txt.gz · Last modified: 2021/10/20 20:49 by salvopelux