forked from shadowfacts/shadowfacts.net
147 lines
5.7 KiB
Markdown
147 lines
5.7 KiB
Markdown
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```
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metadata.title = "World Generation: Ore"
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metadata.date = "2016-10-10 11:28:42 -0400"
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metadata.series = "forge-modding-1112"
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metadata.seriesName = "Forge Mods for 1.11.2"
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```
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We've got our copper ore block, but it doesn't generate in the world so it's not very useful to players. Let's fix that.
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The first thing we'll need to do is create a class called `ModWorldGeneration` in the `world` sub-package in our mod. This class will implement Forge's `IWorldGenerator` interface which is used to hook into Minecraft's world generation.
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```java
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package net.shadowfacts.tutorial.world;
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import net.minecraft.world.World;
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import net.minecraft.world.chunk.IChunkGenerator;
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import net.minecraft.world.chunk.IChunkProvider;
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import net.minecraftforge.fml.common.IWorldGenerator;
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import java.util.Random;
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public class ModWorldGen implements IWorldGenerator {
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@Override
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public void generate(Random random, int chunkX, int chunkZ, World world, IChunkGenerator chunkGenerator, IChunkProvider chunkProvider) {
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}
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}
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```
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The `generate` method is called by Forge for every chunk that's generated and is our entry point into MC's world generation. Inside the `generate` method, we'll check if `world.provider.getDimension() == 0` because we only want our ore to generate in the overworld. If that's true, we'll call a separate method called `generateOverworld` that takes the same parameters as `generate`. In this method we'll have our generation code that's specific to the overworld.
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```java
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// ...
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public class ModWorldGen implements IWorldGenerator {
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@Override
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public void generate(Random random, int chunkX, int chunkZ, World world, IChunkGenerator chunkGenerator, IChunkProvider chunkProvider) {
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if (world.provider.getDimension() == 0) { // the overworld
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generateOverworld(random, chunkX, chunkZ, world, chunkGenerator, chunkProvider);
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}
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}
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private void generateOverworld(Random random, int chunkX, int chunkY, World world, IChunkGenerator chunkGenerator, IChunkProvider chunkProvider) {
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}
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}
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```
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Before we write the code that will actually add our Copper Ore into the world, let's write a little helper method to make our lives a bit easier.
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This method will take a couple of things:
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1. The `IBlockState` to generate.
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2. The `World` to generate in.
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3. The `Random` to use for generation.
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4. The X and Z positions to generate the block at.
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5. The minimum and maximum Y positions for which the ore can be generated.
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6. The size of each ore vein.
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7. The number of veins per chunk.
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```java
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// ...
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public class ModWorldGen implements IWorldGenerator {
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// ...
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private void generateOre(IBlockState ore, World world, Random random, int x, int z, int minY, int maxY, int size, int chances) {
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int deltaY = maxY - minY;
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for (int i = 0; i < chances; i++) {
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BlockPos pos = new BlockPos(x + random.nextInt(16), minY + random.nextInt(deltaY), z + random.nextInt(16));
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WorldGenMinable generator = new WorldGenMinable(ore, size);
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generator.generate(world, random, pos);
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}
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}
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}
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```
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This method does a couple of things:
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1. Calculate the difference between the maximum Y and minimum Y values.
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2. Create a `BlockPos` with X, minimum Y, and Z values passed into the method and offset by:
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1. A random number from 0 to 15
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2. A random number from 0 to the difference between the min and max Y values (so that the ore is generated somewhere in between)
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3. A random number from 0 to 15
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3. Creates a new `WorldGenMinable` instance.
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4. Calls the `generate` method on it to generate our ore in the world.
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5. Repeats steps 2 through 4 `chances` times.
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This results in our ore being generated `chanes` times per chunk with each chance having a different position inside the chunk and in between the specificed Y values.
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```java
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// ...
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public class ModWorldGen implements IWorldGenerator {
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// ...
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private void generateOverworld(Random random, int chunkX, int chunkZ, World world, IChunkGenerator chunkGenerator, IChunkProvider chunkProvider) {
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generateOre(ModBlocks.oreCopper.getDefaultState(), world, random, chunkX * 16, chunkZ * 16, 16, 64, 4 + random.nextInt(4), 6);
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}
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private void generateOre(IBlockState ore, World world, Random random, int x, int z, int minY, int maxY, int size, int chances) {
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// ...
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}
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}
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```
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We call the `generateOre` method with:
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1. The block state we want to generate (the default block state of our copper ore block).
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2. The world we want generate in (the `World` we've been passed).
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3. The random we want to use to generate (the `Random` we've been passed).
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4. The X position we want to generate at (the `chunkX` value multipled by 16, because chunks are 16x16).
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5. The Z position we want to generate at (the `chunkZ` value multiplied by 16, because chunks are 16x16).
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6. The minimum Y position we want to generate at (16).
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7. The maximum Y position we want to generate at (64).
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8. The size of the vein to generate (a random number from 4 to 7).
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9. The number of times per chunk to generate (6).
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Lastly, in the `preInit` of our main mod class, we'll need to register our world generator.
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```java
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// ...
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public class TutorialMod {
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// ...
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public void preInit(FMLPreInitializationEvent event) {
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// ...
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GameRegistry.registerWorldGenerator(new ModWorldGen(), 3);
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}
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// ...
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}
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```
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The `int` parameter of `GameRegistry.registerWorldGenerator` is the weight of our mod's world generator. This usually doens't matter, however, if you're experiencing issues with other mods interfering with your world generation, you may want to change this.
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Now, if you create a new world and search around for a bit, you'll bet able to find a deposit of our Copper Ore!
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You may want to play around with the vein size and chances settings until you achieve the desired concentration of ore per chunk.
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![Copper Ore generating in the world](http://i.imgur.com/jfeYvi0.png)
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