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Minecraft - Modding - Flüssigkeit generation

KingLM97

Lieutenant
Registriert
Mai 2012
Beiträge
917
Hallo,

ich würde gerne meine Flüssigkeit Oil, generieren lassen. Genauso wie Wasser, nur mit Modloader Aber wie geht das?
Geht das wie hier?

Code:
    public void GenerateSurface(World world, Random rand, int chunkX, int chunkZ)
    {
        for(int i = 0; i < 10; i++)
        {
            int randPosX = chunkX + rand.nextInt(16);
            int randPosY = rand.nextInt(64);
            int randPosZ = chunkZ + rand.nextInt(16);
            (new WorldGenMinable(mod_XXX.XXX, 50)).generate(world, rand, randPosX, randPosY, randPosZ);
        }
    }

Hier die mod_Oil:
Code:
package net.minecraft.src;

import java.util.Random;

public class mod_Oil extends BaseMod{

	@Override
	public String getVersion() {
		return "1.2.5";
	}
	
	final Block OilFlowing = new BlockFlowingOil(150, Material.water).setHardness(100.0F).setBlockName("Oil").disableStats().setRequiresSelfNotify();
	final Block OilStationary = new BlockStationaryOil(151, Material.water).setHardness(100.0F).setBlockName("Oil").disableStats().setRequiresSelfNotify();	
	
	@Override
	public void load() {
		
		ModLoader.registerBlock(OilFlowing);
		ModLoader.registerBlock(OilStationary);
		
		ModLoader.addName(OilFlowing, "Oil");
		ModLoader.addName(OilStationary, "Oil");
		
		ModLoader.addRecipe(new ItemStack(OilFlowing, 1), new Object[]{
			"X", Character.valueOf('X'), Block.dirt
		});
		
		
	}

}

BlockFlowingOil:
Code:
package net.minecraft.src;

import java.util.Random;

public class BlockFlowingOil extends BlockFluid
{
    /**
     * Number of horizontally adjacent liquid source blocks. Diagonal doesn't count. Only source blocks of the same
     * liquid as the block using the field are counted.
     */
    int numAdjacentSources;
    boolean isOptimalFlowDirection[];
    int flowCost[];

    protected BlockFlowingOil(int par1, Material par2Material)
    {
        super(par1, par2Material);
        numAdjacentSources = 0;
        isOptimalFlowDirection = new boolean[4];
        flowCost = new int[4];
    }
    
    public int colorMultiplier(IBlockAccess iblockaccess, int i, int j, int k){
    	return 0x000000;
    }

    /**
     * Updates the flow for the BlockFlowing object.
     */
    private void updateFlow(World par1World, int par2, int par3, int par4)
    {
        int i = par1World.getBlockMetadata(par2, par3, par4);
        par1World.setBlockAndMetadata(par2, par3, par4, blockID + 1, i);
        par1World.markBlocksDirty(par2, par3, par4, par2, par3, par4);
        par1World.markBlockNeedsUpdate(par2, par3, par4);
    }

    public boolean getBlocksMovement(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
    {
        return blockMaterial != Material.lava;
    }

    /**
     * Ticks the block if it's been scheduled
     */
    public void updateTick(World par1World, int par2, int par3, int par4, Random par5Random)
    {
        int i = getFlowDecay(par1World, par2, par3, par4);
        byte byte0 = 1;

        if (blockMaterial == Material.lava && !par1World.worldProvider.isHellWorld)
        {
            byte0 = 2;
        }

        boolean flag = true;

        if (i > 0)
        {
            int j = -100;
            numAdjacentSources = 0;
            j = getSmallestFlowDecay(par1World, par2 - 1, par3, par4, j);
            j = getSmallestFlowDecay(par1World, par2 + 1, par3, par4, j);
            j = getSmallestFlowDecay(par1World, par2, par3, par4 - 1, j);
            j = getSmallestFlowDecay(par1World, par2, par3, par4 + 1, j);
            int k = j + byte0;

            if (k >= 8 || j < 0)
            {
                k = -1;
            }

            if (getFlowDecay(par1World, par2, par3 + 1, par4) >= 0)
            {
                int i1 = getFlowDecay(par1World, par2, par3 + 1, par4);

                if (i1 >= 8)
                {
                    k = i1;
                }
                else
                {
                    k = i1 + 8;
                }
            }

            if (numAdjacentSources >= 2 && blockMaterial == Material.water)
            {
                if (par1World.getBlockMaterial(par2, par3 - 1, par4).isSolid())
                {
                    k = 0;
                }
                else if (par1World.getBlockMaterial(par2, par3 - 1, par4) == blockMaterial && par1World.getBlockMetadata(par2, par3, par4) == 0)
                {
                    k = 0;
                }
            }

            if (blockMaterial == Material.lava && i < 8 && k < 8 && k > i && par5Random.nextInt(4) != 0)
            {
                k = i;
                flag = false;
            }

            if (k != i)
            {
                i = k;

                if (i < 0)
                {
                    par1World.setBlockWithNotify(par2, par3, par4, 0);
                }
                else
                {
                    par1World.setBlockMetadataWithNotify(par2, par3, par4, i);
                    par1World.scheduleBlockUpdate(par2, par3, par4, blockID, tickRate());
                    par1World.notifyBlocksOfNeighborChange(par2, par3, par4, blockID);
                }
            }
            else if (flag)
            {
                updateFlow(par1World, par2, par3, par4);
            }
        }
        else
        {
            updateFlow(par1World, par2, par3, par4);
        }

        if (liquidCanDisplaceBlock(par1World, par2, par3 - 1, par4))
        {
            if (blockMaterial == Material.lava && par1World.getBlockMaterial(par2, par3 - 1, par4) == Material.water)
            {
                par1World.setBlockWithNotify(par2, par3 - 1, par4, Block.stone.blockID);
                triggerLavaMixEffects(par1World, par2, par3 - 1, par4);
                return;
            }

            if (i >= 8)
            {
                par1World.setBlockAndMetadataWithNotify(par2, par3 - 1, par4, blockID, i);
            }
            else
            {
                par1World.setBlockAndMetadataWithNotify(par2, par3 - 1, par4, blockID, i + 8);
            }
        }
        else if (i >= 0 && (i == 0 || blockBlocksFlow(par1World, par2, par3 - 1, par4)))
        {
            boolean aflag[] = getOptimalFlowDirections(par1World, par2, par3, par4);
            int l = i + byte0;

            if (i >= 8)
            {
                l = 1;
            }

            if (l >= 8)
            {
                return;
            }

            if (aflag[0])
            {
                flowIntoBlock(par1World, par2 - 1, par3, par4, l);
            }

            if (aflag[1])
            {
                flowIntoBlock(par1World, par2 + 1, par3, par4, l);
            }

            if (aflag[2])
            {
                flowIntoBlock(par1World, par2, par3, par4 - 1, l);
            }

            if (aflag[3])
            {
                flowIntoBlock(par1World, par2, par3, par4 + 1, l);
            }
        }
    }

    /**
     * flowIntoBlock(World world, int x, int y, int z, int newFlowDecay) - Flows into the block at the coordinates and
     * changes the block type to the liquid.
     */
    private void flowIntoBlock(World par1World, int par2, int par3, int par4, int par5)
    {
        if (liquidCanDisplaceBlock(par1World, par2, par3, par4))
        {
            int i = par1World.getBlockId(par2, par3, par4);

            if (i > 0)
            {
                if (blockMaterial == Material.lava)
                {
                    triggerLavaMixEffects(par1World, par2, par3, par4);
                }
                else
                {
                    Block.blocksList[i].dropBlockAsItem(par1World, par2, par3, par4, par1World.getBlockMetadata(par2, par3, par4), 0);
                }
            }

            par1World.setBlockAndMetadataWithNotify(par2, par3, par4, blockID, par5);
        }
    }

    /**
     * calculateFlowCost(World world, int x, int y, int z, int accumulatedCost, int previousDirectionOfFlow) - Used to
     * determine the path of least resistance, this method returns the lowest possible flow cost for the direction of
     * flow indicated. Each necessary horizontal flow adds to the flow cost.
     */
    private int calculateFlowCost(World par1World, int par2, int par3, int par4, int par5, int par6)
    {
        int i = 1000;

        for (int j = 0; j < 4; j++)
        {
            if (j == 0 && par6 == 1 || j == 1 && par6 == 0 || j == 2 && par6 == 3 || j == 3 && par6 == 2)
            {
                continue;
            }

            int k = par2;
            int l = par3;
            int i1 = par4;

            if (j == 0)
            {
                k--;
            }

            if (j == 1)
            {
                k++;
            }

            if (j == 2)
            {
                i1--;
            }

            if (j == 3)
            {
                i1++;
            }

            if (blockBlocksFlow(par1World, k, l, i1) || par1World.getBlockMaterial(k, l, i1) == blockMaterial && par1World.getBlockMetadata(k, l, i1) == 0)
            {
                continue;
            }

            if (!blockBlocksFlow(par1World, k, l - 1, i1))
            {
                return par5;
            }

            if (par5 >= 4)
            {
                continue;
            }

            int j1 = calculateFlowCost(par1World, k, l, i1, par5 + 1, j);

            if (j1 < i)
            {
                i = j1;
            }
        }

        return i;
    }

    /**
     * Returns a boolean array indicating which flow directions are optimal based on each direction's calculated flow
     * cost. Each array index corresponds to one of the four cardinal directions. A value of true indicates the
     * direction is optimal.
     */
    private boolean[] getOptimalFlowDirections(World par1World, int par2, int par3, int par4)
    {
        for (int i = 0; i < 4; i++)
        {
            flowCost[i] = 1000;
            int k = par2;
            int j1 = par3;
            int k1 = par4;

            if (i == 0)
            {
                k--;
            }

            if (i == 1)
            {
                k++;
            }

            if (i == 2)
            {
                k1--;
            }

            if (i == 3)
            {
                k1++;
            }

            if (blockBlocksFlow(par1World, k, j1, k1) || par1World.getBlockMaterial(k, j1, k1) == blockMaterial && par1World.getBlockMetadata(k, j1, k1) == 0)
            {
                continue;
            }

            if (!blockBlocksFlow(par1World, k, j1 - 1, k1))
            {
                flowCost[i] = 0;
            }
            else
            {
                flowCost[i] = calculateFlowCost(par1World, k, j1, k1, 1, i);
            }
        }

        int j = flowCost[0];

        for (int l = 1; l < 4; l++)
        {
            if (flowCost[l] < j)
            {
                j = flowCost[l];
            }
        }

        for (int i1 = 0; i1 < 4; i1++)
        {
            isOptimalFlowDirection[i1] = flowCost[i1] == j;
        }

        return isOptimalFlowDirection;
    }

    /**
     * Returns true if block at coords blocks fluids
     */
    private boolean blockBlocksFlow(World par1World, int par2, int par3, int par4)
    {
        int i = par1World.getBlockId(par2, par3, par4);

        if (i == Block.doorWood.blockID || i == Block.doorSteel.blockID || i == Block.signPost.blockID || i == Block.ladder.blockID || i == Block.reed.blockID)
        {
            return true;
        }

        if (i == 0)
        {
            return false;
        }

        Material material = Block.blocksList[i].blockMaterial;

        if (material == Material.portal)
        {
            return true;
        }

        return material.blocksMovement();
    }

    /**
     * getSmallestFlowDecay(World world, intx, int y, int z, int currentSmallestFlowDecay) - Looks up the flow decay at
     * the coordinates given and returns the smaller of this value or the provided currentSmallestFlowDecay. If one
     * value is valid and the other isn't, the valid value will be returned. Valid values are >= 0. Flow decay is the
     * amount that a liquid has dissipated. 0 indicates a source block.
     */
    protected int getSmallestFlowDecay(World par1World, int par2, int par3, int par4, int par5)
    {
        int i = getFlowDecay(par1World, par2, par3, par4);

        if (i < 0)
        {
            return par5;
        }

        if (i == 0)
        {
            numAdjacentSources++;
        }

        if (i >= 8)
        {
            i = 0;
        }

        return par5 >= 0 && i >= par5 ? par5 : i;
    }

    /**
     * Returns true if the block at the coordinates can be displaced by the liquid.
     */
    private boolean liquidCanDisplaceBlock(World par1World, int par2, int par3, int par4)
    {
        Material material = par1World.getBlockMaterial(par2, par3, par4);

        if (material == blockMaterial)
        {
            return false;
        }

        if (material == Material.lava)
        {
            return false;
        }
        else
        {
            return !blockBlocksFlow(par1World, par2, par3, par4);
        }
    }

    /**
     * Called whenever the block is added into the world. Args: world, x, y, z
     */
    public void onBlockAdded(World par1World, int par2, int par3, int par4)
    {
        super.onBlockAdded(par1World, par2, par3, par4);

        if (par1World.getBlockId(par2, par3, par4) == blockID)
        {
            par1World.scheduleBlockUpdate(par2, par3, par4, blockID, tickRate());
        }
    }
}

BlockStationaryOil:
Code:
package net.minecraft.src;

import java.util.Random;

public class BlockStationaryOil extends BlockFluid
{
    protected BlockStationaryOil(int par1, Material par2Material)
    {
        super(par1, par2Material);
        setTickRandomly(false);

        if (par2Material == Material.lava)
        {
            setTickRandomly(true);
        }
    }

    public boolean getBlocksMovement(IBlockAccess par1IBlockAccess, int par2, int par3, int par4)
    {
        return blockMaterial != Material.lava;
    }

    /**
     * Lets the block know when one of its neighbor changes. Doesn't know which neighbor changed (coordinates passed are
     * their own) Args: x, y, z, neighbor blockID
     */
    public void onNeighborBlockChange(World par1World, int par2, int par3, int par4, int par5)
    {
        super.onNeighborBlockChange(par1World, par2, par3, par4, par5);

        if (par1World.getBlockId(par2, par3, par4) == blockID)
        {
            setNotStationary(par1World, par2, par3, par4);
        }
    }
    
    public int colorMultiplier(IBlockAccess iblockaccess, int i, int j, int k){
    	return 0x000000;
    }


    /**
     * Changes the block ID to that of an updating fluid.
     */
    private void setNotStationary(World par1World, int par2, int par3, int par4)
    {
        int i = par1World.getBlockMetadata(par2, par3, par4);
        par1World.editingBlocks = true;
        par1World.setBlockAndMetadata(par2, par3, par4, blockID - 1, i);
        par1World.markBlocksDirty(par2, par3, par4, par2, par3, par4);
        par1World.scheduleBlockUpdate(par2, par3, par4, blockID - 1, tickRate());
        par1World.editingBlocks = false;
    }

    /**
     * Ticks the block if it's been scheduled
     */
    public void updateTick(World par1World, int par2, int par3, int par4, Random par5Random)
    {
        if (blockMaterial == Material.lava)
        {
            int i = par5Random.nextInt(3);

            for (int j = 0; j < i; j++)
            {
                par2 += par5Random.nextInt(3) - 1;
                par3++;
                par4 += par5Random.nextInt(3) - 1;
                int l = par1World.getBlockId(par2, par3, par4);

                if (l == 0)
                {
                    if (isFlammable(par1World, par2 - 1, par3, par4) || isFlammable(par1World, par2 + 1, par3, par4) || isFlammable(par1World, par2, par3, par4 - 1) || isFlammable(par1World, par2, par3, par4 + 1) || isFlammable(par1World, par2, par3 - 1, par4) || isFlammable(par1World, par2, par3 + 1, par4))
                    {
                        par1World.setBlockWithNotify(par2, par3, par4, Block.fire.blockID);
                        return;
                    }

                    continue;
                }

                if (Block.blocksList[l].blockMaterial.blocksMovement())
                {
                    return;
                }
            }

            if (i == 0)
            {
                int k = par2;
                int i1 = par4;

                for (int j1 = 0; j1 < 3; j1++)
                {
                    par2 = (k + par5Random.nextInt(3)) - 1;
                    par4 = (i1 + par5Random.nextInt(3)) - 1;

                    if (par1World.isAirBlock(par2, par3 + 1, par4) && isFlammable(par1World, par2, par3, par4))
                    {
                        par1World.setBlockWithNotify(par2, par3 + 1, par4, Block.fire.blockID);
                    }
                }
            }
        }
    }

    /**
     * Checks to see if the block is flammable.
     */
    private boolean isFlammable(World par1World, int par2, int par3, int par4)
    {
        return par1World.getBlockMaterial(par2, par3, par4).getCanBurn();
    }
}

Danke für Hilfe.
 
Denke auch, das geht zu special in den Bereich rein, also jemand der sich mit Java UND Minecraft auskennt, wirste hier net soo schnell finden... Tut mir echt leid :)

Aber warum willste Oil erzeugen? Ist es net im Industial/Build Craft net schon integriert?
 
Habe ich auch getan, entweder:
"Finds heraus"
"lern Java"
"Poste es woanders"
"kann ich dir nicht weiterhelfen"
 
Es gibt doch Foren für die Entwickler von Mods. Ich schätz mal du bist 15 Jahre oder? Also selbst beigebrachtes Java? Also mal schauen, es gibt im Internet sicher Foren, die sich damit beschäftigen, nicht solche 1337 elitepvp Seiten.
 
@Malock

Jap, selbst beigebrachtes Java, aber bin 14, werde 15 in 2 Monaten.
 
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