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GeezerVison is showing github.com — Forge_Tutorials/StructureArrayTutorialPart1.java at master · coolAlias/Forge_Tutorials Expand file tree/ Copy pathStructureArrayTutorialPart1.javaMore file actions 514 lines (492 loc) · 21.2 KB / Copy pathStructureArrayTutorialPart1.javaFile metadata and controls514 lines (492 loc) · 21.2 KB 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 /* STRUCTURE GENERATOR TOOL TUTORIAL PART 1: YOUR FIRST STRUCTURE This tutorial is for use with my Structure Generation Tool, NOT regular minecraft structures. In this tutorial I will cover how to build your structure using an array from scratch. Please also refer to the instructions in 'StructureArrays.java' for more information. */ /* * Step 1: Create a new class and array for your structure */ /* Just create a completely empty class. We'll name it 'StructureArrayTutorial' for now. */ public class StructureArrayTutorial { } /* Yep, totally empty right now. Next, look in StructureArrays.java, find 'blockArrayTemplate', and copy and paste that into your class. It should now look like this: */ public class StructureArrayTutorial { public static final int[][][][] blockArrayTemplate = { { // y { // x {} // z } } }; } /* * Step 2: Create a basic structure */ /* In this step, we're going to create a 5x5 platform. Recall that the z axis runs north to south, and the x axis runs east to west. All we need to do is place a block at five consecutive points along the z axis, making a north-south column, and repeat this column five times along the x axis (east-west). */ public static final int[][][][] blockArrayTemplate = { { // y { // x // z: place 5 blocks here that will run north to south // This first z column is stored at x = 0 in our block array {Block.wood.blockID}, // here's one, be sure to add a comma ',' {Block.wood.blockID}, // 2 {Block.wood.blockID}, // 3 {Block.wood.blockID}, // 4 {Block.wood.blockID} // 5 // That finishes one column, but we need four more columns // The next column will be at x = 1 }, // Again, be sure to add a comma ',' { // This is the start of x = 1 // The brackets within start off the z array once again // Just copy and paste from above! {Block.wood.blockID}, // here's one, be sure to add a comma ',' {Block.wood.blockID}, // 2 {Block.wood.blockID}, // 3 {Block.wood.blockID}, // 4 {Block.wood.blockID} // 5 // Just like that! Now copy an entire x subsection and paste it // 3 more times. Don't forget to add that comma! }, { // This is the start of x = 1 // The brackets within start off the z array once again // Just copy and paste from above! {Block.wood.blockID}, // here's one, be sure to add a comma ',' {Block.wood.blockID}, // 2 {Block.wood.blockID}, // 3 {Block.wood.blockID}, // 4 {Block.wood.blockID} // 5 // Just like that! Now copy an entire x subsection and paste it // 3 more times. Don't forget to add that comma! }, { // This is the start of x = 1 // The brackets within start off the z array once again // Just copy and paste from above! {Block.wood.blockID}, // here's one, be sure to add a comma ',' {Block.wood.blockID}, // 2 {Block.wood.blockID}, // 3 {Block.wood.blockID}, // 4 {Block.wood.blockID} // 5 // Just like that! Now copy an entire x subsection and paste it // 3 more times. Don't forget to add that comma! }, { // This is the start of x = 1 // The brackets within start off the z array once again // Just copy and paste from above! {Block.wood.blockID}, // here's one, be sure to add a comma ',' {Block.wood.blockID}, // 2 {Block.wood.blockID}, // 3 {Block.wood.blockID}, // 4 {Block.wood.blockID} // 5 <-- Remove the last comma! // Just like that! Now copy an entire x subsection and paste it // 3 more times. Don't forget to add that comma! }, // <-- Remove the last comma, as there won't be another x sub-array here } }; // <-- There needs to be a semi-colon ';' at the end of your array /* Step 3: Add your structure to the StructureGenerator and test it out */ /* To allow your structure to be easily spawned by the ItemStructureSpawner, we need to add a new Structure to the list. Open the StructureGenerator class and go to the very bottom. There you'll find a static {...} initializer that adds all the current Structures. Add the following code after the last structure: */ // In StructureGenerator: static { // All the other structures are here, put your code last: structure = new Structure("Tutorial"); structure.addBlockArray(StructureArrayTutorial.blockArrayTutorial); structures.add(structure); } /* Easy as that! Note that I changed the name from 'blockArrayTemplate' to 'blockArrayTutorial'. You should do the same. Now launch Minecraft in Creative mode, grab yourself a hammer (ItemStructureSpawner), press '[' left bracket and your 'Tutorial' structure should be selected. Right click on a block to generate it. Well, that's not so great, is it? A 5x5 wooden platform. Yay. Let's make it better. */ /* * Step 4: Build a House */ /* First, clean up the array by removing all those random comments, but leave the 'x=0', 'z=0', 'z=1', etc. comments in there, and make sure they are correct. Trust me, it makes it a LOT easier to keep track of stuff that way. Now your array should look like this: */ public static final int[][][][] blockArrayTutorial = { { // y = 1 { // x = 1 {Block.wood.blockID}, // z = 1 {Block.wood.blockID}, // z = 2 {Block.wood.blockID}, // z = 3 {Block.wood.blockID}, // z = 4 {Block.wood.blockID} // z = 5 }, { // x = 2 {Block.wood.blockID}, // z = 1 {Block.wood.blockID}, // z = 2 {Block.wood.blockID}, // z = 3 {Block.wood.blockID}, // z = 4 {Block.wood.blockID} // z = 5 }, { // x = 3 {Block.wood.blockID}, // z = 1 {Block.wood.blockID}, // z = 2 {Block.wood.blockID}, // z = 3 {Block.wood.blockID}, // z = 4 {Block.wood.blockID} // z = 5 }, { // x = 4 {Block.wood.blockID}, // z = 1 {Block.wood.blockID}, // z = 2 {Block.wood.blockID}, // z = 3 {Block.wood.blockID}, // z = 4 {Block.wood.blockID} // z = 5 }, { // x = 5 {Block.wood.blockID}, // z = 1 {Block.wood.blockID}, // z = 2 {Block.wood.blockID}, // z = 3 {Block.wood.blockID}, // z = 4 {Block.wood.blockID} // z = 5 } } }; /* You should notice that I started counting at 1, even though the array index is really 0. That's because it doesn't matter as far as we're concerned. We just need to keep track of the relative order, and it's far more natural to count from 1 rather than 0. If you'd rather start at 0, that's fine too. Ok, first copy and paste ALL of the array from x=1 to x=5 into a new y layer, then do it one more time. You should now have 3 identical 5x5 'layers'. */ public static final int[][][][] blockArrayTutorial = { { // y = 1 { // x = 1 {Block.wood.blockID}, // z = 1 {Block.wood.blockID}, // z = 2 {Block.wood.blockID}, // z = 3 {Block.wood.blockID}, // z = 4 {Block.wood.blockID} // z = 5 }, { // x = 2 {Block.wood.blockID}, // z = 1 {Block.wood.blockID}, // z = 2 {Block.wood.blockID}, // z = 3 {Block.wood.blockID}, // z = 4 {Block.wood.blockID} // z = 5 }, { // x = 3 {Block.wood.blockID}, // z = 1 {Block.wood.blockID}, // z = 2 {Block.wood.blockID}, // z = 3 {Block.wood.blockID}, // z = 4 {Block.wood.blockID} // z = 5 }, { // x = 4 {Block.wood.blockID}, // z = 1 {Block.wood.blockID}, // z = 2 {Block.wood.blockID}, // z = 3 {Block.wood.blockID}, // z = 4 {Block.wood.blockID} // z = 5 }, { // x = 5 {Block.wood.blockID}, // z = 1 {Block.wood.blockID}, // z = 2 {Block.wood.blockID}, // z = 3 {Block.wood.blockID}, // z = 4 {Block.wood.blockID} // z = 5 } }, { // y = 2 { // x = 1 {Block.wood.blockID}, // z = 1 {Block.wood.blockID}, // z = 2 {Block.wood.blockID}, // z = 3 {Block.wood.blockID}, // z = 4 {Block.wood.blockID} // z = 5 }, { // x = 2 {Block.wood.blockID}, // z = 1 {Block.wood.blockID}, // z = 2 {Block.wood.blockID}, // z = 3 {Block.wood.blockID}, // z = 4 {Block.wood.blockID} // z = 5 }, { // x = 3 {Block.wood.blockID}, // z = 1 {Block.wood.blockID}, // z = 2 {Block.wood.blockID}, // z = 3 {Block.wood.blockID}, // z = 4 {Block.wood.blockID} // z = 5 }, { // x = 4 {Block.wood.blockID}, // z = 1 {Block.wood.blockID}, // z = 2 {Block.wood.blockID}, // z = 3 {Block.wood.blockID}, // z = 4 {Block.wood.blockID} // z = 5 }, { // x = 5 {Block.wood.blockID}, // z = 1 {Block.wood.blockID}, // z = 2 {Block.wood.blockID}, // z = 3 {Block.wood.blockID}, // z = 4 {Block.wood.blockID} // z = 5 } }, { // y = 3 { // x = 1 {Block.wood.blockID}, // z = 1 {Block.wood.blockID}, // z = 2 {Block.wood.blockID}, // z = 3 {Block.wood.blockID}, // z = 4 {Block.wood.blockID} // z = 5 }, { // x = 2 {Block.wood.blockID}, // z = 1 {Block.wood.blockID}, // z = 2 {Block.wood.blockID}, // z = 3 {Block.wood.blockID}, // z = 4 {Block.wood.blockID} // z = 5 }, { // x = 3 {Block.wood.blockID}, // z = 1 {Block.wood.blockID}, // z = 2 {Block.wood.blockID}, // z = 3 {Block.wood.blockID}, // z = 4 {Block.wood.blockID} // z = 5 }, { // x = 4 {Block.wood.blockID}, // z = 1 {Block.wood.blockID}, // z = 2 {Block.wood.blockID}, // z = 3 {Block.wood.blockID}, // z = 4 {Block.wood.blockID} // z = 5 }, { // x = 5 {Block.wood.blockID}, // z = 1 {Block.wood.blockID}, // z = 2 {Block.wood.blockID}, // z = 3 {Block.wood.blockID}, // z = 4 {Block.wood.blockID} // z = 5 } } }; /* You can see how the array quickly gets very long, so we're going to scrunch it together some to save space. Later on, we may have to write it 'longhand' again in order to more clearly see what's going on. Here's the short version: */ public static final int[][][][] blockArrayTutorial = { { // y = 1 { // x = 1 {Block.wood.blockID},{Block.wood.blockID},{Block.wood.blockID},{Block.wood.blockID},{Block.wood.blockID} }, { // x = 2 {Block.wood.blockID},{Block.wood.blockID},{Block.wood.blockID},{Block.wood.blockID},{Block.wood.blockID} }, { // x = 3 {Block.wood.blockID},{Block.wood.blockID},{Block.wood.blockID},{Block.wood.blockID},{Block.wood.blockID} }, { // x = 4 {Block.wood.blockID},{Block.wood.blockID},{Block.wood.blockID},{Block.wood.blockID},{Block.wood.blockID} }, { // x = 5 {Block.wood.blockID},{Block.wood.blockID},{Block.wood.blockID},{Block.wood.blockID},{Block.wood.blockID} } }, { // y = 2 { // x = 1 {Block.wood.blockID},{Block.wood.blockID},{Block.wood.blockID},{Block.wood.blockID},{Block.wood.blockID} }, { // x = 2 {Block.wood.blockID},{Block.wood.blockID},{Block.wood.blockID},{Block.wood.blockID},{Block.wood.blockID} }, { // x = 3 {Block.wood.blockID},{Block.wood.blockID},{Block.wood.blockID},{Block.wood.blockID},{Block.wood.blockID} }, { // x = 4 {Block.wood.blockID},{Block.wood.blockID},{Block.wood.blockID},{Block.wood.blockID},{Block.wood.blockID} }, { // x = 5 {Block.wood.blockID},{Block.wood.blockID},{Block.wood.blockID},{Block.wood.blockID},{Block.wood.blockID} } }, { // y = 3 { // x = 1 {Block.wood.blockID},{Block.wood.blockID},{Block.wood.blockID},{Block.wood.blockID},{Block.wood.blockID} }, { // x = 2 {Block.wood.blockID},{Block.wood.blockID},{Block.wood.blockID},{Block.wood.blockID},{Block.wood.blockID} }, { // x = 3 {Block.wood.blockID},{Block.wood.blockID},{Block.wood.blockID},{Block.wood.blockID},{Block.wood.blockID} }, { // x = 4 {Block.wood.blockID},{Block.wood.blockID},{Block.wood.blockID},{Block.wood.blockID},{Block.wood.blockID} }, { // x = 5 {Block.wood.blockID},{Block.wood.blockID},{Block.wood.blockID},{Block.wood.blockID},{Block.wood.blockID} } } }; /* Use caution when condensing your arrays in this way, as it's much easier to make errors like this. I actually recommend you keep your array in the longer format, but for the sake of space in this tutorial, I will use the condensed version. Ok, so we wanted to make a house, right? A house is hollow on the inside, so we just need to set all the blocks inside to air, or id of 0. But where is inside? Easy. The first and last index of both x and z represent the outer edges of the array, and thus are the outer edges of our structure. So the first and last block in each z 'column' need to stay wood, as do all of the blocks at the first and last x arrays. We need to do this for each y 'layer' as well, but we'll leave y=3 totally solid as a roof. */ public static final int[][][][] blockArrayTutorial = { { // y = 1 { // x = 1 // We need an entrance to, so let's make it in the center of this column here, so at z=3 {Block.wood.blockID},{Block.wood.blockID},{0},{Block.wood.blockID},{Block.wood.blockID} }, { // x = 2 {Block.wood.blockID},{0},{0},{0},{Block.wood.blockID} }, { // x = 3 {Block.wood.blockID},{0},{0},{0},{Block.wood.blockID} }, { // x = 4 {Block.wood.blockID},{0},{0},{0},{Block.wood.blockID} }, { // x = 5 {Block.wood.blockID},{Block.wood.blockID},{Block.wood.blockID},{Block.wood.blockID},{Block.wood.blockID} } }, { // y = 2 { // x = 1 // Don't forget to make your entrance at the same x/z location in the next layer! // In y=1, we made a hole at x=1, z=3, so let's do the same here for a 2-block tall entrance {Block.wood.blockID},{Block.wood.blockID},{0},{Block.wood.blockID},{Block.wood.blockID} }, { // x = 2 {Block.wood.blockID},{0},{0},{0},{Block.wood.blockID} }, { // x = 3 {Block.wood.blockID},{0},{0},{0},{Block.wood.blockID} }, { // x = 4 {Block.wood.blockID},{0},{0},{0},{Block.wood.blockID} }, { // x = 5 {Block.wood.blockID},{Block.wood.blockID},{Block.wood.blockID},{Block.wood.blockID},{Block.wood.blockID} } }, { // y = 3 { // x = 1 {Block.wood.blockID},{Block.wood.blockID},{Block.wood.blockID},{Block.wood.blockID},{Block.wood.blockID} }, { // x = 2 {Block.wood.blockID},{Block.wood.blockID},{Block.wood.blockID},{Block.wood.blockID},{Block.wood.blockID} }, { // x = 3 {Block.wood.blockID},{Block.wood.blockID},{Block.wood.blockID},{Block.wood.blockID},{Block.wood.blockID} }, { // x = 4 {Block.wood.blockID},{Block.wood.blockID},{Block.wood.blockID},{Block.wood.blockID},{Block.wood.blockID} }, { // x = 5 {Block.wood.blockID},{Block.wood.blockID},{Block.wood.blockID},{Block.wood.blockID},{Block.wood.blockID} } } }; /* Alright, give it a try and see. Where is your entrance? Probably not in front of you. What's going on? Well, we didn't set a default facing for our structure. Since we want x=1 (minimum x value) to be the front of our structure, taking a glance at the StructureArrays.java instructions tells us we need to set our default facing to WEST. In StructureGenerator where we added our new "Tutorial" structure, you need to add one line. */ structure = new Structure("Tutorial"); structure.addBlockArray(StructureArrays.blockArrayTutorial); // The following line does just what it says. Best to do it before adding the structure to the List. structure.setFacing(StructureGeneratorBase.WEST); structures.add(structure); /* Try again, your entrance should be directly in front of you when you generate the structure no matter which way you turn. Note that setting a structure facing is only important when you want a specific side to face the player; if you are generating structures during world generation, it won't matter what default facing you set, and you can even forego setting a facing altogether. I like to always have a facing in mind, though, as it makes figuring out the correct metadata values easier. Once you have the correct value, though, it won't matter which facing you give the structure. */ /* * Step 5: Embellishments and Furnishings */ /* So you've got a hollow wooden box with a hole in it large enough for Steve to walk through. Not very exciting. In this step we'll add a door, some windows, a bed, a chest, and a torch. First, the windows. Obviously they will replace one of the wall blocks, so change some 'wood' blocks to 'glass'. I'd suggest doing this at your second y layer, perhaps in the center of each wall. Next, we need to add a door. That's a little more complicated, and will involve using metadata. In our array, each 'z' value is actually an array of its own, though we currently only store a single block id value in there. To add metadata, simply place a comma ',' after the block id followed by the value: {Block.block.blockID, MetaDataValue} Taking a look at either the Minecraft wiki 'DataValues' page or StructureArrays.java instructions, we see: "Bottom block should have a value of 0,1,2,3 facing west, north, east, or south". Hm, well, our door is on the front of our structure, and our structure faces west, so it would make sense for our door to face west as well. Therefore the bottom block should have a metadata value of '0'. For the top block, the metadata value is simply that of the bottom block plus '8'. For the bed, we'll put it along the back wall, so it's length is along the north-south axis. Let's put the head towards the wall, rather than in the center of the room. Refer back to the instruction manual to see how to set metadata for beds: "0,1,2,3 facing south, west, north, east; plus 8 for head". Our bed will be facing 'left' when we look at it from the doorway, which for a structure of facing WEST, 'left' is to the north (and also happens to be 'left' in the array, as in z = 1). So the block in the corner should have a meta of north+head, or 2+8 = 10. The block to it's right also needs to face north, so we'll set it's meta to 2. Next, we'll place a chest in the opposite corner, just to the right of the door. We want it to be easily accessible right when you step inside, so it will face toward the entrance, which just so happens to be the same direction our bed is facing, north. Note that chests don't use the same meta values as beds, so go find the correct value for a chest facing 'north' and use that. Finally, we'll place a torch to light up the inside of our little house. A nice place for this might be opposite the chest, on the block adjacent to the door and facing inwards. Recall that our door faces west, so the torch should face east, since it's facing the opposite direction compared to the door. Here's a little diagram of the floor layout; your array setup should look very similar! Keep in mind that the glass windows and torch should be at eye level, not on the ground. W W D W W W: Wood =: Glass W T - C W D: Door -: Air = - - - = C: Chest W B B - W B: Bed W W = W W T: Torch Fire it up and see how it looks! If a block is out of place, try placing it elsewhere in the array until you get it right. If a block is facing the wrong way, check StructureArrays.java once again and read up on how to set metadata for that block. If you got everything just right, play around with it and see if you can rearrange the room. Swap the bed with the chest, but keep the bed running along the wall. Move the torch to a different wall. Can you figure out how to get a torch on the outside of the house? If you tried and tried and tried but couldn't get the structure correct, I've uploaded the completed block array to my Github Forge Tutorials page under 'supplementary' materials: https://github.com/coolAlias/Forge_Tutorials/tree/master/supplementary */ |
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