Minecraft 1.18.1、1.18.2模组开发 10.生物生成

我们今天来实现一下在世界中生成我们的模组生物

1.Java包中新建world包 -> world包中新建gen包 -> gen包中新建ModEntityGeneration类

ModEntityGeneration.java

package com.joy187.re8joymod.world.gen;

import com.joy187.re8joymod.init.EntityInit;
import net.minecraft.resources.ResourceKey;
import net.minecraft.world.entity.EntityType;
import net.minecraft.world.level.biome.Biome;
import net.minecraft.world.level.biome.Biomes;
import net.minecraft.world.level.biome.MobSpawnSettings;
import net.minecraftforge.event.world.BiomeLoadingEvent;

import java.util.Arrays;
import java.util.List;

import com.joy187.re8joymod.init.EntityInit;

public class ModEntityGeneration {
	
	//生物实体生成函数
    public static void onEntitySpawn(final BiomeLoadingEvent event) {
//        addEntityToAllOverworldBiomes(event, EntityInit.ETHAN.get(),
//                40, 2, 4);
        //设置我们的怪物在平原和冰刺地带生成
    	addEntityToSpecificBiomes(event,EntityInit.DUND1.get(),10,1,2,Biomes.PLAINS);
    	addEntityToSpecificBiomes(event,EntityInit.DUND1.get(),10,1,2,Biomes.ICE_SPIKES);
    	
    	//除了萨瓦纳和沙滩地形以外,这种生物都会生成
    	addEntityToAllBiomesExceptThese(event,EntityInit.DUND1.get(),ModCommonConfig.SPAWN_Moroaicas.get(),1,2,Biomes.SAVANNA , Biomes.BEACH);

    }
    
    //除了哪些地形不生成该生物 参数:地形加载事件、哪一个生物、生成权重、最小生成几个、最大几个、何种地形
    private static void addEntityToAllBiomesExceptThese(BiomeLoadingEvent event, EntityType<?> type,
                                                        int weight, int minCount, int maxCount, ResourceKey<Biome>... biomes) {
        // Goes through each entry in the biomes and sees if it matches the current biome we are loading
        boolean isBiomeSelected = Arrays.stream(biomes).map(ResourceKey::location)
                .map(Object::toString).anyMatch(s -> s.equals(event.getName().toString()));

        if(!isBiomeSelected) {
            addEntityToAllBiomes(event, type, weight, minCount, maxCount);
        }
    }
    
    //特定地形生成该生物 ResourceKey<Biome>... 是指可以输入若干个参数,
    @SafeVarargs
    private static void addEntityToSpecificBiomes(BiomeLoadingEvent event, EntityType<?> type,
                                                  int weight, int minCount, int maxCount, ResourceKey<Biome>... biomes) {
        // Goes through each entry in the biomes and sees if it matches the current biome we are loading
        boolean isBiomeSelected = Arrays.stream(biomes).map(ResourceKey::location)
                .map(Object::toString).anyMatch(s -> s.equals(event.getName().toString()));

        if(isBiomeSelected) {
            addEntityToAllBiomes(event, type, weight, minCount, maxCount);
        }
    }
    
    //主世界生成该生物
    private static void addEntityToAllOverworldBiomes(BiomeLoadingEvent event, EntityType<?> type,
                                                      int weight, int minCount, int maxCount) {
        if(!event.getCategory().equals(Biome.BiomeCategory.THEEND) && !event.getCategory().equals(Biome.BiomeCategory.NETHER)) {
            addEntityToAllBiomes(event, type, weight, minCount, maxCount);
        }
    }
    
    //地狱不生成该生物
    private static void addEntityToAllBiomesNoNether(BiomeLoadingEvent event, EntityType<?> type,
                                                     int weight, int minCount, int maxCount) {
        if(!event.getCategory().equals(Biome.BiomeCategory.NETHER)) {
            List<MobSpawnSettings.SpawnerData> base = event.getSpawns().getSpawner(type.getCategory());
            base.add(new MobSpawnSettings.SpawnerData(type,weight, minCount, maxCount));
        }
    }
    
    //末地不生成该生物
    private static void addEntityToAllBiomesNoEnd(BiomeLoadingEvent event, EntityType<?> type,
                                                  int weight, int minCount, int maxCount) {
        if(!event.getCategory().equals(Biome.BiomeCategory.THEEND)) {
            List<MobSpawnSettings.SpawnerData> base = event.getSpawns().getSpawner(type.getCategory());
            base.add(new MobSpawnSettings.SpawnerData(type,weight, minCount, maxCount));
        }
    }
    
    //全地形生成该生物
    private static void addEntityToAllBiomes(BiomeLoadingEvent event, EntityType<?> type,
                                             int weight, int minCount, int maxCount) {
        List<MobSpawnSettings.SpawnerData> base = event.getSpawns().getSpawner(type.getCategory());
        base.add(new MobSpawnSettings.SpawnerData(type,weight, minCount, maxCount));
    }
}

2.在world包中新建ModWorldEvents类将之前我们的生物生成事件进行注册:

ModWorldEvents.java

package com.joy187.re8joymod.world;

import com.joy187.re8joymod.Main;
import com.joy187.re8joymod.world.gen.ModEntityGeneration;
import com.joy187.re8joymod.world.gen.ModFlowerGeneration;
import com.joy187.re8joymod.world.gen.ModOreGeneration;
import com.joy187.re8joymod.world.gen.ModTreeGeneration;
import net.minecraftforge.event.world.BiomeLoadingEvent;
import net.minecraftforge.eventbus.api.SubscribeEvent;
import net.minecraftforge.fml.common.Mod;

@Mod.EventBusSubscriber(modid = Main.MOD_ID)
public class ModWorldEvents {
    @SubscribeEvent
    public static void biomeLoadingEvent(final BiomeLoadingEvent event) {

        //将生物生成事件注册
        ModEntityGeneration.onEntitySpawn(event);
    }
}

3.保存所有文件 -> 进入游戏测试

ice.png

如果你的生物可以在特定地形生成,就说明成功了!

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