WorldGeneratorModifiers
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These docs were written for SpongeAPI 7 and are likely out of date. If you feel like you can help update them, please submit a PR!
For a brief overview of the World Generation process in Sponge, please read Generazione del mondo. Now, let’s show how you can begin making your mark on world generation.
All plugins wishing to make changes to a worlds generator must register a WorldGeneratorModifier. These
modifiers are registered globally with a unique id, which must be added to the config of a world by a server admin.
With the id specified in the world config, a WorldGeneratorModifier
will be automatically called when the generator
for that world is set up, allowing it to make changes to the generator.
Creating a WorldGeneratorModifier
Let’s start with the format of a WorldGeneratorModifier
. First, you need a class which implements
the WorldGeneratorModifier
interface:
import org.spongepowered.api.world.storage.WorldProperties;
public class MyModifier implements WorldGeneratorModifier {
@Override
public String getId() {
return "pluginid:mymodifier";
}
@Override
public String getName() {
return "My Modifier";
}
@Override
public void modifyWorldGenerator(WorldProperties world, DataContainer settings, WorldGenerator worldGenerator) {
}
}
As you can see, WorldGeneratorModifier
has three methods which we override. CatalogType#getId() must be
overridden to return a constant and unique identifier for your WorldGeneratorModifier
, this is the identifier which
will be used in the world configuration to specify which worlds your modifier should be applied to.
CatalogType#getName() must be overridden with a constant and simple human-readable name for your modifier.
The third overridden method is where you make your changes to the world generator. This method is called by
the implementation when it is creating the world generator for a world which has specified that your
WorldGeneratorModifier
should be applied.
The WorldProperties and a DataContainer of additional properties for the world are passed
to this method in order to give context for your changes. For instance, you can use the WorldProperties
to only
apply your generator changes to nether worlds.
Registering a WorldGeneratorModifier
Now that you have created the modifier, all you have to do is register it in the GameRegistry. To do this you need to create a listener for the GameRegistryEvent.Register<WorldGeneratorModifier> event and register your instance there, as shown in the following example:
@Listener
public void onWorldGeneratorModifierRegistration(GameRegistryEvent.Register<WorldGeneratorModifier> event) {
event.register(new MyModifier());
}
To apply your WorldGeneratorModifier to a world you must add it to the world-generation-modifiers
array within
the world config file found at config/sponge/worlds/[dimension]/[worldName]/world.conf
. For example, to apply
the skylands WorldGeneratorModifier to a world you would add the skylands modifier’s id to the modifiers list.
# WorldGenerationModifiers to apply to the world
world-generation-modifiers=[
"sponge:skylands"
]
Note that the world-generation-modifiers
list may not be there, as by default there are no modifiers applied to
a world and therefore the value is not created when the configuration file is created.
In the next articles we will look deeper at the changes we can make from our WorldGeneratorModifier
.