我们今天尝试为模组添加属于自己的配置文件(.cfg文件)
通过编写配置文件,可以让玩家对我们模组中的一些数据进行自行修改(生物生成概率、建筑物生成概率等),对于整合包的作者们是一件美事啊~
1.新建ModConfig.java文件:
在文件中编写:
package com.Joy187.newmod.init;
import com.Joy187.newmod.utils.Reference;
import net.minecraftforge.common.config.Config;
import net.minecraftforge.common.config.ConfigManager;
import net.minecraftforge.fml.client.event.ConfigChangedEvent;
import net.minecraftforge.fml.common.Mod;
import net.minecraftforge.fml.common.eventhandler.SubscribeEvent;
@Config(modid = Reference.Mod_ID, category = "")
public class ModConfig {
@Mod.EventBusSubscriber(modid = Reference.Mod_ID)
private static class EventHandler {
private EventHandler() {
}
@SubscribeEvent
public static void onConfigChanged(final ConfigChangedEvent.OnConfigChangedEvent event) {
if (event.getModID().equals(Reference.Mod_ID)) {
ConfigManager.sync(Reference.Mod_ID, Config.Type.INSTANCE);
}
}
}
@Config.LangKey("configgui.rejoymod.category.Menu0.GeneralConf")
@Config.Comment("rejoymod general config.")
public static final GeneralConf GeneralConf = new GeneralConf();
public static class GeneralConf {
// @Config.LangKey("rejoymod.conf.general.welcome")
// @Config.Comment("The text shown when a player logs in. Can be a key or a string.")
// public String WELCOME_MSG = "rejoymod.msg.welcome";
}
@Config.LangKey("configgui.rejoymod.category.Menu0.DebugConf")
@Config.Comment("Config for developers")
public static final DebugConf DEBUG_CONF = new DebugConf();
public static class DebugConf {
}
@Config.LangKey("configgui.rejoymod.category.Menu0.SpawnConf")
@Config.Comment("Spawning")
public static final SpawnConf SPAWN_CONF = new SpawnConf();
public static class SpawnConf {
@Config.LangKey("conf.spawn.enabled")
@Config.Comment("Spawn mod creatures")
@Config.RequiresMcRestart
// 决定模组中的生物能否在主世界自动生成
public boolean SPAWN = true;
//设定每个生物的生成概率
@Config.LangKey("entity.wp.name")
@Config.Comment("Spawn White Pig")
@Config.RequiresMcRestart
public int SPAWN_White_Pig = 5;
@Config.LangKey("entity.bp.name")
@Config.Comment("Spawn Black Pig")
@Config.RequiresMcRestart
public int SPAWN_Black_Pig = 10;
//设定每个建筑物的生成概率
@Config.LangKey("structures.xchamberx")
@Config.Comment("Spawn xchamberx")
@Config.RequiresMcRestart
public int SPAWN_DCHURCH = 10;
@Config.LangKey("structures.factory1")
@Config.Comment("Spawn factory1")
@Config.RequiresMcRestart
public int SPAWN_FACTORY1 = 10;
@Config.LangKey("structures.factory2")
@Config.Comment("Spawn factory2")
@Config.RequiresMcRestart
public int SPAWN_FACTORY2 = 10;
@Config.LangKey("structures.tank2")
@Config.Comment("Spawn tank2")
@Config.RequiresMcRestart
public int SPAWN_TANK2 = 10;
}
}
2.当我们设置好相关数值后,可以在相应的位置调用这些参数:
修改前可以参照一下:Minecraft 1.12.2模组开发(十六) 生物生成机制
调用参数修改生物生成概率:
private static void addNormalSpawn(Map<Type, Set<Biome>> biomeMap) {
//使用Config中的参数修改生物生成概率
addC(EntityBP.class,ModConfig.SPAWN_CONF.SPAWN_Black_Pig, 1, 3, biome);
addC(EntityWp.class,ModConfig.SPAWN_CONF.SPAWN_Black_Pig, 1, 1, biome);
}
}
3.同理,我们调用参数修改建筑物生成概率
if(next1==1) {
//将数值换成诸如ModConfig.SPAWN_CONF.SPAWN_DCHURCH的参数
generateStructureDCH(new ModWorldGenStructure("dchurch2"), world, random, chunkX, chunkZ, ModConfig.SPAWN_CONF.SPAWN_DCHURCH, ModBlocks.WASTELAND_BLOCK, BiomeOne.class);
}
else if(next1==2){
generateStructureFac1(new ModWorldGenStructure("factory1"), world, random, chunkX, chunkZ, ModConfig.SPAWN_CONF.SPAWN_FACTORY1, ModBlocks.WASTELAND_ROCK_BLOCK, BiomeOne.class);
}
else if(next1==3){
generateStructureFac2(new ModWorldGenStructure("factory2e"), world, random, chunkX, chunkZ, ModConfig.SPAWN_CONF.SPAWN_FACTORY2, ModBlocks.WASTELAND_ROCK_BLOCK, BiomeOne.class);
}
else
generateStructureTank2(new ModWorldGenStructure("tank2"), world, random, chunkX, chunkZ, ModConfig.SPAWN_CONF.SPAWN_TANK2, ModBlocks.WASTELAND_BLOCK, BiomeOne.class);