5.1 KiB
5.1 KiB
title, type, weight
| title | type | weight |
|---|---|---|
| Prefabs | docs | 5 |
Prefabs are pre-built structures that can be placed during world generation, such as buildings, ruins, and dungeons.
Package: com.hypixel.hytale.server.worldgen.prefab
Prefab System
The prefab system handles structure placement:
public class PrefabPlacer {
// Place prefab at position
public boolean place(Prefab prefab, World world, Vector3i position);
// Check if prefab can be placed
public boolean canPlace(Prefab prefab, World world, Vector3i position);
// Find valid position for prefab
public Vector3i findPlacement(Prefab prefab, World world, int chunkX, int chunkZ);
}
Prefab Definition
# prefabs/village_house.yaml
Type: Prefab
Id: village_house
Size: [7, 5, 9]
Origin: [3, 0, 4]
Palette:
W: oak_planks
S: stone_bricks
G: glass_pane
D: oak_door
A: air
Structure:
- "SSSSSSS"
- "SWWGWWS"
- "SWWAWWS"
- "SWWDWWS"
- "SSSSSSS"
# ... more layers
PlacementRules:
RequiresSolidGround: true
MinGroundLevel: 60
MaxGroundLevel: 100
AllowedBiomes: [plains, forest]
Prefab Class
public class Prefab {
private String id;
private Vector3i size;
private Vector3i origin;
private Map<Character, BlockType> palette;
private List<String[]> structure;
private PlacementRules rules;
// Get block at relative position
public BlockType getBlock(int x, int y, int z);
// Get size
public Vector3i getSize();
// Check placement rules
public boolean canPlace(World world, Vector3i position);
}
Placement Rules
public class PlacementRules {
private boolean requiresSolidGround;
private int minGroundLevel;
private int maxGroundLevel;
private Set<String> allowedBiomes;
private float spacing;
private int maxSlope;
public boolean evaluate(World world, Vector3i position) {
// Check ground level
if (position.y < minGroundLevel || position.y > maxGroundLevel) {
return false;
}
// Check biome
Biome biome = world.getBiome(position.x, position.z);
if (!allowedBiomes.contains(biome.getId())) {
return false;
}
// Check solid ground
if (requiresSolidGround && !hasSolidGround(world, position)) {
return false;
}
return true;
}
}
Structure Placement
public class StructurePlacer {
public void placeStructure(Prefab prefab, World world, Vector3i position, Rotation rotation) {
Vector3i size = prefab.getSize();
for (int y = 0; y < size.y; y++) {
for (int z = 0; z < size.z; z++) {
for (int x = 0; x < size.x; x++) {
BlockType block = prefab.getBlock(x, y, z);
if (block != null && block != BlockTypes.AIR) {
Vector3i rotated = rotate(x, y, z, rotation, size);
Vector3i worldPos = position.add(rotated);
world.setBlock(worldPos, block);
}
}
}
}
}
}
Rotation Support
public enum Rotation {
NONE(0),
CW_90(90),
CW_180(180),
CW_270(270);
public Vector3i rotate(Vector3i pos, Vector3i size) {
switch (this) {
case NONE:
return pos;
case CW_90:
return new Vector3i(size.z - pos.z - 1, pos.y, pos.x);
case CW_180:
return new Vector3i(size.x - pos.x - 1, pos.y, size.z - pos.z - 1);
case CW_270:
return new Vector3i(pos.z, pos.y, size.x - pos.x - 1);
}
return pos;
}
}
Prefab Variants
Support for randomized variants:
# prefabs/tree_oak.yaml
Type: PrefabGroup
Id: tree_oak
Variants:
- prefabs/tree_oak_small
- prefabs/tree_oak_medium
- prefabs/tree_oak_large
Weights: [0.5, 0.35, 0.15]
Generation Integration
public class PrefabGenerator {
private List<PrefabConfig> configs;
public void generatePrefabs(GenerationContainer container, int chunkX, int chunkZ) {
for (PrefabConfig config : configs) {
if (random.nextFloat() < config.frequency) {
Vector3i position = findValidPosition(config.prefab, container, chunkX, chunkZ);
if (position != null) {
Rotation rotation = Rotation.values()[random.nextInt(4)];
placePrefab(config.prefab, container, position, rotation);
}
}
}
}
}
Entity Spawners
Prefabs can include entity spawn points:
# prefabs/dungeon_room.yaml
Type: Prefab
Id: dungeon_room
EntitySpawns:
- Type: skeleton
Position: [5, 1, 5]
Count: 2
- Type: chest
Position: [7, 1, 7]
LootTable: dungeon_loot
Best Practices
{{< callout type="info" >}} Prefab Guidelines:
- Use palettes for easy block substitution
- Define clear placement rules
- Support rotation for variety
- Include variants for visual diversity
- Consider performance with complex structures {{< /callout >}}