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Documentation/content/world/worldgen/prefabs.en.md
2026-01-20 20:33:59 +01:00

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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 >}}