MCA Reborn [Fabric/Forge]

MCA Reborn [Fabric/Forge]

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Please improve the crib with a retrofit plan included

prisma7996 opened this issue ยท 0 comments

commented

Hello respected developers, I'm suffering from a grooved crib, so let me provide an alternative to a crib.

Here are the possible ways to implement the above alternative baby - cot idea in a game similar to Minecraft:

Definition of the Block Type

  • Create a New Block Class: In the game's codebase, create a new block class to represent this new - type baby - cot. This class needs to inherit from the basic block class in the game to ensure that it has similar behaviors and properties as other blocks in the game world, while also having its own unique characteristics.
  • Model and Texture Setup: Create unique models and textures for this block. The bottom basin part can be designed by referring to the model and texture style of the brewing stand. The top net part needs to be designed to look like an inverted brewing stand with a mesh - like effect, ensuring that it visually conforms to the design concept and does not mislead players.

Baby Placement and Interaction Logic

  • Baby Placement Logic: When an MCA villager or a player holds a baby (represented by a specific operation or item in the game) and approaches the baby - cot, through collision detection and interaction logic, trigger the baby - placing operation. Set the position of the baby entity to the center of the bottom basin of the baby - cot, and set the baby's state to "in the baby - cot", making it unable to move freely.
  • Baby State Management: Add a state variable to the baby entity to record whether it is in the baby - cot and its growth progress in the baby - cot. When the baby is in the baby - cot, update its rendering state so that it appears to be inside the basin instead of floating outside.

Baby Growth and Ejection Mechanism

  • Growth Progress Tracking: The game's time system or specific event - triggering mechanisms can be used to track the baby's growth progress. For example, every certain amount of in - game time (such as a few days or weeks in the game), the baby's growth progress increases by a certain value. When the growth progress reaches the set threshold, it means the baby has grown to an age where it can move around.
  • Ejection Logic Implementation: When the baby grows to an age where it can move around, calculate a suitable position above the baby - cot as the target point through code. Then, use the game's physics engine or movement functions to "eject" the baby from the baby - cot, that is, set the baby's position to the target point and give it a certain initial velocity and direction, making it seem like it is being thrown out. At the same time, update the baby's state variable so that it is no longer in the "in the baby - cot" state and can move freely.

Villager - Baby - cot Binding Function

  • Binding Data Storage: Create a data structure to store the binding relationship between villagers and baby - cots. A hash table or a similar data structure can be used, with the unique identifier (such as ID) of the villager as the key and the block coordinates or unique identifier of the baby - cot as the value to record which villagers are bound to which baby - cots.
  • Binding Operation Implementation: When a player or a villager performs a specific binding operation with the baby - cot (such as right - clicking on the baby - cot and selecting the binding option), check whether the villager currently interacting with the baby - cot already has a bound baby - cot. If not, record the ID of the villager and the information of the current baby - cot in the binding data structure.
  • Reproduction Logic Modification: In the villager's reproduction logic code, add a judgment logic. When a villager tries to reproduce, first check whether the villager is bound to a certain baby - cot. If it is bound, then the operation of generating a baby is no longer directly executed by the mother. Instead, a baby is generated at the position of the bound baby - cot, and the initial state of the baby is set to "in the baby - cot".

In the actual implementation process, many detailed problems and compatibility issues with the existing game systems may be encountered, and adjustments and optimizations need to be made according to the specific architecture and functions of the game.

The above content is translated from Chinese to English, and there may be translation errors.