Update script to write to vendor/hytale-server

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luk
2026-01-25 21:13:30 +00:00
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# World Management
The Hytale server supports multiple worlds within a single universe. This guide covers world management, chunk handling, and related systems.
## Universe
The `Universe` is the top-level container for all worlds and global game state.
### Accessing the Universe
```java
Universe universe = Universe.get();
```
### Universe Properties
```java
// Get all loaded worlds
Collection<World> worlds = universe.getWorlds();
// Get a specific world
World world = universe.getWorld("worldName");
// Get player count
int playerCount = universe.getPlayerCount();
// Get all players
Collection<Player> players = universe.getPlayers();
// Get player by name
Player player = universe.getPlayer("PlayerName");
// Get player by UUID
Player player = universe.getPlayer(uuid);
```
## Worlds
Each `World` represents a separate game environment with its own terrain, entities, and rules.
### World Properties
```java
World world = universe.getWorld("default");
// Basic properties
String name = world.getName();
WorldConfig config = world.getConfig();
// State
boolean isPaused = world.isPaused();
long tick = world.getTick();
// Stores
EntityStore entityStore = world.getEntityStore();
ChunkStore chunkStore = world.getChunkStore();
```
### World Configuration
```java
WorldConfig config = WorldConfig.builder()
.generator(myWorldGenProvider) // World generation
.storage(myChunkStorageProvider) // Chunk persistence
.resourceStorage(myResourceProvider) // Resource storage
.worldMap(myWorldMapProvider) // World map provider
.spawn(mySpawnProvider) // Spawn point provider
.gameplay(gameplayConfig) // Gameplay settings
.build();
```
## Chunks
Worlds are divided into chunks for efficient loading and rendering.
### Chunk Access
```java
World world = universe.getWorld("default");
// Get chunk at world coordinates
Chunk chunk = world.getChunk(x, y, z);
// Get chunk column (all chunks at x,z)
ChunkColumn column = world.getChunkColumn(x, z);
// Check if chunk is loaded
boolean loaded = world.isChunkLoaded(x, y, z);
```
### Chunk Store
```java
ChunkStore chunkStore = world.getChunkStore();
// Get chunk data
ChunkData data = chunkStore.getChunk(chunkX, chunkY, chunkZ);
// Iterate loaded chunks
chunkStore.forEachLoaded((chunkPos, chunk) -> {
// Process chunk
});
```
### Block Access
```java
World world = universe.getWorld("default");
// Get block at position
BlockState block = world.getBlock(x, y, z);
// Set block at position
world.setBlock(x, y, z, newBlockState);
// Get block type
BlockType type = block.getType();
```
## World Events
### Listening for World Events
```java
// World added
getEventRegistry().register(AddWorldEvent.class, event -> {
World world = event.getWorld();
getLogger().info("World added: " + world.getName());
});
// World removed
getEventRegistry().register(RemoveWorldEvent.class, event -> {
World world = event.getWorld();
getLogger().info("World removed: " + world.getName());
});
// World started
getEventRegistry().register(StartWorldEvent.class, event -> {
World world = event.getWorld();
getLogger().info("World started: " + world.getName());
});
// All worlds loaded
getEventRegistry().register(AllWorldsLoadedEvent.class, event -> {
getLogger().info("All worlds have been loaded!");
});
// Player added to world
getEventRegistry().register(AddPlayerToWorldEvent.class, event -> {
Player player = event.getPlayer();
World world = event.getWorld();
getLogger().info(player.getName() + " entered " + world.getName());
});
// Player removed from world
getEventRegistry().register(DrainPlayerFromWorldEvent.class, event -> {
Player player = event.getPlayer();
World world = event.getWorld();
getLogger().info(player.getName() + " left " + world.getName());
});
```
### Keyed World Events
Some events are keyed by world name:
```java
// Listen for events in a specific world
getEventRegistry().register(AddPlayerToWorldEvent.class, "spawn_world", event -> {
// Only triggered for "spawn_world"
event.getPlayer().sendMessage("Welcome to spawn!");
});
```
## World Generation
### World Generation Provider
Implement `IWorldGenProvider` for custom world generation:
```java
public class MyWorldGenProvider implements IWorldGenProvider {
@Override
public void generate(ChunkData chunk, int chunkX, int chunkY, int chunkZ) {
// Generate terrain for this chunk
for (int x = 0; x < 16; x++) {
for (int z = 0; z < 16; z++) {
int height = calculateHeight(chunkX * 16 + x, chunkZ * 16 + z);
for (int y = 0; y < 16; y++) {
int worldY = chunkY * 16 + y;
BlockState block = getBlockForPosition(worldY, height);
chunk.setBlock(x, y, z, block);
}
}
}
}
private int calculateHeight(int worldX, int worldZ) {
// Use noise functions for terrain generation
return 64 + (int)(Math.sin(worldX * 0.1) * 10);
}
private BlockState getBlockForPosition(int y, int surfaceHeight) {
if (y > surfaceHeight) {
return BlockStates.AIR;
} else if (y == surfaceHeight) {
return BlockStates.GRASS;
} else if (y > surfaceHeight - 3) {
return BlockStates.DIRT;
} else {
return BlockStates.STONE;
}
}
}
```
### Procedural Generation Utilities
The `procedurallib` package provides utilities for procedural generation:
```java
// Noise generation
PerlinNoise noise = new PerlinNoise(seed);
double value = noise.getValue(x, y, z);
// Multi-octave noise
FractalNoise fractal = FractalNoise.builder()
.octaves(4)
.persistence(0.5)
.lacunarity(2.0)
.build();
double terrain = fractal.getValue(x, z);
```
## Spawn System
### Spawn Provider
Implement `ISpawnProvider` for custom spawn logic:
```java
public class MySpawnProvider implements ISpawnProvider {
@Override
public Vector3d getSpawnLocation(Player player, World world) {
// Calculate spawn location for player
return new Vector3d(0, 64, 0);
}
@Override
public float getSpawnYaw(Player player, World world) {
return 0.0f;
}
}
```
### Built-in Spawning
The `spawning` module provides entity spawning capabilities:
```java
// Spawn entities based on spawn rules
SpawnManager spawner = world.getSpawnManager();
// Trigger spawn checks in area
spawner.checkSpawns(position, radius);
```
## Chunk Storage
### Storage Provider
Implement `IChunkStorageProvider` for custom chunk persistence:
```java
public class MyChunkStorageProvider implements IChunkStorageProvider {
@Override
public CompletableFuture<ChunkData> load(int x, int y, int z) {
// Load chunk from storage
return CompletableFuture.supplyAsync(() -> {
return loadFromDatabase(x, y, z);
});
}
@Override
public CompletableFuture<Void> save(int x, int y, int z, ChunkData data) {
// Save chunk to storage
return CompletableFuture.runAsync(() -> {
saveToDatabase(x, y, z, data);
});
}
}
```
## Teleportation
### Teleporting Players
```java
Player player = getPlayer();
// Teleport to position in same world
Vector3d destination = new Vector3d(100, 64, 200);
player.teleport(destination);
// Teleport with rotation
player.teleport(destination, yaw, pitch);
// Teleport to another world
World targetWorld = universe.getWorld("nether");
player.teleport(targetWorld, destination);
```
### Teleportation Events
The `teleport` built-in module handles teleportation:
```java
// Custom teleportation with effects
TeleportManager.teleport(player, destination, new TeleportOptions()
.withEffect(TeleportEffect.PARTICLES)
.withSound(true));
```
## Portals
The `portals` built-in module provides portal functionality:
```java
// Create a portal
Portal portal = Portal.builder()
.position(sourcePosition)
.destination(targetWorld, destPosition)
.size(2, 3) // width, height
.build();
// Register portal with world
world.addPortal(portal);
```
## Multi-World Management
### Creating Multiple Worlds
```java
@Override
protected void start() {
Universe universe = Universe.get();
// Create custom world configurations
WorldConfig spawnConfig = WorldConfig.builder()
.generator(new FlatWorldGenerator())
.gameplay(GameplayConfig.CREATIVE)
.build();
WorldConfig survivalConfig = WorldConfig.builder()
.generator(new HytaleWorldGenerator())
.gameplay(GameplayConfig.SURVIVAL)
.build();
// Register worlds (if supported)
// universe.createWorld("spawn", spawnConfig);
// universe.createWorld("survival", survivalConfig);
}
```
### World Transitions
```java
public void sendToWorld(Player player, String worldName) {
World targetWorld = Universe.get().getWorld(worldName);
if (targetWorld == null) {
player.sendMessage("World not found: " + worldName);
return;
}
// Get spawn location for target world
Vector3d spawn = targetWorld.getSpawnLocation();
// Teleport player
player.teleport(targetWorld, spawn);
}
```
## Best Practices
1. **Cache world references** - Don't repeatedly call `Universe.get().getWorld()` in hot paths
2. **Handle world events** - Listen for world lifecycle events for initialization/cleanup
3. **Use async chunk operations** - Chunk loading/saving should be asynchronous
4. **Respect chunk boundaries** - Be aware of chunk boundaries when modifying blocks
5. **Clean up on world removal** - Handle `RemoveWorldEvent` to clean up resources
6. **Use keyed events** - Listen for world-specific events when possible
7. **Consider view distance** - Be mindful of server view distance settings
8. **Test multi-world scenarios** - Ensure your plugin works across multiple worlds