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per-building-infrastructure
Pattern for attaching infrastructure (canals, beacons, paths) to each building in the village
用 Codex 或 Claude 帮你安装 复制这段 Prompt,粘贴到 Codex、Claude 或其他助手里,让它检查 Skill 页面并帮你完成安装。
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Pattern for attaching infrastructure (canals, beacons, paths) to each building in the village
用 Codex 或 Claude 帮你安装 复制这段 Prompt,粘贴到 Codex、Claude 或其他助手里,让它检查 Skill 页面并帮你完成安装。
基于 SOC 职业分类
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| name | per-building-infrastructure |
| description | Pattern for attaching infrastructure (canals, beacons, paths) to each building in the village |
| domain | minecraft-world-building |
| confidence | medium |
| source | earned |
Each building in the Aspire village can have associated infrastructure: a canal along its back, a beacon on its right side, a path at its entrance. These per-building features must coordinate with the village layout (neighborhoods, spacing) and avoid colliding with each other.
Each building gets a canal segment running along its back (northern edge). The segment runs from the building's western edge to the trunk canal on the west side of town.
int canalZ = buildingZ - 2; // 2 blocks north of building
int canalStartX = buildingX; // building's western edge
int canalEndX = trunkX; // trunk canal X position
All per-building infrastructure is positioned relative to the building's origin (x, z) and StructureSize:
A single N-S trunk canal on the west side of town collects all E-W branch canals. The trunk runs from the northernmost building row to the lake at the southern edge.
Per-building infrastructure must use the BuildingProtectionService to clip fills around buildings. Even if Y ranges don't currently overlap, this is a safety net for future changes.
Infrastructure systems must run AFTER buildings are placed so protection zones are registered: