public class ChunkProviderGenerate extends Object implements IChunkProvider
| Modifier and Type | Field and Description |
|---|---|
NoiseGeneratorOctaves |
mobSpawnerNoise |
NoiseGeneratorOctaves |
noiseGen5
A NoiseGeneratorOctaves used in generating terrain
|
NoiseGeneratorOctaves |
noiseGen6
A NoiseGeneratorOctaves used in generating terrain
|
| Constructor and Description |
|---|
ChunkProviderGenerate(World par1World,
long par2,
boolean par4) |
| Modifier and Type | Method and Description |
|---|---|
boolean |
canSave()
Returns if the IChunkProvider supports saving.
|
boolean |
chunkExists(int par1,
int par2)
Checks to see if a chunk exists at x, y
|
ChunkPosition |
findClosestStructure(World par1World,
String par2Str,
int par3,
int par4,
int par5)
Returns the location of the closest structure of the specified type.
|
void |
func_104112_b() |
void |
generateTerrain(int par1,
int par2,
byte[] par3ArrayOfByte)
Generates the shape of the terrain for the chunk though its all stone though the water is frozen if the
temperature is low enough
|
int |
getLoadedChunkCount() |
List |
getPossibleCreatures(EnumCreatureType par1EnumCreatureType,
int par2,
int par3,
int par4)
Returns a list of creatures of the specified type that can spawn at the given location.
|
Chunk |
loadChunk(int par1,
int par2)
loads or generates the chunk at the chunk location specified
|
String |
makeString()
Converts the instance data to a readable string.
|
void |
populate(IChunkProvider par1IChunkProvider,
int par2,
int par3)
Populates chunk with ores etc etc
|
Chunk |
provideChunk(int par1,
int par2)
Will return back a chunk, if it doesn't exist and its not a MP client it will generates all the blocks for the
specified chunk from the map seed and chunk seed
|
void |
recreateStructures(int par1,
int par2) |
void |
replaceBlocksForBiome(int par1,
int par2,
byte[] par3ArrayOfByte,
BiomeGenBase[] par4ArrayOfBiomeGenBase)
Replaces the stone that was placed in with blocks that match the biome
|
boolean |
saveChunks(boolean par1,
IProgressUpdate par2IProgressUpdate)
Two modes of operation: if passed true, save all Chunks in one go.
|
boolean |
unloadQueuedChunks()
Unloads chunks that are marked to be unloaded.
|
public NoiseGeneratorOctaves noiseGen5
public NoiseGeneratorOctaves noiseGen6
public NoiseGeneratorOctaves mobSpawnerNoise
public ChunkProviderGenerate(World par1World, long par2, boolean par4)
public void generateTerrain(int par1,
int par2,
byte[] par3ArrayOfByte)
public void replaceBlocksForBiome(int par1,
int par2,
byte[] par3ArrayOfByte,
BiomeGenBase[] par4ArrayOfBiomeGenBase)
public Chunk loadChunk(int par1, int par2)
loadChunk in interface IChunkProviderpublic Chunk provideChunk(int par1, int par2)
provideChunk in interface IChunkProviderpublic boolean chunkExists(int par1,
int par2)
chunkExists in interface IChunkProviderpublic void populate(IChunkProvider par1IChunkProvider, int par2, int par3)
populate in interface IChunkProviderpublic boolean saveChunks(boolean par1,
IProgressUpdate par2IProgressUpdate)
saveChunks in interface IChunkProviderpublic void func_104112_b()
func_104112_b in interface IChunkProviderpublic boolean unloadQueuedChunks()
unloadQueuedChunks in interface IChunkProviderpublic boolean canSave()
canSave in interface IChunkProviderpublic String makeString()
makeString in interface IChunkProviderpublic List getPossibleCreatures(EnumCreatureType par1EnumCreatureType, int par2, int par3, int par4)
getPossibleCreatures in interface IChunkProviderpublic ChunkPosition findClosestStructure(World par1World, String par2Str, int par3, int par4, int par5)
findClosestStructure in interface IChunkProviderpublic int getLoadedChunkCount()
getLoadedChunkCount in interface IChunkProviderpublic void recreateStructures(int par1,
int par2)
recreateStructures in interface IChunkProvider