public class ChunkProviderEnd extends Object implements IChunkProvider
Modifier and Type | Field and Description |
---|---|
NoiseGeneratorOctaves |
noiseGen4 |
NoiseGeneratorOctaves |
noiseGen5 |
Constructor and Description |
---|
ChunkProviderEnd(World par1World,
long par2) |
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,
BiomeGenBase[] par4ArrayOfBiomeGenBase) |
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) |
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 noiseGen4
public NoiseGeneratorOctaves noiseGen5
public ChunkProviderEnd(World par1World, long par2)
public void generateTerrain(int par1, int par2, byte[] par3ArrayOfByte, BiomeGenBase[] par4ArrayOfBiomeGenBase)
public void replaceBlocksForBiome(int par1, int par2, byte[] par3ArrayOfByte, BiomeGenBase[] par4ArrayOfBiomeGenBase)
public Chunk loadChunk(int par1, int par2)
loadChunk
in interface IChunkProvider
public Chunk provideChunk(int par1, int par2)
provideChunk
in interface IChunkProvider
public boolean chunkExists(int par1, int par2)
chunkExists
in interface IChunkProvider
public void populate(IChunkProvider par1IChunkProvider, int par2, int par3)
populate
in interface IChunkProvider
public boolean saveChunks(boolean par1, IProgressUpdate par2IProgressUpdate)
saveChunks
in interface IChunkProvider
public void func_104112_b()
func_104112_b
in interface IChunkProvider
public boolean unloadQueuedChunks()
unloadQueuedChunks
in interface IChunkProvider
public boolean canSave()
canSave
in interface IChunkProvider
public String makeString()
makeString
in interface IChunkProvider
public List getPossibleCreatures(EnumCreatureType par1EnumCreatureType, int par2, int par3, int par4)
getPossibleCreatures
in interface IChunkProvider
public ChunkPosition findClosestStructure(World par1World, String par2Str, int par3, int par4, int par5)
findClosestStructure
in interface IChunkProvider
public int getLoadedChunkCount()
getLoadedChunkCount
in interface IChunkProvider
public void recreateStructures(int par1, int par2)
recreateStructures
in interface IChunkProvider