public static class MineshaftGenerator.MineshaftCrossing extends MineshaftGenerator.MineshaftPart
StructurePiece.BlockRandomizer
Modifier and Type | Field and Description |
---|---|
private Direction |
direction |
private boolean |
twoFloors |
mineshaftType
AIR, boundingBox, chainLength
Constructor and Description |
---|
MineshaftCrossing(int chainLength,
BlockBox boundingBox,
Direction orientation,
MineshaftFeature.Type type) |
MineshaftCrossing(StructureManager structureManager,
CompoundTag compoundTag) |
Modifier and Type | Method and Description |
---|---|
void |
fillOpenings(StructurePiece start,
List<StructurePiece> pieces,
Random random) |
boolean |
generate(StructureWorldAccess structureWorldAccess,
StructureAccessor structureAccessor,
ChunkGenerator chunkGenerator,
Random random,
BlockBox boundingBox,
ChunkPos chunkPos,
BlockPos blockPos) |
private void |
generateCrossingPilliar(StructureWorldAccess structureWorldAccess,
BlockBox boundingBox,
int x,
int minY,
int z,
int maxY) |
static BlockBox |
getBoundingBox(List<StructurePiece> pieces,
Random random,
int x,
int y,
int z,
Direction orientation) |
protected void |
toNbt(CompoundTag tag) |
getFenceType, getPlanksType, isSolidCeiling
addBlock, addBlockWithRandomThreshold, addChest, addChest, addDispenser, applyXTransform, applyYTransform, applyZTransform, fill, fillDownwards, fillHalfEllipsoid, fillWithOutline, fillWithOutline, fillWithOutlineUnderSeaLevel, getBlockAt, getBoundingBox, getChainLength, getFacing, getOverlappingPiece, getRotation, getTag, getType, intersectsChunk, isTouchingLiquid, isUnderSeaLevel, orientateChest, setOrientation, translate
private final Direction direction
private final boolean twoFloors
public MineshaftCrossing(StructureManager structureManager, CompoundTag compoundTag)
public MineshaftCrossing(int chainLength, BlockBox boundingBox, @Nullable Direction orientation, MineshaftFeature.Type type)
protected void toNbt(CompoundTag tag)
toNbt
in class MineshaftGenerator.MineshaftPart
public static BlockBox getBoundingBox(List<StructurePiece> pieces, Random random, int x, int y, int z, Direction orientation)
public void fillOpenings(StructurePiece start, List<StructurePiece> pieces, Random random)
fillOpenings
in class StructurePiece
public boolean generate(StructureWorldAccess structureWorldAccess, StructureAccessor structureAccessor, ChunkGenerator chunkGenerator, Random random, BlockBox boundingBox, ChunkPos chunkPos, BlockPos blockPos)
generate
in class StructurePiece
private void generateCrossingPilliar(StructureWorldAccess structureWorldAccess, BlockBox boundingBox, int x, int minY, int z, int maxY)