public static class StrongholdGenerator.Corridor extends StrongholdGenerator.Piece
StrongholdGenerator.Piece.EntranceType
StructurePiece.BlockRandomizer
Modifier and Type | Field and Description |
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private boolean |
leftExitExists |
private boolean |
rightExitExists |
entryDoor
AIR, boundingBox, chainLength
Constructor and Description |
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Corridor(int chainLength,
Random random,
BlockBox boundingBox,
Direction orientation) |
Corridor(StructureManager structureManager,
CompoundTag compoundTag) |
Modifier and Type | Method and Description |
---|---|
static StrongholdGenerator.Corridor |
create(List<StructurePiece> pieces,
Random random,
int x,
int y,
int z,
Direction orientation,
int chainLength) |
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) |
protected void |
toNbt(CompoundTag tag) |
fillForwardOpening, fillNWOpening, fillSEOpening, generateEntrance, getRandomEntrance, isInbounds
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 boolean leftExitExists
private final boolean rightExitExists
public Corridor(int chainLength, Random random, BlockBox boundingBox, Direction orientation)
public Corridor(StructureManager structureManager, CompoundTag compoundTag)
protected void toNbt(CompoundTag tag)
toNbt
in class StrongholdGenerator.Piece
public void fillOpenings(StructurePiece start, List<StructurePiece> pieces, Random random)
fillOpenings
in class StructurePiece
public static StrongholdGenerator.Corridor create(List<StructurePiece> pieces, Random random, int x, int y, int z, Direction orientation, int chainLength)
public boolean generate(StructureWorldAccess structureWorldAccess, StructureAccessor structureAccessor, ChunkGenerator chunkGenerator, Random random, BlockBox boundingBox, ChunkPos chunkPos, BlockPos blockPos)
generate
in class StructurePiece