public static class StrongholdGenerator.Corridor extends StrongholdGenerator.Piece
StrongholdGenerator.Piece.EntranceTypeStructurePiece.BlockRandomizer| Modifier and Type | Field and Description |
|---|---|
private boolean |
leftExitExists |
private boolean |
rightExitExists |
entryDoorAIR, boundingBox, chainLength| Constructor and Description |
|---|
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, isInboundsaddBlock, 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, translateprivate 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.Piecepublic void fillOpenings(StructurePiece start, List<StructurePiece> pieces, Random random)
fillOpenings in class StructurePiecepublic 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