Uses of Class
net.minecraft.world.gen.StructureAccessor
Package
Description
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Uses of StructureAccessor in net.minecraft.server.world
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Uses of StructureAccessor in net.minecraft.structure
Modifier and TypeMethodDescriptionvoid
PostPlacementProcessor.afterPlace
(StructureWorldAccess world, StructureAccessor structureAccessor, ChunkGenerator chunkGenerator, Random random, BlockBox chunkBox, ChunkPos pos, StructurePiecesList children) void
BuriedTreasureGenerator.Piece.generate
(StructureWorldAccess world, StructureAccessor structureAccessor, ChunkGenerator chunkGenerator, Random random, BlockBox chunkBox, ChunkPos chunkPos, BlockPos pivot) void
DesertTempleGenerator.generate
(StructureWorldAccess world, StructureAccessor structureAccessor, ChunkGenerator chunkGenerator, Random random, BlockBox chunkBox, ChunkPos chunkPos, BlockPos pivot) void
IglooGenerator.Piece.generate
(StructureWorldAccess world, StructureAccessor structureAccessor, ChunkGenerator chunkGenerator, Random random, BlockBox chunkBox, ChunkPos chunkPos, BlockPos pivot) void
JungleTempleGenerator.generate
(StructureWorldAccess world, StructureAccessor structureAccessor, ChunkGenerator chunkGenerator, Random random, BlockBox chunkBox, ChunkPos chunkPos, BlockPos pivot) void
MineshaftGenerator.MineshaftCorridor.generate
(StructureWorldAccess world, StructureAccessor structureAccessor, ChunkGenerator chunkGenerator, Random random, BlockBox chunkBox, ChunkPos chunkPos, BlockPos pivot) void
MineshaftGenerator.MineshaftCrossing.generate
(StructureWorldAccess world, StructureAccessor structureAccessor, ChunkGenerator chunkGenerator, Random random, BlockBox chunkBox, ChunkPos chunkPos, BlockPos pivot) void
MineshaftGenerator.MineshaftRoom.generate
(StructureWorldAccess world, StructureAccessor structureAccessor, ChunkGenerator chunkGenerator, Random random, BlockBox chunkBox, ChunkPos chunkPos, BlockPos pivot) void
MineshaftGenerator.MineshaftStairs.generate
(StructureWorldAccess world, StructureAccessor structureAccessor, ChunkGenerator chunkGenerator, Random random, BlockBox chunkBox, ChunkPos chunkPos, BlockPos pivot) void
NetherFortressGenerator.Bridge.generate
(StructureWorldAccess world, StructureAccessor structureAccessor, ChunkGenerator chunkGenerator, Random random, BlockBox chunkBox, ChunkPos chunkPos, BlockPos pivot) void
NetherFortressGenerator.BridgeCrossing.generate
(StructureWorldAccess world, StructureAccessor structureAccessor, ChunkGenerator chunkGenerator, Random random, BlockBox chunkBox, ChunkPos chunkPos, BlockPos pivot) void
NetherFortressGenerator.BridgeEnd.generate
(StructureWorldAccess world, StructureAccessor structureAccessor, ChunkGenerator chunkGenerator, Random random, BlockBox chunkBox, ChunkPos chunkPos, BlockPos pivot) void
NetherFortressGenerator.BridgePlatform.generate
(StructureWorldAccess world, StructureAccessor structureAccessor, ChunkGenerator chunkGenerator, Random random, BlockBox chunkBox, ChunkPos chunkPos, BlockPos pivot) void
NetherFortressGenerator.BridgeSmallCrossing.generate
(StructureWorldAccess world, StructureAccessor structureAccessor, ChunkGenerator chunkGenerator, Random random, BlockBox chunkBox, ChunkPos chunkPos, BlockPos pivot) void
NetherFortressGenerator.BridgeStairs.generate
(StructureWorldAccess world, StructureAccessor structureAccessor, ChunkGenerator chunkGenerator, Random random, BlockBox chunkBox, ChunkPos chunkPos, BlockPos pivot) void
NetherFortressGenerator.CorridorBalcony.generate
(StructureWorldAccess world, StructureAccessor structureAccessor, ChunkGenerator chunkGenerator, Random random, BlockBox chunkBox, ChunkPos chunkPos, BlockPos pivot) void
NetherFortressGenerator.CorridorCrossing.generate
(StructureWorldAccess world, StructureAccessor structureAccessor, ChunkGenerator chunkGenerator, Random random, BlockBox chunkBox, ChunkPos chunkPos, BlockPos pivot) void
NetherFortressGenerator.CorridorExit.generate
(StructureWorldAccess world, StructureAccessor structureAccessor, ChunkGenerator chunkGenerator, Random random, BlockBox chunkBox, ChunkPos chunkPos, BlockPos pivot) void
NetherFortressGenerator.CorridorLeftTurn.generate
(StructureWorldAccess world, StructureAccessor structureAccessor, ChunkGenerator chunkGenerator, Random random, BlockBox chunkBox, ChunkPos chunkPos, BlockPos pivot) void
NetherFortressGenerator.CorridorNetherWartsRoom.generate
(StructureWorldAccess world, StructureAccessor structureAccessor, ChunkGenerator chunkGenerator, Random random, BlockBox chunkBox, ChunkPos chunkPos, BlockPos pivot) void
NetherFortressGenerator.CorridorRightTurn.generate
(StructureWorldAccess world, StructureAccessor structureAccessor, ChunkGenerator chunkGenerator, Random random, BlockBox chunkBox, ChunkPos chunkPos, BlockPos pivot) void
NetherFortressGenerator.CorridorStairs.generate
(StructureWorldAccess world, StructureAccessor structureAccessor, ChunkGenerator chunkGenerator, Random random, BlockBox chunkBox, ChunkPos chunkPos, BlockPos pivot) void
NetherFortressGenerator.SmallCorridor.generate
(StructureWorldAccess world, StructureAccessor structureAccessor, ChunkGenerator chunkGenerator, Random random, BlockBox chunkBox, ChunkPos chunkPos, BlockPos pivot) void
NetherFossilGenerator.Piece.generate
(StructureWorldAccess world, StructureAccessor structureAccessor, ChunkGenerator chunkGenerator, Random random, BlockBox chunkBox, ChunkPos chunkPos, BlockPos pivot) void
OceanMonumentGenerator.Base.generate
(StructureWorldAccess world, StructureAccessor structureAccessor, ChunkGenerator chunkGenerator, Random random, BlockBox chunkBox, ChunkPos chunkPos, BlockPos pivot) void
OceanMonumentGenerator.CoreRoom.generate
(StructureWorldAccess world, StructureAccessor structureAccessor, ChunkGenerator chunkGenerator, Random random, BlockBox chunkBox, ChunkPos chunkPos, BlockPos pivot) void
OceanMonumentGenerator.DoubleXRoom.generate
(StructureWorldAccess world, StructureAccessor structureAccessor, ChunkGenerator chunkGenerator, Random random, BlockBox chunkBox, ChunkPos chunkPos, BlockPos pivot) void
OceanMonumentGenerator.DoubleXYRoom.generate
(StructureWorldAccess world, StructureAccessor structureAccessor, ChunkGenerator chunkGenerator, Random random, BlockBox chunkBox, ChunkPos chunkPos, BlockPos pivot) void
OceanMonumentGenerator.DoubleYRoom.generate
(StructureWorldAccess world, StructureAccessor structureAccessor, ChunkGenerator chunkGenerator, Random random, BlockBox chunkBox, ChunkPos chunkPos, BlockPos pivot) void
OceanMonumentGenerator.DoubleYZRoom.generate
(StructureWorldAccess world, StructureAccessor structureAccessor, ChunkGenerator chunkGenerator, Random random, BlockBox chunkBox, ChunkPos chunkPos, BlockPos pivot) void
OceanMonumentGenerator.DoubleZRoom.generate
(StructureWorldAccess world, StructureAccessor structureAccessor, ChunkGenerator chunkGenerator, Random random, BlockBox chunkBox, ChunkPos chunkPos, BlockPos pivot) void
OceanMonumentGenerator.Entry.generate
(StructureWorldAccess world, StructureAccessor structureAccessor, ChunkGenerator chunkGenerator, Random random, BlockBox chunkBox, ChunkPos chunkPos, BlockPos pivot) void
OceanMonumentGenerator.Penthouse.generate
(StructureWorldAccess world, StructureAccessor structureAccessor, ChunkGenerator chunkGenerator, Random random, BlockBox chunkBox, ChunkPos chunkPos, BlockPos pivot) void
OceanMonumentGenerator.SimpleRoom.generate
(StructureWorldAccess world, StructureAccessor structureAccessor, ChunkGenerator chunkGenerator, Random random, BlockBox chunkBox, ChunkPos chunkPos, BlockPos pivot) void
OceanMonumentGenerator.SimpleRoomTop.generate
(StructureWorldAccess world, StructureAccessor structureAccessor, ChunkGenerator chunkGenerator, Random random, BlockBox chunkBox, ChunkPos chunkPos, BlockPos pivot) void
OceanMonumentGenerator.WingRoom.generate
(StructureWorldAccess world, StructureAccessor structureAccessor, ChunkGenerator chunkGenerator, Random random, BlockBox chunkBox, ChunkPos chunkPos, BlockPos pivot) void
OceanRuinGenerator.Piece.generate
(StructureWorldAccess world, StructureAccessor structureAccessor, ChunkGenerator chunkGenerator, Random random, BlockBox chunkBox, ChunkPos chunkPos, BlockPos pivot) void
PoolStructurePiece.generate
(StructureWorldAccess world, StructureAccessor structureAccessor, ChunkGenerator chunkGenerator, Random random, BlockBox boundingBox, BlockPos pivot, boolean keepJigsaws) void
PoolStructurePiece.generate
(StructureWorldAccess world, StructureAccessor structureAccessor, ChunkGenerator chunkGenerator, Random random, BlockBox chunkBox, ChunkPos chunkPos, BlockPos pivot) void
RuinedPortalStructurePiece.generate
(StructureWorldAccess world, StructureAccessor structureAccessor, ChunkGenerator chunkGenerator, Random random, BlockBox chunkBox, ChunkPos chunkPos, BlockPos pivot) void
ShipwreckGenerator.Piece.generate
(StructureWorldAccess world, StructureAccessor structureAccessor, ChunkGenerator chunkGenerator, Random random, BlockBox chunkBox, ChunkPos chunkPos, BlockPos pivot) void
SimpleStructurePiece.generate
(StructureWorldAccess world, StructureAccessor structureAccessor, ChunkGenerator chunkGenerator, Random random, BlockBox chunkBox, ChunkPos chunkPos, BlockPos pivot) void
StrongholdGenerator.ChestCorridor.generate
(StructureWorldAccess world, StructureAccessor structureAccessor, ChunkGenerator chunkGenerator, Random random, BlockBox chunkBox, ChunkPos chunkPos, BlockPos pivot) void
StrongholdGenerator.Corridor.generate
(StructureWorldAccess world, StructureAccessor structureAccessor, ChunkGenerator chunkGenerator, Random random, BlockBox chunkBox, ChunkPos chunkPos, BlockPos pivot) void
StrongholdGenerator.FiveWayCrossing.generate
(StructureWorldAccess world, StructureAccessor structureAccessor, ChunkGenerator chunkGenerator, Random random, BlockBox chunkBox, ChunkPos chunkPos, BlockPos pivot) void
StrongholdGenerator.LeftTurn.generate
(StructureWorldAccess world, StructureAccessor structureAccessor, ChunkGenerator chunkGenerator, Random random, BlockBox chunkBox, ChunkPos chunkPos, BlockPos pivot) void
StrongholdGenerator.Library.generate
(StructureWorldAccess world, StructureAccessor structureAccessor, ChunkGenerator chunkGenerator, Random random, BlockBox chunkBox, ChunkPos chunkPos, BlockPos pivot) void
StrongholdGenerator.PortalRoom.generate
(StructureWorldAccess world, StructureAccessor structureAccessor, ChunkGenerator chunkGenerator, Random random, BlockBox chunkBox, ChunkPos chunkPos, BlockPos pivot) void
StrongholdGenerator.PrisonHall.generate
(StructureWorldAccess world, StructureAccessor structureAccessor, ChunkGenerator chunkGenerator, Random random, BlockBox chunkBox, ChunkPos chunkPos, BlockPos pivot) void
StrongholdGenerator.RightTurn.generate
(StructureWorldAccess world, StructureAccessor structureAccessor, ChunkGenerator chunkGenerator, Random random, BlockBox chunkBox, ChunkPos chunkPos, BlockPos pivot) void
StrongholdGenerator.SmallCorridor.generate
(StructureWorldAccess world, StructureAccessor structureAccessor, ChunkGenerator chunkGenerator, Random random, BlockBox chunkBox, ChunkPos chunkPos, BlockPos pivot) void
StrongholdGenerator.SpiralStaircase.generate
(StructureWorldAccess world, StructureAccessor structureAccessor, ChunkGenerator chunkGenerator, Random random, BlockBox chunkBox, ChunkPos chunkPos, BlockPos pivot) void
StrongholdGenerator.SquareRoom.generate
(StructureWorldAccess world, StructureAccessor structureAccessor, ChunkGenerator chunkGenerator, Random random, BlockBox chunkBox, ChunkPos chunkPos, BlockPos pivot) void
StrongholdGenerator.Stairs.generate
(StructureWorldAccess world, StructureAccessor structureAccessor, ChunkGenerator chunkGenerator, Random random, BlockBox chunkBox, ChunkPos chunkPos, BlockPos pivot) abstract void
StructurePiece.generate
(StructureWorldAccess world, StructureAccessor structureAccessor, ChunkGenerator chunkGenerator, Random random, BlockBox chunkBox, ChunkPos chunkPos, BlockPos pivot) void
SwampHutGenerator.generate
(StructureWorldAccess world, StructureAccessor structureAccessor, ChunkGenerator chunkGenerator, Random random, BlockBox chunkBox, ChunkPos chunkPos, BlockPos pivot) void
StructureStart.place
(StructureWorldAccess world, StructureAccessor structureAccessor, ChunkGenerator chunkGenerator, Random random, BlockBox chunkBox, ChunkPos chunkPos) -
Uses of StructureAccessor in net.minecraft.structure.pool
Modifier and TypeMethodDescriptionboolean
EmptyPoolElement.generate
(StructureTemplateManager structureTemplateManager, StructureWorldAccess world, StructureAccessor structureAccessor, ChunkGenerator chunkGenerator, BlockPos pos, BlockPos pivot, BlockRotation rotation, BlockBox box, Random random, boolean keepJigsaws) boolean
FeaturePoolElement.generate
(StructureTemplateManager structureTemplateManager, StructureWorldAccess world, StructureAccessor structureAccessor, ChunkGenerator chunkGenerator, BlockPos pos, BlockPos pivot, BlockRotation rotation, BlockBox box, Random random, boolean keepJigsaws) boolean
ListPoolElement.generate
(StructureTemplateManager structureTemplateManager, StructureWorldAccess world, StructureAccessor structureAccessor, ChunkGenerator chunkGenerator, BlockPos pos, BlockPos pivot, BlockRotation rotation, BlockBox box, Random random, boolean keepJigsaws) boolean
SinglePoolElement.generate
(StructureTemplateManager structureTemplateManager, StructureWorldAccess world, StructureAccessor structureAccessor, ChunkGenerator chunkGenerator, BlockPos pos, BlockPos pivot, BlockRotation rotation, BlockBox box, Random random, boolean keepJigsaws) abstract boolean
StructurePoolElement.generate
(StructureTemplateManager structureTemplateManager, StructureWorldAccess world, StructureAccessor structureAccessor, ChunkGenerator chunkGenerator, BlockPos pos, BlockPos pivot, BlockRotation rotation, BlockBox box, Random random, boolean keepJigsaws) -
Uses of StructureAccessor in net.minecraft.world
Modifier and TypeMethodDescriptionprivate static boolean
SpawnHelper.canSpawn
(ServerWorld world, SpawnGroup group, StructureAccessor structureAccessor, ChunkGenerator chunkGenerator, SpawnSettings.SpawnEntry spawnEntry, BlockPos.Mutable pos, double squaredDistance) private static boolean
SpawnHelper.containsSpawnEntry
(ServerWorld world, StructureAccessor structureAccessor, ChunkGenerator chunkGenerator, SpawnGroup spawnGroup, SpawnSettings.SpawnEntry spawnEntry, BlockPos pos) private static Pool<SpawnSettings.SpawnEntry>
SpawnHelper.getSpawnEntries
(ServerWorld world, StructureAccessor structureAccessor, ChunkGenerator chunkGenerator, SpawnGroup spawnGroup, BlockPos pos, @Nullable RegistryEntry<Biome> biomeEntry) private static Optional<SpawnSettings.SpawnEntry>
SpawnHelper.pickRandomSpawnEntry
(ServerWorld world, StructureAccessor structureAccessor, ChunkGenerator chunkGenerator, SpawnGroup spawnGroup, Random random, BlockPos pos) static boolean
SpawnHelper.shouldUseNetherFortressSpawns
(BlockPos pos, ServerWorld world, SpawnGroup spawnGroup, StructureAccessor structureAccessor) -
Uses of StructureAccessor in net.minecraft.world.gen
Modifier and TypeMethodDescriptionstatic StructureWeightSampler
StructureWeightSampler.createStructureWeightSampler
(StructureAccessor world, ChunkPos pos) -
Uses of StructureAccessor in net.minecraft.world.gen.chunk
Modifier and TypeMethodDescriptionvoid
ChunkGenerator.addStructureReferences
(StructureWorldAccess world, StructureAccessor structureAccessor, Chunk chunk) Finds all structures that the given chunk intersects, and adds references to their starting chunks to it.abstract void
ChunkGenerator.buildSurface
(ChunkRegion region, StructureAccessor structures, NoiseConfig noiseConfig, Chunk chunk) Places the surface blocks of the biomes after the noise has been generated.void
DebugChunkGenerator.buildSurface
(ChunkRegion region, StructureAccessor structures, NoiseConfig noiseConfig, Chunk chunk) Places the surface blocks of the biomes after the noise has been generated.void
FlatChunkGenerator.buildSurface
(ChunkRegion region, StructureAccessor structures, NoiseConfig noiseConfig, Chunk chunk) Places the surface blocks of the biomes after the noise has been generated.void
NoiseChunkGenerator.buildSurface
(Chunk chunk, HeightContext heightContext, NoiseConfig noiseConfig, StructureAccessor structureAccessor, BiomeAccess biomeAccess, Registry<Biome> biomeRegistry, Blender blender) void
NoiseChunkGenerator.buildSurface
(ChunkRegion region, StructureAccessor structures, NoiseConfig noiseConfig, Chunk chunk) Places the surface blocks of the biomes after the noise has been generated.abstract void
ChunkGenerator.carve
(ChunkRegion chunkRegion, long seed, NoiseConfig noiseConfig, BiomeAccess biomeAccess, StructureAccessor structureAccessor, Chunk chunk, GenerationStep.Carver carverStep) Generates caves for the given chunk.void
DebugChunkGenerator.carve
(ChunkRegion chunkRegion, long seed, NoiseConfig noiseConfig, BiomeAccess biomeAccess, StructureAccessor structureAccessor, Chunk chunk, GenerationStep.Carver carverStep) Generates caves for the given chunk.void
FlatChunkGenerator.carve
(ChunkRegion chunkRegion, long seed, NoiseConfig noiseConfig, BiomeAccess biomeAccess, StructureAccessor structureAccessor, Chunk chunk, GenerationStep.Carver carverStep) Generates caves for the given chunk.void
NoiseChunkGenerator.carve
(ChunkRegion chunkRegion, long seed, NoiseConfig noiseConfig, BiomeAccess biomeAccess, StructureAccessor structureAccessor, Chunk chunk, GenerationStep.Carver carverStep) Generates caves for the given chunk.private static boolean
ChunkGenerator.checkNotReferenced
(StructureAccessor structureAccessor, StructureStart start) private ChunkNoiseSampler
NoiseChunkGenerator.createChunkNoiseSampler
(Chunk chunk, StructureAccessor world, Blender blender, NoiseConfig noiseConfig) void
ChunkGenerator.generateFeatures
(StructureWorldAccess world, Chunk chunk, StructureAccessor structureAccessor) void
DebugChunkGenerator.generateFeatures
(StructureWorldAccess world, Chunk chunk, StructureAccessor structureAccessor) ChunkGenerator.getEntitySpawnList
(RegistryEntry<Biome> biome, StructureAccessor accessor, SpawnGroup group, BlockPos pos) private static int
ChunkGenerator.getStructureReferences
(StructureAccessor structureAccessor, Chunk chunk, ChunkSectionPos sectionPos, Structure structure) private @Nullable com.mojang.datafixers.util.Pair<BlockPos,
RegistryEntry<Structure>> ChunkGenerator.locateConcentricRingsStructure
(Set<RegistryEntry<Structure>> structures, ServerWorld world, StructureAccessor structureAccessor, BlockPos center, boolean skipReferencedStructures, ConcentricRingsStructurePlacement placement) private static @Nullable com.mojang.datafixers.util.Pair<BlockPos,
RegistryEntry<Structure>> ChunkGenerator.locateRandomSpreadStructure
(Set<RegistryEntry<Structure>> structures, WorldView world, StructureAccessor structureAccessor, int centerChunkX, int centerChunkZ, int radius, boolean skipReferencedStructures, long seed, RandomSpreadStructurePlacement placement) private static @Nullable com.mojang.datafixers.util.Pair<BlockPos,
RegistryEntry<Structure>> ChunkGenerator.locateStructure
(Set<RegistryEntry<Structure>> structures, WorldView world, StructureAccessor structureAccessor, boolean skipReferencedStructures, StructurePlacement placement, ChunkPos pos) ChunkGenerator.populateBiomes
(Executor executor, NoiseConfig noiseConfig, Blender blender, StructureAccessor structureAccessor, Chunk chunk) NoiseChunkGenerator.populateBiomes
(Executor executor, NoiseConfig noiseConfig, Blender blender, StructureAccessor structureAccessor, Chunk chunk) private void
NoiseChunkGenerator.populateBiomes
(Blender blender, NoiseConfig noiseConfig, StructureAccessor structureAccessor, Chunk chunk) abstract CompletableFuture<Chunk>
ChunkGenerator.populateNoise
(Executor executor, Blender blender, NoiseConfig noiseConfig, StructureAccessor structureAccessor, Chunk chunk) Generates the base shape of the chunk out of the basic block states as decided by this chunk generator's config.DebugChunkGenerator.populateNoise
(Executor executor, Blender blender, NoiseConfig noiseConfig, StructureAccessor structureAccessor, Chunk chunk) Generates the base shape of the chunk out of the basic block states as decided by this chunk generator's config.FlatChunkGenerator.populateNoise
(Executor executor, Blender blender, NoiseConfig noiseConfig, StructureAccessor structureAccessor, Chunk chunk) Generates the base shape of the chunk out of the basic block states as decided by this chunk generator's config.NoiseChunkGenerator.populateNoise
(Executor executor, Blender blender, NoiseConfig noiseConfig, StructureAccessor structureAccessor, Chunk chunk) Generates the base shape of the chunk out of the basic block states as decided by this chunk generator's config.private Chunk
NoiseChunkGenerator.populateNoise
(Blender blender, StructureAccessor structureAccessor, NoiseConfig noiseConfig, Chunk chunk, int minimumCellY, int cellHeight) void
ChunkGenerator.setStructureStarts
(DynamicRegistryManager registryManager, StructurePlacementCalculator placementCalculator, StructureAccessor structureAccessor, Chunk chunk, StructureTemplateManager structureTemplateManager) Determines which structures should start in the given chunk and creates their starting points.private boolean
ChunkGenerator.trySetStructureStart
(StructureSet.WeightedEntry weightedEntry, StructureAccessor structureAccessor, DynamicRegistryManager dynamicRegistryManager, NoiseConfig noiseConfig, StructureTemplateManager structureManager, long seed, Chunk chunk, ChunkPos pos, ChunkSectionPos sectionPos) -
Uses of StructureAccessor in net.minecraft.world.gen.structure
Modifier and TypeMethodDescriptionvoid
Structure.postPlace
(StructureWorldAccess world, StructureAccessor structureAccessor, ChunkGenerator chunkGenerator, Random random, BlockBox box, ChunkPos chunkPos, StructurePiecesList pieces) void
WoodlandMansionStructure.postPlace
(StructureWorldAccess world, StructureAccessor structureAccessor, ChunkGenerator chunkGenerator, Random random, BlockBox box, ChunkPos chunkPos, StructurePiecesList pieces)