Interface IChunkProvider

All Known Implementing Classes:
ChunkProviderClient, ChunkProviderEnd, ChunkProviderFlat, ChunkProviderGenerate, ChunkProviderHell, ChunkProviderServer

public interface IChunkProvider
  • Method Summary

    Modifier and Type
    Method
    Description
    boolean
    Returns if the IChunkProvider supports saving.
    boolean
    chunkExists(int var1, int var2)
    Checks to see if a chunk exists at x, y
    findClosestStructure(World var1, String var2, int var3, int var4, int var5)
    Returns the location of the closest structure of the specified type.
    int
     
    getPossibleCreatures(EnumCreatureType var1, int var2, int var3, int var4)
    Returns a list of creatures of the specified type that can spawn at the given location.
    loadChunk(int var1, int var2)
    loads or generates the chunk at the chunk location specified
    Converts the instance data to a readable string.
    void
    populate(IChunkProvider var1, int var2, int var3)
    Populates chunk with ores etc etc
    provideChunk(int var1, int var2)
    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 var1, int var2)
     
    boolean
    saveChunks(boolean var1, IProgressUpdate var2)
    Two modes of operation: if passed true, save all Chunks in one go.
    void
    Save extra data not associated with any Chunk.
    boolean
    Unloads chunks that are marked to be unloaded.
  • Method Details

    • chunkExists

      boolean chunkExists(int var1, int var2)
      Checks to see if a chunk exists at x, y
    • provideChunk

      Chunk provideChunk(int var1, int var2)
      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
    • loadChunk

      Chunk loadChunk(int var1, int var2)
      loads or generates the chunk at the chunk location specified
    • populate

      void populate(IChunkProvider var1, int var2, int var3)
      Populates chunk with ores etc etc
    • saveChunks

      boolean saveChunks(boolean var1, IProgressUpdate var2)
      Two modes of operation: if passed true, save all Chunks in one go. If passed false, save up to two chunks. Return true if all chunks have been saved.
    • unloadQueuedChunks

      boolean unloadQueuedChunks()
      Unloads chunks that are marked to be unloaded. This is not guaranteed to unload every such chunk.
    • canSave

      boolean canSave()
      Returns if the IChunkProvider supports saving.
    • makeString

      String makeString()
      Converts the instance data to a readable string.
    • getPossibleCreatures

      List getPossibleCreatures(EnumCreatureType var1, int var2, int var3, int var4)
      Returns a list of creatures of the specified type that can spawn at the given location.
    • findClosestStructure

      ChunkPosition findClosestStructure(World var1, String var2, int var3, int var4, int var5)
      Returns the location of the closest structure of the specified type. If not found returns null.
    • getLoadedChunkCount

      int getLoadedChunkCount()
    • recreateStructures

      void recreateStructures(int var1, int var2)
    • saveExtraData

      void saveExtraData()
      Save extra data not associated with any Chunk. Not saved during autosave, only during world unload. Currently unimplemented.