Class StructureComponent

java.lang.Object
net.minecraft.src.StructureComponent
Direct Known Subclasses:
ComponentMineshaftCorridor, ComponentMineshaftCross, ComponentMineshaftRoom, ComponentMineshaftStairs, ComponentNetherBridgeCorridor, ComponentNetherBridgeCorridor2, ComponentNetherBridgeCorridor3, ComponentNetherBridgeCorridor4, ComponentNetherBridgeCorridor5, ComponentNetherBridgeCrossing, ComponentNetherBridgeCrossing2, ComponentNetherBridgeCrossing3, ComponentNetherBridgeEnd, ComponentNetherBridgeEntrance, ComponentNetherBridgeNetherStalkRoom, ComponentNetherBridgeStairs, ComponentNetherBridgeStraight, ComponentNetherBridgeThrone, ComponentScatteredFeatureDesertPyramid, ComponentScatteredFeatureJunglePyramid, ComponentScatteredFeatureSwampHut, ComponentStrongholdChestCorridor, ComponentStrongholdCorridor, ComponentStrongholdCrossing, ComponentStrongholdLeftTurn, ComponentStrongholdLibrary, ComponentStrongholdPortalRoom, ComponentStrongholdPrison, ComponentStrongholdRoomCrossing, ComponentStrongholdStairs, ComponentStrongholdStairsStraight, ComponentStrongholdStraight, ComponentVillageChurch, ComponentVillageField, ComponentVillageField2, ComponentVillageHall, ComponentVillageHouse1, ComponentVillageHouse2, ComponentVillageHouse3, ComponentVillageHouse4_Garden, ComponentVillageRoadPiece, ComponentVillageTorch, ComponentVillageWell, ComponentVillageWoodHut

public abstract class StructureComponent extends Object
  • Field Details

    • boundingBox

      protected StructureBoundingBox boundingBox
    • coordBaseMode

      protected int coordBaseMode
      switches the Coordinate System base off the Bounding Box
    • componentType

      protected int componentType
      The type ID of this component.
  • Constructor Details

    • StructureComponent

      public StructureComponent()
    • StructureComponent

      protected StructureComponent(int par1)
  • Method Details

    • func_143010_b

      public NBTTagCompound func_143010_b()
    • func_143012_a

      protected abstract void func_143012_a(NBTTagCompound var1)
    • func_143009_a

      public void func_143009_a(World par1World, NBTTagCompound par2NBTTagCompound)
    • func_143011_b

      protected abstract void func_143011_b(NBTTagCompound var1)
    • buildComponent

      public void buildComponent(StructureComponent par1StructureComponent, List par2List, Random par3Random)
      Initiates construction of the Structure Component picked, at the current Location of StructGen
    • addComponentParts

      public abstract boolean addComponentParts(World var1, Random var2, StructureBoundingBox var3)
      second Part of Structure generating, this for example places Spiderwebs, Mob Spawners, it closes Mineshafts at the end, it adds Fences...
    • getBoundingBox

      public StructureBoundingBox getBoundingBox()
    • getComponentType

      public int getComponentType()
      Returns the component type ID of this component.
    • findIntersecting

      public static StructureComponent findIntersecting(List par0List, StructureBoundingBox par1StructureBoundingBox)
      Discover if bounding box can fit within the current bounding box object.
    • getCenter

      public ChunkPosition getCenter()
    • isLiquidInStructureBoundingBox

      protected boolean isLiquidInStructureBoundingBox(World par1World, StructureBoundingBox par2StructureBoundingBox)
      checks the entire StructureBoundingBox for Liquids
    • getXWithOffset

      protected int getXWithOffset(int par1, int par2)
    • getYWithOffset

      protected int getYWithOffset(int par1)
    • getZWithOffset

      protected int getZWithOffset(int par1, int par2)
    • getMetadataWithOffset

      protected int getMetadataWithOffset(int par1, int par2)
      Returns the direction-shifted metadata for blocks that require orientation, e.g. doors, stairs, ladders. Parameters: block ID, original metadata
    • getMetadataTwistedWithGen

      protected int getMetadataTwistedWithGen(int blockID, int facing)
    • placeBlockAtCurrentPosition

      protected void placeBlockAtCurrentPosition(World par1World, int par2, int par3, int par4, int par5, int par6, StructureBoundingBox par7StructureBoundingBox)
      current Position depends on currently set Coordinates mode, is computed here
    • getBlockIdAtCurrentPosition

      protected int getBlockIdAtCurrentPosition(World par1World, int par2, int par3, int par4, StructureBoundingBox par5StructureBoundingBox)
    • fillWithAir

      protected void fillWithAir(World par1World, StructureBoundingBox par2StructureBoundingBox, int par3, int par4, int par5, int par6, int par7, int par8)
      arguments: (World worldObj, StructureBoundingBox structBB, int minX, int minY, int minZ, int maxX, int maxY, int maxZ)
    • fillWithBlocks

      protected void fillWithBlocks(World par1World, StructureBoundingBox par2StructureBoundingBox, int par3, int par4, int par5, int par6, int par7, int par8, int par9, int par10, boolean par11)
      arguments: (World worldObj, StructureBoundingBox structBB, int minX, int minY, int minZ, int maxX, int maxY, int maxZ, int placeBlockId, int replaceBlockId, boolean alwaysreplace)
    • fillWithMetadataBlocks

      protected void fillWithMetadataBlocks(World par1World, StructureBoundingBox par2StructureBoundingBox, int par3, int par4, int par5, int par6, int par7, int par8, int par9, int par10, int par11, int par12, boolean par13)
      arguments: (World worldObj, StructureBoundingBox structBB, int minX, int minY, int minZ, int maxX, int maxY, int maxZ, int placeBlockId, int placeBlockMetadata, int replaceBlockId, int replaceBlockMetadata, boolean alwaysreplace)
    • fillWithRandomizedBlocks

      protected void fillWithRandomizedBlocks(World par1World, StructureBoundingBox par2StructureBoundingBox, int par3, int par4, int par5, int par6, int par7, int par8, boolean par9, Random par10Random, StructurePieceBlockSelector par11StructurePieceBlockSelector)
      arguments: World worldObj, StructureBoundingBox structBB, int minX, int minY, int minZ, int maxX, int maxY, int maxZ, boolean alwaysreplace, Random rand, StructurePieceBlockSelector blockselector
    • randomlyFillWithBlocks

      protected void randomlyFillWithBlocks(World par1World, StructureBoundingBox par2StructureBoundingBox, Random par3Random, float par4, int par5, int par6, int par7, int par8, int par9, int par10, int par11, int par12, boolean par13)
      arguments: World worldObj, StructureBoundingBox structBB, Random rand, float randLimit, int minX, int minY, int minZ, int maxX, int maxY, int maxZ, int olaceBlockId, int replaceBlockId, boolean alwaysreplace
    • randomlyPlaceBlock

      protected void randomlyPlaceBlock(World par1World, StructureBoundingBox par2StructureBoundingBox, Random par3Random, float par4, int par5, int par6, int par7, int par8, int par9)
      Randomly decides if placing or not. Used for Decoration such as Torches and Spiderwebs
    • randomlyRareFillWithBlocks

      protected void randomlyRareFillWithBlocks(World par1World, StructureBoundingBox par2StructureBoundingBox, int par3, int par4, int par5, int par6, int par7, int par8, int par9, boolean par10)
      arguments: World worldObj, StructureBoundingBox structBB, int minX, int minY, int minZ, int maxX, int maxY, int maxZ, int placeBlockId, boolean alwaysreplace
    • clearCurrentPositionBlocksUpwards

      protected void clearCurrentPositionBlocksUpwards(World par1World, int par2, int par3, int par4, StructureBoundingBox par5StructureBoundingBox)
      Deletes all continuous blocks from selected position upwards. Stops at hitting air.
    • fillCurrentPositionBlocksDownwards

      protected void fillCurrentPositionBlocksDownwards(World par1World, int par2, int par3, int par4, int par5, int par6, StructureBoundingBox par7StructureBoundingBox)
      Overwrites air and liquids from selected position downwards, stops at hitting anything else.
    • generateStructureChestContents

      protected boolean generateStructureChestContents(World par1World, StructureBoundingBox par2StructureBoundingBox, Random par3Random, int par4, int par5, int par6, WeightedRandomChestContent[] par7ArrayOfWeightedRandomChestContent, int par8)
      Used to generate chests with items in it. ex: Temple Chests, Village Blacksmith Chests, Mineshaft Chests.
    • generateStructureDispenserContents

      protected boolean generateStructureDispenserContents(World par1World, StructureBoundingBox par2StructureBoundingBox, Random par3Random, int par4, int par5, int par6, int par7, WeightedRandomChestContent[] par8ArrayOfWeightedRandomChestContent, int par9)
      Used to generate dispenser contents for structures. ex: Jungle Temples.
    • generateStructureContainerContents

      protected boolean generateStructureContainerContents(World world, StructureBoundingBox boundingBox, Random rand, int par4, int par5, int par6, int containerBlockID, int facing, WeightedRandomChestContent[] content, int generateAttempts, boolean damageItems)
      Used to generate Blocks with an inventory with items in it. Final bool decides if damageable items are damaged inside
    • damageContainerItems

      protected void damageContainerItems(IInventory tileEntity, Random rand)
    • placeDoorAtCurrentPosition

      protected void placeDoorAtCurrentPosition(World par1World, StructureBoundingBox par2StructureBoundingBox, Random par3Random, int par4, int par5, int par6, int par7)