本文整理了Java中net.minecraft.world.chunk.Chunk.<init>()
方法的一些代码示例,展示了Chunk.<init>()
的具体用法。这些代码示例主要来源于Github
/Stackoverflow
/Maven
等平台,是从一些精选项目中提取出来的代码,具有较强的参考意义,能在一定程度帮忙到你。Chunk.<init>()
方法的具体详情如下:
包路径:net.minecraft.world.chunk.Chunk
类名称:Chunk
方法名:<init>
暂无
代码示例来源:origin: AppliedEnergistics/Applied-Energistics-2
@Override
public Chunk generateChunk( final int x, final int z )
{
final Chunk chunk = new Chunk( this.world, x, z );
final byte[] biomes = chunk.getBiomeArray();
Biome biome = AppEng.instance().getStorageBiome();
byte biomeId = (byte) Biome.getIdForBiome( biome );
for( int k = 0; k < biomes.length; ++k )
{
biomes[k] = biomeId;
}
AEApi.instance().definitions().blocks().matrixFrame().maybeBlock().ifPresent( block -> this.fillChunk( chunk, block.getDefaultState() ) );
chunk.setModified( false );
if( !chunk.isTerrainPopulated() )
{
chunk.setTerrainPopulated( true );
chunk.resetRelightChecks();
}
return chunk;
}
代码示例来源:origin: MCTCP/TerrainControl
/**
* Creates a Minecraft chunk of the data of this chunk buffer.
*
* @param world
* The world the chunk will be in.
* @return The chunk.
*/
Chunk toChunk(World world)
{
return new Chunk(world, this.chunkPrimer, this.chunkCoord.getChunkX(), this.chunkCoord.getChunkZ());
}
代码示例来源:origin: thraaawn/CompactMachines
@Override
public Chunk generateChunk(int x, int z) {
ChunkPrimer cp = new ChunkPrimer();
Chunk chunk = new Chunk(this.world, cp, x, z);
chunk.generateSkylightMap();
chunk.setBiomeArray(voidBiomeArray);
return chunk;
}
代码示例来源:origin: thraaawn/CompactMachines
@Override
public Chunk generateChunk(int chunkX, int chunkZ) {
ChunkPrimer cp = new ChunkPrimer();
this.terrainGen.generate(chunkX, chunkZ, cp);
Chunk chunk = new Chunk(this.world, cp, chunkX, chunkZ);
chunk.generateSkylightMap();
// TODO: Set biome
// this.terrainGen.setBiomes(chunkX, chunkZ, chunk);
return chunk;
}
代码示例来源:origin: TeamWizardry/Wizardry
@Nonnull
@Override
public Chunk generateChunk(int x, int z) {
ChunkPrimer chunkprimer = new ChunkPrimer();
generate(x, z, chunkprimer);
Chunk chunk = new Chunk(world, chunkprimer, x, z);
byte[] biomeArray = chunk.getBiomeArray();
for (int i = 0; i < biomeArray.length; ++i) {
biomeArray[i] = (byte) 42;
}
chunk.generateSkylightMap();
return chunk;
}
代码示例来源:origin: Esteemed-Innovation/Esteemed-Innovation
/**
* @return A new Pair: Chunk, # of water source blocks in chunk at the Y position.
*/
private Pair<Chunk, Integer> randSourceBlock() {
List<Chunk> chunks = new ArrayList<>();
int water = 0;
for (int x = -3; x < 4; x++) {
for (int z = -3; z < 4; z++) {
BlockPos pos = new BlockPos(this.pos.getX() + x, this.pos.getY(), this.pos.getZ() + z);
if (world.getBlockState(pos).getBlock() == Blocks.WATER) {
chunks.add(new Chunk(world, pos.getX(), pos.getZ()));
water++;
}
}
}
return Pair.of(chunks.get(world.rand.nextInt(chunks.size())), water);
}
代码示例来源:origin: ValkyrienWarfare/Valkyrien-Warfare-Revamped
private void replaceOuterChunksWithAir() {
for (int x = ownedChunks.minX - 1; x <= ownedChunks.maxX + 1; x++) {
for (int z = ownedChunks.minZ - 1; z <= ownedChunks.maxZ + 1; z++) {
if (x == ownedChunks.minX - 1 || x == ownedChunks.maxX + 1 || z == ownedChunks.minZ - 1
|| z == ownedChunks.maxZ + 1) {
// This is satisfied for the chunks surrounding a Ship, do fill it with empty
// space
Chunk chunk = new Chunk(worldObj, x, z);
ChunkProviderServer provider = (ChunkProviderServer) worldObj.getChunkProvider();
chunk.dirty = true;
provider.id2ChunkMap.put(ChunkPos.asLong(x, z), chunk);
}
}
}
}
代码示例来源:origin: GregTechCE/GregTech
@Override
public Chunk provideChunk(int x, int z) {
long chunkKey = ChunkPos.asLong(x, z);
if(loadedChunks.containsKey(chunkKey))
return loadedChunks.get(chunkKey);
Chunk chunk = new Chunk(world, x, z);
loadedChunks.put(chunkKey, chunk);
return chunk;
}
代码示例来源:origin: gegy1000/Terrarium
@Override
public Chunk generateChunk(int chunkX, int chunkZ) {
ChunkPrimer primer = this.generatePrimer(chunkX, chunkZ);
Chunk chunk = new Chunk(this.world, primer, chunkX, chunkZ);
Biome[] biomeBuffer = this.provideBiomes(chunkX, chunkZ);
byte[] biomeArray = chunk.getBiomeArray();
for (int i = 0; i < biomeBuffer.length; i++) {
biomeArray[i] = (byte) Biome.getIdForBiome(biomeBuffer[i]);
}
chunk.generateSkylightMap();
return chunk;
}
代码示例来源:origin: PenguinSquad/Harvest-Festival
@Override
@Nonnull
public Chunk provideChunk(int x, int z) {
rand.setSeed((long) x * 341873128712L + (long) z * 132897987541L);
ChunkPrimer chunkprimer = new ChunkPrimer();
biomesForGeneration = this.world.getBiomeProvider().getBiomes(biomesForGeneration, x * 16, z * 16, 16, 16);
season = HFApi.calendar.getDate(world).getSeason();
if (season == null) season = Season.SPRING;
setBlocksInChunk(x, z, chunkprimer);
Chunk chunk = new Chunk(world, chunkprimer, x, z);
byte[] abyte = chunk.getBiomeArray();
for (int i = 0; i < abyte.length; ++i) {
abyte[i] = (byte) Biome.getIdForBiome(biomesForGeneration[i]);
}
chunk.generateSkylightMap();
return chunk;
}
代码示例来源:origin: TeamWizardry/Wizardry
@Nonnull
@Override
public Chunk generateChunk(int x, int z) {
ChunkPrimer chunkprimer = new ChunkPrimer();
// Get a list of blocks to check lighting for, as a "side effect" of actually generating the clouds
List<Pair<BlockPos, BlockPos>> litBlocks = generate(x, z, chunkprimer);
Chunk chunk = new Chunk(world, chunkprimer, x, z);
litBlocks.forEach(pair -> {
BlockPos lower = pair.getFirst();
BlockPos upper = pair.getSecond();
for (int i = 0; i < 15; i++) {
if (lower.getY() + i > upper.getY())
return;
chunk.setLightFor(EnumSkyBlock.BLOCK, lower.up(i), 15 - i);
}
});
return chunk;
}
代码示例来源:origin: ValkyrienWarfare/Valkyrien-Warfare-Revamped
if (chunk == null) {
System.out.println("Just a loaded a null chunk");
chunk = new Chunk(worldObj, x, z);
代码示例来源:origin: vadis365/TheErebus
@Override
public Chunk generateChunk(int x, int z) {
rand.setSeed(x * 341873128712L + z * 132897987541L);
ChunkPrimer chunkprimer = new ChunkPrimer();
biomesForGeneration = worldObj.getBiomeProvider().getBiomes(biomesForGeneration, x * 16, z * 16, 16, 16);
generateTerrain(x, z, chunkprimer);
replaceBlocksForBiome(x, z, biomesForGeneration, chunkprimer);
caveGenerator.generate(worldObj, x, z, chunkprimer);
ravineGenerator.generate(worldObj, x, z, chunkprimer);
Chunk chunk = new Chunk(worldObj, chunkprimer, x, z);
byte[] biomeArrayReference = chunk.getBiomeArray();
for (int a = 0; a < biomeArrayReference.length; ++a)
biomeArrayReference[a] = (byte) Biome.getIdForBiome(biomesForGeneration[a]);
chunk.generateSkylightMap();
chunk.resetRelightChecks();
return chunk;
}
代码示例来源:origin: TerraFirmaCraft/TerraFirmaCraft
Chunk chunk = new Chunk(world, chunkPrimerOut, chunkX, chunkZ);
代码示例来源:origin: McJtyMods/LostCities
Chunk chunk = new Chunk(this.worldObj, chunkprimer, chunkX, chunkZ);
byte[] abyte = chunk.getBiomeArray();
代码示例来源:origin: McJtyMods/ModTutorials
@Override
public Chunk generateChunk(int x, int z) {
ChunkPrimer chunkprimer = new ChunkPrimer();
// Setup biomes for terraingen
this.biomesForGeneration = this.worldObj.getBiomeProvider().getBiomesForGeneration(this.biomesForGeneration, x * 4 - 2, z * 4 - 2, 10, 10);
terraingen.setBiomesForGeneration(biomesForGeneration);
terraingen.generate(x, z, chunkprimer);
// Setup biomes again for actual biome decoration
this.biomesForGeneration = this.worldObj.getBiomeProvider().getBiomes(this.biomesForGeneration, x * 16, z * 16, 16, 16);
// This will replace stone with the biome specific stones
terraingen.replaceBiomeBlocks(x, z, chunkprimer, this, biomesForGeneration);
// Generate caves
this.caveGenerator.generate(this.worldObj, x, z, chunkprimer);
Chunk chunk = new Chunk(this.worldObj, chunkprimer, x, z);
byte[] biomeArray = chunk.getBiomeArray();
for (int i = 0; i < biomeArray.length; ++i) {
biomeArray[i] = (byte)Biome.getIdForBiome(this.biomesForGeneration[i]);
}
chunk.generateSkylightMap();
return chunk;
}
代码示例来源:origin: jabelar/ExampleMod-1.12
Chunk chunk = new Chunk(world, chunkPrimer, parChunkX, parChunkZ);
byte[] abyte = chunk.getBiomeArray();
代码示例来源:origin: ValkyrienWarfare/Valkyrien-Warfare-Revamped
for (int x = ownedChunks.minX; x <= ownedChunks.maxX; x++) {
for (int z = ownedChunks.minZ; z <= ownedChunks.maxZ; z++) {
Chunk chunk = new Chunk(worldObj, x, z);
injectChunkIntoWorld(chunk, x, z, true);
claimedChunks[x - ownedChunks.minX][z - ownedChunks.minZ] = chunk;
代码示例来源:origin: ValkyrienWarfare/Valkyrien-Warfare-Revamped
for (int x = ownedChunks.minX; x <= ownedChunks.maxX; x++) {
for (int z = ownedChunks.minZ; z <= ownedChunks.maxZ; z++) {
Chunk chunk = new Chunk(worldObj, x, z);
injectChunkIntoWorld(chunk, x, z, true);
claimedChunks[x - ownedChunks.minX][z - ownedChunks.minZ] = chunk;
代码示例来源:origin: thraaawn/CompactMachines
Chunk chunk = new Chunk(worldIn, i, j);
chunk.setHeightMap(compound.getIntArray("HeightMap"));
chunk.setTerrainPopulated(compound.getBoolean("TerrainPopulated"));
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