public class MapGenRavine extends MapGenBase
Modifier and Type | Field and Description |
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protected static IBlockState |
AIR |
protected static IBlockState |
FLOWING_LAVA |
rand, range, world
Constructor and Description |
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MapGenRavine() |
Modifier and Type | Method and Description |
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protected void |
addTunnel(long p_180707_1_,
int p_180707_3_,
int p_180707_4_,
ChunkPrimer p_180707_5_,
double p_180707_6_,
double p_180707_8_,
double p_180707_10_,
float p_180707_12_,
float p_180707_13_,
float p_180707_14_,
int p_180707_15_,
int p_180707_16_,
double p_180707_17_) |
protected void |
digBlock(ChunkPrimer data,
int x,
int y,
int z,
int chunkX,
int chunkZ,
boolean foundTop)
Digs out the current block, default implementation removes stone, filler, and top block
Sets the block to lava if y is less then 10, and air other wise.
|
protected boolean |
isOceanBlock(ChunkPrimer data,
int x,
int y,
int z,
int chunkX,
int chunkZ) |
protected void |
recursiveGenerate(World worldIn,
int chunkX,
int chunkZ,
int originalX,
int originalZ,
ChunkPrimer chunkPrimerIn) |
generate, setupChunkSeed
protected static final IBlockState FLOWING_LAVA
protected static final IBlockState AIR
protected void addTunnel(long p_180707_1_, int p_180707_3_, int p_180707_4_, ChunkPrimer p_180707_5_, double p_180707_6_, double p_180707_8_, double p_180707_10_, float p_180707_12_, float p_180707_13_, float p_180707_14_, int p_180707_15_, int p_180707_16_, double p_180707_17_)
protected void recursiveGenerate(World worldIn, int chunkX, int chunkZ, int originalX, int originalZ, ChunkPrimer chunkPrimerIn)
recursiveGenerate
in class MapGenBase
protected boolean isOceanBlock(ChunkPrimer data, int x, int y, int z, int chunkX, int chunkZ)
protected void digBlock(ChunkPrimer data, int x, int y, int z, int chunkX, int chunkZ, boolean foundTop)
data
- Block data arrayindex
- Pre-calculated index into block datax
- local X positiony
- local Y positionz
- local Z positionchunkX
- Chunk X positionchunkZ
- Chunk Y positionfoundTop
- True if we've encountered the biome's top block. Ideally if we've broken the surface.