public abstract static class StructureVillagePieces.Village extends StructureComponent
StructureComponent.BlockSelector| Modifier and Type | Field and Description |
|---|---|
protected int |
averageGroundLvl |
protected StructureVillagePieces.Start |
startPiece |
boundingBox, componentType| Modifier | Constructor and Description |
|---|---|
|
Village() |
protected |
Village(StructureVillagePieces.Start start,
int type) |
| Modifier and Type | Method and Description |
|---|---|
protected static boolean |
canVillageGoDeeper(StructureBoundingBox structurebb) |
protected int |
chooseProfession(int villagersSpawnedIn,
int currentVillagerProfession) |
protected void |
fillWithBlocks(World worldIn,
StructureBoundingBox boundingboxIn,
int xMin,
int yMin,
int zMin,
int xMax,
int yMax,
int zMax,
IBlockState boundaryBlockState,
IBlockState insideBlockState,
boolean existingOnly) |
protected int |
getAverageGroundLevel(World worldIn,
StructureBoundingBox structurebb) |
protected IBlockState |
getBiomeSpecificBlockState(IBlockState blockstateIn) |
protected StructureComponent |
getNextComponentNN(StructureVillagePieces.Start start,
java.util.List<StructureComponent> structureComponents,
java.util.Random rand,
int p_74891_4_,
int p_74891_5_) |
protected StructureComponent |
getNextComponentPP(StructureVillagePieces.Start start,
java.util.List<StructureComponent> structureComponents,
java.util.Random rand,
int p_74894_4_,
int p_74894_5_) |
protected void |
readStructureFromNBT(NBTTagCompound tagCompound) |
protected void |
replaceAirAndLiquidDownwards(World worldIn,
IBlockState blockstateIn,
int x,
int y,
int z,
StructureBoundingBox boundingboxIn) |
protected void |
setBlockState(World worldIn,
IBlockState blockstateIn,
int x,
int y,
int z,
StructureBoundingBox boundingboxIn) |
protected void |
setIsDesertVillage(boolean isInDesert) |
protected void |
spawnVillagers(World worldIn,
StructureBoundingBox structurebb,
int x,
int y,
int z,
int count) |
protected void |
writeStructureToNBT(NBTTagCompound tagCompound) |
addComponentParts, buildComponent, clearCurrentPositionBlocksUpwards, createDispenser, createStructureBaseNBT, fillWithAir, fillWithBlocksRandomly, fillWithRandomizedBlocks, findIntersecting, generateChest, getBlockStateFromPos, getBoundingBox, getBoundingBoxCenter, getComponentType, getCoordBaseMode, getXWithOffset, getYWithOffset, getZWithOffset, isLiquidInStructureBoundingBox, offset, placeDoorCurrentPosition, randomlyPlaceBlock, randomlyRareFillWithBlocks, readStructureBaseNBT, setCoordBaseModeprotected int averageGroundLvl
protected StructureVillagePieces.Start startPiece
public Village()
protected Village(StructureVillagePieces.Start start, int type)
protected void writeStructureToNBT(NBTTagCompound tagCompound)
writeStructureToNBT in class StructureComponentprotected void readStructureFromNBT(NBTTagCompound tagCompound)
readStructureFromNBT in class StructureComponentprotected StructureComponent getNextComponentNN(StructureVillagePieces.Start start, java.util.List<StructureComponent> structureComponents, java.util.Random rand, int p_74891_4_, int p_74891_5_)
protected StructureComponent getNextComponentPP(StructureVillagePieces.Start start, java.util.List<StructureComponent> structureComponents, java.util.Random rand, int p_74894_4_, int p_74894_5_)
protected int getAverageGroundLevel(World worldIn, StructureBoundingBox structurebb)
protected static boolean canVillageGoDeeper(StructureBoundingBox structurebb)
protected void spawnVillagers(World worldIn, StructureBoundingBox structurebb, int x, int y, int z, int count)
protected int chooseProfession(int villagersSpawnedIn,
int currentVillagerProfession)
protected IBlockState getBiomeSpecificBlockState(IBlockState blockstateIn)
protected void setBlockState(World worldIn, IBlockState blockstateIn, int x, int y, int z, StructureBoundingBox boundingboxIn)
setBlockState in class StructureComponentprotected void fillWithBlocks(World worldIn, StructureBoundingBox boundingboxIn, int xMin, int yMin, int zMin, int xMax, int yMax, int zMax, IBlockState boundaryBlockState, IBlockState insideBlockState, boolean existingOnly)
fillWithBlocks in class StructureComponentprotected void replaceAirAndLiquidDownwards(World worldIn, IBlockState blockstateIn, int x, int y, int z, StructureBoundingBox boundingboxIn)
replaceAirAndLiquidDownwards in class StructureComponentprotected void setIsDesertVillage(boolean isInDesert)