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SpeleothemBlockBehavior

Struct SpeleothemBlockBehavior 

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struct SpeleothemBlockBehavior {
    block: BlockRef,
    kind: SpeleothemKind,
}

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§block: BlockRef§kind: SpeleothemKind

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impl SpeleothemBlockBehavior

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fn projectile_can_break( projectile: &dyn Projectile, world: &World, pos: BlockPos, ) -> bool

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fn on_projectile_hit( world: &Arc<World>, pos: BlockPos, projectile: &dyn Projectile, )

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fn state_for_placement( &self, context: &BlockPlaceContext<'_>, ) -> Option<BlockStateId>

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fn can_survive( &self, state: BlockStateId, world: &dyn LevelReader, pos: BlockPos, ) -> bool

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fn update_shape( &self, state: BlockStateId, world: &dyn ScheduledTickAccess, pos: BlockPos, direction: Direction, _neighbor_pos: BlockPos, _neighbor_state: BlockStateId, ) -> BlockStateId

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fn tick(&self, state: BlockStateId, world: &Arc<World>, pos: BlockPos)

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fn calculate_tip_direction( &self, world: &dyn LevelReader, pos: BlockPos, default_tip_direction: Direction, ) -> Option<Direction>

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fn calculate_thickness( &self, world: &dyn LevelReader, pos: BlockPos, tip_direction: Direction, merge_opposing_tips: bool, ) -> SpeleothemThickness

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fn is_speleothem_with_direction( state: BlockStateId, tip_direction: Direction, ) -> bool

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fn is_stalagmite(state: BlockStateId) -> bool

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fn is_stalactite(state: BlockStateId) -> bool

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fn is_stalactite_start_pos( &self, state: BlockStateId, world: &dyn LevelReader, pos: BlockPos, ) -> bool

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fn random_tick(&self, state: BlockStateId, world: &Arc<World>, pos: BlockPos)

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fn grow_stalactite_or_stalagmite_if_possible<R: RngExt + ?Sized>( &self, stalactite_start_state: BlockStateId, world: &Arc<World>, stalactite_start_pos: BlockPos, rng: &mut R, )

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fn can_grow(&self, world: &dyn LevelReader, pos: BlockPos) -> bool

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fn block_to_grow_on(&self) -> BlockRef

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fn find_tip( &self, speleothem_state: BlockStateId, world: &dyn LevelReader, speleothem_pos: BlockPos, max_search_length: i32, include_merged_tip: bool, ) -> Option<BlockPos>

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fn is_tip(state: BlockStateId, include_merged_tip: bool) -> bool

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fn is_free_hanging_stalactite(state: BlockStateId) -> bool

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fn can_tip_grow( &self, tip_state: BlockStateId, world: &Arc<World>, tip_pos: BlockPos, ) -> bool

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fn is_unmerged_tip_with_direction( &self, state: BlockStateId, tip_direction: Direction, ) -> bool

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fn grow( &self, world: &Arc<World>, grow_from_pos: BlockPos, grow_to_direction: Direction, )

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fn create_speleothem( &self, world: &Arc<World>, pos: BlockPos, direction: Direction, thickness: SpeleothemThickness, )

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fn create_merged_tips( &self, tip_state: BlockStateId, world: &Arc<World>, tip_pos: BlockPos, )

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fn grow_stalagmite_below( &self, world: &Arc<World>, pos_above_stalagmite: BlockPos, )

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fn is_water_at(world: &Arc<World>, pos: BlockPos) -> bool

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fn blocks_stalagmite_scan( &self, world: &dyn LevelReader, pos: BlockPos, state: BlockStateId, ) -> bool

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fn can_drip_through( world: &dyn LevelReader, pos: BlockPos, state: BlockStateId, ) -> bool

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fn maybe_transfer_fluid( &self, state: BlockStateId, world: &Arc<World>, pos: BlockPos, random_value: f32, )

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fn get_fluid_above_stalactite( &self, world: &Arc<World>, stalactite_pos: BlockPos, stalactite_state: BlockStateId, ) -> Option<FluidInfo>

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fn find_root_block( &self, world: &Arc<World>, pos: BlockPos, dripstone_state: BlockStateId, max_search_length: i32, ) -> Option<BlockPos>

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fn find_fillable_cauldron_below_stalactite_tip( world: &Arc<World>, tip_pos: BlockPos, fluid: FluidRef, ) -> Option<BlockPos>

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fn is_fillable_cauldron(state: BlockStateId, fluid: FluidRef) -> bool

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fn thickness(state: BlockStateId) -> SpeleothemThickness

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fn with_thickness( state: BlockStateId, thickness: SpeleothemThickness, ) -> BlockStateId

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