struct MineshaftPlacer<'a, 'world> {
region: &'a mut WorldGenRegion<'world>,
registry: &'a Registry,
bounding_box: BoundingBox,
orientation: Option<Direction>,
clip: BoundingBox,
mineshaft_type: MineshaftType,
biome_zoom_seed: i64,
}Fields§
§region: &'a mut WorldGenRegion<'world>§registry: &'a Registry§bounding_box: BoundingBox§orientation: Option<Direction>§clip: BoundingBox§mineshaft_type: MineshaftType§biome_zoom_seed: i64Implementations§
Source§impl MineshaftPlacer<'_, '_>
impl MineshaftPlacer<'_, '_>
fn place_room(&mut self, child_entrance_boxes: &[BoundingBox])
fn place_corridor( &mut self, random: &mut WorldgenRandom, mineshaft_type: MineshaftType, has_rails: bool, spider_corridor: bool, has_placed_spider: &mut bool, num_sections: i32, )
fn place_crossing( &mut self, mineshaft_type: MineshaftType, is_two_floored: bool, )
fn place_stairs(&mut self)
fn is_in_invalid_location(&self) -> bool
fn is_mineshaft_blocking_biome(&self, pos: BlockPos) -> bool
fn generate_box( &mut self, x0: i32, y0: i32, z0: i32, x1: i32, y1: i32, z1: i32, edge_block: BlockStateId, fill_block: BlockStateId, skip_air: bool, )
fn generate_maybe_box( &mut self, random: &mut WorldgenRandom, probability: f32, x0: i32, y0: i32, z0: i32, x1: i32, y1: i32, z1: i32, edge_block: BlockStateId, fill_block: BlockStateId, skip_air: bool, has_to_be_inside: bool, )
fn generate_upper_half_sphere( &mut self, x0: i32, y0: i32, z0: i32, x1: i32, y1: i32, z1: i32, fill_block: BlockStateId, skip_air: bool, )
fn maybe_generate_block( &mut self, random: &mut WorldgenRandom, probability: f32, x: i32, y: i32, z: i32, state: BlockStateId, )
fn maybe_place_cobweb( &mut self, random: &mut WorldgenRandom, probability: f32, x: i32, y: i32, z: i32, )
fn create_chest( &mut self, random: &mut WorldgenRandom, x: i32, y: i32, z: i32, ) -> bool
fn set_spawner_entity( &mut self, pos: BlockPos, state: BlockStateId, entity_id: &'static str, )
fn place_support( &mut self, random: &mut WorldgenRandom, mineshaft_type: MineshaftType, x0: i32, y0: i32, z: i32, y1: i32, x1: i32, )
fn is_supporting_box(&self, x0: i32, x1: i32, y1: i32, z: i32) -> bool
fn has_sturdy_neighbors(&self, x: i32, y: i32, z: i32, count: i32) -> bool
fn place_double_lower_or_upper_support( &mut self, mineshaft_type: MineshaftType, x: i32, y: i32, z: i32, )
fn fill_pillar_down_or_chain_up( &mut self, mineshaft_type: MineshaftType, pillar_state: BlockStateId, x: i32, y: i32, z: i32, )
fn fill_column_between( &mut self, state: BlockStateId, x: i32, z: i32, bottom_inclusive: i32, top_exclusive: i32, )
fn can_place_column_on_top_of( state_below: BlockStateId, pos_below: BlockPos, ) -> bool
fn can_hang_chain_below(state_above: BlockStateId, pos_above: BlockPos) -> bool
fn place_support_pillar( &mut self, mineshaft_type: MineshaftType, x: i32, y0: i32, z: i32, y1: i32, )
fn set_planks_block(&mut self, planks: BlockStateId, x: i32, y: i32, z: i32)
fn is_interior(&self, x: i32, y: i32, z: i32) -> bool
fn place_block(&mut self, state: BlockStateId, x: i32, y: i32, z: i32)
fn get_block(&self, x: i32, y: i32, z: i32) -> BlockStateId
fn block_state(&self, pos: BlockPos) -> BlockStateId
fn is_liquid_block(&self, pos: BlockPos) -> bool
fn can_be_replaced(&self, x: i32, y: i32, z: i32) -> bool
fn is_replaceable_by_structures(state: BlockStateId) -> bool
const fn world_pos(&self, x: i32, y: i32, z: i32) -> BlockPos
fn transform_state(&self, state: BlockStateId) -> BlockStateId
fn transform_side_bools(&self, state: BlockStateId) -> BlockStateId
fn set_side( state: BlockStateId, direction: Direction, value: bool, ) -> BlockStateId
const fn transform_direction(&self, direction: Direction) -> Direction
const fn mirror_left_right(direction: Direction) -> Direction
const fn transform_rail_shape(&self, shape: RailShape) -> RailShape
fn air() -> BlockStateId
fn cave_air() -> BlockStateId
fn cobweb() -> BlockStateId
fn rail() -> BlockStateId
fn spawner() -> BlockStateId
fn chain() -> BlockStateId
fn wall_torch() -> BlockStateId
fn wood_state(mineshaft_type: MineshaftType) -> BlockStateId
fn planks_state(mineshaft_type: MineshaftType) -> BlockStateId
fn fence_state(mineshaft_type: MineshaftType) -> BlockStateId
fn needs_shape_postprocessing(state: BlockStateId) -> bool
fn is_falling_block(state: BlockStateId) -> bool
Auto Trait Implementations§
impl<'a, 'world> !RefUnwindSafe for MineshaftPlacer<'a, 'world>
impl<'a, 'world> !Sync for MineshaftPlacer<'a, 'world>
impl<'a, 'world> !UnwindSafe for MineshaftPlacer<'a, 'world>
impl<'a, 'world> Freeze for MineshaftPlacer<'a, 'world>
impl<'a, 'world> Send for MineshaftPlacer<'a, 'world>
impl<'a, 'world> Unpin for MineshaftPlacer<'a, 'world>
impl<'a, 'world> UnsafeUnpin for MineshaftPlacer<'a, 'world>
Blanket Implementations§
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T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
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impl<T> Instrument for T
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fn instrument(self, span: Span) -> Instrumented<Self> ⓘ
Source§impl<T> IntoEither for T
impl<T> IntoEither for T
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fn into_either(self, into_left: bool) -> Either<Self, Self> ⓘ
Converts
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fn into_either_with<F>(self, into_left: F) -> Either<Self, Self> ⓘ
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