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MineshaftPlacer

Struct MineshaftPlacer 

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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,
}

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§region: &'a mut WorldGenRegion<'world>§registry: &'a Registry§bounding_box: BoundingBox§orientation: Option<Direction>§clip: BoundingBox§mineshaft_type: MineshaftType§biome_zoom_seed: i64

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impl MineshaftPlacer<'_, '_>

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fn place_room(&mut self, child_entrance_boxes: &[BoundingBox])

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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, )

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fn place_crossing( &mut self, mineshaft_type: MineshaftType, is_two_floored: bool, )

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fn place_stairs(&mut self)

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fn is_in_invalid_location(&self) -> bool

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fn is_mineshaft_blocking_biome(&self, pos: BlockPos) -> bool

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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, )

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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, )

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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, )

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fn maybe_generate_block( &mut self, random: &mut WorldgenRandom, probability: f32, x: i32, y: i32, z: i32, state: BlockStateId, )

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fn maybe_place_cobweb( &mut self, random: &mut WorldgenRandom, probability: f32, x: i32, y: i32, z: i32, )

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fn create_chest( &mut self, random: &mut WorldgenRandom, x: i32, y: i32, z: i32, ) -> bool

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fn set_spawner_entity( &mut self, pos: BlockPos, state: BlockStateId, entity_id: &'static str, )

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fn place_support( &mut self, random: &mut WorldgenRandom, mineshaft_type: MineshaftType, x0: i32, y0: i32, z: i32, y1: i32, x1: i32, )

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fn is_supporting_box(&self, x0: i32, x1: i32, y1: i32, z: i32) -> bool

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fn has_sturdy_neighbors(&self, x: i32, y: i32, z: i32, count: i32) -> bool

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fn place_double_lower_or_upper_support( &mut self, mineshaft_type: MineshaftType, x: i32, y: i32, z: i32, )

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fn fill_pillar_down_or_chain_up( &mut self, mineshaft_type: MineshaftType, pillar_state: BlockStateId, x: i32, y: i32, z: i32, )

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fn fill_column_between( &mut self, state: BlockStateId, x: i32, z: i32, bottom_inclusive: i32, top_exclusive: i32, )

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fn can_place_column_on_top_of( state_below: BlockStateId, pos_below: BlockPos, ) -> bool

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fn can_hang_chain_below(state_above: BlockStateId, pos_above: BlockPos) -> bool

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fn place_support_pillar( &mut self, mineshaft_type: MineshaftType, x: i32, y0: i32, z: i32, y1: i32, )

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fn set_planks_block(&mut self, planks: BlockStateId, x: i32, y: i32, z: i32)

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fn is_interior(&self, x: i32, y: i32, z: i32) -> bool

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fn place_block(&mut self, state: BlockStateId, x: i32, y: i32, z: i32)

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fn get_block(&self, x: i32, y: i32, z: i32) -> BlockStateId

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fn block_state(&self, pos: BlockPos) -> BlockStateId

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fn is_liquid_block(&self, pos: BlockPos) -> bool

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fn can_be_replaced(&self, x: i32, y: i32, z: i32) -> bool

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fn is_replaceable_by_structures(state: BlockStateId) -> bool

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const fn world_pos(&self, x: i32, y: i32, z: i32) -> BlockPos

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fn transform_state(&self, state: BlockStateId) -> BlockStateId

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fn transform_side_bools(&self, state: BlockStateId) -> BlockStateId

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fn set_side( state: BlockStateId, direction: Direction, value: bool, ) -> BlockStateId

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const fn transform_direction(&self, direction: Direction) -> Direction

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const fn mirror_left_right(direction: Direction) -> Direction

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const fn transform_rail_shape(&self, shape: RailShape) -> RailShape

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fn air() -> BlockStateId

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fn cave_air() -> BlockStateId

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fn cobweb() -> BlockStateId

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fn rail() -> BlockStateId

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fn spawner() -> BlockStateId

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fn chain() -> BlockStateId

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fn wall_torch() -> BlockStateId

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fn wood_state(mineshaft_type: MineshaftType) -> BlockStateId

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fn planks_state(mineshaft_type: MineshaftType) -> BlockStateId

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fn fence_state(mineshaft_type: MineshaftType) -> BlockStateId

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fn needs_shape_postprocessing(state: BlockStateId) -> bool

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fn is_falling_block(state: BlockStateId) -> bool

Auto Trait Implementations§

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impl<'a, 'world> !RefUnwindSafe for MineshaftPlacer<'a, 'world>

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impl<'a, 'world> !Sync for MineshaftPlacer<'a, 'world>

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impl<'a, 'world> !UnwindSafe for MineshaftPlacer<'a, 'world>

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impl<'a, 'world> Freeze for MineshaftPlacer<'a, 'world>

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impl<'a, 'world> Send for MineshaftPlacer<'a, 'world>

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impl<'a, 'world> Unpin for MineshaftPlacer<'a, 'world>

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impl<'a, 'world> UnsafeUnpin for MineshaftPlacer<'a, 'world>

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