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ScatteredFeaturePlacer

Struct ScatteredFeaturePlacer 

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pub(super) struct ScatteredFeaturePlacer<'a, 'world> {
    region: &'a mut WorldGenRegion<'world>,
    registry: &'a Registry,
    bounding_box: &'a mut BoundingBox,
    orientation: Option<Direction>,
    clip: BoundingBox,
}

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

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impl<'a, 'world> ScatteredFeaturePlacer<'a, 'world>

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pub(super) const fn new( region: &'a mut WorldGenRegion<'world>, registry: &'a Registry, bounding_box: &'a mut BoundingBox, orientation: Option<Direction>, clip: BoundingBox, ) -> Self

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pub(super) fn update_average_ground_height( &mut self, height_position: &mut Option<i32>, offset: i32, ) -> bool

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pub(super) fn generate_box( &mut self, x0: i32, y0: i32, z0: i32, x1: i32, y1: i32, z1: i32, edge: BlockStateId, fill: BlockStateId, skip_air: bool, )

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pub(super) fn generate_box_with_selector( &mut self, x0: i32, y0: i32, z0: i32, x1: i32, y1: i32, z1: i32, skip_air: bool, random: &mut WorldgenRandom, selector: impl FnMut(&mut WorldgenRandom, i32, i32, i32, bool) -> BlockStateId, )

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pub(super) fn generate_air_box( &mut self, x0: i32, y0: i32, z0: i32, x1: i32, y1: i32, z1: i32, )

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pub(super) fn fill_column_down( &mut self, state: BlockStateId, x: i32, start_y: i32, z: i32, )

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

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pub(super) fn create_chest( &mut self, random: &mut WorldgenRandom, x: i32, y: i32, z: i32, loot_table: &'static str, ) -> bool

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pub(super) fn create_dispenser( &mut self, random: &mut WorldgenRandom, x: i32, y: i32, z: i32, facing: Direction, loot_table: &'static str, ) -> bool

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pub(super) fn create_spawner( &mut self, x: i32, y: i32, z: i32, entity_id: &'static str, ) -> bool

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

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pub(super) const fn clip(&self) -> BoundingBox

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pub(super) const fn sea_level(&self) -> i32

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pub(super) fn block_at(&self, x: i32, y: i32, z: i32) -> BlockStateId

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pub(super) fn chunk_intersects( &self, x0: i32, z0: i32, x1: i32, z1: i32, ) -> bool

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pub(super) fn weak_world(&self) -> Weak<World>

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pub(super) fn add_fresh_entity(&mut self, entity: SharedEntity) -> bool

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

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

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fn is_replaceable_by_structures(state: BlockStateId) -> bool

Auto Trait Implementations§

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

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

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

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

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

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

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

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