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StructurePiecePlacer

Struct StructurePiecePlacer 

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pub(crate) struct StructurePiecePlacer;

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impl StructurePiecePlacer

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impl StructurePiecePlacer

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pub(super) fn place_desert_pyramid_piece( region: &mut WorldGenRegion<'_>, registry: &Registry, bounding_box: &mut BoundingBox, orientation: Option<Direction>, data: &mut DesertPyramidPieceData, clip: BoundingBox, random: &mut WorldgenRandom, ) -> bool

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pub(super) fn after_place_desert_pyramid( region: &mut WorldGenRegion<'_>, pieces: &mut [StructurePiece], clip: BoundingBox, )

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fn place_desert_pyramid_suspicious_sand( region: &mut WorldGenRegion<'_>, clip: BoundingBox, pos: BlockPos, )

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fn compare_vec3i(left: &BlockPos, right: &BlockPos) -> Ordering

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fn shuffle_block_positions(positions: &mut [BlockPos], random: &mut impl Random)

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impl StructurePiecePlacer

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pub(super) fn place_nether_fortress_piece( region: &mut WorldGenRegion<'_>, registry: &Registry, bounding_box: BoundingBox, orientation: Option<Direction>, data: &mut FortressPieceData, clip: BoundingBox, random: &mut WorldgenRandom, ) -> bool

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impl StructurePiecePlacer

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pub(super) fn place_jungle_temple_piece( region: &mut WorldGenRegion<'_>, registry: &Registry, bounding_box: &mut BoundingBox, orientation: Option<Direction>, data: &mut JungleTemplePieceData, clip: BoundingBox, random: &mut WorldgenRandom, ) -> bool

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impl StructurePiecePlacer

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pub(super) fn place_mineshaft_piece( region: &mut WorldGenRegion<'_>, registry: &Registry, bounding_box: BoundingBox, orientation: Option<Direction>, data: &mut MineshaftPiecePayload, clip: BoundingBox, random: &mut WorldgenRandom, biome_zoom_seed: i64, ) -> bool

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impl StructurePiecePlacer

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pub(super) fn place_ocean_monument_piece( region: &mut WorldGenRegion<'_>, registry: &Registry, bounding_box: BoundingBox, orientation: Option<Direction>, data: &mut OceanMonumentPieceData, clip: BoundingBox, random: &mut WorldgenRandom, ) -> bool

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impl StructurePiecePlacer

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pub(super) fn place_pool_element( region: &mut WorldGenRegion<'_>, registry: &Registry, element: &PoolElement, position: BlockPos, reference_pos: BlockPos, rotation: Rotation, clip: BoundingBox, random: &mut WorldgenRandom, liquid_settings: LiquidSettingsData, biome_zoom_seed: i64, ) -> bool

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fn place_single_pool_element( region: &mut WorldGenRegion<'_>, registry: &Registry, location: &Identifier, processors: &ProcessorList, projection: Projection, block_ignore: StructureBlockIgnore, late_block_ignore: StructureBlockIgnore, position: BlockPos, reference_pos: BlockPos, rotation: Rotation, clip: BoundingBox, random: &mut WorldgenRandom, liquid_settings: LiquidSettingsData, ) -> bool

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fn pool_processors<'a>( registry: &'a Registry, processors: &'a ProcessorList, ) -> &'a [StructureProcessorKind]

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impl StructurePiecePlacer

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pub(super) fn post_process_ruined_portal( region: &mut WorldGenRegion<'_>, vertical_placement: RuinedPortalPlacementData, properties: RuinedPortalProperties, portal_box: BoundingBox, random: &mut WorldgenRandom, )

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fn maybe_add_ruined_portal_vines( region: &mut WorldGenRegion<'_>, pos: BlockPos, random: &mut WorldgenRandom, )

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fn maybe_add_ruined_portal_leaves( region: &mut WorldGenRegion<'_>, pos: BlockPos, random: &mut WorldgenRandom, )

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fn add_ruined_portal_netherrack_drip_columns( region: &mut WorldGenRegion<'_>, properties: RuinedPortalProperties, portal_box: BoundingBox, random: &mut WorldgenRandom, )

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fn add_ruined_portal_netherrack_drip_column( region: &mut WorldGenRegion<'_>, properties: RuinedPortalProperties, pos: BlockPos, random: &mut WorldgenRandom, )

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fn spread_ruined_portal_netherrack( region: &mut WorldGenRegion<'_>, vertical_placement: RuinedPortalPlacementData, properties: RuinedPortalProperties, portal_box: BoundingBox, random: &mut WorldgenRandom, )

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fn can_replace_with_ruined_portal_netherrack_or_magma( region: &WorldGenRegion<'_>, vertical_placement: RuinedPortalPlacementData, pos: BlockPos, ) -> bool

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fn can_block_be_replaced_with_ruined_portal_netherrack_or_magma( vertical_placement: RuinedPortalPlacementData, block: BlockRef, ) -> bool

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fn place_ruined_portal_netherrack_or_magma( region: &mut WorldGenRegion<'_>, properties: RuinedPortalProperties, pos: BlockPos, random: &mut WorldgenRandom, )

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fn ruined_portal_surface_y( region: &WorldGenRegion<'_>, vertical_placement: RuinedPortalPlacementData, x: i32, z: i32, ) -> i32

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fn random_ruined_portal_horizontal_direction( random: &mut WorldgenRandom, ) -> Direction

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const fn vine_face_property(direction: Direction) -> &'static BoolProperty

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impl StructurePiecePlacer

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pub(super) fn place_stronghold_piece( region: &mut WorldGenRegion<'_>, registry: &Registry, bounding_box: BoundingBox, orientation: Option<Direction>, data: &mut StrongholdPieceData, clip: BoundingBox, random: &mut WorldgenRandom, ) -> bool

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impl StructurePiecePlacer

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pub(super) fn place_swamp_hut_piece( region: &mut WorldGenRegion<'_>, registry: &Registry, bounding_box: &mut BoundingBox, orientation: Option<Direction>, data: &mut SwampHutPieceData, clip: BoundingBox, _random: &mut WorldgenRandom, ) -> bool

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impl StructurePiecePlacer

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pub(super) fn place_template_piece( region: &mut WorldGenRegion<'_>, registry: &Registry, data: &mut TemplatePieceData, piece_bounding_box: &mut BoundingBox, reference_pos: BlockPos, clip: BoundingBox, random: &mut WorldgenRandom, ) -> bool

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fn adjusted_template_position( region: &WorldGenRegion<'_>, template: &StructureTemplate, data: &mut TemplatePieceData, random: &mut WorldgenRandom, ) -> BlockPos

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const fn shipwreck_is_too_big_to_fit(template: &StructureTemplate) -> bool

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fn adjusted_shipwreck_y( region: &WorldGenRegion<'_>, template: &StructureTemplate, position: IVec3, is_beached: bool, random: &mut WorldgenRandom, ) -> i32

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fn adjusted_igloo_position( region: &WorldGenRegion<'_>, position: IVec3, mirror: StructureMirror, rotation: Rotation, pivot: BlockPos, template_offset: IVec3, ) -> BlockPos

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fn adjusted_ocean_ruin_position( region: &WorldGenRegion<'_>, template: &StructureTemplate, data: &mut TemplatePieceData, ) -> BlockPos

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fn adjusted_ocean_ruin_height( region: &WorldGenRegion<'_>, base: BlockPos, corner: BlockPos, ) -> i32

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fn is_water_state(state: BlockStateId) -> bool

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fn handle_template_data_markers( region: &mut WorldGenRegion<'_>, registry: &Registry, template: &StructureTemplate, marker_handling: TemplateMarkerHandling, position: BlockPos, settings: &StructurePlaceSettings<'_>, random: &mut WorldgenRandom, ) -> bool

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fn handle_ocean_ruin_marker( region: &mut WorldGenRegion<'_>, is_large: bool, marker: &StructureDataMarker, random: &mut WorldgenRandom, )

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fn place_ocean_ruin_marker_chest( region: &mut WorldGenRegion<'_>, is_large: bool, pos: BlockPos, random: &mut WorldgenRandom, )

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fn spawn_ocean_ruin_drowned(region: &mut WorldGenRegion<'_>, pos: BlockPos)

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fn handle_shipwreck_marker( region: &mut WorldGenRegion<'_>, marker: &StructureDataMarker, random: &mut WorldgenRandom, )

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fn handle_igloo_marker( region: &mut WorldGenRegion<'_>, marker: &StructureDataMarker, random: &mut WorldgenRandom, )

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fn handle_end_city_marker( region: &mut WorldGenRegion<'_>, settings: &StructurePlaceSettings<'_>, marker: &StructureDataMarker, random: &mut WorldgenRandom, )

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fn place_end_city_marker_chest( region: &mut WorldGenRegion<'_>, chest_pos: BlockPos, random: &mut WorldgenRandom, )

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fn spawn_end_city_shulker(region: &mut WorldGenRegion<'_>, pos: BlockPos)

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fn spawn_end_city_elytra_frame( region: &mut WorldGenRegion<'_>, pos: BlockPos, direction: Direction, )

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fn handle_mansion_marker( region: &mut WorldGenRegion<'_>, settings: &StructurePlaceSettings<'_>, marker: &StructureDataMarker, random: &mut WorldgenRandom, )

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fn mansion_marker_chest_state(rotation: Rotation, marker: &str) -> BlockStateId

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fn place_mansion_marker_chest( region: &mut WorldGenRegion<'_>, pos: BlockPos, state: BlockStateId, random: &mut WorldgenRandom, )

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fn spawn_mansion_marker_mob( region: &mut WorldGenRegion<'_>, pos: BlockPos, entity_type: EntityTypeRef, )

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fn loot_table_nbt(loot_table: &'static str, seed: i64) -> NbtCompound

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const fn is_in_spawnable_bounds(pos: BlockPos) -> bool

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fn template_placement_clip( placement_clip: TemplatePlacementClip, center_clip: BoundingBox, template_box: BoundingBox, ) -> Option<BoundingBox>

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fn post_process_template_piece( region: &mut WorldGenRegion<'_>, registry: &Registry, post_process: TemplatePostProcess, processors: &TemplateProcessorList, position: BlockPos, settings: &StructurePlaceSettings<'_>, template_box: BoundingBox, placement_clip: BoundingBox, random: &mut WorldgenRandom, )

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fn post_process_igloo_top( region: &mut WorldGenRegion<'_>, position: BlockPos, settings: &StructurePlaceSettings<'_>, )

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fn place_nether_fossil_dried_ghast( region: &mut WorldGenRegion<'_>, registry: &Registry, fossil_box: BoundingBox, placement_clip: BoundingBox, )

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fn dried_ghast_state(registry: &Registry, rotation: Rotation) -> BlockStateId

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impl StructurePiecePlacer

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pub(super) fn template_processors<'a>( registry: &'a Registry, processors: &'a TemplateProcessorList, hardcoded_processors: &'a mut Vec<StructureProcessorKind>, ) -> &'a [StructureProcessorKind]

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fn ocean_ruin_processors( biome_temp: OceanRuinBiomeTempData, integrity: f32, ) -> Vec<StructureProcessorKind>

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fn ruined_portal_processors( vertical_placement: RuinedPortalPlacementData, properties: RuinedPortalProperties, ) -> Vec<StructureProcessorKind>

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fn ruined_portal_lava_rule( vertical_placement: RuinedPortalPlacementData, properties: RuinedPortalProperties, ) -> ProcessorRuleData

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const fn block_replace_rule( source: &'static str, target: &'static str, ) -> ProcessorRuleData

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const fn random_block_replace_rule( source: &'static str, probability: f32, target: &'static str, ) -> ProcessorRuleData

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const fn append_loot_replace_rule( source: &'static str, target: &'static str, loot_table: Identifier, ) -> ProcessorRuleData

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const fn block_state_data(block: &'static str) -> BlockStateData

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impl StructurePiecePlacer

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pub(crate) const JIGSAW_UPDATE_FLAGS: UpdateFlags

Vanilla jigsaw pool-element placement flags: UPDATE_CLIENTS | UPDATE_KNOWN_SHAPE.

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pub(crate) const TEMPLATE_UPDATE_FLAGS: UpdateFlags = UpdateFlags::UPDATE_CLIENTS

Vanilla template-piece placement flags: UPDATE_CLIENTS.

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const VANILLA_HORIZONTAL_DIRECTIONS: [Direction; 4]

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pub(crate) fn place_piece( region: &mut WorldGenRegion<'_>, registry: &Registry, piece: &mut StructurePiece, reference_pos: BlockPos, clip: BoundingBox, random: &mut WorldgenRandom, biome_zoom_seed: i64, ) -> bool

Places one already-clipped structure piece.

Returns whether the vanilla placement call succeeded. Later milestones must implement each remaining payload variant completely before it can return true.

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pub(crate) fn after_place_structure( region: &mut WorldGenRegion<'_>, structure: StructureRef, pieces: &mut [StructurePiece], clip: BoundingBox, )

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pub(super) fn reorient_chest( region: &WorldGenRegion<'_>, pos: BlockPos, state: BlockStateId, ) -> BlockStateId

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pub(super) fn create_loot_chest( region: &mut WorldGenRegion<'_>, clip: BoundingBox, random: &mut WorldgenRandom, pos: BlockPos, loot_table: &'static str, ) -> bool

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pub(super) fn set_loot_table_block_entity( region: &WorldGenRegion<'_>, pos: BlockPos, block_entity_type: BlockEntityTypeRef, state: BlockStateId, loot_table: &'static str, seed: i64, ) -> bool

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pub(super) fn set_spawner_entity( region: &WorldGenRegion<'_>, pos: BlockPos, state: BlockStateId, entity_id: &'static str, ) -> bool

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pub(super) fn set_brushable_loot_table( region: &WorldGenRegion<'_>, pos: BlockPos, state: BlockStateId, loot_table: &'static str, ) -> bool

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pub(super) const fn orientation_transform( orientation: Option<Direction>, ) -> (StructureMirror, Rotation)

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pub(super) fn needs_structure_shape_postprocessing(state: BlockStateId) -> bool

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