Class ChunkStates
- java.lang.Object
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- org.spongepowered.api.world.chunk.ChunkStates
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public final class ChunkStates extends Object
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Field Summary
Fields Modifier and Type Field Description static DefaultedRegistryReference<ChunkState>
BIOMES
static DefaultedRegistryReference<ChunkState>
CARVERS
AChunk
that is being "carved out" for general terrain features that require things like "caves" or "canyons".static DefaultedRegistryReference<ChunkState>
EMPTY
Identifies aChunk
that is considered empty.static DefaultedRegistryReference<ChunkState>
FEATURES
AChunk
has been carved out, and is now being decorated with features, such as leaves and tall grass.static DefaultedRegistryReference<ChunkState>
FULL
State for aChunk
marking it being used by a world, and not in the process of either world generation, or deserialization from storage.static DefaultedRegistryReference<ChunkState>
HEIGHTMAPS
AChunk
state that is "cleaning" up remnant objects of a chunk in process of world generation.static DefaultedRegistryReference<ChunkState>
LIGHT
static DefaultedRegistryReference<ChunkState>
LIQUID_CARVERS
AChunk
state that is being "carved" with liquid cave features, such as underwater ravines, underwater caves, etc.static DefaultedRegistryReference<ChunkState>
NOISE
AChunk
where theblock states
are being set and structure locations are set.static DefaultedRegistryReference<ChunkState>
SPAWN
AChunk
state that is being used for entity spawning.static DefaultedRegistryReference<ChunkState>
STRUCTURE_REFERENCES
AChunk
where final validity checks are being performed on structures that are primed to be placed in the chunk.static DefaultedRegistryReference<ChunkState>
STRUCTURE_STARTS
AChunk
where the structures to be placed in the chunk are being determined and primed for placement.static DefaultedRegistryReference<ChunkState>
SURFACE
AChunk
that is at this state means that it is being generated with a "base" layer of terrain.
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Field Detail
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BIOMES
public static final DefaultedRegistryReference<ChunkState> BIOMES
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CARVERS
public static final DefaultedRegistryReference<ChunkState> CARVERS
AChunk
that is being "carved out" for general terrain features that require things like "caves" or "canyons".
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EMPTY
public static final DefaultedRegistryReference<ChunkState> EMPTY
Identifies aChunk
that is considered empty. The methodChunk.isEmpty()
would returntrue
. Identifies the chunk has nothing contained within it, but can be used as a dummy chunk in some regards for world generation.
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FEATURES
public static final DefaultedRegistryReference<ChunkState> FEATURES
AChunk
has been carved out, and is now being decorated with features, such as leaves and tall grass.
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FULL
public static final DefaultedRegistryReference<ChunkState> FULL
State for aChunk
marking it being used by a world, and not in the process of either world generation, or deserialization from storage. OnlyWorldChunk
s should provide this state, otherChunk
s would be invalid with this state.
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HEIGHTMAPS
public static final DefaultedRegistryReference<ChunkState> HEIGHTMAPS
AChunk
state that is "cleaning" up remnant objects of a chunk in process of world generation. Generally, height maps are being calculated at this point as entity spawning can affect block placement.
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LIGHT
public static final DefaultedRegistryReference<ChunkState> LIGHT
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LIQUID_CARVERS
public static final DefaultedRegistryReference<ChunkState> LIQUID_CARVERS
AChunk
state that is being "carved" with liquid cave features, such as underwater ravines, underwater caves, etc.
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NOISE
public static final DefaultedRegistryReference<ChunkState> NOISE
AChunk
where theblock states
are being set and structure locations are set.
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SPAWN
public static final DefaultedRegistryReference<ChunkState> SPAWN
AChunk
state that is being used for entity spawning. Generally requires that the neighboring chunks are adequately populated, and requires that this chunk has proper lighting, for mob placement logic.
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STRUCTURE_REFERENCES
public static final DefaultedRegistryReference<ChunkState> STRUCTURE_REFERENCES
AChunk
where final validity checks are being performed on structures that are primed to be placed in the chunk.
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STRUCTURE_STARTS
public static final DefaultedRegistryReference<ChunkState> STRUCTURE_STARTS
AChunk
where the structures to be placed in the chunk are being determined and primed for placement.
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SURFACE
public static final DefaultedRegistryReference<ChunkState> SURFACE
AChunk
that is at this state means that it is being generated with a "base" layer of terrain.The chunk should not have any
Entity
instances orBlockEntity
instances and may have a validWorldLike
used for world generation.
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Method Detail
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registry
public static Registry<ChunkState> registry()
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