Class ChunkStates
- java.lang.Object
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- org.spongepowered.api.world.chunk.ChunkStates
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public final class ChunkStates extends java.lang.Object
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Field Summary
Fields Modifier and Type Field Description static DefaultedRegistryReference<ChunkState>BIOMESstatic DefaultedRegistryReference<ChunkState>CARVERSAChunkthat is being "carved out" for general terrain features that require things like "caves" or "canyons".static DefaultedRegistryReference<ChunkState>EMPTYIdentifies aChunkthat is considered empty.static DefaultedRegistryReference<ChunkState>FEATURESAChunkhas been carved out, and is now being decorated with features, such as leaves and tall grass.static DefaultedRegistryReference<ChunkState>FULLState for aChunkmarking it being used by a world, and not in the process of either world generation, or deserialization from storage.static DefaultedRegistryReference<ChunkState>HEIGHTMAPSAChunkstate that is "cleaning" up remnant objects of a chunk in process of world generation.static DefaultedRegistryReference<ChunkState>LIGHTstatic DefaultedRegistryReference<ChunkState>LIQUID_CARVERSAChunkstate that is being "carved" with liquid cave features, such as underwater ravines, underwater caves, etc.static DefaultedRegistryReference<ChunkState>NOISEAChunkwhere theblock statesare being set and structure locations are set.static DefaultedRegistryReference<ChunkState>SPAWNAChunkstate that is being used for entity spawning.static DefaultedRegistryReference<ChunkState>STRUCTURE_REFERENCESAChunkwhere final validity checks are being performed on structures that are primed to be placed in the chunk.static DefaultedRegistryReference<ChunkState>STRUCTURE_STARTSAChunkwhere the structures to be placed in the chunk are being determined and primed for placement.static DefaultedRegistryReference<ChunkState>SURFACEAChunkthat is at this state means that it is being generated with a "base" layer of terrain.
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Method Summary
All Methods Static Methods Concrete Methods Modifier and Type Method Description static Registry<ChunkState>registry()
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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
AChunkthat 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 aChunkthat 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
AChunkhas 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 aChunkmarking it being used by a world, and not in the process of either world generation, or deserialization from storage. OnlyWorldChunks should provide this state, otherChunks would be invalid with this state.
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HEIGHTMAPS
public static final DefaultedRegistryReference<ChunkState> HEIGHTMAPS
AChunkstate 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
AChunkstate 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
AChunkwhere theblock statesare being set and structure locations are set.
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SPAWN
public static final DefaultedRegistryReference<ChunkState> SPAWN
AChunkstate 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
AChunkwhere 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
AChunkwhere 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
AChunkthat is at this state means that it is being generated with a "base" layer of terrain.The chunk should not have any
Entityinstances orBlockEntityinstances and may have a validWorldLikeused for world generation.
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Method Detail
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registry
public static Registry<ChunkState> registry()
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