LevelChunkSectionWrapper

@ApiStatus.Internal
open class LevelChunkSectionWrapper : LevelChunkSection

Wrapper for LevelChunkSections to allow placing WrapperBlockStates.

! UPDATE Patcher.injectedClasses WHEN MOVING THIS CLASS !

Also check out LcsWrapperAdapter when refactoring

Constructors

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constructor(level: Level, chunkPos: ChunkPos, bottomBlockY: Int, delegate: LevelChunkSection)

Properties

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val SECTION_SIZE: Int = 4096
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val SECTION_WIDTH: Int = 16
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val states: PalettedContainer<BlockState>

Functions

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open fun acquire()
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open fun fillBiomesFromNoise(biomeSupplier: BiomeResolver, sampler: Climate.Sampler, x: Int, y: Int, z: Int)
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open fun getBiomes(): PalettedContainerRO<Holder<Biome>>
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open fun getBlockState(x: Int, y: Int, z: Int): BlockState
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fun LevelChunkSection.getBlockState(pos: BlockPos): BlockState
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open fun getFluidState(x: Int, y: Int, z: Int): FluidState
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open fun getNoiseBiome(x: Int, y: Int, z: Int): Holder<Biome>
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open fun getStates(): PalettedContainer<BlockState>
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open fun hasOnlyAir(): Boolean
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open fun maybeHas(predicate: Predicate<BlockState>): Boolean
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fun moonrise$getTickingBlockList(): IBlockDataList
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open fun read(@NotNull buf: @NotNull FriendlyByteBuf)
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open fun readBiomes(buf: FriendlyByteBuf)
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open fun release()
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open fun setBiome(i: Int, j: Int, k: Int, biome: Holder<Biome>)
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@NotNull
open fun setBlockState(relX: Int, relY: Int, relZ: Int, @NotNull state: @NotNull BlockState): @NotNull BlockState
@NotNull
open fun setBlockState(relX: Int, relY: Int, relZ: Int, @NotNull state: @NotNull BlockState, sync: Boolean): @NotNull BlockState
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fun LevelChunkSection.setBlockStateSilently(pos: BlockPos, state: BlockState)
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open fun setMigrationActive(migrationActive: Boolean)
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open fun write(buf: FriendlyByteBuf)