Java Code Examples for net.minecraft.world.World#getChunk()
The following examples show how to use
net.minecraft.world.World#getChunk() .
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Example 1
Source File: MixinChunk.java From Valkyrien-Skies with Apache License 2.0 | 6 votes |
@Inject(method = "addEntity(Lnet/minecraft/entity/Entity;)V", at = @At("HEAD"), cancellable = true) public void preAddEntity(Entity entityIn, CallbackInfo callbackInfo) { World world = this.world; int i = MathHelper.floor(entityIn.posX / 16.0D); int j = MathHelper.floor(entityIn.posZ / 16.0D); if (i == this.x && j == this.z) { // do nothing, and let vanilla code take over after our injected code is done // (now) } else { Chunk realChunkFor = world.getChunk(i, j); if (!realChunkFor.isEmpty() && realChunkFor.loaded) { realChunkFor.addEntity(entityIn); callbackInfo.cancel(); // don't run the code on this chunk!!! } } }
Example 2
Source File: ChunkCacheSchematic.java From litematica with GNU Lesser General Public License v3.0 | 5 votes |
public ChunkCacheSchematic(World worldIn, BlockPos pos, int expand) { this.world = worldIn; this.chunkStartX = (pos.getX() - expand) >> 4; this.chunkStartZ = (pos.getZ() - expand) >> 4; int chunkEndX = (pos.getX() + expand + 15) >> 4; int chunkEndZ = (pos.getZ() + expand + 15) >> 4; this.chunkArray = new Chunk[chunkEndX - this.chunkStartX + 1][chunkEndZ - this.chunkStartZ + 1]; this.empty = true; for (int cx = this.chunkStartX; cx <= chunkEndX; ++cx) { for (int cz = this.chunkStartZ; cz <= chunkEndZ; ++cz) { this.chunkArray[cx - this.chunkStartX][cz - this.chunkStartZ] = worldIn.getChunk(cx, cz); } } for (int cx = pos.getX() >> 4; cx <= (pos.getX() + 15) >> 4; ++cx) { for (int cz = pos.getZ() >> 4; cz <= (pos.getZ() + 15) >> 4; ++cz) { Chunk chunk = this.chunkArray[cx - this.chunkStartX][cz - this.chunkStartZ]; if (chunk != null && chunk.isEmptyBetween(pos.getY(), pos.getY() + 15) == false) { this.empty = false; break; } } } }
Example 3
Source File: VS_APIPhysicsEntityManager.java From Valkyrien-Skies with Apache License 2.0 | 5 votes |
@Nullable @Override public IPhysicsEntity getPhysicsEntityFromShipSpace(World world, BlockPos pos) { Chunk chunk = world.getChunk(pos); IPhysicsChunk physicsChunk = (IPhysicsChunk) chunk; if (physicsChunk.getPhysicsObjectOptional() .isPresent()) { return physicsChunk.getPhysicsObjectOptional() .get(); } else { return null; } }
Example 4
Source File: MoveBlocks.java From Valkyrien-Skies with Apache License 2.0 | 5 votes |
/** * @param world * @param oldPos * @param newPos * @param physicsObjectOptional Used when we're using this to copy from world to physics object; * should be empty when other way around. */ public static void copyBlockToPos(World world, BlockPos oldPos, BlockPos newPos, Optional<PhysicsObject> physicsObjectOptional) { // To avoid any updates crap, just edit the chunk data array directly. // These look switched, but trust me they aren't IBlockState oldState = world.getBlockState(newPos); IBlockState newState = world.getBlockState(oldPos); // A hacky way to set the block state within the chunk while avoiding any block updates. Chunk chunkToSet = world.getChunk(newPos); int storageIndex = newPos.getY() >> 4; // Check that we're placing the block in a valid position if (storageIndex < 0 || storageIndex >= chunkToSet.storageArrays.length) { // Invalid position, abort! return; } if (chunkToSet.storageArrays[storageIndex] == Chunk.NULL_BLOCK_STORAGE) { chunkToSet.storageArrays[storageIndex] = new ExtendedBlockStorage(storageIndex << 4, true); } chunkToSet.storageArrays[storageIndex] .set(newPos.getX() & 15, newPos.getY() & 15, newPos.getZ() & 15, newState); // Only want to send the update to clients and nothing else, so we use flag 2. world.notifyBlockUpdate(newPos, oldState, newState, 2); // Pretty messy to put this here but it works. Basically the ship keeps track of which of its chunks are // actually being used for performance reasons. if (physicsObjectOptional.isPresent()) { int minChunkX = physicsObjectOptional.get() .getOwnedChunks() .minX(); int minChunkZ = physicsObjectOptional.get() .getOwnedChunks() .minZ(); } // Now that we've copied the block to the position, copy the tile entity copyTileEntityToPos(world, oldPos, newPos, physicsObjectOptional); }
Example 5
Source File: VSWorldEventListener.java From Valkyrien-Skies with Apache License 2.0 | 5 votes |
@Override public void notifyBlockUpdate(World worldIn, BlockPos pos, IBlockState oldState, IBlockState newState, int flags) { Chunk chunk = worldIn.getChunk(pos); IPhysicsChunk physicsChunk = (IPhysicsChunk) chunk; if (physicsChunk.getPhysicsObjectOptional() .isPresent()) { physicsChunk.getPhysicsObjectOptional() .get() .onSetBlockState(oldState, newState, pos); } }
Example 6
Source File: ValkyrienUtils.java From Valkyrien-Skies with Apache License 2.0 | 5 votes |
public static Optional<PhysicsObject> getPhysicsObject(@Nullable World world, @Nullable BlockPos pos, boolean includePartiallyLoaded) { // No physics object manages a null world or a null pos. if (world != null && pos != null && world.isBlockLoaded(pos)) { IPhysicsChunk physicsChunk = (IPhysicsChunk) world.getChunk(pos); Optional<PhysicsObject> physicsObject = physicsChunk.getPhysicsObjectOptional(); if (physicsObject.isPresent()) { if (includePartiallyLoaded || physicsObject.get() .isFullyLoaded()) { return physicsObject; } } } return Optional.empty(); }
Example 7
Source File: PositionUtils.java From enderutilities with GNU Lesser General Public License v3.0 | 5 votes |
/** * Gets a list of all the TileEntities within the given range of the center position. * The list is sorted by distance to the center position (closest one first) * @param world * @param centerPos * @param rangeH * @param rangeVertPos the range upwards from the center position * @param rangeVertNeg the range downwards from the center position * @param filter a predicate to check if the found TileEntity is suitable * @return */ public static List<BlockPosDistance> getTileEntityPositions(World world, BlockPos centerPos, int rangeH, int rangeVertPos, int rangeVertNeg, Predicate <? super TileEntity> filter) { List<BlockPosDistance> posDist = new ArrayList<BlockPosDistance>(); for (int cx = (centerPos.getX() - rangeH) >> 4; cx <= ((centerPos.getX() + rangeH) >> 4); cx++) { for (int cz = (centerPos.getZ() - rangeH) >> 4; cz <= ((centerPos.getZ() + rangeH) >> 4); cz++) { if (world.isBlockLoaded(new BlockPos(cx << 4, centerPos.getY(), cz << 4), world.isRemote) == false) { continue; } Chunk chunk = world.getChunk(cx, cz); if (chunk != null) { Map<BlockPos, TileEntity> map = chunk.getTileEntityMap(); for (BlockPos pos : map.keySet()) { if (PositionUtils.isWithinRange(centerPos, pos, rangeH, rangeVertPos, rangeVertNeg) && (filter == null || filter.apply(map.get(pos)))) { posDist.add(new BlockPosDistance(pos, centerPos)); } } } } } Collections.sort(posDist); return posDist; }
Example 8
Source File: RenderEnqueue.java From XRay-Mod with GNU General Public License v3.0 | 4 votes |
/** * Use Controller.requestBlockFinder() to trigger a scan. */ private void blockFinder() { HashMap<UUID, BlockData> blocks = Controller.getBlockStore().getStore(); if ( blocks.isEmpty() ) { if( !Render.syncRenderList.isEmpty() ) Render.syncRenderList.clear(); return; // no need to scan the region if there's nothing to find } final World world = XRay.mc.world; final PlayerEntity player = XRay.mc.player; if( world == null || player == null ) return; final List<RenderBlockProps> renderQueue = new ArrayList<>(); int lowBoundX, highBoundX, lowBoundY, highBoundY, lowBoundZ, highBoundZ; // Used for cleaning up the searching process BlockState currentState; FluidState currentFluid; ResourceLocation block; Pair<BlockData, UUID> dataWithUUID; // Loop on chunks (x, z) for ( int chunkX = box.minChunkX; chunkX <= box.maxChunkX; chunkX++ ) { // Pre-compute the extend bounds on X int x = chunkX << 4; // lowest x coord of the chunk in block/world coordinates lowBoundX = (x < box.minX) ? box.minX - x : 0; // lower bound for x within the extend highBoundX = (x + 15 > box.maxX) ? box.maxX - x : 15;// and higher bound. Basically, we clamp it to fit the radius. for ( int chunkZ = box.minChunkZ; chunkZ <= box.maxChunkZ; chunkZ++ ) { // Time to getStore the chunk (16x256x16) and split it into 16 vertical extends (16x16x16) if (!world.chunkExists(chunkX, chunkZ)) { continue; // We won't find anything interesting in unloaded chunks } Chunk chunk = world.getChunk( chunkX, chunkZ ); ChunkSection[] extendsList = chunk.getSections(); // Pre-compute the extend bounds on Z int z = chunkZ << 4; lowBoundZ = (z < box.minZ) ? box.minZ - z : 0; highBoundZ = (z + 15 > box.maxZ) ? box.maxZ - z : 15; // Loop on the extends around the player's layer (6 down, 2 up) for ( int curExtend = box.minChunkY; curExtend <= box.maxChunkY; curExtend++ ) { ChunkSection ebs = extendsList[curExtend]; if (ebs == null) // happens quite often! continue; // Pre-compute the extend bounds on Y int y = curExtend << 4; lowBoundY = (y < box.minY) ? box.minY - y : 0; highBoundY = (y + 15 > box.maxY) ? box.maxY - y : 15; // Now that we have an extend, let's check all its blocks for ( int i = lowBoundX; i <= highBoundX; i++ ) { for ( int j = lowBoundY; j <= highBoundY; j++ ) { for ( int k = lowBoundZ; k <= highBoundZ; k++ ) { currentState = ebs.getBlockState(i, j, k); currentFluid = currentState.getFluidState(); if( (currentFluid.getFluid() == Fluids.LAVA || currentFluid.getFluid() == Fluids.FLOWING_LAVA) && Controller.isLavaActive() ) { renderQueue.add(new RenderBlockProps(x + i, y + j, z + k, 0xff0000)); continue; } // Reject blacklisted blocks if( Controller.blackList.contains(currentState.getBlock()) ) continue; block = currentState.getBlock().getRegistryName(); if( block == null ) continue; dataWithUUID = Controller.getBlockStore().getStoreByReference(block.toString()); if( dataWithUUID == null ) continue; if( dataWithUUID.getKey() == null || !dataWithUUID.getKey().isDrawing() ) // fail safe continue; // Push the block to the render queue renderQueue.add(new RenderBlockProps(x + i, y + j, z + k, dataWithUUID.getKey().getColor())); } } } } } } final BlockPos playerPos = player.func_233580_cy_(); // @mcp: func_233580_cy_ = getPosition (blockPos) renderQueue.sort((t, t1) -> Double.compare(t1.distanceSq(playerPos), t.distanceSq(playerPos))); Render.syncRenderList.clear(); Render.syncRenderList.addAll( renderQueue ); // Add all our found blocks to the Render.syncRenderList list. To be use by Render when drawing. }