Class LevelChunkSection

java.lang.Object
net.minecraft.world.level.chunk.LevelChunkSection

public class LevelChunkSection extends Object
  • Field Details

  • Constructor Details

  • Method Details

    • getBlockState

      public BlockState getBlockState(int pX, int pY, int pZ)
    • getFluidState

      public FluidState getFluidState(int pX, int pY, int pZ)
    • acquire

      public void acquire()
    • release

      public void release()
    • setBlockState

      public BlockState setBlockState(int pX, int pY, int pZ, BlockState pState)
    • setBlockState

      public BlockState setBlockState(int pX, int pY, int pZ, BlockState pState, boolean pUseLocks)
    • hasOnlyAir

      public boolean hasOnlyAir()
    • isRandomlyTicking

      public boolean isRandomlyTicking()
    • isRandomlyTickingBlocks

      public boolean isRandomlyTickingBlocks()
    • isRandomlyTickingFluids

      public boolean isRandomlyTickingFluids()
    • recalcBlockCounts

      public void recalcBlockCounts()
    • getStates

      public PalettedContainer<BlockState> getStates()
    • getBiomes

      public PalettedContainerRO<Holder<Biome>> getBiomes()
    • read

      public void read(FriendlyByteBuf pBuffer)
    • readBiomes

      public void readBiomes(FriendlyByteBuf pBuffer)
    • write

      public void write(FriendlyByteBuf pBuffer)
    • getSerializedSize

      public int getSerializedSize()
    • maybeHas

      public boolean maybeHas(Predicate<BlockState> pPredicate)
      Returns:
      true if this section has any states matching the given predicate. As the internal representation uses a Palette, this is more efficient than looping through every position in the section, or indeed the chunk.
    • getNoiseBiome

      public Holder<Biome> getNoiseBiome(int pX, int pY, int pZ)
    • fillBiomesFromNoise

      public void fillBiomesFromNoise(BiomeResolver pBiomeResolver, Climate.Sampler pClimateSampler, int pX, int pY, int pZ)