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Namespace GenerationUtils

Module used to simplify generation tasks in mods logic

Index

Functions

canSeeSky

  • canSeeSky(x: number, y: number, z: number): boolean
  • Parameters

    • x: number
    • y: number
    • z: number

    Returns boolean

    true, if one can see sky from the specified position, false othrwise

findHighSurface

  • findHighSurface(x: number, z: number): Vector
  • Finds nearest to y=128 coordinate empty space on the specified x and z coordinates

    Parameters

    • x: number
    • z: number

    Returns Vector

findLowSurface

  • findLowSurface(x: number, z: number): Vector
  • Finds nearest to y=64 coordinate empty space on the specified x and z coordinates

    Parameters

    • x: number
    • z: number

    Returns Vector

findSurface

  • findSurface(x: number, y: number, z: number): Vector
  • Finds nearest to the specified y coordinate empty space on the specified x and z coordinates

    Parameters

    • x: number
    • y: number
    • z: number

    Returns Vector

genMinable

  • genMinable(x: number, y: number, z: number, params: { amount?: number; data: number; id: number; noStoneCheck: number; ratio?: number; size?: number }): void
  • Generates ore vein on the specified coordinates using specified params

    deprecated

    Consider using GenerationUtils.generateOre instead

    Parameters

    • x: number
    • y: number
    • z: number
    • params: { amount?: number; data: number; id: number; noStoneCheck: number; ratio?: number; size?: number }

      generation params

      • Optional amount?: number

        amount of the ore to be generated

      • data: number

        ore data

      • id: number

        ore tile id

      • noStoneCheck: number

        if true, no check for stone is performed so the ore may be generated in the air. Use this to debug ore generation in the superflat worlds

      • Optional ratio?: number

        if amount is not specified, used to calculate amount

      • Optional size?: number

        if amount is not specified, used to calculate amount, using simple formula

        size * ratio * 3

    Returns void

generateOre

  • generateOre(x: number, y: number, z: number, id: number, data: number, amount: number, noStoneCheck: boolean): void
  • Generates ore vein on the specified coordinates

    Parameters

    • x: number
    • y: number
    • z: number
    • id: number

      ore tile id

    • data: number

      ore data

    • amount: number

      ore amount, use number at least 6 to be able to find generated ore. Note that amount doesn't mean blocks count, it is just an input value for generation algorithm

    • noStoneCheck: boolean

      if true, no check for stone is performed so the ore may be generated in the air. Use this to debug ore generation in the superflat worlds

    Returns void

getPerlinNoise

  • getPerlinNoise(x: number, y: number, z: number, seed?: number, scale?: number, numOctaves?: number): number
  • Retrieves perlin noise value at the specified coordinates

    Parameters

    • x: number
    • y: number
    • z: number
    • Optional seed: number

      integer random generator seed. If not specified or set to 0, the default constant value is used

    • Optional scale: number

      noise size, to set the main octave size, use 1 / octave size

    • Optional numOctaves: number

      number of octaves, the more octaves you use, the more detailed is the generated noise. The next octave is two times smaller then the previous one

    Returns number

isTerrainBlock

  • isTerrainBlock(id: number): boolean
  • Parameters

    • id: number

      numeric tile id

    Returns boolean

    true if block is solid and light blocking block, false otherwise

isTransparentBlock

  • isTransparentBlock(id: number): boolean
  • Parameters

    • id: number

      numeric tile id

    Returns boolean

    true if block is transparent, false otherwise

lockInBlock

  • lockInBlock(id: number, data: number, checkerTile: any, checkerMode: any): void
  • Parameters

    • id: number
    • data: number
    • checkerTile: any
    • checkerMode: any

    Returns void

randomCoords

  • randomCoords(cx: number, cz: number, lowest?: number, highest?: number): Vector
  • Generates random coordinates inside specified chunk

    Parameters

    • cx: number

      chunk x coordinate

    • cz: number

      chunk z coordinate

    • Optional lowest: number

      lowest possible y coordinate. Default is 0

    • Optional highest: number

      highest possible y coordinate. Default is 128

    Returns Vector

randomXZ

  • randomXZ(cx: number, cz: number): { x: number; z: number }
  • Generates random x and z coordinates inside specified chunk

    Parameters

    • cx: number

      chunk x coordinate

    • cz: number

      chunk z coordinate

    Returns { x: number; z: number }

    • x: number
    • z: number

setLockedBlock

  • setLockedBlock(x: number, y: number, z: number): void

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