net.minecraft.world
Class World

java.lang.Object
  extended by net.minecraft.world.World
All Implemented Interfaces:
IBlockAccess
Direct Known Subclasses:
WorldClient, WorldServer

public abstract class World
extends Object
implements IBlockAccess


Field Summary
 Set activeChunkSet
          Positions to update
 int difficultySetting
          Option > Difficulty setting (0 - 3)
 boolean editingBlocks
          true while the world is editing blocks
 boolean findingSpawnPoint
          Boolean that is set to true when trying to find a spawn point
 boolean isRemote
          This is set to true for client worlds, and false for server worlds.
 int lastLightningBolt
          Set to 2 whenever a lightning bolt is generated in SSP.
 List loadedEntityList
          A list of all Entities in all currently-loaded chunks
 List loadedTileEntityList
          A list of all TileEntities in all currently-loaded chunks
 MapStorage mapStorage
           
static double MAX_ENTITY_RADIUS
          Used in the getEntitiesWithinAABB functions to expand the search area for entities.
 MapStorage perWorldStorage
           
 List playerEntities
          Array list of players in the world.
 float prevRainingStrength
           
 float prevThunderingStrength
           
 WorldProvider provider
          The WorldProvider instance that World uses.
 float rainingStrength
           
 Random rand
          RNG for World.
 boolean scheduledUpdatesAreImmediate
          boolean; if true updates scheduled by scheduleBlockUpdate happen immediately
 int skylightSubtracted
          How much light is subtracted from full daylight
 Profiler theProfiler
           
 float thunderingStrength
           
 VillageCollection villageCollectionObj
           
 List weatherEffects
          a list of all the lightning entities
 
Constructor Summary
World(ISaveHandler par1ISaveHandler, String par2Str, WorldProvider par3WorldProvider, WorldSettings par4WorldSettings, Profiler par5Profiler)
           
World(ISaveHandler par1ISaveHandler, String par2Str, WorldSettings par3WorldSettings, WorldProvider par4WorldProvider, Profiler par5Profiler)
           
 
Method Summary
 void addBlockEvent(int par1, int par2, int par3, int par4, int par5, int par6)
          Adds a block event with the given Args to the blockEventCache.
 void addLoadedEntities(List par1List)
          adds entities to the loaded entities list, and loads thier skins.
 void addTileEntity(Collection par1Collection)
           
 void addTileEntity(TileEntity entity)
          Adds a single TileEntity to the world.
 boolean addWeatherEffect(Entity par1Entity)
          adds a lightning bolt to the list of lightning bolts in this world.
 void addWorldAccess(IWorldAccess par1IWorldAccess)
          Adds a IWorldAccess to the list of worldAccesses
 CrashReportCategory addWorldInfoToCrashReport(CrashReport par1CrashReport)
          Adds some basic stats of the world to the given crash report.
 boolean blockExists(int par1, int par2, int par3)
          Returns whether a block exists at world coordinates x, y, z
 boolean blockHasTileEntity(int par1, int par2, int par3)
          Checks if a block at a given position should have a tile entity.
 void calculateInitialSkylight()
          Called on construction of the World class to setup the initial skylight values
 void calculateInitialWeatherBody()
           
 int calculateSkylightSubtracted(float par1)
          Returns the amount of skylight subtracted for the current time
 boolean canBlockFreeze(int par1, int par2, int par3, boolean par4)
          checks to see if a given block is both water, and cold enough to freeze - if the par4 boolean is set, this will only return true if there is a non-water block immediately adjacent to the specified block
 boolean canBlockFreezeBody(int par1, int par2, int par3, boolean par4)
           
 boolean canBlockSeeTheSky(int par1, int par2, int par3)
          Checks if the specified block is able to see the sky
 boolean canLightningStrikeAt(int par1, int par2, int par3)
           
 boolean canMineBlock(EntityPlayer par1EntityPlayer, int par2, int par3, int par4)
          Called when checking if a certain block can be mined or not.
 boolean canMineBlockBody(EntityPlayer par1EntityPlayer, int par2, int par3, int par4)
           
 boolean canPlaceEntityOnSide(int par1, int par2, int par3, int par4, boolean par5, int par6, Entity par7Entity)
          Returns true if the given Entity can be placed on the given side of the given block position.
 boolean canSnowAt(int par1, int par2, int par3)
          Tests whether or not snow can be placed at a given location
 boolean canSnowAtBody(int par1, int par2, int par3)
           
 boolean checkChunksExist(int par1, int par2, int par3, int par4, int par5, int par6)
          Checks between a min and max all the chunks inbetween actually exist.
 boolean checkIfAABBIsClear(AxisAlignedBB par1AxisAlignedBB)
          Returns true if there are no solid, live entities in the specified AxisAlignedBB
 boolean checkIfAABBIsClearExcludingEntity(AxisAlignedBB par1AxisAlignedBB, Entity par2Entity)
          Returns true if there are no solid, live entities in the specified AxisAlignedBB, excluding the given entity
 void checkSessionLock()
          Checks whether the session lock file was modified by another process
 int countEntities(Class par1Class)
          Counts how many entities of an entity class exist in the world.
 Explosion createExplosion(Entity par1Entity, double par2, double par4, double par6, float par8, boolean par9)
          Creates an explosion.
 void destroyBlockInWorldPartially(int par1, int par2, int par3, int par4, int par5)
          Starts (or continues) destroying a block with given ID at the given coordinates for the given partially destroyed value
 boolean doChunksNearChunkExist(int par1, int par2, int par3, int par4)
          Checks if any of the chunks within distance (argument 4) blocks of the given block exist
 boolean doesBlockHaveSolidTopSurface(int par1, int par2, int par3)
          Returns true if the block at the given coordinate has a solid (buildable) top surface.
 Vec3 drawClouds(float par1)
           
 Vec3 drawCloudsBody(float par1)
           
 boolean extendedLevelsInChunkCache()
           
 boolean extinguishFire(EntityPlayer par1EntityPlayer, int par2, int par3, int par4, int par5)
          If the block in the given direction of the given coordinate is fire, extinguish it.
 ChunkPosition findClosestStructure(String par1Str, int par2, int par3, int par4)
          Returns the location of the closest structure of the specified type.
 Entity findNearestEntityWithinAABB(Class par1Class, AxisAlignedBB par2AxisAlignedBB, Entity par3Entity)
           
 int func_82734_g(int par1, int par2)
           
 IUpdatePlayerListBox func_82735_a(EntityMinecart par1EntityMinecart)
           
 void func_82738_a(long par1)
           
 void func_82739_e(int par1, int par2, int par3, int par4, int par5)
           
 void func_82740_a(int par1, int par2, int par3, int par4, int par5, int par6)
           
 boolean func_85174_u(int par1, int par2, int par3)
           
 int func_85175_e(int par1, int par2, int par3)
           
 void func_92088_a(double par1, double par3, double par5, double par7, double par9, double par11, NBTTagCompound par13NBTTagCompound)
           
 int getActualHeight()
          Returns current world height.
 List getAllCollidingBoundingBoxes(AxisAlignedBB par1AxisAlignedBB)
          calculates and returns a list of colliding bounding boxes within a given AABB
 BiomeGenBase getBiomeGenForCoords(int par1, int par2)
          Gets the biome for a given set of x/z coordinates
 BiomeGenBase getBiomeGenForCoordsBody(int par1, int par2)
           
 float getBlockDensity(Vec3 par1Vec3, AxisAlignedBB par2AxisAlignedBB)
          Gets the percentage of real blocks within within a bounding box, along a specified vector.
 int getBlockId(int par1, int par2, int par3)
          Returns the block ID at coords x,y,z
 int getBlockLightOpacity(int par1, int par2, int par3)
           
 int getBlockLightValue_do(int par1, int par2, int par3, boolean par4)
          Gets the light value of a block location.
 int getBlockLightValue(int par1, int par2, int par3)
          Gets the light value of a block location
 Material getBlockMaterial(int par1, int par2, int par3)
          Returns the block's material.
 int getBlockMetadata(int par1, int par2, int par3)
          Returns the block metadata at coords x,y,z
 TileEntity getBlockTileEntity(int par1, int par2, int par3)
          Returns the TileEntity associated with a given block in X,Y,Z coordinates, or null if no TileEntity exists
 float getBrightness(int par1, int par2, int par3, int par4)
           
 float getCelestialAngle(float par1)
          calls calculateCelestialAngle
 float getCelestialAngleRadians(float par1)
           
 Chunk getChunkFromBlockCoords(int par1, int par2)
          Returns a chunk looked up by block coordinates.
 Chunk getChunkFromChunkCoords(int par1, int par2)
          Returns back a chunk looked up by chunk coordinates Args: x, y
 IChunkProvider getChunkProvider()
          gets the IChunkProvider this world uses.
 EntityPlayer getClosestPlayer(double par1, double par3, double par5, double par7)
          Gets the closest player to the point within the specified distance (distance can be set to less than 0 to not limit the distance).
 EntityPlayer getClosestPlayerToEntity(Entity par1Entity, double par2)
          Gets the closest player to the entity within the specified distance (if distance is less than 0 then ignored).
 EntityPlayer getClosestVulnerablePlayer(double par1, double par3, double par5, double par7)
          Returns the closest vulnerable player within the given radius, or null if none is found.
 EntityPlayer getClosestVulnerablePlayerToEntity(Entity par1Entity, double par2)
          Returns the closest vulnerable player to this entity within the given radius, or null if none is found
 List getCollidingBoundingBoxes(Entity par1Entity, AxisAlignedBB par2AxisAlignedBB)
          Returns a list of bounding boxes that collide with aabb excluding the passed in entity's collision.
 Calendar getCurrentDate()
          returns a calendar object containing the current date
 String getDebugLoadedEntities()
           
 List getEntitiesWithinAABB(Class par1Class, AxisAlignedBB par2AxisAlignedBB)
          Returns all entities of the specified class type which intersect with the AABB.
 List getEntitiesWithinAABBExcludingEntity(Entity par1Entity, AxisAlignedBB par2AxisAlignedBB)
          Will get all entities within the specified AABB excluding the one passed into it.
abstract  Entity getEntityByID(int var1)
          Returns the Entity with the given ID, or null if it doesn't exist in this World.
 PathEntity getEntityPathToXYZ(Entity par1Entity, int par2, int par3, int par4, float par5, boolean par6, boolean par7, boolean par8, boolean par9)
           
 int getFirstUncoveredBlock(int par1, int par2)
          Returns the block ID of the first block at this (x,z) location with air above it, searching from sea level upwards.
 Vec3 getFogColor(float par1)
           
 int getFullBlockLightValue(int par1, int par2, int par3)
          Does the same as getBlockLightValue_do but without checking if its not a normal block
 GameRules getGameRules()
          Gets the GameRules instance.
 int getHeight()
          Returns current world height.
 int getHeightValue(int par1, int par2)
          Returns the y coordinate with a block in it at this x, z coordinate
 double getHorizon()
           
 float getLightBrightness(int par1, int par2, int par3)
          Returns how bright the block is shown as which is the block's light value looked up in a lookup table (light values aren't linear for brightness).
 int getLightBrightnessForSkyBlocks(int par1, int par2, int par3, int par4)
           
 List getLoadedEntityList()
           
 int getMoonPhase(float par1)
           
 PathEntity getPathEntityToEntity(Entity par1Entity, Entity par2Entity, float par3, boolean par4, boolean par5, boolean par6, boolean par7)
           
 List getPendingBlockUpdates(Chunk par1Chunk, boolean par2)
           
 com.google.common.collect.ImmutableSetMultimap<ChunkCoordIntPair,ForgeChunkManager.Ticket> getPersistentChunks()
          Get the persistent chunks for this world
 EntityPlayer getPlayerEntityByName(String par1Str)
          Find a player by name in this world.
 int getPrecipitationHeight(int par1, int par2)
          Gets the height to which rain/snow will fall.
 String getProviderName()
           
 float getRainStrength(float par1)
          Not sure about this actually.
 int getSavedLightValue(EnumSkyBlock par1EnumSkyBlock, int par2, int par3, int par4)
          Returns saved light value without taking into account the time of day.
 ISaveHandler getSaveHandler()
          Returns this world's current save handler
 long getSeed()
          Retrieve the world seed from level.dat
 int getSkyBlockTypeBrightness(EnumSkyBlock par1EnumSkyBlock, int par2, int par3, int par4)
           
 Vec3 getSkyColor(Entity par1Entity, float par2)
           
 Vec3 getSkyColorBody(Entity par1Entity, float par2)
           
 ChunkCoordinates getSpawnPoint()
          Returns the coordinates of the spawn point
 float getStarBrightness(float par1)
           
 float getStarBrightnessBody(float par1)
           
 float getSunBrightness(float par1)
           
 int getTopSolidOrLiquidBlock(int par1, int par2)
          Finds the highest block on the x, z coordinate that is solid and returns its y coord.
 long getTotalWorldTime()
           
 int getUniqueDataId(String par1Str)
          Returns an unique new data id from the MapStorage for the given prefix and saves the idCounts map to the 'idcounts' file.
 float getWeightedThunderStrength(float par1)
           
 WorldChunkManager getWorldChunkManager()
           
 WorldInfo getWorldInfo()
          Gets the World's WorldInfo instance
 long getWorldTime()
           
 Vec3Pool getWorldVec3Pool()
          Return the Vec3Pool object for this world.
 boolean handleMaterialAcceleration(AxisAlignedBB par1AxisAlignedBB, Material par2Material, Entity par3Entity)
          handles the acceleration of an object whilst in water.
 boolean isAABBInMaterial(AxisAlignedBB par1AxisAlignedBB, Material par2Material)
          checks if the given AABB is in the material given.
 boolean isAABBNonEmpty(AxisAlignedBB par1AxisAlignedBB)
          Returns true if there are any blocks in the region constrained by an AxisAlignedBB
 boolean isAirBlock(int par1, int par2, int par3)
          Returns true if the block at the specified coordinates is empty
 boolean isAnyLiquid(AxisAlignedBB par1AxisAlignedBB)
          Returns if any of the blocks within the aabb are liquids.
 boolean isBlockFreezable(int par1, int par2, int par3)
          checks to see if a given block is both water and is cold enough to freeze
 boolean isBlockFreezableNaturally(int par1, int par2, int par3)
          checks to see if a given block is both water and has at least one immediately adjacent non-water block
 boolean isBlockGettingPowered(int par1, int par2, int par3)
          Whether one of the neighboring blocks is putting power into this block.
 boolean isBlockHighHumidity(int par1, int par2, int par3)
          Checks to see if the biome rainfall values for a given x,y,z coordinate set are extremely high
 boolean isBlockIndirectlyGettingPowered(int par1, int par2, int par3)
          Used to see if one of the blocks next to you or your block is getting power from a neighboring block.
 boolean isBlockIndirectlyProvidingPowerTo(int par1, int par2, int par3, int par4)
          Is a block next to you getting powered (if its an attachable block) or is it providing power directly to you.
 boolean isBlockNormalCube(int par1, int par2, int par3)
          Indicate if a material is a normal solid opaque cube.
 boolean isBlockNormalCubeDefault(int par1, int par2, int par3, boolean par4)
          Checks if the block is a solid, normal cube.
 boolean isBlockOpaqueCube(int par1, int par2, int par3)
          Returns true if the block at the specified coordinates is an opaque cube.
 boolean isBlockProvidingPowerTo(int par1, int par2, int par3, int par4)
          Is this block powering in the specified direction Args: x, y, z, direction
 boolean isBlockSolidOnSide(int x, int y, int z, ForgeDirection side)
          Determine if the given block is considered solid on the specified side.
 boolean isBlockSolidOnSide(int x, int y, int z, ForgeDirection side, boolean _default)
          Determine if the given block is considered solid on the specified side.
 boolean isBoundingBoxBurning(AxisAlignedBB par1AxisAlignedBB)
          Returns whether or not the given bounding box is on fire or not
 boolean isDaytime()
          Checks whether its daytime by seeing if the light subtracted from the skylight is less than 4
 boolean isMaterialInBB(AxisAlignedBB par1AxisAlignedBB, Material par2Material)
          Returns true if the given bounding box contains the given material
 boolean isRaining()
          Returns true if the current rain strength is greater than 0.2
 boolean isThundering()
          Returns true if the current thunder strength (weighted with the rain strength) is greater than 0.9
 void joinEntityInSurroundings(Entity par1Entity)
           
 WorldSavedData loadItemData(Class par1Class, String par2Str)
          Loads an existing MapDataBase corresponding to the given String id from disk using the MapStorage, instantiating the given Class, or returns null if none such file exists.
 void markBlockForRenderUpdate(int par1, int par2, int par3)
          On the client, re-renders this block.
 void markBlockForRenderUpdate2(int par1, int par2, int par3)
          On the client, re-renders this block.
 void markBlockForUpdate(int par1, int par2, int par3)
          On the client, re-renders the block.
 void markBlockRangeForRenderUpdate(int par1, int par2, int par3, int par4, int par5, int par6)
          On the client, re-renders all blocks in this range, inclusive.
 void markBlocksDirtyVertical(int par1, int par2, int par3, int par4)
          marks a vertical line of blocks as dirty
 void markTileEntityForDespawn(TileEntity par1TileEntity)
          adds tile entity to despawn list (renamed from markEntityForDespawn)
 Explosion newExplosion(Entity par1Entity, double par2, double par4, double par6, float par8, boolean par9, boolean par10)
          returns a new explosion.
 void notifyBlockChange(int par1, int par2, int par3, int par4)
          The block type change and need to notify other systems Args: x, y, z, blockID
 void notifyBlocksOfNeighborChange(int par1, int par2, int par3, int par4)
          Notifies neighboring blocks that this specified block changed Args: x, y, z, blockID
 void playAuxSFX(int par1, int par2, int par3, int par4, int par5)
          See description for playAuxSFX.
 void playAuxSFXAtEntity(EntityPlayer par1EntityPlayer, int par2, int par3, int par4, int par5, int par6)
          See description for playAuxSFX.
 void playRecord(String par1Str, int par2, int par3, int par4)
          Plays a record at the specified coordinates of the specified name.
 void playSound(double par1, double par3, double par5, String par7Str, float par8, float par9, boolean par10)
          par8 is loudness, all pars passed to minecraftInstance.sndManager.playSound
 void playSoundAtEntity(Entity par1Entity, String par2Str, float par3, float par4)
          Plays a sound at the entity's position.
 void playSoundEffect(double par1, double par3, double par5, String par7Str, float par8, float par9)
          Play a sound effect.
 void playSoundToNearExcept(EntityPlayer par1EntityPlayer, String par2Str, float par3, float par4)
          Plays sound to all near players except the player reference given
 MovingObjectPosition rayTraceBlocks_do_do(Vec3 par1Vec3, Vec3 par2Vec3, boolean par3, boolean par4)
           
 MovingObjectPosition rayTraceBlocks_do(Vec3 par1Vec3, Vec3 par2Vec3, boolean par3)
           
 MovingObjectPosition rayTraceBlocks(Vec3 par1Vec3, Vec3 par2Vec3)
          ray traces all blocks, including non-collideable ones
 void releaseEntitySkin(Entity par1Entity)
          Decrement the reference counter for this entity's skin image data
 void removeBlockTileEntity(int par1, int par2, int par3)
          Removes the TileEntity for a given block in X,Y,Z coordinates
 void removeEntity(Entity par1Entity)
          remove dat player from dem servers
 void removeWorldAccess(IWorldAccess par1IWorldAccess)
           
 void scheduleBlockUpdate(int par1, int par2, int par3, int par4, int par5)
          Schedules a tick to a block with a delay (Most commonly the tick rate)
 void scheduleBlockUpdateFromLoad(int par1, int par2, int par3, int par4, int par5)
          Schedules a block update from the saved information in a chunk.
 List selectEntitiesWithinAABB(Class par1Class, AxisAlignedBB par2AxisAlignedBB, IEntitySelector par3IEntitySelector)
           
 void sendQuittingDisconnectingPacket()
           
 void setAllowedSpawnTypes(boolean par1, boolean par2)
          Set which types of mobs are allowed to spawn (peaceful vs hostile).
 boolean setBlock(int par1, int par2, int par3, int par4)
          Sets the block to the specified blockID at the block coordinates Args x, y, z, blockID
 boolean setBlockAndMetadata(int par1, int par2, int par3, int par4, int par5)
          Sets the block ID and metadata of a block in global coordinates
 boolean setBlockAndMetadataWithNotify(int par1, int par2, int par3, int par4, int par5)
          Sets the block ID and metadata, then notifies neighboring blocks of the change Params: x, y, z, BlockID, Metadata
 boolean setBlockAndMetadataWithUpdate(int par1, int par2, int par3, int par4, int par5, boolean par6)
          Sets the block ID and metadata of a block, optionally marking it as needing update.
 boolean setBlockMetadata(int par1, int par2, int par3, int par4)
          Set the metadata of a block in global coordinates
 void setBlockMetadataWithNotify(int par1, int par2, int par3, int par4)
          Sets the blocks metadata and if set will then notify blocks that this block changed.
 void setBlockTileEntity(int par1, int par2, int par3, TileEntity par4TileEntity)
          Sets the TileEntity for a given block in X, Y, Z coordinates
 boolean setBlockWithNotify(int par1, int par2, int par3, int par4)
          Sets a block and notifies relevant systems with the block change Args: x, y, z, blockID
 void setEntityDead(Entity par1Entity)
          Dismounts the entity (and anything riding the entity), sets the dead flag, and removes the player entity from the player entity list.
 void setEntityState(Entity par1Entity, byte par2)
          sends a Packet 38 (Entity Status) to all tracked players of that entity
 void setItemData(String par1Str, WorldSavedData par2WorldSavedData)
          Assigns the given String id to the given MapDataBase using the MapStorage, removing any existing ones of the same id.
 void setLightValue(EnumSkyBlock par1EnumSkyBlock, int par2, int par3, int par4, int par5)
          Sets the light value either into the sky map or block map depending on if enumSkyBlock is set to sky or block.
 void setRainStrength(float par1)
           
 Random setRandomSeed(int par1, int par2, int par3)
          puts the World Random seed to a specific state dependant on the inputs
 void setSpawnLocation()
           
 void setSpawnLocation(int par1, int par2, int par3)
           
 void setWorldTime(long par1)
          Sets the world time.
 boolean spawnEntityInWorld(Entity par1Entity)
          Called to place all entities as part of a world
 void spawnParticle(String par1Str, double par2, double par4, double par6, double par8, double par10, double par12)
          Spawns a particle.
 void tick()
          Runs a single tick for the world
 boolean tickUpdates(boolean par1)
          Runs through the list of updates to run and ticks them
 void toggleRain()
           
 void unloadEntities(List par1List)
          Adds a list of entities to be unloaded on the next pass of World.updateEntities()
 void updateAllLightTypes(int par1, int par2, int par3)
           
 void updateAllPlayersSleepingFlag()
          Updates the flag that indicates whether or not all players in the world are sleeping.
 void updateEntities()
          Updates (and cleans up) entities and tile entities
 void updateEntity(Entity par1Entity)
          Will update the entity in the world if the chunk the entity is in is currently loaded.
 void updateEntityWithOptionalForce(Entity par1Entity, boolean par2)
          Will update the entity in the world if the chunk the entity is in is currently loaded or its forced to update.
 void updateLightByType(EnumSkyBlock par1EnumSkyBlock, int par2, int par3, int par4)
           
 void updateTileEntityChunkAndDoNothing(int par1, int par2, int par3, TileEntity par4TileEntity)
          marks the chunk that contains this tilentity as modified and then calls worldAccesses.doNothingWithTileEntity
 void updateWeatherBody()
           
 
Methods inherited from class java.lang.Object
equals, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait
 

Field Detail

MAX_ENTITY_RADIUS

public static double MAX_ENTITY_RADIUS
Used in the getEntitiesWithinAABB functions to expand the search area for entities. Modders should change this variable to a higher value if it is less then the radius of one of there entities.


perWorldStorage

public final MapStorage perWorldStorage

scheduledUpdatesAreImmediate

public boolean scheduledUpdatesAreImmediate
boolean; if true updates scheduled by scheduleBlockUpdate happen immediately


loadedEntityList

public List loadedEntityList
A list of all Entities in all currently-loaded chunks


loadedTileEntityList

public List loadedTileEntityList
A list of all TileEntities in all currently-loaded chunks


playerEntities

public List playerEntities
Array list of players in the world.


weatherEffects

public List weatherEffects
a list of all the lightning entities


skylightSubtracted

public int skylightSubtracted
How much light is subtracted from full daylight


prevRainingStrength

public float prevRainingStrength

rainingStrength

public float rainingStrength

prevThunderingStrength

public float prevThunderingStrength

thunderingStrength

public float thunderingStrength

lastLightningBolt

public int lastLightningBolt
Set to 2 whenever a lightning bolt is generated in SSP. Decrements if > 0 in updateWeather(). Value appears to be unused.


editingBlocks

public boolean editingBlocks
true while the world is editing blocks


difficultySetting

public int difficultySetting
Option > Difficulty setting (0 - 3)


rand

public Random rand
RNG for World.


provider

public final WorldProvider provider
The WorldProvider instance that World uses.


findingSpawnPoint

public boolean findingSpawnPoint
Boolean that is set to true when trying to find a spawn point


mapStorage

public MapStorage mapStorage

villageCollectionObj

public VillageCollection villageCollectionObj

theProfiler

public final Profiler theProfiler

activeChunkSet

public Set activeChunkSet
Positions to update


isRemote

public boolean isRemote
This is set to true for client worlds, and false for server worlds.

Constructor Detail

World

public World(ISaveHandler par1ISaveHandler,
             String par2Str,
             WorldProvider par3WorldProvider,
             WorldSettings par4WorldSettings,
             Profiler par5Profiler)

World

public World(ISaveHandler par1ISaveHandler,
             String par2Str,
             WorldSettings par3WorldSettings,
             WorldProvider par4WorldProvider,
             Profiler par5Profiler)
Method Detail

getBiomeGenForCoords

public BiomeGenBase getBiomeGenForCoords(int par1,
                                         int par2)
Gets the biome for a given set of x/z coordinates

Specified by:
getBiomeGenForCoords in interface IBlockAccess

getBiomeGenForCoordsBody

public BiomeGenBase getBiomeGenForCoordsBody(int par1,
                                             int par2)

getWorldChunkManager

public WorldChunkManager getWorldChunkManager()

setSpawnLocation

public void setSpawnLocation()

getFirstUncoveredBlock

public int getFirstUncoveredBlock(int par1,
                                  int par2)
Returns the block ID of the first block at this (x,z) location with air above it, searching from sea level upwards.


getBlockId

public int getBlockId(int par1,
                      int par2,
                      int par3)
Returns the block ID at coords x,y,z

Specified by:
getBlockId in interface IBlockAccess

getBlockLightOpacity

public int getBlockLightOpacity(int par1,
                                int par2,
                                int par3)

isAirBlock

public boolean isAirBlock(int par1,
                          int par2,
                          int par3)
Returns true if the block at the specified coordinates is empty

Specified by:
isAirBlock in interface IBlockAccess

blockHasTileEntity

public boolean blockHasTileEntity(int par1,
                                  int par2,
                                  int par3)
Checks if a block at a given position should have a tile entity.


func_85175_e

public int func_85175_e(int par1,
                        int par2,
                        int par3)

blockExists

public boolean blockExists(int par1,
                           int par2,
                           int par3)
Returns whether a block exists at world coordinates x, y, z


doChunksNearChunkExist

public boolean doChunksNearChunkExist(int par1,
                                      int par2,
                                      int par3,
                                      int par4)
Checks if any of the chunks within distance (argument 4) blocks of the given block exist


checkChunksExist

public boolean checkChunksExist(int par1,
                                int par2,
                                int par3,
                                int par4,
                                int par5,
                                int par6)
Checks between a min and max all the chunks inbetween actually exist. Args: minX, minY, minZ, maxX, maxY, maxZ


getChunkFromBlockCoords

public Chunk getChunkFromBlockCoords(int par1,
                                     int par2)
Returns a chunk looked up by block coordinates. Args: x, z


getChunkFromChunkCoords

public Chunk getChunkFromChunkCoords(int par1,
                                     int par2)
Returns back a chunk looked up by chunk coordinates Args: x, y


setBlockAndMetadata

public boolean setBlockAndMetadata(int par1,
                                   int par2,
                                   int par3,
                                   int par4,
                                   int par5)
Sets the block ID and metadata of a block in global coordinates


setBlockAndMetadataWithUpdate

public boolean setBlockAndMetadataWithUpdate(int par1,
                                             int par2,
                                             int par3,
                                             int par4,
                                             int par5,
                                             boolean par6)
Sets the block ID and metadata of a block, optionally marking it as needing update. Args: X,Y,Z, blockID, metadata, needsUpdate


setBlock

public boolean setBlock(int par1,
                        int par2,
                        int par3,
                        int par4)
Sets the block to the specified blockID at the block coordinates Args x, y, z, blockID


getBlockMaterial

public Material getBlockMaterial(int par1,
                                 int par2,
                                 int par3)
Returns the block's material.

Specified by:
getBlockMaterial in interface IBlockAccess

getBlockMetadata

public int getBlockMetadata(int par1,
                            int par2,
                            int par3)
Returns the block metadata at coords x,y,z

Specified by:
getBlockMetadata in interface IBlockAccess

setBlockMetadataWithNotify

public void setBlockMetadataWithNotify(int par1,
                                       int par2,
                                       int par3,
                                       int par4)
Sets the blocks metadata and if set will then notify blocks that this block changed. Args: x, y, z, metadata


setBlockMetadata

public boolean setBlockMetadata(int par1,
                                int par2,
                                int par3,
                                int par4)
Set the metadata of a block in global coordinates


setBlockWithNotify

public boolean setBlockWithNotify(int par1,
                                  int par2,
                                  int par3,
                                  int par4)
Sets a block and notifies relevant systems with the block change Args: x, y, z, blockID


setBlockAndMetadataWithNotify

public boolean setBlockAndMetadataWithNotify(int par1,
                                             int par2,
                                             int par3,
                                             int par4,
                                             int par5)
Sets the block ID and metadata, then notifies neighboring blocks of the change Params: x, y, z, BlockID, Metadata


markBlockForUpdate

public void markBlockForUpdate(int par1,
                               int par2,
                               int par3)
On the client, re-renders the block. On the server, sends the block to the client (which will re-render it), including the tile entity description packet if applicable. Args: x, y, z


notifyBlockChange

public void notifyBlockChange(int par1,
                              int par2,
                              int par3,
                              int par4)
The block type change and need to notify other systems Args: x, y, z, blockID


markBlocksDirtyVertical

public void markBlocksDirtyVertical(int par1,
                                    int par2,
                                    int par3,
                                    int par4)
marks a vertical line of blocks as dirty


markBlockForRenderUpdate2

public void markBlockForRenderUpdate2(int par1,
                                      int par2,
                                      int par3)
On the client, re-renders this block. On the server, does nothing. Appears to be redundant.


markBlockRangeForRenderUpdate

public void markBlockRangeForRenderUpdate(int par1,
                                          int par2,
                                          int par3,
                                          int par4,
                                          int par5,
                                          int par6)
On the client, re-renders all blocks in this range, inclusive. On the server, does nothing. Args: min x, min y, min z, max x, max y, max z


notifyBlocksOfNeighborChange

public void notifyBlocksOfNeighborChange(int par1,
                                         int par2,
                                         int par3,
                                         int par4)
Notifies neighboring blocks that this specified block changed Args: x, y, z, blockID


canBlockSeeTheSky

public boolean canBlockSeeTheSky(int par1,
                                 int par2,
                                 int par3)
Checks if the specified block is able to see the sky


getFullBlockLightValue

public int getFullBlockLightValue(int par1,
                                  int par2,
                                  int par3)
Does the same as getBlockLightValue_do but without checking if its not a normal block


getBlockLightValue

public int getBlockLightValue(int par1,
                              int par2,
                              int par3)
Gets the light value of a block location


getBlockLightValue_do

public int getBlockLightValue_do(int par1,
                                 int par2,
                                 int par3,
                                 boolean par4)
Gets the light value of a block location. This is the actual function that gets the value and has a bool flag that indicates if its a half step block to get the maximum light value of a direct neighboring block (left, right, forward, back, and up)


getHeightValue

public int getHeightValue(int par1,
                          int par2)
Returns the y coordinate with a block in it at this x, z coordinate


func_82734_g

public int func_82734_g(int par1,
                        int par2)

getSkyBlockTypeBrightness

public int getSkyBlockTypeBrightness(EnumSkyBlock par1EnumSkyBlock,
                                     int par2,
                                     int par3,
                                     int par4)

getSavedLightValue

public int getSavedLightValue(EnumSkyBlock par1EnumSkyBlock,
                              int par2,
                              int par3,
                              int par4)
Returns saved light value without taking into account the time of day. Either looks in the sky light map or block light map based on the enumSkyBlock arg.


setLightValue

public void setLightValue(EnumSkyBlock par1EnumSkyBlock,
                          int par2,
                          int par3,
                          int par4,
                          int par5)
Sets the light value either into the sky map or block map depending on if enumSkyBlock is set to sky or block. Args: enumSkyBlock, x, y, z, lightValue


markBlockForRenderUpdate

public void markBlockForRenderUpdate(int par1,
                                     int par2,
                                     int par3)
On the client, re-renders this block. On the server, does nothing. Used for lighting updates.


getLightBrightnessForSkyBlocks

public int getLightBrightnessForSkyBlocks(int par1,
                                          int par2,
                                          int par3,
                                          int par4)
Specified by:
getLightBrightnessForSkyBlocks in interface IBlockAccess

getBrightness

public float getBrightness(int par1,
                           int par2,
                           int par3,
                           int par4)
Specified by:
getBrightness in interface IBlockAccess

getLightBrightness

public float getLightBrightness(int par1,
                                int par2,
                                int par3)
Returns how bright the block is shown as which is the block's light value looked up in a lookup table (light values aren't linear for brightness). Args: x, y, z

Specified by:
getLightBrightness in interface IBlockAccess

isDaytime

public boolean isDaytime()
Checks whether its daytime by seeing if the light subtracted from the skylight is less than 4


rayTraceBlocks

public MovingObjectPosition rayTraceBlocks(Vec3 par1Vec3,
                                           Vec3 par2Vec3)
ray traces all blocks, including non-collideable ones


rayTraceBlocks_do

public MovingObjectPosition rayTraceBlocks_do(Vec3 par1Vec3,
                                              Vec3 par2Vec3,
                                              boolean par3)

rayTraceBlocks_do_do

public MovingObjectPosition rayTraceBlocks_do_do(Vec3 par1Vec3,
                                                 Vec3 par2Vec3,
                                                 boolean par3,
                                                 boolean par4)

playSoundAtEntity

public void playSoundAtEntity(Entity par1Entity,
                              String par2Str,
                              float par3,
                              float par4)
Plays a sound at the entity's position. Args: entity, sound, volume (relative to 1.0), and frequency (or pitch, also relative to 1.0).


playSoundToNearExcept

public void playSoundToNearExcept(EntityPlayer par1EntityPlayer,
                                  String par2Str,
                                  float par3,
                                  float par4)
Plays sound to all near players except the player reference given


playSoundEffect

public void playSoundEffect(double par1,
                            double par3,
                            double par5,
                            String par7Str,
                            float par8,
                            float par9)
Play a sound effect. Many many parameters for this function. Not sure what they do, but a classic call is : (double)i + 0.5D, (double)j + 0.5D, (double)k + 0.5D, 'random.door_open', 1.0F, world.rand.nextFloat() * 0.1F + 0.9F with i,j,k position of the block.


playSound

public void playSound(double par1,
                      double par3,
                      double par5,
                      String par7Str,
                      float par8,
                      float par9,
                      boolean par10)
par8 is loudness, all pars passed to minecraftInstance.sndManager.playSound


playRecord

public void playRecord(String par1Str,
                       int par2,
                       int par3,
                       int par4)
Plays a record at the specified coordinates of the specified name. Args: recordName, x, y, z


spawnParticle

public void spawnParticle(String par1Str,
                          double par2,
                          double par4,
                          double par6,
                          double par8,
                          double par10,
                          double par12)
Spawns a particle. Args particleName, x, y, z, velX, velY, velZ


addWeatherEffect

public boolean addWeatherEffect(Entity par1Entity)
adds a lightning bolt to the list of lightning bolts in this world.


spawnEntityInWorld

public boolean spawnEntityInWorld(Entity par1Entity)
Called to place all entities as part of a world


releaseEntitySkin

public void releaseEntitySkin(Entity par1Entity)
Decrement the reference counter for this entity's skin image data


setEntityDead

public void setEntityDead(Entity par1Entity)
Dismounts the entity (and anything riding the entity), sets the dead flag, and removes the player entity from the player entity list. Called by the playerLoggedOut function.


removeEntity

public void removeEntity(Entity par1Entity)
remove dat player from dem servers


addWorldAccess

public void addWorldAccess(IWorldAccess par1IWorldAccess)
Adds a IWorldAccess to the list of worldAccesses


getCollidingBoundingBoxes

public List getCollidingBoundingBoxes(Entity par1Entity,
                                      AxisAlignedBB par2AxisAlignedBB)
Returns a list of bounding boxes that collide with aabb excluding the passed in entity's collision. Args: entity, aabb


getAllCollidingBoundingBoxes

public List getAllCollidingBoundingBoxes(AxisAlignedBB par1AxisAlignedBB)
calculates and returns a list of colliding bounding boxes within a given AABB


calculateSkylightSubtracted

public int calculateSkylightSubtracted(float par1)
Returns the amount of skylight subtracted for the current time


removeWorldAccess

public void removeWorldAccess(IWorldAccess par1IWorldAccess)

getSunBrightness

public float getSunBrightness(float par1)

getSkyColor

public Vec3 getSkyColor(Entity par1Entity,
                        float par2)

getSkyColorBody

public Vec3 getSkyColorBody(Entity par1Entity,
                            float par2)

getCelestialAngle

public float getCelestialAngle(float par1)
calls calculateCelestialAngle


getMoonPhase

public int getMoonPhase(float par1)

getCelestialAngleRadians

public float getCelestialAngleRadians(float par1)

drawClouds

public Vec3 drawClouds(float par1)

drawCloudsBody

public Vec3 drawCloudsBody(float par1)

getFogColor

public Vec3 getFogColor(float par1)

getPrecipitationHeight

public int getPrecipitationHeight(int par1,
                                  int par2)
Gets the height to which rain/snow will fall. Calculates it if not already stored.


getTopSolidOrLiquidBlock

public int getTopSolidOrLiquidBlock(int par1,
                                    int par2)
Finds the highest block on the x, z coordinate that is solid and returns its y coord. Args x, z


getStarBrightness

public float getStarBrightness(float par1)

getStarBrightnessBody

public float getStarBrightnessBody(float par1)

scheduleBlockUpdate

public void scheduleBlockUpdate(int par1,
                                int par2,
                                int par3,
                                int par4,
                                int par5)
Schedules a tick to a block with a delay (Most commonly the tick rate)


func_82740_a

public void func_82740_a(int par1,
                         int par2,
                         int par3,
                         int par4,
                         int par5,
                         int par6)

scheduleBlockUpdateFromLoad

public void scheduleBlockUpdateFromLoad(int par1,
                                        int par2,
                                        int par3,
                                        int par4,
                                        int par5)
Schedules a block update from the saved information in a chunk. Called when the chunk is loaded.


updateEntities

public void updateEntities()
Updates (and cleans up) entities and tile entities


addTileEntity

public void addTileEntity(Collection par1Collection)

updateEntity

public void updateEntity(Entity par1Entity)
Will update the entity in the world if the chunk the entity is in is currently loaded. Args: entity


updateEntityWithOptionalForce

public void updateEntityWithOptionalForce(Entity par1Entity,
                                          boolean par2)
Will update the entity in the world if the chunk the entity is in is currently loaded or its forced to update. Args: entity, forceUpdate


checkIfAABBIsClear

public boolean checkIfAABBIsClear(AxisAlignedBB par1AxisAlignedBB)
Returns true if there are no solid, live entities in the specified AxisAlignedBB


checkIfAABBIsClearExcludingEntity

public boolean checkIfAABBIsClearExcludingEntity(AxisAlignedBB par1AxisAlignedBB,
                                                 Entity par2Entity)
Returns true if there are no solid, live entities in the specified AxisAlignedBB, excluding the given entity


isAABBNonEmpty

public boolean isAABBNonEmpty(AxisAlignedBB par1AxisAlignedBB)
Returns true if there are any blocks in the region constrained by an AxisAlignedBB


isAnyLiquid

public boolean isAnyLiquid(AxisAlignedBB par1AxisAlignedBB)
Returns if any of the blocks within the aabb are liquids. Args: aabb


isBoundingBoxBurning

public boolean isBoundingBoxBurning(AxisAlignedBB par1AxisAlignedBB)
Returns whether or not the given bounding box is on fire or not


handleMaterialAcceleration

public boolean handleMaterialAcceleration(AxisAlignedBB par1AxisAlignedBB,
                                          Material par2Material,
                                          Entity par3Entity)
handles the acceleration of an object whilst in water. Not sure if it is used elsewhere.


isMaterialInBB

public boolean isMaterialInBB(AxisAlignedBB par1AxisAlignedBB,
                              Material par2Material)
Returns true if the given bounding box contains the given material


isAABBInMaterial

public boolean isAABBInMaterial(AxisAlignedBB par1AxisAlignedBB,
                                Material par2Material)
checks if the given AABB is in the material given. Used while swimming.


createExplosion

public Explosion createExplosion(Entity par1Entity,
                                 double par2,
                                 double par4,
                                 double par6,
                                 float par8,
                                 boolean par9)
Creates an explosion. Args: entity, x, y, z, strength


newExplosion

public Explosion newExplosion(Entity par1Entity,
                              double par2,
                              double par4,
                              double par6,
                              float par8,
                              boolean par9,
                              boolean par10)
returns a new explosion. Does initiation (at time of writing Explosion is not finished)


getBlockDensity

public float getBlockDensity(Vec3 par1Vec3,
                             AxisAlignedBB par2AxisAlignedBB)
Gets the percentage of real blocks within within a bounding box, along a specified vector.


extinguishFire

public boolean extinguishFire(EntityPlayer par1EntityPlayer,
                              int par2,
                              int par3,
                              int par4,
                              int par5)
If the block in the given direction of the given coordinate is fire, extinguish it. Args: Player, X,Y,Z, blockDirection


getDebugLoadedEntities

public String getDebugLoadedEntities()

getProviderName

public String getProviderName()

getBlockTileEntity

public TileEntity getBlockTileEntity(int par1,
                                     int par2,
                                     int par3)
Returns the TileEntity associated with a given block in X,Y,Z coordinates, or null if no TileEntity exists

Specified by:
getBlockTileEntity in interface IBlockAccess

setBlockTileEntity

public void setBlockTileEntity(int par1,
                               int par2,
                               int par3,
                               TileEntity par4TileEntity)
Sets the TileEntity for a given block in X, Y, Z coordinates


removeBlockTileEntity

public void removeBlockTileEntity(int par1,
                                  int par2,
                                  int par3)
Removes the TileEntity for a given block in X,Y,Z coordinates


markTileEntityForDespawn

public void markTileEntityForDespawn(TileEntity par1TileEntity)
adds tile entity to despawn list (renamed from markEntityForDespawn)


isBlockOpaqueCube

public boolean isBlockOpaqueCube(int par1,
                                 int par2,
                                 int par3)
Returns true if the block at the specified coordinates is an opaque cube. Args: x, y, z

Specified by:
isBlockOpaqueCube in interface IBlockAccess

isBlockNormalCube

public boolean isBlockNormalCube(int par1,
                                 int par2,
                                 int par3)
Indicate if a material is a normal solid opaque cube.

Specified by:
isBlockNormalCube in interface IBlockAccess

func_85174_u

public boolean func_85174_u(int par1,
                            int par2,
                            int par3)

doesBlockHaveSolidTopSurface

public boolean doesBlockHaveSolidTopSurface(int par1,
                                            int par2,
                                            int par3)
Returns true if the block at the given coordinate has a solid (buildable) top surface.

Specified by:
doesBlockHaveSolidTopSurface in interface IBlockAccess

isBlockNormalCubeDefault

public boolean isBlockNormalCubeDefault(int par1,
                                        int par2,
                                        int par3,
                                        boolean par4)
Checks if the block is a solid, normal cube. If the chunk does not exist, or is not loaded, it returns the boolean parameter.


calculateInitialSkylight

public void calculateInitialSkylight()
Called on construction of the World class to setup the initial skylight values


setAllowedSpawnTypes

public void setAllowedSpawnTypes(boolean par1,
                                 boolean par2)
Set which types of mobs are allowed to spawn (peaceful vs hostile).


tick

public void tick()
Runs a single tick for the world


calculateInitialWeatherBody

public void calculateInitialWeatherBody()

updateWeatherBody

public void updateWeatherBody()

toggleRain

public void toggleRain()

isBlockFreezable

public boolean isBlockFreezable(int par1,
                                int par2,
                                int par3)
checks to see if a given block is both water and is cold enough to freeze


isBlockFreezableNaturally

public boolean isBlockFreezableNaturally(int par1,
                                         int par2,
                                         int par3)
checks to see if a given block is both water and has at least one immediately adjacent non-water block


canBlockFreeze

public boolean canBlockFreeze(int par1,
                              int par2,
                              int par3,
                              boolean par4)
checks to see if a given block is both water, and cold enough to freeze - if the par4 boolean is set, this will only return true if there is a non-water block immediately adjacent to the specified block


canBlockFreezeBody

public boolean canBlockFreezeBody(int par1,
                                  int par2,
                                  int par3,
                                  boolean par4)

canSnowAt

public boolean canSnowAt(int par1,
                         int par2,
                         int par3)
Tests whether or not snow can be placed at a given location


canSnowAtBody

public boolean canSnowAtBody(int par1,
                             int par2,
                             int par3)

updateAllLightTypes

public void updateAllLightTypes(int par1,
                                int par2,
                                int par3)

updateLightByType

public void updateLightByType(EnumSkyBlock par1EnumSkyBlock,
                              int par2,
                              int par3,
                              int par4)

tickUpdates

public boolean tickUpdates(boolean par1)
Runs through the list of updates to run and ticks them


getPendingBlockUpdates

public List getPendingBlockUpdates(Chunk par1Chunk,
                                   boolean par2)

getEntitiesWithinAABBExcludingEntity

public List getEntitiesWithinAABBExcludingEntity(Entity par1Entity,
                                                 AxisAlignedBB par2AxisAlignedBB)
Will get all entities within the specified AABB excluding the one passed into it. Args: entityToExclude, aabb


getEntitiesWithinAABB

public List getEntitiesWithinAABB(Class par1Class,
                                  AxisAlignedBB par2AxisAlignedBB)
Returns all entities of the specified class type which intersect with the AABB. Args: entityClass, aabb


selectEntitiesWithinAABB

public List selectEntitiesWithinAABB(Class par1Class,
                                     AxisAlignedBB par2AxisAlignedBB,
                                     IEntitySelector par3IEntitySelector)

findNearestEntityWithinAABB

public Entity findNearestEntityWithinAABB(Class par1Class,
                                          AxisAlignedBB par2AxisAlignedBB,
                                          Entity par3Entity)

getEntityByID

public abstract Entity getEntityByID(int var1)
Returns the Entity with the given ID, or null if it doesn't exist in this World.


getLoadedEntityList

public List getLoadedEntityList()

updateTileEntityChunkAndDoNothing

public void updateTileEntityChunkAndDoNothing(int par1,
                                              int par2,
                                              int par3,
                                              TileEntity par4TileEntity)
marks the chunk that contains this tilentity as modified and then calls worldAccesses.doNothingWithTileEntity


countEntities

public int countEntities(Class par1Class)
Counts how many entities of an entity class exist in the world. Args: entityClass


addLoadedEntities

public void addLoadedEntities(List par1List)
adds entities to the loaded entities list, and loads thier skins.


unloadEntities

public void unloadEntities(List par1List)
Adds a list of entities to be unloaded on the next pass of World.updateEntities()


canPlaceEntityOnSide

public boolean canPlaceEntityOnSide(int par1,
                                    int par2,
                                    int par3,
                                    int par4,
                                    boolean par5,
                                    int par6,
                                    Entity par7Entity)
Returns true if the given Entity can be placed on the given side of the given block position.


getPathEntityToEntity

public PathEntity getPathEntityToEntity(Entity par1Entity,
                                        Entity par2Entity,
                                        float par3,
                                        boolean par4,
                                        boolean par5,
                                        boolean par6,
                                        boolean par7)

getEntityPathToXYZ

public PathEntity getEntityPathToXYZ(Entity par1Entity,
                                     int par2,
                                     int par3,
                                     int par4,
                                     float par5,
                                     boolean par6,
                                     boolean par7,
                                     boolean par8,
                                     boolean par9)

isBlockProvidingPowerTo

public boolean isBlockProvidingPowerTo(int par1,
                                       int par2,
                                       int par3,
                                       int par4)
Is this block powering in the specified direction Args: x, y, z, direction

Specified by:
isBlockProvidingPowerTo in interface IBlockAccess

isBlockGettingPowered

public boolean isBlockGettingPowered(int par1,
                                     int par2,
                                     int par3)
Whether one of the neighboring blocks is putting power into this block. Args: x, y, z


isBlockIndirectlyProvidingPowerTo

public boolean isBlockIndirectlyProvidingPowerTo(int par1,
                                                 int par2,
                                                 int par3,
                                                 int par4)
Is a block next to you getting powered (if its an attachable block) or is it providing power directly to you. Args: x, y, z, direction


isBlockIndirectlyGettingPowered

public boolean isBlockIndirectlyGettingPowered(int par1,
                                               int par2,
                                               int par3)
Used to see if one of the blocks next to you or your block is getting power from a neighboring block. Used by items like TNT or Doors so they don't have redstone going straight into them. Args: x, y, z


getClosestPlayerToEntity

public EntityPlayer getClosestPlayerToEntity(Entity par1Entity,
                                             double par2)
Gets the closest player to the entity within the specified distance (if distance is less than 0 then ignored). Args: entity, dist


getClosestPlayer

public EntityPlayer getClosestPlayer(double par1,
                                     double par3,
                                     double par5,
                                     double par7)
Gets the closest player to the point within the specified distance (distance can be set to less than 0 to not limit the distance). Args: x, y, z, dist


getClosestVulnerablePlayerToEntity

public EntityPlayer getClosestVulnerablePlayerToEntity(Entity par1Entity,
                                                       double par2)
Returns the closest vulnerable player to this entity within the given radius, or null if none is found


getClosestVulnerablePlayer

public EntityPlayer getClosestVulnerablePlayer(double par1,
                                               double par3,
                                               double par5,
                                               double par7)
Returns the closest vulnerable player within the given radius, or null if none is found.


getPlayerEntityByName

public EntityPlayer getPlayerEntityByName(String par1Str)
Find a player by name in this world.


sendQuittingDisconnectingPacket

public void sendQuittingDisconnectingPacket()

checkSessionLock

public void checkSessionLock()
                      throws MinecraftException
Checks whether the session lock file was modified by another process

Throws:
MinecraftException

func_82738_a

public void func_82738_a(long par1)

getSeed

public long getSeed()
Retrieve the world seed from level.dat


getTotalWorldTime

public long getTotalWorldTime()

getWorldTime

public long getWorldTime()

setWorldTime

public void setWorldTime(long par1)
Sets the world time.


getSpawnPoint

public ChunkCoordinates getSpawnPoint()
Returns the coordinates of the spawn point


setSpawnLocation

public void setSpawnLocation(int par1,
                             int par2,
                             int par3)

joinEntityInSurroundings

public void joinEntityInSurroundings(Entity par1Entity)

canMineBlock

public boolean canMineBlock(EntityPlayer par1EntityPlayer,
                            int par2,
                            int par3,
                            int par4)
Called when checking if a certain block can be mined or not. The 'spawn safe zone' check is located here.


canMineBlockBody

public boolean canMineBlockBody(EntityPlayer par1EntityPlayer,
                                int par2,
                                int par3,
                                int par4)

setEntityState

public void setEntityState(Entity par1Entity,
                           byte par2)
sends a Packet 38 (Entity Status) to all tracked players of that entity


getChunkProvider

public IChunkProvider getChunkProvider()
gets the IChunkProvider this world uses.


addBlockEvent

public void addBlockEvent(int par1,
                          int par2,
                          int par3,
                          int par4,
                          int par5,
                          int par6)
Adds a block event with the given Args to the blockEventCache. During the next tick(), the block specified will have its onBlockEvent handler called with the given parameters. Args: X,Y,Z, BlockID, EventID, EventParameter


getSaveHandler

public ISaveHandler getSaveHandler()
Returns this world's current save handler


getWorldInfo

public WorldInfo getWorldInfo()
Gets the World's WorldInfo instance


getGameRules

public GameRules getGameRules()
Gets the GameRules instance.


updateAllPlayersSleepingFlag

public void updateAllPlayersSleepingFlag()
Updates the flag that indicates whether or not all players in the world are sleeping.


getWeightedThunderStrength

public float getWeightedThunderStrength(float par1)

getRainStrength

public float getRainStrength(float par1)
Not sure about this actually. Reverting this one myself.


setRainStrength

public void setRainStrength(float par1)

isThundering

public boolean isThundering()
Returns true if the current thunder strength (weighted with the rain strength) is greater than 0.9


isRaining

public boolean isRaining()
Returns true if the current rain strength is greater than 0.2


canLightningStrikeAt

public boolean canLightningStrikeAt(int par1,
                                    int par2,
                                    int par3)

isBlockHighHumidity

public boolean isBlockHighHumidity(int par1,
                                   int par2,
                                   int par3)
Checks to see if the biome rainfall values for a given x,y,z coordinate set are extremely high


setItemData

public void setItemData(String par1Str,
                        WorldSavedData par2WorldSavedData)
Assigns the given String id to the given MapDataBase using the MapStorage, removing any existing ones of the same id.


loadItemData

public WorldSavedData loadItemData(Class par1Class,
                                   String par2Str)
Loads an existing MapDataBase corresponding to the given String id from disk using the MapStorage, instantiating the given Class, or returns null if none such file exists. args: Class to instantiate, String dataid


getUniqueDataId

public int getUniqueDataId(String par1Str)
Returns an unique new data id from the MapStorage for the given prefix and saves the idCounts map to the 'idcounts' file.


func_82739_e

public void func_82739_e(int par1,
                         int par2,
                         int par3,
                         int par4,
                         int par5)

playAuxSFX

public void playAuxSFX(int par1,
                       int par2,
                       int par3,
                       int par4,
                       int par5)
See description for playAuxSFX.


playAuxSFXAtEntity

public void playAuxSFXAtEntity(EntityPlayer par1EntityPlayer,
                               int par2,
                               int par3,
                               int par4,
                               int par5,
                               int par6)
See description for playAuxSFX.


getHeight

public int getHeight()
Returns current world height.

Specified by:
getHeight in interface IBlockAccess

getActualHeight

public int getActualHeight()
Returns current world height.


func_82735_a

public IUpdatePlayerListBox func_82735_a(EntityMinecart par1EntityMinecart)

setRandomSeed

public Random setRandomSeed(int par1,
                            int par2,
                            int par3)
puts the World Random seed to a specific state dependant on the inputs


findClosestStructure

public ChunkPosition findClosestStructure(String par1Str,
                                          int par2,
                                          int par3,
                                          int par4)
Returns the location of the closest structure of the specified type. If not found returns null.


extendedLevelsInChunkCache

public boolean extendedLevelsInChunkCache()
Specified by:
extendedLevelsInChunkCache in interface IBlockAccess

getHorizon

public double getHorizon()

addWorldInfoToCrashReport

public CrashReportCategory addWorldInfoToCrashReport(CrashReport par1CrashReport)
Adds some basic stats of the world to the given crash report.


destroyBlockInWorldPartially

public void destroyBlockInWorldPartially(int par1,
                                         int par2,
                                         int par3,
                                         int par4,
                                         int par5)
Starts (or continues) destroying a block with given ID at the given coordinates for the given partially destroyed value


getWorldVec3Pool

public Vec3Pool getWorldVec3Pool()
Return the Vec3Pool object for this world.

Specified by:
getWorldVec3Pool in interface IBlockAccess

getCurrentDate

public Calendar getCurrentDate()
returns a calendar object containing the current date


func_92088_a

public void func_92088_a(double par1,
                         double par3,
                         double par5,
                         double par7,
                         double par9,
                         double par11,
                         NBTTagCompound par13NBTTagCompound)

addTileEntity

public void addTileEntity(TileEntity entity)
Adds a single TileEntity to the world.

Parameters:
entity - The TileEntity to be added.

isBlockSolidOnSide

public boolean isBlockSolidOnSide(int x,
                                  int y,
                                  int z,
                                  ForgeDirection side)
Determine if the given block is considered solid on the specified side. Used by placement logic.

Parameters:
x - Block X Position
y - Block Y Position
z - Block Z Position
side - The Side in question
Returns:
True if the side is solid

isBlockSolidOnSide

public boolean isBlockSolidOnSide(int x,
                                  int y,
                                  int z,
                                  ForgeDirection side,
                                  boolean _default)
Determine if the given block is considered solid on the specified side. Used by placement logic.

Parameters:
x - Block X Position
y - Block Y Position
z - Block Z Position
side - The Side in question
_default - The defult to return if the block doesn't exist.
Returns:
True if the side is solid

getPersistentChunks

public com.google.common.collect.ImmutableSetMultimap<ChunkCoordIntPair,ForgeChunkManager.Ticket> getPersistentChunks()
Get the persistent chunks for this world

Returns: