Overview | Package | Class | Use | Tree | Deprecated | Index | Help
PREV CLASS NEXT CLASS | FRAMES NO FRAMES
SUMMARY: NESTED | FIELD | CONSTR | METHOD | DETAIL: FIELD | CONSTR | METHOD

## net.minecraft.world
Class WorldProvider

    java.lang.Object
      net.minecraft.world.WorldProvider

Direct Known Subclasses:
  WorldProviderEnd, WorldProviderHell, WorldProviderSurface

    public abstract class WorldProvider

extends Object

Field Summary
`int` | `dimensionId` The id for the dimension (ex.
`String` | `field_82913_c`
`boolean` | `hasNoSky` A boolean that tells if a world does not have a sky.
`boolean` | `isHellWorld` States whether the Hell world provider is used(true) or if the normal world provider is used(false)
`float[]` | `lightBrightnessTable` Light to brightness conversion table
`WorldType` | `terrainType`
`WorldChunkManager` | `worldChunkMgr` World chunk manager being used to generate chunks
`World` | `worldObj` world object being used

Constructor Summary
`WorldProvider()`

Method Summary
`float[]` | `calcSunriseSunsetColors(float par1, float par2)`
`float` | `calculateCelestialAngle(long par1, float par3)` Calculates the angle of sun and moon in the sky relative to a specified time (usually worldTime)
`void` | `calculateInitialWeather()`
`boolean` | `canBlockFreeze(int x, int y, int z, boolean byWater)`
`boolean` | `canCoordinateBeSpawn(int par1, int par2)` Will check if the x, z position specified is alright to be set as the map spawn point
`boolean` | `canDoLightning(Chunk chunk)`
`boolean` | `canDoRainSnowIce(Chunk chunk)`
`boolean` | `canMineBlock(EntityPlayer player, int x, int y, int z)`
`boolean` | `canRespawnHere()` True if the player can respawn in this dimension (true = overworld, false = nether).
`boolean` | `canSnowAt(int x, int y, int z)`
`IChunkProvider` | `createChunkGenerator()` Returns a new chunk provider which generates chunks for this world
`boolean` | `doesXZShowFog(int par1, int par2)`
`Vec3` | `drawClouds(float partialTicks)`
`int` | `getActualHeight()`
`int` | `getAverageGroundLevel()`
`BiomeGenBase` | `getBiomeGenForCoords(int x, int z)`
`float` | `getCloudHeight()`
`SkyProvider` | `getCloudRenderer()`
`String` | `getDepartMessage()` A Message to display to the user when they transfer out of this dismension.
`abstract String` | `getDimensionName()` Returns the dimension's name, e.g.
`ChunkCoordinates` | `getEntrancePortalLocation()` Gets the hard-coded portal location to use when entering this dimension.
`Vec3` | `getFogColor(float par1, float par2)`
`int` | `getHeight()`
`double` | `getHorizon()`
`int` | `getMoonPhase(long par1, float par3)`
`double` | `getMovementFactor()` The dimensions movement factor.
`static WorldProvider` | `getProviderForDimension(int par0)`
`ChunkCoordinates` | `getRandomizedSpawnPoint()`
`int` | `getRespawnDimension(EntityPlayerMP player)` Determines the dimension the player will be respawned in, typically this brings them back to the overworld.
`String` | `getSaveFolder()` Returns the sub-folder of the world folder that this WorldProvider saves to.
`long` | `getSeed()`
`Vec3` | `getSkyColor(Entity cameraEntity, float partialTicks)`
`SkyProvider` | `getSkyProvider()`
`ChunkCoordinates` | `getSpawnPoint()`
`float` | `getStarBrightness(float par1)`
`double` | `getVoidFogYFactor()`
`String` | `getWelcomeMessage()` A message to display to the user when they transfer to this dimension.
`boolean` | `getWorldHasVoidParticles()`
`long` | `getWorldTime()`
`boolean` | `isBlockHighHumidity(int x, int y, int z)`
`boolean` | `isDaytime()`
`boolean` | `isSkyColored()`
`boolean` | `isSurfaceWorld()` Returns 'true' if in the "main surface world", but 'false' if in the Nether or End dimensions.
`void` | `registerWorld(World par1World)` associate an existing world with a World provider, and setup its lightbrightness table
`void` | `resetRainAndThunder()`
`void` | `setAllowedSpawnTypes(boolean allowHostile, boolean allowPeaceful)`
`void` | `setCloudRenderer(SkyProvider renderer)`
`void` | `setDimension(int dim)` Sets the providers current dimension ID, used in default getSaveFolder() Added to allow default providers to be registered for multiple dimensions.
`void` | `setSkyProvider(SkyProvider skyProvider)`
`void` | `setSpawnPoint(int x, int y, int z)`
`void` | `setWorldTime(long time)`
`boolean` | `shouldMapSpin(String entity, double x, double y, double z)` Determine if the cusor on the map should 'spin' when rendered, like it does for the player in the nether.
`void` | `toggleRain()`
`void` | `updateWeather()`

Methods inherited from class java.lang.Object
`equals, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait`

Field Detail

### worldObj

    public World worldObj

  world object being used

### terrainType

    public WorldType terrainType

### field_82913_c

    public String field_82913_c

### worldChunkMgr

    public WorldChunkManager worldChunkMgr

  World chunk manager being used to generate chunks

### isHellWorld

    public boolean isHellWorld

  States whether the Hell world provider is used(true) or if the normal world provider is used(false)

### hasNoSky

    public boolean hasNoSky

  A boolean that tells if a world does not have a sky. Used in calculating weather and skylight

### lightBrightnessTable

    public float[] lightBrightnessTable

  Light to brightness conversion table

### dimensionId

    public int dimensionId

  The id for the dimension (ex. -1: Nether, 0: Overworld, 1: The End)

Constructor Detail

### WorldProvider

    public WorldProvider()

Method Detail

### registerWorld

    public final void registerWorld(World par1World)

  associate an existing world with a World provider, and setup its lightbrightness table

### createChunkGenerator

    public IChunkProvider createChunkGenerator()

  Returns a new chunk provider which generates chunks for this world

### canCoordinateBeSpawn

    public boolean canCoordinateBeSpawn(int par1,
                                        int par2)

  Will check if the x, z position specified is alright to be set as the map spawn point

### calculateCelestialAngle

    public float calculateCelestialAngle(long par1,
                                         float par3)

  Calculates the angle of sun and moon in the sky relative to a specified time (usually worldTime)

### getMoonPhase

    public int getMoonPhase(long par1,
                            float par3)

### isSurfaceWorld

    public boolean isSurfaceWorld()

  Returns 'true' if in the "main surface world", but 'false' if in the Nether or End dimensions.

### calcSunriseSunsetColors

    public float[] calcSunriseSunsetColors(float par1,
                                           float par2)

### getFogColor

    public Vec3 getFogColor(float par1,
                            float par2)

### canRespawnHere

    public boolean canRespawnHere()

  True if the player can respawn in this dimension (true = overworld, false = nether).

### getProviderForDimension

    public static WorldProvider getProviderForDimension(int par0)

### getCloudHeight

    public float getCloudHeight()

### isSkyColored

    public boolean isSkyColored()

### getEntrancePortalLocation

    public ChunkCoordinates getEntrancePortalLocation()

  Gets the hard-coded portal location to use when entering this dimension.

### getAverageGroundLevel

    public int getAverageGroundLevel()

### getWorldHasVoidParticles

    public boolean getWorldHasVoidParticles()

### getVoidFogYFactor

    public double getVoidFogYFactor()

### doesXZShowFog

    public boolean doesXZShowFog(int par1,
                                 int par2)

### getDimensionName

    public abstract String getDimensionName()

  Returns the dimension's name, e.g. "The End", "Nether", or "Overworld".

### setDimension

    public void setDimension(int dim)

  Sets the providers current dimension ID, used in default getSaveFolder() Added to allow default providers to be registered for multiple dimensions.

  Parameters:
    `dim` - Dimension ID

### getSaveFolder

    public String getSaveFolder()

  Returns the sub-folder of the world folder that this WorldProvider saves to. EXA: DIM1, DIM-1

  Returns:
    The sub-folder name to save this world's chunks to.

### getWelcomeMessage

    public String getWelcomeMessage()

  A message to display to the user when they transfer to this dimension.

  Returns:
    The message to be displayed

### getDepartMessage

    public String getDepartMessage()

  A Message to display to the user when they transfer out of this dismension.

  Returns:
    The message to be displayed

### getMovementFactor

    public double getMovementFactor()

  The dimensions movement factor. Relative to normal overworld. It is applied to the players position when they transfer dimensions. Exa: Nether movement is 8.0

  Returns:
    The movement factor

### getSkyProvider

    public SkyProvider getSkyProvider()

### setSkyProvider

    public void setSkyProvider(SkyProvider skyProvider)

### getCloudRenderer

    public SkyProvider getCloudRenderer()

### setCloudRenderer

    public void setCloudRenderer(SkyProvider renderer)

### getRandomizedSpawnPoint

    public ChunkCoordinates getRandomizedSpawnPoint()

### shouldMapSpin

    public boolean shouldMapSpin(String entity,
                                 double x,
                                 double y,
                                 double z)

  Determine if the cusor on the map should 'spin' when rendered, like it does for the player in the nether.

  Parameters:
    `entity` - The entity holding the map, playername, or frame-ENTITYID
    `x` - X Position
    `y` - Y Position
    `z` - Z Postion
  Returns:
    True to 'spin' the cursor

### getRespawnDimension

    public int getRespawnDimension(EntityPlayerMP player)

  Determines the dimension the player will be respawned in, typically this brings them back to the overworld.

  Parameters:
    `player` - The player that is respawning
  Returns:
    The dimension to respawn the player in

### getBiomeGenForCoords

    public BiomeGenBase getBiomeGenForCoords(int x,
                                             int z)

### isDaytime

    public boolean isDaytime()

### getSkyColor

    public Vec3 getSkyColor(Entity cameraEntity,
                            float partialTicks)

### drawClouds

    public Vec3 drawClouds(float partialTicks)

### getStarBrightness

    public float getStarBrightness(float par1)

### setAllowedSpawnTypes

    public void setAllowedSpawnTypes(boolean allowHostile,
                                     boolean allowPeaceful)

### calculateInitialWeather

    public void calculateInitialWeather()

### updateWeather

    public void updateWeather()

### toggleRain

    public void toggleRain()

### canBlockFreeze

    public boolean canBlockFreeze(int x,
                                  int y,
                                  int z,
                                  boolean byWater)

### canSnowAt

    public boolean canSnowAt(int x,
                             int y,
                             int z)

### setWorldTime

    public void setWorldTime(long time)

### getSeed

    public long getSeed()

### getWorldTime

    public long getWorldTime()

### getSpawnPoint

    public ChunkCoordinates getSpawnPoint()

### setSpawnPoint

    public void setSpawnPoint(int x,
                              int y,
                              int z)

### canMineBlock

    public boolean canMineBlock(EntityPlayer player,
                                int x,
                                int y,
                                int z)

### isBlockHighHumidity

    public boolean isBlockHighHumidity(int x,
                                       int y,
                                       int z)

### getHeight

    public int getHeight()

### getActualHeight

    public int getActualHeight()

### getHorizon

    public double getHorizon()

### resetRainAndThunder

    public void resetRainAndThunder()

### canDoLightning

    public boolean canDoLightning(Chunk chunk)

### canDoRainSnowIce

    public boolean canDoRainSnowIce(Chunk chunk)

Overview | Package | Class | Use | Tree | Deprecated | Index | Help
PREV CLASS NEXT CLASS | FRAMES NO FRAMES
SUMMARY: NESTED | FIELD | CONSTR | METHOD | DETAIL: FIELD | CONSTR | METHOD