Documentation ¶
Index ¶
Constants ¶
This section is empty.
Variables ¶
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Functions ¶
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Types ¶
type BlockState ¶
type BlockState interface { // Name returns block name Name() string // ToBlockNameProperties returns block name and properties // If it's not supported, returns false for ok ToBlockNameProperties() (name string, properties map[string]string, ok bool) // ToBlockNameMeta returns block name and meta // If it's not supported, returns false for ok ToBlockNameMeta() (name string, meta int, ok bool) // ToBlockIDMeta returns block id and meta // If it's not supported, returns false for ok ToBlockIDMeta() (id int, meta int, ok bool) }
BlockState is a block information
type Chunk ¶
type Chunk interface { // X returns x coordinate X() int // Y returns y coordinate Y() int // SetX set x coordinate SetX(x int) // SetY set y coordinate SetY(y int) // Height returns the height of the highest block at chunk coordinate Height(x, y int) (height uint16) // Biome returns biome Biome(x, y int) byte // SetBiome set biome SetBiome(x, y int, biome byte) // Entities returns entities of nbt data Entities() []*nbt.Compound // SetEntities set entities of nbt data SetEntities(entities []*nbt.Compound) // BlockEntities returns block entities of nbt data BlockEntities() []*nbt.Compound // SetBlockEntities set block entities of nbt data SetBlockEntities(entities []*nbt.Compound) // GetBlock gets a BlockState at chunk coordinate GetBlock(x, y, z int) (BlockState, error) // SetBlock set a BlockState at chunk coordinate SetBlock(x, y, z int, state BlockState) error }
Chunk is a simple interface for chunk
type Format ¶
type Format interface { // Name returns name of level Name() string // SetName sets the name of level SetName(name string) // GameType returns the default game mode of level GameType() GameType // SetGameType sets the game mode of level SetGameType(typ GameType) // Spawn returns the default spawn of level Spawn() (x, y, z int) // SetSpawn sets the default spawn of level SetSpawn(x, y, z int) // Property returns a property of level.dat Property(name string) (tag nbt.Tag, ok bool) // SetProperty sets a property SetProperty(tag nbt.Tag) // AllProperties returns all properties AllProperties() *nbt.Compound // SetAllProperties sets all properties SetAllProperties(com *nbt.Compound) // Close closes the level format // You must close after you use the format // It's should not run other functions after format is closed Close() error // Dimension return dimension of the level Dimension() Dimension // SetDimension set dimension of the level SetDimension(Dimension) // LoadChunk loads a chunk. // If create is enabled, generates a chunk if it doesn't exist LoadChunk(x, y int, create bool) error // UnloadChunk unloads a chunk. UnloadChunk(x, y int) error // GenerateChunk generates a chunk GenerateChunk(x, y int) error // HasGeneratedChunk returns whether the chunk is generaged HasGeneratedChunk(x, y int) (bool, error) // IsLoadedChunk returns weather a chunk is loaded. IsLoadedChunk(x, y int) bool // SaveChunk saves a chunk. SaveChunk(x, y int) error // SaveChunks saves all chunks. SaveChunks() error // Chunk returns a chunk. // If a chunk is not loaded, it will be loaded Chunk(x, y int) (Chunk, error) // LoadedChunks returns loaded chunks. LoadedChunks() []Chunk }
Format is a simple interface for level formats This needs to be supported concurrency
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