LiteLoaderBDS-1.16.40/LiteLoader/Header/MC/Dimension.hpp
2022-09-21 19:47:03 +08:00

99 lines
4.5 KiB
C++

// This Header is auto generated by BDSLiteLoader Toolchain
#pragma once
#define AUTO_GENERATED
#include "../Global.h"
#define BEFORE_EXTRA
#undef BEFORE_EXTRA
class Dimension {
#define AFTER_EXTRA
public:
LIAPI BlockSource& getBlockSourceFromMainChunkSource(){
return dAccess<BlockSource&>(this, 96);
};
#undef AFTER_EXTRA
#ifndef DISABLE_CONSTRUCTOR_PREVENTION_DIMENSION
public:
class Dimension& operator=(class Dimension const &) = delete;
Dimension(class Dimension const &) = delete;
Dimension() = delete;
#endif
public:
#ifdef ENABLE_VIRTUAL_FAKESYMBOL_DIMENSION
MCVAPI std::unique_ptr<class ChunkBuildOrderPolicyBase> _createChunkBuildOrderPolicy();
MCVAPI void deserialize(class CompoundTag const &);
MCVAPI bool forceCheckAllNeighChunkSavedStat() const;
MCVAPI class Color getBrightnessDependentFogColor(class Color const &, float) const;
MCVAPI class DimensionBrightnessRamp const & getBrightnessRamp() const;
MCVAPI float getClearColorScale();
MCVAPI float getCloudHeight() const;
MCVAPI int getDefaultBiome() const;
MCVAPI class BaseLightTextureImageBuilder * getLightTextureImageBuilder() const;
MCVAPI float getMaxFogEnd() const;
MCVAPI float getMaxFogStart() const;
MCVAPI class BlockPos getSpawnPos() const;
MCVAPI int getSpawnYPosition() const;
MCVAPI float getSunIntensity(float, class Vec3 const &, float) const;
MCVAPI float getTimeOfDay(int, float) const;
MCVAPI bool hasBedrockFog();
MCVAPI bool hasGround() const;
MCVAPI void init();
MCVAPI bool isDay() const;
MCVAPI bool isEntityRelevantForPlayer(class Player &, class Actor const &) const;
MCVAPI bool isFoggyAt(int, int) const;
MCVAPI bool isNaturalDimension() const;
MCVAPI bool isPositionRelevantForPlayer(class BlockPos const &, class Player &) const;
MCVAPI bool isValidSpawn(int, int) const;
MCVAPI bool mayRespawnViaBed() const;
MCVAPI void onBlockChanged(class BlockSource &, class BlockPos const &, unsigned int, class Block const &, class Block const &, int, struct ActorBlockSyncMessage const *);
MCVAPI void onBlockEvent(class BlockSource &, int, int, int, int, int);
MCVAPI void onChunkLoaded(class ChunkSource &, class LevelChunk &);
MCVAPI void onLevelDestruction(std::string const &);
MCVAPI void sendBroadcast(class Packet const &, class Player *);
MCVAPI void serialize(class CompoundTag &) const;
MCVAPI bool showSky() const;
MCVAPI void startLeaveGame();
MCVAPI void tick();
MCVAPI void tickRedstone();
MCVAPI ~Dimension();
#endif
MCAPI Dimension(class Level &, class AutomaticID<class Dimension, int>, short, class Scheduler &, std::string);
MCAPI float distanceToNearestPlayerSqr2D(class Vec3);
MCAPI class Actor * fetchEntity(struct ActorUniqueID, bool);
MCAPI class Player * fetchNearestAttackablePlayer(class BlockPos, float, class Actor *);
MCAPI class Player * fetchNearestAttackablePlayer(class Actor &, float);
MCAPI class Player * fetchNearestPlayer(class Actor &, float);
MCAPI class Player * fetchNearestPlayer(float, float, float, float, bool);
MCAPI class Player * findPlayer(class std::function<bool (class Player const &)>) const;
MCAPI void forEachPlayer(class std::function<bool (class Player &)>);
MCAPI void forEachPlayer(class std::function<bool (class Player const &)>) const;
MCAPI float getMoonBrightness() const;
MCAPI int getMoonPhase() const;
MCAPI float getTimeOfDay(float) const;
MCAPI void removeActorByID(struct ActorUniqueID const &);
MCAPI void sendPacketForEntity(class Actor const &, class Packet const &, class Player const *);
MCAPI void sendPacketForPosition(class BlockPos const &, class Packet const &, class Player const *);
MCAPI void transferEntity(class Vec3 const &, std::unique_ptr<class CompoundTag>);
MCAPI void transferEntityToUnloadedChunk(class Vec3 const &, std::unique_ptr<class CompoundTag>);
MCAPI void tryGarbageCollectStructures();
MCAPI class BlockSource * tryGetClosestPublicRegion(class ChunkPos const &) const;
MCAPI void tryLoadLimboEntities(class ChunkPos const &);
MCAPI static float const MOON_BRIGHTNESS_PER_PHASE[];
MCAPI static class std::chrono::duration<__int64, struct std::ratio<1, 1>> const STRUCTURE_PRUNE_INTERVAL;
//protected:
MCAPI void _completeEntityTransfer(class BlockSource &, std::unique_ptr<class Actor>);
//private:
MCAPI void _tickEntityChunkMoves();
MCAPI void upgradeOldLimboEntity(class CompoundTag &, enum LimboEntitiesVersion);
protected:
private:
};