yarn/mappings/net/minecraft/world/gen/ChunkRandom.mapping

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CLASS net/minecraft/class_2919 net/minecraft/world/gen/ChunkRandom
FIELD field_28768 sampleCount I
METHOD <init> (J)V
ARG 1 seed
METHOD method_12659 setTerrainSeed (II)J
COMMENT Seeds the randomizer to generate the surface terrain blocks (such as grass, sand, etc.)
COMMENT and the bedrock patterns.
COMMENT
COMMENT <p>Note that the terrain seed does not depend on the world seed and only gets affected by
COMMENT chunk coordinates.
ARG 1 chunkX
ARG 2 chunkZ
METHOD method_12661 setPopulationSeed (JII)J
COMMENT Seeds the randomizer to create population features such as decorators and animals.
COMMENT
COMMENT <p>This method takes in the world seed and the negative-most block coordinates of the
COMMENT chunk. The coordinate pair provided is equivalent to (chunkX * 16, chunkZ * 16). The
COMMENT three values are mixed together through some layers of hashing to produce the
COMMENT population seed.
COMMENT
COMMENT <p>This function has been proved to be reversible through some exploitation of the underlying
COMMENT nextLong() weaknesses. It is also important to remember that since setSeed()
COMMENT truncates the 16 upper bits of world seed, only the 48 lowest bits affect the population
COMMENT seed output.
ARG 1 worldSeed
ARG 3 blockX
ARG 4 blockZ
METHOD method_12662 getSlimeRandom (IIJJ)Ljava/util/Random;
ARG 0 chunkX
ARG 1 chunkZ
ARG 2 worldSeed
ARG 4 scrambler
METHOD method_12663 setCarverSeed (JII)J
COMMENT Seeds the randomizer to generate larger features such as caves, ravines, mineshafts
COMMENT and strongholds. It is also used to initiate structure start behavior such as rotation.
COMMENT
COMMENT <p>Similar to the population seed, only the 48 lowest bits of the world seed affect the
COMMENT output since it the upper 16 bits are truncated in the setSeed() call.
ARG 1 worldSeed
ARG 3 chunkX
ARG 4 chunkZ
METHOD method_12664 setDecoratorSeed (JII)J
COMMENT Seeds the randomizer to generate a given feature.
COMMENT
COMMENT The salt, in the form of {@code index + 10000 * step} assures that each feature is seeded
COMMENT differently, making the decoration feel more random. Even though it does a good job
COMMENT at doing so, many entropy issues arise from the salt being so small and result in
COMMENT weird alignments between features that have an index close apart.
ARG 1 populationSeed
COMMENT the population seed computed in {@link #setPopulationSeed(long, int, int)}
ARG 3 index
COMMENT the index of the feature in the feature list
ARG 4 step
COMMENT the generation step's ordinal for this feature
METHOD method_12665 setRegionSeed (JIII)J
COMMENT Seeds the randomizer to determine the start position of structure features such as
COMMENT temples, monuments and buried treasures within a region.
COMMENT
COMMENT <p>The region coordinates pair corresponds to the coordinates of the region the seeded
COMMENT chunk lies in. For example, a swamp hut region is 32 by 32 chunks meaning that all
COMMENT chunks that lie within that region get seeded the same way.
COMMENT
COMMENT <p>Similarly, the upper 16 bits of world seed also do not affect the region seed because
COMMENT they get truncated in the setSeed() call.
ARG 1 worldSeed
ARG 3 regionX
ARG 4 regionZ
ARG 5 salt
METHOD method_33850 setDeepslateSeed (JIII)J
ARG 1 worldSeed
ARG 3 x
ARG 4 y
ARG 5 z
METHOD method_35335 getSampleCount ()I
METHOD next (I)I
ARG 1 count