Documentation
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Index ¶
- type Provider
- func (p *Provider) Close() error
- func (p *Provider) LoadBlockNBT(position world.ChunkPos) ([]map[string]interface{}, error)
- func (p *Provider) LoadChunk(position world.ChunkPos) (c *chunk.Chunk, exists bool, err error)
- func (p *Provider) LoadDefaultGameMode() world.GameMode
- func (p *Provider) LoadDifficulty() world.Difficulty
- func (p *Provider) LoadEntities(world.ChunkPos) ([]world.Entity, error)
- func (p *Provider) LoadTime() int64
- func (p *Provider) LoadTimeCycle() bool
- func (p *Provider) SaveBlockNBT(position world.ChunkPos, data []map[string]interface{}) error
- func (p *Provider) SaveChunk(position world.ChunkPos, c *chunk.Chunk) error
- func (p *Provider) SaveDefaultGameMode(mode world.GameMode)
- func (p *Provider) SaveDifficulty(d world.Difficulty)
- func (p *Provider) SaveEntities(world.ChunkPos, []world.Entity) error
- func (p *Provider) SaveTime(time int64)
- func (p *Provider) SaveTimeCycle(running bool)
- func (p *Provider) SetWorldName(name string)
- func (p *Provider) SetWorldSpawn(pos cube.Pos)
- func (p *Provider) WorldName() string
- func (p *Provider) WorldSpawn() cube.Pos
Constants ¶
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Variables ¶
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Functions ¶
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Types ¶
type Provider ¶
type Provider struct {
// contains filtered or unexported fields
}
Provider implements a world provider for the Minecraft world format, which is based on a leveldb database.
func New ¶
New creates a new provider reading and writing files to files under the path passed. If a world is present at the path, New will parse its data and initialise the world with it. If the data cannot be parsed, an error is returned.
func (*Provider) Close ¶
Close closes the provider, saving any file that might need to be saved, such as the level.dat.
func (*Provider) LoadBlockNBT ¶
LoadBlockNBT loads all block entities from the chunk position passed.
func (*Provider) LoadChunk ¶
LoadChunk loads a chunk at the position passed from the leveldb database. If it doesn't exist, exists is false. If an error is returned, exists is always assumed to be true.
func (*Provider) LoadDefaultGameMode ¶
LoadDefaultGameMode returns the default game mode stored in the level.dat.
func (*Provider) LoadDifficulty ¶
func (p *Provider) LoadDifficulty() world.Difficulty
LoadDifficulty loads the difficulty stored in the level.dat.
func (*Provider) LoadEntities ¶
LoadEntities loads all entities from the chunk position passed.
func (*Provider) LoadTime ¶
LoadTime returns the time as it was stored in the level.dat of the world loaded.
func (*Provider) LoadTimeCycle ¶
LoadTimeCycle returns whether the time is cycling or not.
func (*Provider) SaveBlockNBT ¶
SaveBlockNBT saves all block NBT data to the chunk position passed.
func (*Provider) SaveChunk ¶
SaveChunk saves a chunk at the position passed to the leveldb database. Its version is written as the version in the chunkVersion constant.
func (*Provider) SaveDefaultGameMode ¶
SaveDefaultGameMode changes the default game mode in the level.dat.
func (*Provider) SaveDifficulty ¶
func (p *Provider) SaveDifficulty(d world.Difficulty)
SaveDifficulty saves the difficulty passed to the level.dat.
func (*Provider) SaveEntities ¶
SaveEntities saves all entities to the chunk position passed.
func (*Provider) SaveTimeCycle ¶
SaveTimeCycle saves the state of the time cycle, either running or stopped, to the level.dat.
func (*Provider) SetWorldName ¶
SetWorldName sets the name of the world to the string passed.
func (*Provider) SetWorldSpawn ¶
SetWorldSpawn sets the spawn of the world to a new one.
func (*Provider) WorldName ¶
WorldName returns the name of the world that the provider provides data for.
func (*Provider) WorldSpawn ¶
WorldSpawn returns the spawn of the world as present in the level.dat.