If you need to reference this type directly, like when casting an Array, or as a parameter, you will need to import it. Simply add the import at
the top of the file.
import crafttweaker . api.world . ServerLevelAccessor;
ServerLevelAccessor
implements the following interfaces:
LevelAccessor
,CommonLevelAccessor
,LevelReader
,BlockAndTintGetter
,BlockGetter
Undocumented Interfaces LevelTimeAccess
, EntityGetter
, LevelSimulatedRW
, CollisionGetter
, SignalGetter
, NoiseBiomeSource
, IForgeBlockAndTintGetter
, LevelHeightAccessor
, IForgeBlockGetter
, LevelSimulatedReader
, LevelWriter
// ServerLevelAccessor.addFreshEntityWithPassengers(entity as Entity ); myServerLevelAccessor . addFreshEntityWithPassengers(myEntity);
// ServerLevelAccessor.canSeeSkyFromBelowWater(pos as BlockPos ) as bool; myServerLevelAccessor . canSeeSkyFromBelowWater(myBlockPos);
Return Type:
bool
Gets the difficulty setting for the world. myServerLevelAccessor . difficulty
Return Type:
Difficulty
Gets the biome at a given position. Returns : The biome at the given position.
myServerLevelAccessor . getBiome( new BlockPos( 0 , 1 , 2 ));
Return Type:
Biome
Gets the tile entity data for a tile entity at a given position. Returns : The data of the tile entity.
// ServerLevelAccessor.getBlockEntityData(pos as BlockPos ) as IData ; myServerLevelAccessor . getBlockEntityData( new BlockPos( 0 , 1 , 2 ));
Return Type:
IData
// ServerLevelAccessor.getBlockFloorHeight(pos as BlockPos ) as double; myServerLevelAccessor . getBlockFloorHeight(myBlockPos);
Return Type:
double
Gets the block state at a given position. Returns : The block state at the position.
myServerLevelAccessor . getBlockState( new BlockPos( 0 , 1 , 2 ));
Return Type:
BlockState
// ServerLevelAccessor.getLightEmission(pos as BlockPos ) as int; myServerLevelAccessor . getLightEmission(myBlockPos);
Return Type:
int
// ServerLevelAccessor.hasChunk(x as int, z as int) as bool;
myServerLevelAccessor . hasChunk(myInt, myInt);
Parameters:
x: int
Type: int
z: int
Type: int
Return Type:
bool
// ServerLevelAccessor.isClientSide as bool
myServerLevelAccessor . isClientSide
Return Type:
bool
Checks if the block at a given position is empty. Returns : Whether the block is empty.
// ServerLevelAccessor.isEmptyBlock(pos as BlockPos ) as bool; myServerLevelAccessor . isEmptyBlock( new BlockPos( 0 , 1 , 2 ));
Return Type:
bool
// ServerLevelAccessor.isWaterAt(pos as BlockPos ) as bool; myServerLevelAccessor . isWaterAt(myBlockPos);
Return Type:
bool
Gets the data for this level, holds information such as if it is raining, thundering, difficulty, etc // ServerLevelAccessor.levelData as LevelData myServerLevelAccessor . levelData
Return Type:
LevelData
Triggers a predetermined event on the client. Using this on a server or integrated server will send the event to all nearby players. // ServerLevelAccessor.levelEvent(excluded as Player , event as int, position as BlockPos , extra as int); myServerLevelAccessor . levelEvent(player, myInt, myBlockPos, myInt);
Parameters:
excluded: Player
Type: Player
- An excluded player who will not receive the event. event: int
Type: int
- The ID of the event to play.
extra: int
Type: int
- Four bytes of additional data encoded as an integer. This is generally unused.
Triggers a predetermined event on the client. Using this on a server or integrated server will send the event to all nearby players. // ServerLevelAccessor.levelEvent(event as int, position as BlockPos , extra as int); myServerLevelAccessor . levelEvent(myInt, myBlockPos, myInt);
Parameters:
event: int
Type: int
- The ID of the event to play.
extra: int
Type: int
- Four bytes of additional data encoded as an integer. This is generally unused.
// ServerLevelAccessor.maxLightLevel as int
myServerLevelAccessor . maxLightLevel
Return Type:
int
myServerLevelAccessor . playSound(myPlayer, myBlockPos, mySoundEvent, mySoundSource);
myServerLevelAccessor . playSound(myPlayer, myBlockPos, mySoundEvent, mySoundSource, myFloat, myFloat);
Parameters:
volume: float
Type: float
pitch: float
Type: float
Gets the height of the sea level. // ServerLevelAccessor.seaLevel as int
myServerLevelAccessor . seaLevel
Return Type:
int
// ServerLevelAccessor.skyDarken as int
myServerLevelAccessor . skyDarken
Return Type:
int