ServerLevelAccessor
Importing the class
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;Implements
ServerLevelAccessor
implements the following interfaces:
LevelAccessor,CommonLevelAccessor,LevelReader,BlockAndTintGetter,BlockGetter
Undocumented Interfaces
LevelTimeAccess,EntityGetter,LevelSimulatedRW,CollisionGetter,SignalGetter,NoiseBiomeSource,IForgeBlockAndTintGetter,LevelHeightAccessor,IForgeBlockGetter,LevelSimulatedReader,LevelWriter
Members
// ServerLevelAccessor.difficulty as DifficultymyServerLevelAccessor.difficulty
Return Type:
Difficulty
Returns: The data of the tile entity.
myServerLevelAccessor.getBlockEntityData(new BlockPos(0, 1, 2));
Return Type:
IData
Returns: The block state at the position.
myServerLevelAccessor.getBlockState(new BlockPos(0, 1, 2));
Return Type:
BlockState
myServerLevelAccessor.getCurrentDifficultyAt(myBlockPos);
Return Type:
DifficultyInstance
// 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 boolmyServerLevelAccessor.isClientSide
Return Type:
bool
// ServerLevelAccessor.level as ServerLevelmyServerLevelAccessor.level
Return Type:
ServerLevel
myServerLevelAccessor.levelEvent(player, myInt, myBlockPos, myInt);Parameters:
myServerLevelAccessor.levelEvent(myInt, myBlockPos, myInt);// ServerLevelAccessor.maxLightLevel as intmyServerLevelAccessor.maxLightLevel
Return Type:
int
// ServerLevelAccessor.playSound(player as Player, position as BlockPos, event as SoundEvent, source as SoundSource);myServerLevelAccessor.playSound(myPlayer, myBlockPos, mySoundEvent, mySoundSource);Parameters:
event: SoundEvent Type: SoundEvent source: SoundSource Type: SoundSource // ServerLevelAccessor.playSound(player as Player, position as BlockPos, event as SoundEvent, source as SoundSource, volume as float, pitch as float);myServerLevelAccessor.playSound(myPlayer, myBlockPos, mySoundEvent, mySoundSource, myFloat, myFloat);Parameters:
event: SoundEvent Type: SoundEvent source: SoundSource Type: SoundSource volume: float Type: float pitch: float Type: float // ServerLevelAccessor.random as RandomSourcemyServerLevelAccessor.random
Return Type:
RandomSource
// ServerLevelAccessor.seaLevel as intmyServerLevelAccessor.seaLevel
Return Type:
int
// ServerLevelAccessor.skyDarken as intmyServerLevelAccessor.skyDarken
Return Type:
int