Pulling all pending Bukkit-JavaDoc changes
By: Edmond Poon <sagaciouszzzz@gmail.com>
This commit is contained in:
@@ -11,7 +11,7 @@ import org.bukkit.World;
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public abstract class BlockPopulator {
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/**
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* Populates an area of blocks at or around the given chunk.
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* <p />
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* <p>
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* The chunks on each side of the specified chunk must already exist; that is,
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* there must be one north, east, south and west of the specified chunk.
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* The "corner" chunks may not exist, in which scenario the populator should
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@@ -39,7 +39,7 @@ public abstract class ChunkGenerator {
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@Deprecated
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/**
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* Shapes the chunk for the given coordinates.
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* <p />
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* <p>
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* This method should return a byte[32768] in the following format:
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*
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* <pre>
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@@ -51,10 +51,10 @@ public abstract class ChunkGenerator {
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* }
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* }
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* </pre>
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* <p />
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* <p>
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* Note that this method should <b>never</b> attempt to get the Chunk at
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* the passed coordinates, as doing so may cause an infinite loop
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* <p />
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* <p>
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* Note this deprecated method will only be called when both generateExtBlockSections()
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* and generateBlockSections() are unimplemented and return null.
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@@ -70,10 +70,10 @@ public abstract class ChunkGenerator {
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/**
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* Shapes the chunk for the given coordinates, with extended block IDs supported (0-4095).
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* <p />
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* <p>
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* As of 1.2, chunks are represented by a vertical array of chunk sections, each of which is 16 x 16 x 16 blocks. If a section
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* is empty (all zero), the section does not need to be supplied, reducing memory usage.
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* <p />
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* <p>
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* This method must return a short[][] array in the following format:
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* <pre>
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* short[][] result = new short[world-height / 16][];
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@@ -83,7 +83,7 @@ public abstract class ChunkGenerator {
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* result[sectionID] = new short[4096];
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* </pre>
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* while sections that are not populated can be left null.
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* <p />
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* <p>
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* Setting a block at X, Y, Z within the chunk can be done with the following mapping function:
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* <pre>
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* void setBlock(short[][] result, int x, int y, int z, short blkid) {
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@@ -103,7 +103,7 @@ public abstract class ChunkGenerator {
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* }
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* </pre>
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* while sections that are not populated can be left null.
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* <p />
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* <p>
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* Setting a block at X, Y, Z within the chunk can be done with the following mapping function:
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* <pre>
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* void setBlock(short[][] result, int x, int y, int z, short blkid) {
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@@ -122,10 +122,10 @@ public abstract class ChunkGenerator {
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* return result[y >> 4][((y & 0xF) << 8) | (z << 4) | x];
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* }
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* </pre>
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* <p />
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* <p>
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* Note that this method should <b>never</b> attempt to get the Chunk at
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* the passed coordinates, as doing so may cause an infinite loop
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* <p />
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* <p>
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* Note generators that do not return block IDs above 255 should not implement
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* this method, or should have it return null (which will result in the
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* generateBlockSections() method being called).
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@@ -143,10 +143,10 @@ public abstract class ChunkGenerator {
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/**
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* Shapes the chunk for the given coordinates.
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* <p />
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* <p>
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* As of 1.2, chunks are represented by a vertical array of chunk sections, each of which is 16 x 16 x 16 blocks. If a section
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* is empty (all zero), the section does not need to be supplied, reducing memory usage.
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* <p />
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* <p>
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* This method must return a byte[][] array in the following format:
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* <pre>
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* byte[][] result = new byte[world-height / 16][];
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@@ -156,7 +156,7 @@ public abstract class ChunkGenerator {
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* result[sectionID] = new byte[4096];
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* </pre>
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* while sections that are not populated can be left null.
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* <p />
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* <p>
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* Setting a block at X, Y, Z within the chunk can be done with the following mapping function:
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* <pre>
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* void setBlock(byte[][] result, int x, int y, int z, byte blkid) {
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@@ -224,7 +224,7 @@ public abstract class ChunkGenerator {
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/**
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* Gets a fixed spawn location to use for a given world.
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* <p />
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* <p>
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* A null value is returned if a world should not use a fixed spawn point,
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* and will instead attempt to find one randomly.
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*
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