added is_chunk_generated and docs on reset_chunk

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gnembon committed 2020-03-27 10:35:38 -03:00
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@@ -143,104 +143,4 @@ For the options of `entry`, consult your statistics page, or give it a guess.
The call will return `null` if the statistics options are incorrect, or player didn't get these in their history.
If the player encountered the statistic, or game created for him empty one, it will return a number.
Scarpet will not affect the entries of the statistics, even if it is just creating empty ones. With `null` response
it could either mean your input is wrong, or statistic has effectively a value of `0`.
### `plop(pos, what)`
Plops a structure or a feature at a given `pos`, so block, triple position coordinates or a list of coordinates.
To `what` gets plopped and exactly where it often depends on the feature or structure itself. For example, all
structures are chunk aligned, and often span multiple chunks. Repeated calls to plop a structure in the same chunk
would result either in the same structure generated on top of each other, or with different state, but same position.
Most structures generate at specific altitudes, which are hardcoded, or with certain blocks around them. API will
cancel all extra position / biome / random requirements for structure / feature placement, but some hardcoded
limitations may still cause some of structures/features not to place. Some features require special blocks to be
present, like coral -> water or ice spikes -> snow block, and for some features, like fossils, placement is all sorts
of messed up. This can be partially avoided for structures by setting their structure information via `set_structure`,
which sets it without looking into world blocks, and then use `plop` to fill it with blocks. This may, or may not work.
All generated structures will retain their properties, like mob spawning, however in many cases the world / dimension
itself has certain rules to spawn mobs, like plopping a nether fortress in the overworld will not spawn nether mobs,
because nether mobs can spawn only in the nether, but plopped in the nether - will behave like a valid nether fortress.
`plop` will not use world random number generator to generate structures and features, but its own. This has a benefit
that they will generate properly randomly, not the same time every time.
Structure list:
* `monument`: Ocean Monument. Generates at fixed Y coordinate, surrounds itself with water.
* `fortress`: Nether Fortress. Altitude varies, but its bounded by the code.
* `mansion`: Woodland Mansion
* `jungle_temple`: Jungle Temple
* `desert_temple`: Desert Temple. Generates at fixed Y altitude.
* `end_city`: End City with Shulkers
* `igloo`: Igloo
* `shipwreck`: Shipwreck, version1?
* `shipwreck2`: Shipwreck, version2?
* `witch_hut`
* `ocean_ruin`, `ocean_ruin_small`, `ocean_ruin_tall`: Stone variants of ocean ruins.
* `ocean_ruin_warm`, `ocean_ruin_warm_small`, `ocean_ruin_warm_tall`: Sandstone variants of ocean ruins.
* `treasure`: A treasure chest. Yes, its a whole structure.
* `pillager_outpost`: A pillager outpost.
* `mineshaft`: A mineshaft.
* `mineshaft_mesa`: A Mesa (Badlands) version of a mineshaft.
* `village`: Plains, oak village.
* `village_desert`: Desert, sandstone village.
* `village_savanna`: Savanna, acacia village.
* `village_taiga`: Taiga, spruce village.
* `village_snowy`: Resolute, Canada.
Feature list:
* `oak`
* `oak_beehive`: oak with a hive (1.15+).
* `oak_large`: oak with branches.
* `oak_large_beehive`: oak with branches and a beehive (1.15+).
* `birch`
* `birch_large`: tall variant of birch tree.
* `shrub`: low bushes that grow in jungles.
* `shrub_acacia`: low bush but configured with acacia (1.14 only)
* `shrub_snowy`: low bush with white blocks (1.14 only)
* `jungle`: a tree
* `jungle_large`: 2x2 jungle tree
* `spruce`
* `spruce_large`: 2x2 spruce tree
* `pine`: spruce with minimal leafage (1.15+)
* `pine_large`: 2x2 spruce with minimal leafage (1.15+)
* `spruce_matchstick`: see 1.15 pine (1.14 only).
* `spruce_matchstick_large`: see 1.15 pine_large (1.14 only).
* `dark_oak`
* `acacia`
* `oak_swamp`: oak with more leaves and vines.
* `well`: desert well
* `grass`: a few spots of tall grass
* `grass_jungle`: little bushier grass feature (1.14 only)
* `lush_grass`: grass with patchy ferns (1.15+)
* `tall_grass`: 2-high grass patch (1.15+)
* `fern`: a few random 2-high ferns
* `cactus`: random cacti
* `dead_bush`: a few random dead bushi
* `fossils`: underground fossils, placement little wonky
* `mushroom_brown`: large brown mushroom.
* `mushroom_red`: large red mushroom.
* `ice_spike`: ice spike. Require snow block below to place.
* `glowstone`: glowstone cluster. Required netherrack above it.
* `melon`: a patch of melons
* `melon_pile`: a pile of melons (1.15+)
* `pumpkin`: a patch of pumpkins
* `pumpkin_pile`: a pile of pumpkins (1.15+)
* `sugarcane`
* `lilypad`
* `dungeon`: Dungeon. These are hard to place, and fail often.
* `iceberg`: Iceberg. Generate at sea level.
* `iceberg_blue`: Blue ice iceberg.
* `lake`
* `lava_lake`
* `end_island`
* `chorus`: Chorus plant. Require endstone to place.
* `sea_grass`: a patch of sea grass. Require water.
* `sea_grass_river`: a variant.
* `kelp`
* `coral_tree, coral_mushroom, coral_claw`: various coral types, random color.
* `coral`: random coral structure. Require water to spawn.
* `sea_pickle`
* `boulder`: A rocky, mossy formation from a giant taiga biome. Doesn't update client properly, needs relogging.
it could either mean your input is wrong, or statistic has effectively a value of `0`.