3#include "mc/_HeaderOutputPredefine.h"
6#include "mc/world/level/levelgen/structure/StructureFeature.h"
22class BastionFeature :
public ::StructureFeature {
26 ::ll::TypedStorage<8, 24, ::std::vector<::BiomeIdType>> mAllowedBiomes;
36 virtual ::gsl::span<::BiomeIdType const> getRequiredBiomes()
const ;
38 virtual bool getNearestGeneratedFeature(
44 bool mustBeInNewChunks,
45 ::std::optional<::HashedString>
const& biomeTag
48 virtual bool isFeatureChunk(
57 virtual bool shouldPostProcessMobs()
const ;
59 virtual ::std::unique_ptr<::StructureStart> createStructureStart(
91 bool mustBeInNewChunks,
92 ::std::optional<::HashedString>
const& biomeTag
95 MCAPI
bool $isFeatureChunk(
Definition BaseGameVersion.h:8
MCAPI bool $getNearestGeneratedFeature(::Dimension &dimension, ::BiomeSource const &biomeSource, ::BlockPos const &origin, ::BlockPos &pos, ::IPreliminarySurfaceProvider const &preliminarySurfaceLevel, bool mustBeInNewChunks, ::std::optional<::HashedString > const &biomeTag)
MCAPI ::gsl::span<::BiomeIdType const > $getRequiredBiomes() const
MCAPI bool $shouldPostProcessMobs() const
MCAPI BastionFeature(uint seed, ::BaseGameVersion const &baseGameVersion)
static MCAPI void ** $vftable()
MCAPI ::std::unique_ptr<::StructureStart > $createStructureStart(::Dimension &generator, ::BiomeSource const &, ::Random &random, ::ChunkPos const &chunkPos, ::IPreliminarySurfaceProvider const &)
MCAPI void * $ctor(uint seed, ::BaseGameVersion const &baseGameVersion)
Definition BiomeSource.h:23
Definition Dimension.h:86
Definition HashedString.h:5
Definition IPreliminarySurfaceProvider.h:8
Definition StructureStart.h:15
Definition BiomeIdType.h:8