MansionGrid 5.46.0
vanilla's WoodlandMansionPieces.MansionGrid: the random layout of the mansion's floors (corridors and rooms) on an 11x11 grid of 8x8 cells.
Constants
BLOCKED
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public const BLOCKED = 5CLEAR
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public const CLEAR = 0CORRIDOR
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public const CORRIDOR = 1ROOM
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public const ROOM = 2ROOM_1x1
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public const ROOM_1x1 = 65536ROOM_1x2
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public const ROOM_1x2 = 131072ROOM_2x2
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public const ROOM_2x2 = 262144ROOM_CORRIDOR_FLAG
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public const ROOM_CORRIDOR_FLAG = 8388608ROOM_DOOR_FLAG
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public const ROOM_DOOR_FLAG = 2097152ROOM_ID_MASK
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public const ROOM_ID_MASK = 65535ROOM_ORIGIN_FLAG
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public const ROOM_ORIGIN_FLAG = 1048576ROOM_STAIRS_FLAG
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public const ROOM_STAIRS_FLAG = 4194304ROOM_TYPE_MASK
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public const ROOM_TYPE_MASK = 983040START_ROOM
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public const START_ROOM = 3TEST_ROOM
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public const TEST_ROOM = 4Properties
$baseGrid
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public readonly \pocketmine\world\generator\vanilla\structure\piece\mansion\MansionSimpleGrid $baseGrid$entranceX
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public readonly int $entranceX$entranceY
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public readonly int $entranceY$floorRooms
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public readonly array $floorRooms$thirdFloorGrid
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public readonly \pocketmine\world\generator\vanilla\structure\piece\mansion\MansionSimpleGrid $thirdFloorGridMethods
__construct()
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public function __construct(\pocketmine\world\generator\vanilla\random\LegacyRandom $random)get1x2RoomDirection()
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public function get1x2RoomDirection(\pocketmine\world\generator\vanilla\structure\piece\mansion\MansionSimpleGrid $grid, int $x, int $y, int $floorNum, int $roomId) : ?intThe direction of the other cell of a 1x2 room, or null.
isHouse()
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public static function isHouse(\pocketmine\world\generator\vanilla\structure\piece\mansion\MansionSimpleGrid $grid, int $x, int $y) : boolisRoomId()
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public function isRoomId(\pocketmine\world\generator\vanilla\structure\piece\mansion\MansionSimpleGrid $grid, int $x, int $y, int $floor, int $roomId) : bool