Table of Contents

Interface IServerWorldAccessor

Namespace
Vintagestory.API.Server
Assembly
VintagestoryAPI.dll

The world accessor implemented by the server

public interface IServerWorldAccessor : IWorldAccessor
Inherited Members

Properties

LoadedEntities

The internal cache of all currently loaded entities. Warning: You should not set or remove anything from this dic unless you really know what you're doing. Use SpawnEntity/DespawnEntity instead.

Intended to be used, for example, to search for an entity's presence, or to iterate through all loaded entities.

Please leave it to the game engine to add and remove entities from this dictionary. From 1.18.2 onwards, if you really need to add or remove anything directly to/from this dictionary in your own code - which is strongly not recommended - then you should cast this to (CachingConcurrentDictionary) first.

ConcurrentDictionary<long, Entity> LoadedEntities { get; }

Property Value

ConcurrentDictionary<long, Entity>

RemappedEntities

Dictionary of entity codes to remap, old codes (which may be present in save files or schematics) as keys

Dictionary<string, string> RemappedEntities { get; }

Property Value

Dictionary<string, string>

TreeGenerators

List of all loaded tree generators

OrderedDictionary<AssetLocation, ITreeGenerator> TreeGenerators { get; }

Property Value

OrderedDictionary<AssetLocation, ITreeGenerator>

Methods

AddPhysicsTick(IServerPhysicsTicker)

Used for server-side entity physics ticking

void AddPhysicsTick(IServerPhysicsTicker entitybehavior)

Parameters

entitybehavior IServerPhysicsTicker

CreateExplosion(BlockPos, EnumBlastType, double, double, float)

Creates an explosion at given position.

void CreateExplosion(BlockPos pos, EnumBlastType blastType, double destructionRadius, double injureRadius, float blockDropChanceMultiplier = 1)

Parameters

pos BlockPos
blastType EnumBlastType
destructionRadius double
injureRadius double
blockDropChanceMultiplier float

DespawnEntity(Entity, EntityDespawnData)

Removes an entity from the game and the chunk it resides in

void DespawnEntity(Entity entity, EntityDespawnData reason)

Parameters

entity Entity
reason EntityDespawnData

IsFullyLoadedChunk(BlockPos)

bool IsFullyLoadedChunk(BlockPos pos)

Parameters

pos BlockPos

Returns

bool