Optional < Chunk > function ( Direction arg0 , boolean arg1 ) { Optional < Vector3i > loc0 = Sponge . getServer ( ) . getChunkLayout ( ) . moveToChunk ( getPosition ( ) , arg0 ) ; return loc0 . isPresent ( ) ? getWorld ( ) . loadChunk ( loc0 . get ( ) , arg1 ) : Optional . empty ( ) ; }
gets the chunk in the given direction from this chunk . concode_field_sep PlaceHolder placeHolder concode_field_sep boolean isPopulated concode_elem_sep Location<Chunk> getLocation concode_elem_sep Location<Chunk> getLocation concode_elem_sep Location<Chunk> getLocation concode_elem_sep Location<Chunk> getLocation concode_elem_sep World getWorld concode_elem_sep double getRegionalDifficultyFactor concode_elem_sep MutableBiomeVolumeWorker<Chunk> getBiomeWorker concode_elem_sep Vector3i getPosition concode_elem_sep boolean loadChunk concode_elem_sep MutableBlockVolumeWorker<Chunk> getBlockWorker concode_elem_sep double getRegionalDifficultyPercentage concode_elem_sep boolean unloadChunk concode_elem_sep int getInhabittedTime