Created
November 3, 2013 16:08
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package RobbiBlechdoseMod.Basis.Dimension; | |
import static net.minecraftforge.event.terraingen.InitMapGenEvent.EventType.CAVE; | |
import static net.minecraftforge.event.terraingen.InitMapGenEvent.EventType.MINESHAFT; | |
import static net.minecraftforge.event.terraingen.InitMapGenEvent.EventType.RAVINE; | |
import static net.minecraftforge.event.terraingen.InitMapGenEvent.EventType.SCATTERED_FEATURE; | |
import static net.minecraftforge.event.terraingen.InitMapGenEvent.EventType.STRONGHOLD; | |
import static net.minecraftforge.event.terraingen.InitMapGenEvent.EventType.VILLAGE; | |
import static net.minecraftforge.event.terraingen.PopulateChunkEvent.Populate.EventType.DUNGEON; | |
import static net.minecraftforge.event.terraingen.PopulateChunkEvent.Populate.EventType.ICE; | |
import static net.minecraftforge.event.terraingen.PopulateChunkEvent.Populate.EventType.LAKE; | |
import static net.minecraftforge.event.terraingen.PopulateChunkEvent.Populate.EventType.LAVA; | |
import java.util.List; | |
import java.util.Random; | |
import RobbiBlechdoseMod.Basis.Basis; | |
import net.minecraft.block.Block; | |
import net.minecraft.block.BlockSand; | |
import net.minecraft.entity.EnumCreatureType; | |
import net.minecraft.util.IProgressUpdate; | |
import net.minecraft.util.MathHelper; | |
import net.minecraft.world.ChunkPosition; | |
import net.minecraft.world.SpawnerAnimals; | |
import net.minecraft.world.World; | |
import net.minecraft.world.biome.BiomeGenBase; | |
import net.minecraft.world.chunk.Chunk; | |
import net.minecraft.world.chunk.IChunkProvider; | |
import net.minecraft.world.gen.MapGenBase; | |
import net.minecraft.world.gen.MapGenCaves; | |
import net.minecraft.world.gen.MapGenRavine; | |
import net.minecraft.world.gen.NoiseGeneratorOctaves; | |
import net.minecraft.world.gen.feature.MapGenScatteredFeature; | |
import net.minecraft.world.gen.feature.WorldGenDungeons; | |
import net.minecraft.world.gen.feature.WorldGenLakes; | |
import net.minecraft.world.gen.structure.MapGenMineshaft; | |
import net.minecraft.world.gen.structure.MapGenStronghold; | |
import net.minecraft.world.gen.structure.MapGenVillage; | |
import net.minecraftforge.common.MinecraftForge; | |
import net.minecraftforge.event.Event.Result; | |
import net.minecraftforge.event.terraingen.ChunkProviderEvent; | |
import net.minecraftforge.event.terraingen.PopulateChunkEvent; | |
import net.minecraftforge.event.terraingen.TerrainGen; | |
public class ChunkProviderRobo implements IChunkProvider { | |
/** RNG. */ | |
private Random rand; | |
/** A NoiseGeneratorOctaves used in generating terrain */ | |
private NoiseGeneratorOctaves noiseGen1; | |
/** A NoiseGeneratorOctaves used in generating terrain */ | |
private NoiseGeneratorOctaves noiseGen2; | |
/** A NoiseGeneratorOctaves used in generating terrain */ | |
private NoiseGeneratorOctaves noiseGen3; | |
/** A NoiseGeneratorOctaves used in generating terrain */ | |
private NoiseGeneratorOctaves noiseGen4; | |
/** A NoiseGeneratorOctaves used in generating terrain */ | |
public NoiseGeneratorOctaves noiseGen5; | |
/** A NoiseGeneratorOctaves used in generating terrain */ | |
public NoiseGeneratorOctaves noiseGen6; | |
public NoiseGeneratorOctaves mobSpawnerNoise; | |
/** Reference to the World object. */ | |
private World worldObj; | |
/** are map structures going to be generated (e.g. strongholds) */ | |
private final boolean mapFeaturesEnabled; | |
/** Holds the overall noise array used in chunk generation */ | |
private double[] noiseArray; | |
private double[] stoneNoise = new double[256]; | |
private MapGenBase caveGenerator = new MapGenCaves(); | |
/** Holds Stronghold Generator */ | |
private MapGenStronghold strongholdGenerator = new MapGenStronghold(); | |
/** Holds Village Generator */ | |
private MapGenVillage villageGenerator = new MapGenVillage(); | |
/** Holds Mineshaft Generator */ | |
private MapGenMineshaft mineshaftGenerator = new MapGenMineshaft(); | |
private MapGenScatteredFeature scatteredFeatureGenerator = new MapGenScatteredFeature(); | |
/** Holds ravine generator */ | |
private MapGenBase ravineGenerator = new MapGenRavine(); | |
/** The biomes that are used to generate the chunk */ | |
private BiomeGenBase[] biomesForGeneration; | |
/** A double array that hold terrain noise from noiseGen3 */ | |
double[] noise3; | |
/** A double array that hold terrain noise */ | |
double[] noise1; | |
/** A double array that hold terrain noise from noiseGen2 */ | |
double[] noise2; | |
/** A double array that hold terrain noise from noiseGen5 */ | |
double[] noise5; | |
/** A double array that holds terrain noise from noiseGen6 */ | |
double[] noise6; | |
/** | |
* Used to store the 5x5 parabolic field that is used during terrain | |
* generation. | |
*/ | |
float[] parabolicField; | |
int[][] field_73219_j = new int[32][32]; | |
{ | |
caveGenerator = TerrainGen.getModdedMapGen(caveGenerator, CAVE); | |
strongholdGenerator = (MapGenStronghold) TerrainGen.getModdedMapGen(strongholdGenerator, STRONGHOLD); | |
villageGenerator = (MapGenVillage) TerrainGen.getModdedMapGen(villageGenerator, VILLAGE); | |
mineshaftGenerator = (MapGenMineshaft) TerrainGen.getModdedMapGen(mineshaftGenerator, MINESHAFT); | |
scatteredFeatureGenerator = (MapGenScatteredFeature) TerrainGen.getModdedMapGen(scatteredFeatureGenerator, SCATTERED_FEATURE); | |
ravineGenerator = TerrainGen.getModdedMapGen(ravineGenerator, RAVINE); | |
} | |
public ChunkProviderRobo(World world, long seed, boolean mapFeaturesEnabled) { | |
this.worldObj = world; | |
this.mapFeaturesEnabled = mapFeaturesEnabled; | |
this.rand = new Random(seed); | |
this.noiseGen1 = new NoiseGeneratorOctaves(this.rand, 16); | |
this.noiseGen2 = new NoiseGeneratorOctaves(this.rand, 16); | |
this.noiseGen3 = new NoiseGeneratorOctaves(this.rand, 8); | |
this.noiseGen4 = new NoiseGeneratorOctaves(this.rand, 4); | |
this.noiseGen5 = new NoiseGeneratorOctaves(this.rand, 10); | |
this.noiseGen6 = new NoiseGeneratorOctaves(this.rand, 16); | |
this.mobSpawnerNoise = new NoiseGeneratorOctaves(this.rand, 8); | |
NoiseGeneratorOctaves[] noiseGens = { noiseGen1, noiseGen2, noiseGen3, noiseGen4, noiseGen5, noiseGen6, mobSpawnerNoise }; | |
noiseGens = TerrainGen.getModdedNoiseGenerators(world, this.rand, noiseGens); | |
this.noiseGen1 = noiseGens[0]; | |
this.noiseGen2 = noiseGens[1]; | |
this.noiseGen3 = noiseGens[2]; | |
this.noiseGen4 = noiseGens[3]; | |
this.noiseGen5 = noiseGens[4]; | |
this.noiseGen6 = noiseGens[5]; | |
this.mobSpawnerNoise = noiseGens[6]; | |
} | |
/** | |
* Generates the shape of the terrain for the chunk though its all stone though the water is frozen if the | |
* temperature is low enough | |
*/ | |
public void generateTerrain(int par1, int par2, byte[] par3ArrayOfByte) | |
{ | |
byte var4 = 4; | |
byte var5 = 16; | |
byte var6 = 63; | |
int var7 = var4 + 1; | |
byte var8 = 17; | |
int var9 = var4 + 1; | |
this.biomesForGeneration = this.worldObj.getWorldChunkManager().getBiomesForGeneration(this.biomesForGeneration, par1 * 4 - 2, par2 * 4 - 2, var7 + 5, var9 + 5); | |
this.noiseArray = this.initializeNoiseField(this.noiseArray, par1 * var4, 0, par2 * var4, var7, var8, var9); | |
for (int var10 = 0; var10 < var4; ++var10) | |
{ | |
for (int var11 = 0; var11 < var4; ++var11) | |
{ | |
for (int var12 = 0; var12 < var5; ++var12) | |
{ | |
double var13 = 0.125D; | |
double var15 = this.noiseArray[((var10 + 0) * var9 + var11 + 0) * var8 + var12 + 0]; | |
double var17 = this.noiseArray[((var10 + 0) * var9 + var11 + 1) * var8 + var12 + 0]; | |
double var19 = this.noiseArray[((var10 + 1) * var9 + var11 + 0) * var8 + var12 + 0]; | |
double var21 = this.noiseArray[((var10 + 1) * var9 + var11 + 1) * var8 + var12 + 0]; | |
double var23 = (this.noiseArray[((var10 + 0) * var9 + var11 + 0) * var8 + var12 + 1] - var15) * var13; | |
double var25 = (this.noiseArray[((var10 + 0) * var9 + var11 + 1) * var8 + var12 + 1] - var17) * var13; | |
double var27 = (this.noiseArray[((var10 + 1) * var9 + var11 + 0) * var8 + var12 + 1] - var19) * var13; | |
double var29 = (this.noiseArray[((var10 + 1) * var9 + var11 + 1) * var8 + var12 + 1] - var21) * var13; | |
for (int var31 = 0; var31 < 8; ++var31) | |
{ | |
double var32 = 0.25D; | |
double var34 = var15; | |
double var36 = var17; | |
double var38 = (var19 - var15) * var32; | |
double var40 = (var21 - var17) * var32; | |
for (int var42 = 0; var42 < 4; ++var42) | |
{ | |
int var43 = var42 + var10 * 4 << 11 | 0 + var11 * 4 << 7 | var12 * 8 + var31; | |
short var44 = 128; | |
var43 -= var44; | |
double var45 = 0.25D; | |
double var49 = (var36 - var34) * var45; | |
double var47 = var34 - var49; | |
for (int var51 = 0; var51 < 4; ++var51) | |
{ | |
if ((var47 += var49) > 0.0D) | |
{ | |
//Change this Block to Any block You want, this is the block that fill's most of the UnderGround, i made mine gold ore just so you can see what changes | |
par3ArrayOfByte[var43 += var44] = (byte)Block.stone.blockID; | |
} | |
else if (var12 * 8 + var31 < var6) | |
{ | |
par3ArrayOfByte[var43 += var44] = (byte)Block.waterStill.blockID; | |
} | |
else | |
{ | |
par3ArrayOfByte[var43 += var44] = 0; | |
} | |
} | |
var34 += var38; | |
var36 += var40; | |
} | |
var15 += var23; | |
var17 += var25; | |
var19 += var27; | |
var21 += var29; | |
} | |
} | |
} | |
} | |
} | |
/** | |
* Replaces the stone that was placed in with blocks that match the biome | |
*/ | |
public void replaceBlocksForBiome(int par1, int par2, byte[] par3ArrayOfByte, BiomeGenBase[] par4ArrayOfBiomeGenBase) | |
{ | |
byte var5 = 63; | |
double var6 = 0.03125D; | |
this.stoneNoise = this.noiseGen4.generateNoiseOctaves(this.stoneNoise, par1 * 16, par2 * 16, 0, 16, 16, 1, var6 * 2.0D, var6 * 2.0D, var6 * 2.0D); | |
for (int var8 = 0; var8 < 16; ++var8) | |
{ | |
for (int var9 = 0; var9 < 16; ++var9) | |
{ | |
BiomeGenBase var10 = par4ArrayOfBiomeGenBase[var9 + var8 * 16]; | |
float var11 = var10.getFloatTemperature(); | |
int var12 = (int)(this.stoneNoise[var8 + var9 * 16] / 3.0D + 3.0D + this.rand.nextDouble() * 0.25D); | |
int var13 = -1; | |
byte var14 = var10.topBlock; | |
byte var15 = var10.fillerBlock; | |
for (int var16 = 127; var16 >= 0; --var16) | |
{ | |
int var17 = (var9 * 16 + var8) * 128 + var16; | |
if (var16 <= 0 + this.rand.nextInt(5)) | |
{ | |
par3ArrayOfByte[var17] = (byte)Block.bedrock.blockID; | |
} | |
else | |
{ | |
byte var18 = par3ArrayOfByte[var17]; | |
if (var18 == 0) | |
{ | |
var13 = -1; | |
} | |
//Change this Block to Any block You want, this is the block that fill's most of the UnderGround, i made mine gold ore just so you can see what changes | |
else if (var18 != Basis.IronGrass.blockID) | |
{ | |
if (var13 == -1) | |
{ | |
if (var12 == 0) | |
{ | |
var14 = 0; | |
//Change this Block to Any block You want, this is the block that fill's most of the UnderGround, i made mine gold ore just so you can see what changes | |
var15 = (byte)Block.stone.blockID; | |
} | |
else if (var16 >= var5 - 4 && var16 <= var5 + 1) | |
{ | |
var14 = var10.topBlock; | |
var15 = var10.fillerBlock; | |
} | |
if (var16 < var5 && var14 == 0) | |
{ | |
if (var11 < 0.15F) | |
{ | |
var14 = (byte)Block.ice.blockID; | |
} | |
else | |
{ | |
var14 = (byte)Block.waterStill.blockID; | |
} | |
} | |
var13 = var12; | |
if (var16 >= var5 - 1) | |
{ | |
par3ArrayOfByte[var17] = var14; | |
} | |
else | |
{ | |
par3ArrayOfByte[var17] = var15; | |
} | |
} | |
else if (var13 > 0) | |
{ | |
--var13; | |
par3ArrayOfByte[var17] = var15; | |
//Change this Block to Any block You want, Normally sand !! | |
if (var13 == 0 && var15 == Block.sand.blockID)////////////////// | |
{ | |
var13 = this.rand.nextInt(4); | |
var15 = (byte)Block.stone.blockID; | |
} | |
} | |
} | |
} | |
} | |
} | |
} | |
} | |
/** | |
* loads or generates the chunk at the chunk location specified | |
*/ | |
public Chunk loadChunk(int par1, int par2) { | |
return this.provideChunk(par1, par2); | |
} | |
/** | |
* Will return back a chunk, if it doesn't exist and its not a MP client it | |
* will generates all the blocks for the specified chunk from the map seed | |
* and chunk seed | |
*/ | |
public Chunk provideChunk(int par1, int par2) { | |
this.rand.setSeed((long) par1 * 341873128712L + (long) par2 * 132897987541L); | |
byte[] abyte = new byte[32768]; | |
this.generateTerrain(par1, par2, abyte); | |
this.biomesForGeneration = this.worldObj.getWorldChunkManager().loadBlockGeneratorData(this.biomesForGeneration, par1 * 16, par2 * 16, 16, 16); | |
this.replaceBlocksForBiome(par1, par2, abyte, this.biomesForGeneration); | |
this.caveGenerator.generate(this, this.worldObj, par1, par2, abyte); | |
this.ravineGenerator.generate(this, this.worldObj, par1, par2, abyte); | |
if (this.mapFeaturesEnabled) { | |
this.mineshaftGenerator.generate(this, this.worldObj, par1, par2, abyte); | |
this.villageGenerator.generate(this, this.worldObj, par1, par2, abyte); | |
this.strongholdGenerator.generate(this, this.worldObj, par1, par2, abyte); | |
this.scatteredFeatureGenerator.generate(this, this.worldObj, par1, par2, abyte); | |
} | |
Chunk chunk = new Chunk(this.worldObj, abyte, par1, par2); | |
byte[] abyte1 = chunk.getBiomeArray(); | |
for (int k = 0; k < abyte1.length; ++k) { | |
abyte1[k] = (byte) this.biomesForGeneration[k].biomeID; | |
} | |
chunk.generateSkylightMap(); | |
return chunk; | |
} | |
/** | |
* generates a subset of the level's terrain data. Takes 7 arguments: the | |
* [empty] noise array, the position, and the size. | |
*/ | |
private double[] initializeNoiseField(double[] par1ArrayOfDouble, int par2, int par3, int par4, int par5, int par6, int par7) { | |
ChunkProviderEvent.InitNoiseField event = new ChunkProviderEvent.InitNoiseField(this, par1ArrayOfDouble, par2, par3, par4, par5, par6, par7); | |
MinecraftForge.EVENT_BUS.post(event); | |
if (event.getResult() == Result.DENY) | |
return event.noisefield; | |
if (par1ArrayOfDouble == null) { | |
par1ArrayOfDouble = new double[par5 * par6 * par7]; | |
} | |
if (this.parabolicField == null) { | |
this.parabolicField = new float[25]; | |
for (int k1 = -2; k1 <= 2; ++k1) { | |
for (int l1 = -2; l1 <= 2; ++l1) { | |
float f = 10.0F / MathHelper.sqrt_float((float) (k1 * k1 + l1 * l1) + 0.2F); | |
this.parabolicField[k1 + 2 + (l1 + 2) * 5] = f; | |
} | |
} | |
} | |
double d0 = 684.412D; | |
double d1 = 684.412D; | |
this.noise5 = this.noiseGen5.generateNoiseOctaves(this.noise5, par2, par4, par5, par7, 1.121D, 1.121D, 0.5D); | |
this.noise6 = this.noiseGen6.generateNoiseOctaves(this.noise6, par2, par4, par5, par7, 200.0D, 200.0D, 0.5D); | |
this.noise3 = this.noiseGen3.generateNoiseOctaves(this.noise3, par2, par3, par4, par5, par6, par7, d0 / 80.0D, d1 / 160.0D, d0 / 80.0D); | |
this.noise1 = this.noiseGen1.generateNoiseOctaves(this.noise1, par2, par3, par4, par5, par6, par7, d0, d1, d0); | |
this.noise2 = this.noiseGen2.generateNoiseOctaves(this.noise2, par2, par3, par4, par5, par6, par7, d0, d1, d0); | |
boolean flag = false; | |
boolean flag1 = false; | |
int i2 = 0; | |
int j2 = 0; | |
for (int k2 = 0; k2 < par5; ++k2) { | |
for (int l2 = 0; l2 < par7; ++l2) { | |
float f1 = 0.0F; | |
float f2 = 0.0F; | |
float f3 = 0.0F; | |
byte b0 = 2; | |
BiomeGenBase biomegenbase = this.biomesForGeneration[k2 + 2 + (l2 + 2) * (par5 + 5)]; | |
for (int i3 = -b0; i3 <= b0; ++i3) { | |
for (int j3 = -b0; j3 <= b0; ++j3) { | |
BiomeGenBase biomegenbase1 = this.biomesForGeneration[k2 + i3 + 2 + (l2 + j3 + 2) * (par5 + 5)]; | |
float f4 = this.parabolicField[i3 + 2 + (j3 + 2) * 5] / (biomegenbase1.minHeight + 2.0F); | |
if (biomegenbase1.minHeight > biomegenbase.minHeight) { | |
f4 /= 2.0F; | |
} | |
f1 += biomegenbase1.maxHeight * f4; | |
f2 += biomegenbase1.minHeight * f4; | |
f3 += f4; | |
} | |
} | |
f1 /= f3; | |
f2 /= f3; | |
f1 = f1 * 0.9F + 0.1F; | |
f2 = (f2 * 4.0F - 1.0F) / 8.0F; | |
double d2 = this.noise6[j2] / 8000.0D; | |
if (d2 < 0.0D) { | |
d2 = -d2 * 0.3D; | |
} | |
d2 = d2 * 3.0D - 2.0D; | |
if (d2 < 0.0D) { | |
d2 /= 2.0D; | |
if (d2 < -1.0D) { | |
d2 = -1.0D; | |
} | |
d2 /= 1.4D; | |
d2 /= 2.0D; | |
} else { | |
if (d2 > 1.0D) { | |
d2 = 1.0D; | |
} | |
d2 /= 8.0D; | |
} | |
++j2; | |
for (int k3 = 0; k3 < par6; ++k3) { | |
double d3 = (double) f2; | |
double d4 = (double) f1; | |
d3 += d2 * 0.2D; | |
d3 = d3 * (double) par6 / 16.0D; | |
double d5 = (double) par6 / 2.0D + d3 * 4.0D; | |
double d6 = 0.0D; | |
double d7 = ((double) k3 - d5) * 12.0D * 128.0D / 128.0D / d4; | |
if (d7 < 0.0D) { | |
d7 *= 4.0D; | |
} | |
double d8 = this.noise1[i2] / 512.0D; | |
double d9 = this.noise2[i2] / 512.0D; | |
double d10 = (this.noise3[i2] / 10.0D + 1.0D) / 2.0D; | |
if (d10 < 0.0D) { | |
d6 = d8; | |
} else if (d10 > 1.0D) { | |
d6 = d9; | |
} else { | |
d6 = d8 + (d9 - d8) * d10; | |
} | |
d6 -= d7; | |
if (k3 > par6 - 4) { | |
double d11 = (double) ((float) (k3 - (par6 - 4)) / 3.0F); | |
d6 = d6 * (1.0D - d11) + -10.0D * d11; | |
} | |
par1ArrayOfDouble[i2] = d6; | |
++i2; | |
} | |
} | |
} | |
return par1ArrayOfDouble; | |
} | |
/** | |
* Checks to see if a chunk exists at x, y | |
*/ | |
public boolean chunkExists(int par1, int par2) { | |
return true; | |
} | |
/** | |
* Populates chunk with ores etc etc | |
*/ | |
public void populate(IChunkProvider par1IChunkProvider, int par2, int par3) { | |
BlockSand.fallInstantly = true; | |
int k = par2 * 16; | |
int l = par3 * 16; | |
BiomeGenBase biomegenbase = this.worldObj.getBiomeGenForCoords(k + 16, l + 16); | |
this.rand.setSeed(this.worldObj.getSeed()); | |
long i1 = this.rand.nextLong() / 2L * 2L + 1L; | |
long j1 = this.rand.nextLong() / 2L * 2L + 1L; | |
this.rand.setSeed((long) par2 * i1 + (long) par3 * j1 ^ this.worldObj.getSeed()); | |
boolean flag = false; | |
MinecraftForge.EVENT_BUS.post(new PopulateChunkEvent.Pre(par1IChunkProvider, worldObj, rand, par2, par3, flag)); | |
if (this.mapFeaturesEnabled) { | |
this.mineshaftGenerator.generateStructuresInChunk(this.worldObj, this.rand, par2, par3); | |
flag = this.villageGenerator.generateStructuresInChunk(this.worldObj, this.rand, par2, par3); | |
this.strongholdGenerator.generateStructuresInChunk(this.worldObj, this.rand, par2, par3); | |
this.scatteredFeatureGenerator.generateStructuresInChunk(this.worldObj, this.rand, par2, par3); | |
} | |
int k1; | |
int l1; | |
int i2; | |
if (TerrainGen.populate(par1IChunkProvider, worldObj, rand, par2, par3, flag, LAKE) && !flag && this.rand.nextInt(4) == 0) { | |
k1 = k + this.rand.nextInt(16) + 8; | |
l1 = this.rand.nextInt(128); | |
i2 = l + this.rand.nextInt(16) + 8; | |
(new WorldGenLakes(Block.waterStill.blockID)).generate(this.worldObj, this.rand, k1, l1, i2); | |
} | |
boolean doGen = TerrainGen.populate(par1IChunkProvider, worldObj, rand, par2, par3, flag, DUNGEON); | |
for (k1 = 0; doGen && k1 < 8; ++k1) { | |
l1 = k + this.rand.nextInt(16) + 8; | |
i2 = this.rand.nextInt(128); | |
int j2 = l + this.rand.nextInt(16) + 8; | |
if ((new WorldGenDungeons()).generate(this.worldObj, this.rand, l1, i2, j2)) { | |
; | |
} | |
} | |
//TREES | |
for (int c = 6; c > 0; c--) | |
{ | |
int j2 = k + rand.nextInt(16) + 8; | |
int l3 = rand.nextInt(100); | |
int j5 = l + rand.nextInt(16) + 8; | |
if ((worldObj.getBlockId(j2, l3, j5) == 0) && (worldObj.getBlockId(j2, l3 - 1, j5) == Basis.IronGrass.blockID)) | |
{ | |
new WorldGenRoboTree(true, 5 + rand.nextInt(1), 0, 0, false).generate(worldObj, rand, j2, l3, j5); | |
} | |
} | |
for (int c = 6; c > 0; c--) | |
{ | |
int j2 = k + rand.nextInt(16) + 8; | |
int l3 = rand.nextInt(120); | |
int j5 = l + rand.nextInt(16) + 8; | |
if ((worldObj.getBlockId(j2, l3, j5) == 0) && (worldObj.getBlockId(j2, l3 - 1, j5) == Basis.GlowGrass.blockID)) | |
{ | |
new WorldGenGlowTree(true, 5 + rand.nextInt(2), 0, 0, false).generate(worldObj, rand, j2, l3, j5); | |
} | |
} | |
MinecraftForge.EVENT_BUS.post(new PopulateChunkEvent.Post(par1IChunkProvider, worldObj, rand, par2, par3, flag)); | |
BlockSand.fallInstantly = false; | |
} | |
/** | |
* Two modes of operation: if passed true, save all Chunks in one go. If | |
* passed false, save up to two chunks. Return true if all chunks have been | |
* saved. | |
*/ | |
public boolean saveChunks(boolean par1, IProgressUpdate par2IProgressUpdate) { | |
return true; | |
} | |
public void func_104112_b() { | |
} | |
/** | |
* Unloads chunks that are marked to be unloaded. This is not guaranteed to | |
* unload every such chunk. | |
*/ | |
public boolean unloadQueuedChunks() { | |
return false; | |
} | |
/** | |
* Returns if the IChunkProvider supports saving. | |
*/ | |
public boolean canSave() { | |
return true; | |
} | |
/** | |
* Converts the instance data to a readable string. | |
*/ | |
public String makeString() { | |
return "RandomLevelSource"; | |
} | |
/** | |
* Returns a list of creatures of the specified type that can spawn at the | |
* given location. | |
*/ | |
public List getPossibleCreatures(EnumCreatureType par1EnumCreatureType, int par2, int par3, int par4) { | |
BiomeGenBase biomegenbase = this.worldObj.getBiomeGenForCoords(par2, par4); | |
return biomegenbase == null ? null : (biomegenbase == BiomeGenBase.swampland && par1EnumCreatureType == EnumCreatureType.monster && this.scatteredFeatureGenerator.hasStructureAt(par2, par3, par4) ? this.scatteredFeatureGenerator.getScatteredFeatureSpawnList() : biomegenbase.getSpawnableList(par1EnumCreatureType)); | |
} | |
/** | |
* Returns the location of the closest structure of the specified type. If | |
* not found returns null. | |
*/ | |
public ChunkPosition findClosestStructure(World par1World, String par2Str, int par3, int par4, int par5) { | |
return "Stronghold".equals(par2Str) && this.strongholdGenerator != null ? this.strongholdGenerator.getNearestInstance(par1World, par3, par4, par5) : null; | |
} | |
public int getLoadedChunkCount() { | |
return 0; | |
} | |
public void recreateStructures(int par1, int par2) { | |
if (this.mapFeaturesEnabled) { | |
this.mineshaftGenerator.generate(this, this.worldObj, par1, par2, (byte[]) null); | |
this.villageGenerator.generate(this, this.worldObj, par1, par2, (byte[]) null); | |
this.strongholdGenerator.generate(this, this.worldObj, par1, par2, (byte[]) null); | |
this.scatteredFeatureGenerator.generate(this, this.worldObj, par1, par2, (byte[]) null); | |
} | |
} | |
@Override | |
public void saveExtraData() { | |
} | |
} |
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