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@mazetar
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 &amp;&amp; var16 <= var5 + 1)
{
var14 = var10.topBlock;
var15 = var10.fillerBlock;
}
if (var16 < var5 &amp;&amp; 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 &amp;&amp; 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) &amp;&amp; !flag &amp;&amp; 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 &amp;&amp; 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) &amp;&amp; (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) &amp;&amp; (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 &amp;&amp; par1EnumCreatureType == EnumCreatureType.monster &amp;&amp; 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) &amp;&amp; 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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