001 package net.minecraft.world.gen;
002
003 import java.util.List;
004 import java.util.Random;
005 import net.minecraft.block.Block;
006 import net.minecraft.block.BlockSand;
007 import net.minecraft.entity.EnumCreatureType;
008 import net.minecraft.util.IProgressUpdate;
009 import net.minecraft.util.MathHelper;
010 import net.minecraft.world.ChunkPosition;
011 import net.minecraft.world.SpawnerAnimals;
012 import net.minecraft.world.World;
013 import net.minecraft.world.biome.BiomeGenBase;
014 import net.minecraft.world.chunk.Chunk;
015 import net.minecraft.world.chunk.IChunkProvider;
016 import net.minecraft.world.gen.feature.MapGenScatteredFeature;
017 import net.minecraft.world.gen.feature.WorldGenDungeons;
018 import net.minecraft.world.gen.feature.WorldGenLakes;
019 import net.minecraft.world.gen.structure.MapGenMineshaft;
020 import net.minecraft.world.gen.structure.MapGenStronghold;
021 import net.minecraft.world.gen.structure.MapGenVillage;
022
023 import static net.minecraftforge.event.terraingen.InitMapGenEvent.EventType.*;
024 import static net.minecraftforge.event.terraingen.PopulateChunkEvent.Populate.EventType.*;
025 import net.minecraftforge.common.*;
026 import net.minecraftforge.event.Event.*;
027 import net.minecraftforge.event.terraingen.*;
028
029 public class ChunkProviderGenerate implements IChunkProvider
030 {
031 /** RNG. */
032 private Random rand;
033
034 /** A NoiseGeneratorOctaves used in generating terrain */
035 private NoiseGeneratorOctaves noiseGen1;
036
037 /** A NoiseGeneratorOctaves used in generating terrain */
038 private NoiseGeneratorOctaves noiseGen2;
039
040 /** A NoiseGeneratorOctaves used in generating terrain */
041 private NoiseGeneratorOctaves noiseGen3;
042
043 /** A NoiseGeneratorOctaves used in generating terrain */
044 private NoiseGeneratorOctaves noiseGen4;
045
046 /** A NoiseGeneratorOctaves used in generating terrain */
047 public NoiseGeneratorOctaves noiseGen5;
048
049 /** A NoiseGeneratorOctaves used in generating terrain */
050 public NoiseGeneratorOctaves noiseGen6;
051 public NoiseGeneratorOctaves mobSpawnerNoise;
052
053 /** Reference to the World object. */
054 private World worldObj;
055
056 /** are map structures going to be generated (e.g. strongholds) */
057 private final boolean mapFeaturesEnabled;
058
059 /** Holds the overall noise array used in chunk generation */
060 private double[] noiseArray;
061 private double[] stoneNoise = new double[256];
062 private MapGenBase caveGenerator = new MapGenCaves();
063
064 /** Holds Stronghold Generator */
065 private MapGenStronghold strongholdGenerator = new MapGenStronghold();
066
067 /** Holds Village Generator */
068 private MapGenVillage villageGenerator = new MapGenVillage();
069
070 /** Holds Mineshaft Generator */
071 private MapGenMineshaft mineshaftGenerator = new MapGenMineshaft();
072 private MapGenScatteredFeature scatteredFeatureGenerator = new MapGenScatteredFeature();
073
074 /** Holds ravine generator */
075 private MapGenBase ravineGenerator = new MapGenRavine();
076
077 /** The biomes that are used to generate the chunk */
078 private BiomeGenBase[] biomesForGeneration;
079
080 /** A double array that hold terrain noise from noiseGen3 */
081 double[] noise3;
082
083 /** A double array that hold terrain noise */
084 double[] noise1;
085
086 /** A double array that hold terrain noise from noiseGen2 */
087 double[] noise2;
088
089 /** A double array that hold terrain noise from noiseGen5 */
090 double[] noise5;
091
092 /** A double array that holds terrain noise from noiseGen6 */
093 double[] noise6;
094
095 /**
096 * Used to store the 5x5 parabolic field that is used during terrain generation.
097 */
098 float[] parabolicField;
099 int[][] field_73219_j = new int[32][32];
100
101 {
102 caveGenerator = TerrainGen.getModdedMapGen(caveGenerator, CAVE);
103 strongholdGenerator = (MapGenStronghold) TerrainGen.getModdedMapGen(strongholdGenerator, STRONGHOLD);
104 villageGenerator = (MapGenVillage) TerrainGen.getModdedMapGen(villageGenerator, VILLAGE);
105 mineshaftGenerator = (MapGenMineshaft) TerrainGen.getModdedMapGen(mineshaftGenerator, MINESHAFT);
106 scatteredFeatureGenerator = (MapGenScatteredFeature) TerrainGen.getModdedMapGen(scatteredFeatureGenerator, SCATTERED_FEATURE);
107 ravineGenerator = TerrainGen.getModdedMapGen(ravineGenerator, RAVINE);
108 }
109
110 public ChunkProviderGenerate(World par1World, long par2, boolean par4)
111 {
112 this.worldObj = par1World;
113 this.mapFeaturesEnabled = par4;
114 this.rand = new Random(par2);
115 this.noiseGen1 = new NoiseGeneratorOctaves(this.rand, 16);
116 this.noiseGen2 = new NoiseGeneratorOctaves(this.rand, 16);
117 this.noiseGen3 = new NoiseGeneratorOctaves(this.rand, 8);
118 this.noiseGen4 = new NoiseGeneratorOctaves(this.rand, 4);
119 this.noiseGen5 = new NoiseGeneratorOctaves(this.rand, 10);
120 this.noiseGen6 = new NoiseGeneratorOctaves(this.rand, 16);
121 this.mobSpawnerNoise = new NoiseGeneratorOctaves(this.rand, 8);
122
123 NoiseGeneratorOctaves[] noiseGens = {noiseGen1, noiseGen2, noiseGen3, noiseGen4, noiseGen5, noiseGen6, mobSpawnerNoise};
124 noiseGens = TerrainGen.getModdedNoiseGenerators(par1World, this.rand, noiseGens);
125 this.noiseGen1 = noiseGens[0];
126 this.noiseGen2 = noiseGens[1];
127 this.noiseGen3 = noiseGens[2];
128 this.noiseGen4 = noiseGens[3];
129 this.noiseGen5 = noiseGens[4];
130 this.noiseGen6 = noiseGens[5];
131 this.mobSpawnerNoise = noiseGens[6];
132 }
133
134 /**
135 * Generates the shape of the terrain for the chunk though its all stone though the water is frozen if the
136 * temperature is low enough
137 */
138 public void generateTerrain(int par1, int par2, byte[] par3ArrayOfByte)
139 {
140 byte var4 = 4;
141 byte var5 = 16;
142 byte var6 = 63;
143 int var7 = var4 + 1;
144 byte var8 = 17;
145 int var9 = var4 + 1;
146 this.biomesForGeneration = this.worldObj.getWorldChunkManager().getBiomesForGeneration(this.biomesForGeneration, par1 * 4 - 2, par2 * 4 - 2, var7 + 5, var9 + 5);
147 this.noiseArray = this.initializeNoiseField(this.noiseArray, par1 * var4, 0, par2 * var4, var7, var8, var9);
148
149 for (int var10 = 0; var10 < var4; ++var10)
150 {
151 for (int var11 = 0; var11 < var4; ++var11)
152 {
153 for (int var12 = 0; var12 < var5; ++var12)
154 {
155 double var13 = 0.125D;
156 double var15 = this.noiseArray[((var10 + 0) * var9 + var11 + 0) * var8 + var12 + 0];
157 double var17 = this.noiseArray[((var10 + 0) * var9 + var11 + 1) * var8 + var12 + 0];
158 double var19 = this.noiseArray[((var10 + 1) * var9 + var11 + 0) * var8 + var12 + 0];
159 double var21 = this.noiseArray[((var10 + 1) * var9 + var11 + 1) * var8 + var12 + 0];
160 double var23 = (this.noiseArray[((var10 + 0) * var9 + var11 + 0) * var8 + var12 + 1] - var15) * var13;
161 double var25 = (this.noiseArray[((var10 + 0) * var9 + var11 + 1) * var8 + var12 + 1] - var17) * var13;
162 double var27 = (this.noiseArray[((var10 + 1) * var9 + var11 + 0) * var8 + var12 + 1] - var19) * var13;
163 double var29 = (this.noiseArray[((var10 + 1) * var9 + var11 + 1) * var8 + var12 + 1] - var21) * var13;
164
165 for (int var31 = 0; var31 < 8; ++var31)
166 {
167 double var32 = 0.25D;
168 double var34 = var15;
169 double var36 = var17;
170 double var38 = (var19 - var15) * var32;
171 double var40 = (var21 - var17) * var32;
172
173 for (int var42 = 0; var42 < 4; ++var42)
174 {
175 int var43 = var42 + var10 * 4 << 11 | 0 + var11 * 4 << 7 | var12 * 8 + var31;
176 short var44 = 128;
177 var43 -= var44;
178 double var45 = 0.25D;
179 double var49 = (var36 - var34) * var45;
180 double var47 = var34 - var49;
181
182 for (int var51 = 0; var51 < 4; ++var51)
183 {
184 if ((var47 += var49) > 0.0D)
185 {
186 par3ArrayOfByte[var43 += var44] = (byte)Block.stone.blockID;
187 }
188 else if (var12 * 8 + var31 < var6)
189 {
190 par3ArrayOfByte[var43 += var44] = (byte)Block.waterStill.blockID;
191 }
192 else
193 {
194 par3ArrayOfByte[var43 += var44] = 0;
195 }
196 }
197
198 var34 += var38;
199 var36 += var40;
200 }
201
202 var15 += var23;
203 var17 += var25;
204 var19 += var27;
205 var21 += var29;
206 }
207 }
208 }
209 }
210 }
211
212 /**
213 * Replaces the stone that was placed in with blocks that match the biome
214 */
215 public void replaceBlocksForBiome(int par1, int par2, byte[] par3ArrayOfByte, BiomeGenBase[] par4ArrayOfBiomeGenBase)
216 {
217 ChunkProviderEvent.ReplaceBiomeBlocks event = new ChunkProviderEvent.ReplaceBiomeBlocks(this, par1, par2, par3ArrayOfByte, par4ArrayOfBiomeGenBase);
218 MinecraftForge.EVENT_BUS.post(event);
219 if (event.getResult() == Result.DENY) return;
220
221 byte var5 = 63;
222 double var6 = 0.03125D;
223 this.stoneNoise = this.noiseGen4.generateNoiseOctaves(this.stoneNoise, par1 * 16, par2 * 16, 0, 16, 16, 1, var6 * 2.0D, var6 * 2.0D, var6 * 2.0D);
224
225 for (int var8 = 0; var8 < 16; ++var8)
226 {
227 for (int var9 = 0; var9 < 16; ++var9)
228 {
229 BiomeGenBase var10 = par4ArrayOfBiomeGenBase[var9 + var8 * 16];
230 float var11 = var10.getFloatTemperature();
231 int var12 = (int)(this.stoneNoise[var8 + var9 * 16] / 3.0D + 3.0D + this.rand.nextDouble() * 0.25D);
232 int var13 = -1;
233 byte var14 = var10.topBlock;
234 byte var15 = var10.fillerBlock;
235
236 for (int var16 = 127; var16 >= 0; --var16)
237 {
238 int var17 = (var9 * 16 + var8) * 128 + var16;
239
240 if (var16 <= 0 + this.rand.nextInt(5))
241 {
242 par3ArrayOfByte[var17] = (byte)Block.bedrock.blockID;
243 }
244 else
245 {
246 byte var18 = par3ArrayOfByte[var17];
247
248 if (var18 == 0)
249 {
250 var13 = -1;
251 }
252 else if (var18 == Block.stone.blockID)
253 {
254 if (var13 == -1)
255 {
256 if (var12 <= 0)
257 {
258 var14 = 0;
259 var15 = (byte)Block.stone.blockID;
260 }
261 else if (var16 >= var5 - 4 && var16 <= var5 + 1)
262 {
263 var14 = var10.topBlock;
264 var15 = var10.fillerBlock;
265 }
266
267 if (var16 < var5 && var14 == 0)
268 {
269 if (var11 < 0.15F)
270 {
271 var14 = (byte)Block.ice.blockID;
272 }
273 else
274 {
275 var14 = (byte)Block.waterStill.blockID;
276 }
277 }
278
279 var13 = var12;
280
281 if (var16 >= var5 - 1)
282 {
283 par3ArrayOfByte[var17] = var14;
284 }
285 else
286 {
287 par3ArrayOfByte[var17] = var15;
288 }
289 }
290 else if (var13 > 0)
291 {
292 --var13;
293 par3ArrayOfByte[var17] = var15;
294
295 if (var13 == 0 && var15 == Block.sand.blockID)
296 {
297 var13 = this.rand.nextInt(4);
298 var15 = (byte)Block.sandStone.blockID;
299 }
300 }
301 }
302 }
303 }
304 }
305 }
306 }
307
308 /**
309 * loads or generates the chunk at the chunk location specified
310 */
311 public Chunk loadChunk(int par1, int par2)
312 {
313 return this.provideChunk(par1, par2);
314 }
315
316 /**
317 * Will return back a chunk, if it doesn't exist and its not a MP client it will generates all the blocks for the
318 * specified chunk from the map seed and chunk seed
319 */
320 public Chunk provideChunk(int par1, int par2)
321 {
322 this.rand.setSeed((long)par1 * 341873128712L + (long)par2 * 132897987541L);
323 byte[] var3 = new byte[32768];
324 this.generateTerrain(par1, par2, var3);
325 this.biomesForGeneration = this.worldObj.getWorldChunkManager().loadBlockGeneratorData(this.biomesForGeneration, par1 * 16, par2 * 16, 16, 16);
326 this.replaceBlocksForBiome(par1, par2, var3, this.biomesForGeneration);
327 this.caveGenerator.generate(this, this.worldObj, par1, par2, var3);
328 this.ravineGenerator.generate(this, this.worldObj, par1, par2, var3);
329
330 if (this.mapFeaturesEnabled)
331 {
332 this.mineshaftGenerator.generate(this, this.worldObj, par1, par2, var3);
333 this.villageGenerator.generate(this, this.worldObj, par1, par2, var3);
334 this.strongholdGenerator.generate(this, this.worldObj, par1, par2, var3);
335 this.scatteredFeatureGenerator.generate(this, this.worldObj, par1, par2, var3);
336 }
337
338 Chunk var4 = new Chunk(this.worldObj, var3, par1, par2);
339 byte[] var5 = var4.getBiomeArray();
340
341 for (int var6 = 0; var6 < var5.length; ++var6)
342 {
343 var5[var6] = (byte)this.biomesForGeneration[var6].biomeID;
344 }
345
346 var4.generateSkylightMap();
347 return var4;
348 }
349
350 /**
351 * generates a subset of the level's terrain data. Takes 7 arguments: the [empty] noise array, the position, and the
352 * size.
353 */
354 private double[] initializeNoiseField(double[] par1ArrayOfDouble, int par2, int par3, int par4, int par5, int par6, int par7)
355 {
356 ChunkProviderEvent.InitNoiseField event = new ChunkProviderEvent.InitNoiseField(this, par1ArrayOfDouble, par2, par3, par4, par5, par6, par7);
357 MinecraftForge.EVENT_BUS.post(event);
358 if (event.getResult() == Result.DENY) return event.noisefield;
359
360 if (par1ArrayOfDouble == null)
361 {
362 par1ArrayOfDouble = new double[par5 * par6 * par7];
363 }
364
365 if (this.parabolicField == null)
366 {
367 this.parabolicField = new float[25];
368
369 for (int var8 = -2; var8 <= 2; ++var8)
370 {
371 for (int var9 = -2; var9 <= 2; ++var9)
372 {
373 float var10 = 10.0F / MathHelper.sqrt_float((float)(var8 * var8 + var9 * var9) + 0.2F);
374 this.parabolicField[var8 + 2 + (var9 + 2) * 5] = var10;
375 }
376 }
377 }
378
379 double var44 = 684.412D;
380 double var45 = 684.412D;
381 this.noise5 = this.noiseGen5.generateNoiseOctaves(this.noise5, par2, par4, par5, par7, 1.121D, 1.121D, 0.5D);
382 this.noise6 = this.noiseGen6.generateNoiseOctaves(this.noise6, par2, par4, par5, par7, 200.0D, 200.0D, 0.5D);
383 this.noise3 = this.noiseGen3.generateNoiseOctaves(this.noise3, par2, par3, par4, par5, par6, par7, var44 / 80.0D, var45 / 160.0D, var44 / 80.0D);
384 this.noise1 = this.noiseGen1.generateNoiseOctaves(this.noise1, par2, par3, par4, par5, par6, par7, var44, var45, var44);
385 this.noise2 = this.noiseGen2.generateNoiseOctaves(this.noise2, par2, par3, par4, par5, par6, par7, var44, var45, var44);
386 boolean var43 = false;
387 boolean var42 = false;
388 int var12 = 0;
389 int var13 = 0;
390
391 for (int var14 = 0; var14 < par5; ++var14)
392 {
393 for (int var15 = 0; var15 < par7; ++var15)
394 {
395 float var16 = 0.0F;
396 float var17 = 0.0F;
397 float var18 = 0.0F;
398 byte var19 = 2;
399 BiomeGenBase var20 = this.biomesForGeneration[var14 + 2 + (var15 + 2) * (par5 + 5)];
400
401 for (int var21 = -var19; var21 <= var19; ++var21)
402 {
403 for (int var22 = -var19; var22 <= var19; ++var22)
404 {
405 BiomeGenBase var23 = this.biomesForGeneration[var14 + var21 + 2 + (var15 + var22 + 2) * (par5 + 5)];
406 float var24 = this.parabolicField[var21 + 2 + (var22 + 2) * 5] / (var23.minHeight + 2.0F);
407
408 if (var23.minHeight > var20.minHeight)
409 {
410 var24 /= 2.0F;
411 }
412
413 var16 += var23.maxHeight * var24;
414 var17 += var23.minHeight * var24;
415 var18 += var24;
416 }
417 }
418
419 var16 /= var18;
420 var17 /= var18;
421 var16 = var16 * 0.9F + 0.1F;
422 var17 = (var17 * 4.0F - 1.0F) / 8.0F;
423 double var47 = this.noise6[var13] / 8000.0D;
424
425 if (var47 < 0.0D)
426 {
427 var47 = -var47 * 0.3D;
428 }
429
430 var47 = var47 * 3.0D - 2.0D;
431
432 if (var47 < 0.0D)
433 {
434 var47 /= 2.0D;
435
436 if (var47 < -1.0D)
437 {
438 var47 = -1.0D;
439 }
440
441 var47 /= 1.4D;
442 var47 /= 2.0D;
443 }
444 else
445 {
446 if (var47 > 1.0D)
447 {
448 var47 = 1.0D;
449 }
450
451 var47 /= 8.0D;
452 }
453
454 ++var13;
455
456 for (int var46 = 0; var46 < par6; ++var46)
457 {
458 double var48 = (double)var17;
459 double var26 = (double)var16;
460 var48 += var47 * 0.2D;
461 var48 = var48 * (double)par6 / 16.0D;
462 double var28 = (double)par6 / 2.0D + var48 * 4.0D;
463 double var30 = 0.0D;
464 double var32 = ((double)var46 - var28) * 12.0D * 128.0D / 128.0D / var26;
465
466 if (var32 < 0.0D)
467 {
468 var32 *= 4.0D;
469 }
470
471 double var34 = this.noise1[var12] / 512.0D;
472 double var36 = this.noise2[var12] / 512.0D;
473 double var38 = (this.noise3[var12] / 10.0D + 1.0D) / 2.0D;
474
475 if (var38 < 0.0D)
476 {
477 var30 = var34;
478 }
479 else if (var38 > 1.0D)
480 {
481 var30 = var36;
482 }
483 else
484 {
485 var30 = var34 + (var36 - var34) * var38;
486 }
487
488 var30 -= var32;
489
490 if (var46 > par6 - 4)
491 {
492 double var40 = (double)((float)(var46 - (par6 - 4)) / 3.0F);
493 var30 = var30 * (1.0D - var40) + -10.0D * var40;
494 }
495
496 par1ArrayOfDouble[var12] = var30;
497 ++var12;
498 }
499 }
500 }
501
502 return par1ArrayOfDouble;
503 }
504
505 /**
506 * Checks to see if a chunk exists at x, y
507 */
508 public boolean chunkExists(int par1, int par2)
509 {
510 return true;
511 }
512
513 /**
514 * Populates chunk with ores etc etc
515 */
516 public void populate(IChunkProvider par1IChunkProvider, int par2, int par3)
517 {
518 BlockSand.fallInstantly = true;
519 int var4 = par2 * 16;
520 int var5 = par3 * 16;
521 BiomeGenBase var6 = this.worldObj.getBiomeGenForCoords(var4 + 16, var5 + 16);
522 this.rand.setSeed(this.worldObj.getSeed());
523 long var7 = this.rand.nextLong() / 2L * 2L + 1L;
524 long var9 = this.rand.nextLong() / 2L * 2L + 1L;
525 this.rand.setSeed((long)par2 * var7 + (long)par3 * var9 ^ this.worldObj.getSeed());
526 boolean var11 = false;
527
528 MinecraftForge.EVENT_BUS.post(new PopulateChunkEvent.Pre(par1IChunkProvider, worldObj, rand, par2, par3, var11));
529
530 if (this.mapFeaturesEnabled)
531 {
532 this.mineshaftGenerator.generateStructuresInChunk(this.worldObj, this.rand, par2, par3);
533 var11 = this.villageGenerator.generateStructuresInChunk(this.worldObj, this.rand, par2, par3);
534 this.strongholdGenerator.generateStructuresInChunk(this.worldObj, this.rand, par2, par3);
535 this.scatteredFeatureGenerator.generateStructuresInChunk(this.worldObj, this.rand, par2, par3);
536 }
537
538 int var12;
539 int var13;
540 int var14;
541
542 if (TerrainGen.populate(par1IChunkProvider, worldObj, rand, par2, par3, var11, LAKE) &&
543 !var11 && this.rand.nextInt(4) == 0)
544 {
545 var12 = var4 + this.rand.nextInt(16) + 8;
546 var13 = this.rand.nextInt(128);
547 var14 = var5 + this.rand.nextInt(16) + 8;
548 (new WorldGenLakes(Block.waterStill.blockID)).generate(this.worldObj, this.rand, var12, var13, var14);
549 }
550
551 if (TerrainGen.populate(par1IChunkProvider, worldObj, rand, par2, par3, var11, LAVA) &&
552 !var11 && this.rand.nextInt(8) == 0)
553 {
554 var12 = var4 + this.rand.nextInt(16) + 8;
555 var13 = this.rand.nextInt(this.rand.nextInt(120) + 8);
556 var14 = var5 + this.rand.nextInt(16) + 8;
557
558 if (var13 < 63 || this.rand.nextInt(10) == 0)
559 {
560 (new WorldGenLakes(Block.lavaStill.blockID)).generate(this.worldObj, this.rand, var12, var13, var14);
561 }
562 }
563
564 boolean doGen = TerrainGen.populate(par1IChunkProvider, worldObj, rand, par2, par3, var11, DUNGEON);
565 for (var12 = 0; doGen && var12 < 8; ++var12)
566 {
567 var13 = var4 + this.rand.nextInt(16) + 8;
568 var14 = this.rand.nextInt(128);
569 int var15 = var5 + this.rand.nextInt(16) + 8;
570
571 if ((new WorldGenDungeons()).generate(this.worldObj, this.rand, var13, var14, var15))
572 {
573 ;
574 }
575 }
576
577 var6.decorate(this.worldObj, this.rand, var4, var5);
578 SpawnerAnimals.performWorldGenSpawning(this.worldObj, var6, var4 + 8, var5 + 8, 16, 16, this.rand);
579 var4 += 8;
580 var5 += 8;
581
582 doGen = TerrainGen.populate(par1IChunkProvider, worldObj, rand, par2, par3, var11, ICE);
583 for (var12 = 0; doGen && var12 < 16; ++var12)
584 {
585 for (var13 = 0; var13 < 16; ++var13)
586 {
587 var14 = this.worldObj.getPrecipitationHeight(var4 + var12, var5 + var13);
588
589 if (this.worldObj.isBlockFreezable(var12 + var4, var14 - 1, var13 + var5))
590 {
591 this.worldObj.setBlockWithNotify(var12 + var4, var14 - 1, var13 + var5, Block.ice.blockID);
592 }
593
594 if (this.worldObj.canSnowAt(var12 + var4, var14, var13 + var5))
595 {
596 this.worldObj.setBlockWithNotify(var12 + var4, var14, var13 + var5, Block.snow.blockID);
597 }
598 }
599 }
600
601 MinecraftForge.EVENT_BUS.post(new PopulateChunkEvent.Post(par1IChunkProvider, worldObj, rand, par2, par3, var11));
602
603 BlockSand.fallInstantly = false;
604 }
605
606 /**
607 * Two modes of operation: if passed true, save all Chunks in one go. If passed false, save up to two chunks.
608 * Return true if all chunks have been saved.
609 */
610 public boolean saveChunks(boolean par1, IProgressUpdate par2IProgressUpdate)
611 {
612 return true;
613 }
614
615 /**
616 * Unloads the 100 oldest chunks from memory, due to a bug with chunkSet.add() never being called it thinks the list
617 * is always empty and will not remove any chunks.
618 */
619 public boolean unload100OldestChunks()
620 {
621 return false;
622 }
623
624 /**
625 * Returns if the IChunkProvider supports saving.
626 */
627 public boolean canSave()
628 {
629 return true;
630 }
631
632 /**
633 * Converts the instance data to a readable string.
634 */
635 public String makeString()
636 {
637 return "RandomLevelSource";
638 }
639
640 /**
641 * Returns a list of creatures of the specified type that can spawn at the given location.
642 */
643 public List getPossibleCreatures(EnumCreatureType par1EnumCreatureType, int par2, int par3, int par4)
644 {
645 BiomeGenBase var5 = this.worldObj.getBiomeGenForCoords(par2, par4);
646 return var5 == null ? null : (var5 == BiomeGenBase.swampland && par1EnumCreatureType == EnumCreatureType.monster && this.scatteredFeatureGenerator.hasStructureAt(par2, par3, par4) ? this.scatteredFeatureGenerator.getScatteredFeatureSpawnList() : var5.getSpawnableList(par1EnumCreatureType));
647 }
648
649 /**
650 * Returns the location of the closest structure of the specified type. If not found returns null.
651 */
652 public ChunkPosition findClosestStructure(World par1World, String par2Str, int par3, int par4, int par5)
653 {
654 return "Stronghold".equals(par2Str) && this.strongholdGenerator != null ? this.strongholdGenerator.getNearestInstance(par1World, par3, par4, par5) : null;
655 }
656
657 public int getLoadedChunkCount()
658 {
659 return 0;
660 }
661
662 public void recreateStructures(int par1, int par2)
663 {
664 if (this.mapFeaturesEnabled)
665 {
666 this.mineshaftGenerator.generate(this, this.worldObj, par1, par2, (byte[])null);
667 this.villageGenerator.generate(this, this.worldObj, par1, par2, (byte[])null);
668 this.strongholdGenerator.generate(this, this.worldObj, par1, par2, (byte[])null);
669 this.scatteredFeatureGenerator.generate(this, this.worldObj, par1, par2, (byte[])null);
670 }
671 }
672 }