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 }