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.world.ChunkPosition;
010    import net.minecraft.world.World;
011    import net.minecraft.world.biome.BiomeGenBase;
012    import net.minecraft.world.chunk.Chunk;
013    import net.minecraft.world.chunk.IChunkProvider;
014    import net.minecraft.world.gen.feature.WorldGenFire;
015    import net.minecraft.world.gen.feature.WorldGenFlowers;
016    import net.minecraft.world.gen.feature.WorldGenGlowStone1;
017    import net.minecraft.world.gen.feature.WorldGenGlowStone2;
018    import net.minecraft.world.gen.feature.WorldGenHellLava;
019    import net.minecraft.world.gen.structure.MapGenNetherBridge;
020    
021    import static net.minecraftforge.event.terraingen.DecorateBiomeEvent.Decorate.EventType.*;
022    import static net.minecraftforge.event.terraingen.InitMapGenEvent.EventType.*;
023    import static net.minecraftforge.event.terraingen.PopulateChunkEvent.Populate.EventType.*;
024    import net.minecraftforge.common.*;
025    import net.minecraftforge.event.Event.*;
026    import net.minecraftforge.event.terraingen.*;
027    
028    public class ChunkProviderHell implements IChunkProvider
029    {
030        private Random hellRNG;
031    
032        /** A NoiseGeneratorOctaves used in generating nether terrain */
033        private NoiseGeneratorOctaves netherNoiseGen1;
034        private NoiseGeneratorOctaves netherNoiseGen2;
035        private NoiseGeneratorOctaves netherNoiseGen3;
036    
037        /** Determines whether slowsand or gravel can be generated at a location */
038        private NoiseGeneratorOctaves slowsandGravelNoiseGen;
039    
040        /**
041         * Determines whether something other than nettherack can be generated at a location
042         */
043        private NoiseGeneratorOctaves netherrackExculsivityNoiseGen;
044        public NoiseGeneratorOctaves netherNoiseGen6;
045        public NoiseGeneratorOctaves netherNoiseGen7;
046    
047        /** Is the world that the nether is getting generated. */
048        private World worldObj;
049        private double[] noiseField;
050        public MapGenNetherBridge genNetherBridge = new MapGenNetherBridge();
051    
052        /**
053         * Holds the noise used to determine whether slowsand can be generated at a location
054         */
055        private double[] slowsandNoise = new double[256];
056        private double[] gravelNoise = new double[256];
057    
058        /**
059         * Holds the noise used to determine whether something other than netherrack can be generated at a location
060         */
061        private double[] netherrackExclusivityNoise = new double[256];
062        private MapGenBase netherCaveGenerator = new MapGenCavesHell();
063        double[] noiseData1;
064        double[] noiseData2;
065        double[] noiseData3;
066        double[] noiseData4;
067        double[] noiseData5;
068    
069        {
070            genNetherBridge = (MapGenNetherBridge) TerrainGen.getModdedMapGen(genNetherBridge, NETHER_BRIDGE);
071            netherCaveGenerator = TerrainGen.getModdedMapGen(netherCaveGenerator, NETHER_CAVE);
072        }
073    
074        public ChunkProviderHell(World par1World, long par2)
075        {
076            this.worldObj = par1World;
077            this.hellRNG = new Random(par2);
078            this.netherNoiseGen1 = new NoiseGeneratorOctaves(this.hellRNG, 16);
079            this.netherNoiseGen2 = new NoiseGeneratorOctaves(this.hellRNG, 16);
080            this.netherNoiseGen3 = new NoiseGeneratorOctaves(this.hellRNG, 8);
081            this.slowsandGravelNoiseGen = new NoiseGeneratorOctaves(this.hellRNG, 4);
082            this.netherrackExculsivityNoiseGen = new NoiseGeneratorOctaves(this.hellRNG, 4);
083            this.netherNoiseGen6 = new NoiseGeneratorOctaves(this.hellRNG, 10);
084            this.netherNoiseGen7 = new NoiseGeneratorOctaves(this.hellRNG, 16);
085    
086            NoiseGeneratorOctaves[] noiseGens = {netherNoiseGen1, netherNoiseGen2, netherNoiseGen3, slowsandGravelNoiseGen, netherrackExculsivityNoiseGen, netherNoiseGen6, netherNoiseGen7};
087            noiseGens = TerrainGen.getModdedNoiseGenerators(par1World, this.hellRNG, noiseGens);
088            this.netherNoiseGen1 = noiseGens[0];
089            this.netherNoiseGen2 = noiseGens[1];
090            this.netherNoiseGen3 = noiseGens[2];
091            this.slowsandGravelNoiseGen = noiseGens[3];
092            this.netherrackExculsivityNoiseGen = noiseGens[4];
093            this.netherNoiseGen6 = noiseGens[5];
094            this.netherNoiseGen7 = noiseGens[6];
095        }
096    
097        /**
098         * Generates the shape of the terrain in the nether.
099         */
100        public void generateNetherTerrain(int par1, int par2, byte[] par3ArrayOfByte)
101        {
102            byte var4 = 4;
103            byte var5 = 32;
104            int var6 = var4 + 1;
105            byte var7 = 17;
106            int var8 = var4 + 1;
107            this.noiseField = this.initializeNoiseField(this.noiseField, par1 * var4, 0, par2 * var4, var6, var7, var8);
108    
109            for (int var9 = 0; var9 < var4; ++var9)
110            {
111                for (int var10 = 0; var10 < var4; ++var10)
112                {
113                    for (int var11 = 0; var11 < 16; ++var11)
114                    {
115                        double var12 = 0.125D;
116                        double var14 = this.noiseField[((var9 + 0) * var8 + var10 + 0) * var7 + var11 + 0];
117                        double var16 = this.noiseField[((var9 + 0) * var8 + var10 + 1) * var7 + var11 + 0];
118                        double var18 = this.noiseField[((var9 + 1) * var8 + var10 + 0) * var7 + var11 + 0];
119                        double var20 = this.noiseField[((var9 + 1) * var8 + var10 + 1) * var7 + var11 + 0];
120                        double var22 = (this.noiseField[((var9 + 0) * var8 + var10 + 0) * var7 + var11 + 1] - var14) * var12;
121                        double var24 = (this.noiseField[((var9 + 0) * var8 + var10 + 1) * var7 + var11 + 1] - var16) * var12;
122                        double var26 = (this.noiseField[((var9 + 1) * var8 + var10 + 0) * var7 + var11 + 1] - var18) * var12;
123                        double var28 = (this.noiseField[((var9 + 1) * var8 + var10 + 1) * var7 + var11 + 1] - var20) * var12;
124    
125                        for (int var30 = 0; var30 < 8; ++var30)
126                        {
127                            double var31 = 0.25D;
128                            double var33 = var14;
129                            double var35 = var16;
130                            double var37 = (var18 - var14) * var31;
131                            double var39 = (var20 - var16) * var31;
132    
133                            for (int var41 = 0; var41 < 4; ++var41)
134                            {
135                                int var42 = var41 + var9 * 4 << 11 | 0 + var10 * 4 << 7 | var11 * 8 + var30;
136                                short var43 = 128;
137                                double var44 = 0.25D;
138                                double var46 = var33;
139                                double var48 = (var35 - var33) * var44;
140    
141                                for (int var50 = 0; var50 < 4; ++var50)
142                                {
143                                    int var51 = 0;
144    
145                                    if (var11 * 8 + var30 < var5)
146                                    {
147                                        var51 = Block.lavaStill.blockID;
148                                    }
149    
150                                    if (var46 > 0.0D)
151                                    {
152                                        var51 = Block.netherrack.blockID;
153                                    }
154    
155                                    par3ArrayOfByte[var42] = (byte)var51;
156                                    var42 += var43;
157                                    var46 += var48;
158                                }
159    
160                                var33 += var37;
161                                var35 += var39;
162                            }
163    
164                            var14 += var22;
165                            var16 += var24;
166                            var18 += var26;
167                            var20 += var28;
168                        }
169                    }
170                }
171            }
172        }
173    
174        /**
175         * name based on ChunkProviderGenerate
176         */
177        public void replaceBlocksForBiome(int par1, int par2, byte[] par3ArrayOfByte)
178        {
179            ChunkProviderEvent.ReplaceBiomeBlocks event = new ChunkProviderEvent.ReplaceBiomeBlocks(this, par1, par2, par3ArrayOfByte, null);
180            MinecraftForge.EVENT_BUS.post(event);
181            if (event.getResult() == Result.DENY) return;
182    
183            byte var4 = 64;
184            double var5 = 0.03125D;
185            this.slowsandNoise = this.slowsandGravelNoiseGen.generateNoiseOctaves(this.slowsandNoise, par1 * 16, par2 * 16, 0, 16, 16, 1, var5, var5, 1.0D);
186            this.gravelNoise = this.slowsandGravelNoiseGen.generateNoiseOctaves(this.gravelNoise, par1 * 16, 109, par2 * 16, 16, 1, 16, var5, 1.0D, var5);
187            this.netherrackExclusivityNoise = this.netherrackExculsivityNoiseGen.generateNoiseOctaves(this.netherrackExclusivityNoise, par1 * 16, par2 * 16, 0, 16, 16, 1, var5 * 2.0D, var5 * 2.0D, var5 * 2.0D);
188    
189            for (int var7 = 0; var7 < 16; ++var7)
190            {
191                for (int var8 = 0; var8 < 16; ++var8)
192                {
193                    boolean var9 = this.slowsandNoise[var7 + var8 * 16] + this.hellRNG.nextDouble() * 0.2D > 0.0D;
194                    boolean var10 = this.gravelNoise[var7 + var8 * 16] + this.hellRNG.nextDouble() * 0.2D > 0.0D;
195                    int var11 = (int)(this.netherrackExclusivityNoise[var7 + var8 * 16] / 3.0D + 3.0D + this.hellRNG.nextDouble() * 0.25D);
196                    int var12 = -1;
197                    byte var13 = (byte)Block.netherrack.blockID;
198                    byte var14 = (byte)Block.netherrack.blockID;
199    
200                    for (int var15 = 127; var15 >= 0; --var15)
201                    {
202                        int var16 = (var8 * 16 + var7) * 128 + var15;
203    
204                        if (var15 < 127 - this.hellRNG.nextInt(5) && var15 > 0 + this.hellRNG.nextInt(5))
205                        {
206                            byte var17 = par3ArrayOfByte[var16];
207    
208                            if (var17 == 0)
209                            {
210                                var12 = -1;
211                            }
212                            else if (var17 == Block.netherrack.blockID)
213                            {
214                                if (var12 == -1)
215                                {
216                                    if (var11 <= 0)
217                                    {
218                                        var13 = 0;
219                                        var14 = (byte)Block.netherrack.blockID;
220                                    }
221                                    else if (var15 >= var4 - 4 && var15 <= var4 + 1)
222                                    {
223                                        var13 = (byte)Block.netherrack.blockID;
224                                        var14 = (byte)Block.netherrack.blockID;
225    
226                                        if (var10)
227                                        {
228                                            var13 = (byte)Block.gravel.blockID;
229                                        }
230    
231                                        if (var10)
232                                        {
233                                            var14 = (byte)Block.netherrack.blockID;
234                                        }
235    
236                                        if (var9)
237                                        {
238                                            var13 = (byte)Block.slowSand.blockID;
239                                        }
240    
241                                        if (var9)
242                                        {
243                                            var14 = (byte)Block.slowSand.blockID;
244                                        }
245                                    }
246    
247                                    if (var15 < var4 && var13 == 0)
248                                    {
249                                        var13 = (byte)Block.lavaStill.blockID;
250                                    }
251    
252                                    var12 = var11;
253    
254                                    if (var15 >= var4 - 1)
255                                    {
256                                        par3ArrayOfByte[var16] = var13;
257                                    }
258                                    else
259                                    {
260                                        par3ArrayOfByte[var16] = var14;
261                                    }
262                                }
263                                else if (var12 > 0)
264                                {
265                                    --var12;
266                                    par3ArrayOfByte[var16] = var14;
267                                }
268                            }
269                        }
270                        else
271                        {
272                            par3ArrayOfByte[var16] = (byte)Block.bedrock.blockID;
273                        }
274                    }
275                }
276            }
277        }
278    
279        /**
280         * loads or generates the chunk at the chunk location specified
281         */
282        public Chunk loadChunk(int par1, int par2)
283        {
284            return this.provideChunk(par1, par2);
285        }
286    
287        /**
288         * Will return back a chunk, if it doesn't exist and its not a MP client it will generates all the blocks for the
289         * specified chunk from the map seed and chunk seed
290         */
291        public Chunk provideChunk(int par1, int par2)
292        {
293            this.hellRNG.setSeed((long)par1 * 341873128712L + (long)par2 * 132897987541L);
294            byte[] var3 = new byte[32768];
295            this.generateNetherTerrain(par1, par2, var3);
296            this.replaceBlocksForBiome(par1, par2, var3);
297            this.netherCaveGenerator.generate(this, this.worldObj, par1, par2, var3);
298            this.genNetherBridge.generate(this, this.worldObj, par1, par2, var3);
299            Chunk var4 = new Chunk(this.worldObj, var3, par1, par2);
300            BiomeGenBase[] var5 = this.worldObj.getWorldChunkManager().loadBlockGeneratorData((BiomeGenBase[])null, par1 * 16, par2 * 16, 16, 16);
301            byte[] var6 = var4.getBiomeArray();
302    
303            for (int var7 = 0; var7 < var6.length; ++var7)
304            {
305                var6[var7] = (byte)var5[var7].biomeID;
306            }
307    
308            var4.resetRelightChecks();
309            return var4;
310        }
311    
312        /**
313         * generates a subset of the level's terrain data. Takes 7 arguments: the [empty] noise array, the position, and the
314         * size.
315         */
316        private double[] initializeNoiseField(double[] par1ArrayOfDouble, int par2, int par3, int par4, int par5, int par6, int par7)
317        {
318            ChunkProviderEvent.InitNoiseField event = new ChunkProviderEvent.InitNoiseField(this, par1ArrayOfDouble, par2, par3, par4, par5, par6, par7);
319            MinecraftForge.EVENT_BUS.post(event);
320            if (event.getResult() == Result.DENY) return event.noisefield;
321            if (par1ArrayOfDouble == null)
322            {
323                par1ArrayOfDouble = new double[par5 * par6 * par7];
324            }
325    
326            double var8 = 684.412D;
327            double var10 = 2053.236D;
328            this.noiseData4 = this.netherNoiseGen6.generateNoiseOctaves(this.noiseData4, par2, par3, par4, par5, 1, par7, 1.0D, 0.0D, 1.0D);
329            this.noiseData5 = this.netherNoiseGen7.generateNoiseOctaves(this.noiseData5, par2, par3, par4, par5, 1, par7, 100.0D, 0.0D, 100.0D);
330            this.noiseData1 = this.netherNoiseGen3.generateNoiseOctaves(this.noiseData1, par2, par3, par4, par5, par6, par7, var8 / 80.0D, var10 / 60.0D, var8 / 80.0D);
331            this.noiseData2 = this.netherNoiseGen1.generateNoiseOctaves(this.noiseData2, par2, par3, par4, par5, par6, par7, var8, var10, var8);
332            this.noiseData3 = this.netherNoiseGen2.generateNoiseOctaves(this.noiseData3, par2, par3, par4, par5, par6, par7, var8, var10, var8);
333            int var12 = 0;
334            int var13 = 0;
335            double[] var14 = new double[par6];
336            int var15;
337    
338            for (var15 = 0; var15 < par6; ++var15)
339            {
340                var14[var15] = Math.cos((double)var15 * Math.PI * 6.0D / (double)par6) * 2.0D;
341                double var16 = (double)var15;
342    
343                if (var15 > par6 / 2)
344                {
345                    var16 = (double)(par6 - 1 - var15);
346                }
347    
348                if (var16 < 4.0D)
349                {
350                    var16 = 4.0D - var16;
351                    var14[var15] -= var16 * var16 * var16 * 10.0D;
352                }
353            }
354    
355            for (var15 = 0; var15 < par5; ++var15)
356            {
357                for (int var36 = 0; var36 < par7; ++var36)
358                {
359                    double var17 = (this.noiseData4[var13] + 256.0D) / 512.0D;
360    
361                    if (var17 > 1.0D)
362                    {
363                        var17 = 1.0D;
364                    }
365    
366                    double var19 = 0.0D;
367                    double var21 = this.noiseData5[var13] / 8000.0D;
368    
369                    if (var21 < 0.0D)
370                    {
371                        var21 = -var21;
372                    }
373    
374                    var21 = var21 * 3.0D - 3.0D;
375    
376                    if (var21 < 0.0D)
377                    {
378                        var21 /= 2.0D;
379    
380                        if (var21 < -1.0D)
381                        {
382                            var21 = -1.0D;
383                        }
384    
385                        var21 /= 1.4D;
386                        var21 /= 2.0D;
387                        var17 = 0.0D;
388                    }
389                    else
390                    {
391                        if (var21 > 1.0D)
392                        {
393                            var21 = 1.0D;
394                        }
395    
396                        var21 /= 6.0D;
397                    }
398    
399                    var17 += 0.5D;
400                    var21 = var21 * (double)par6 / 16.0D;
401                    ++var13;
402    
403                    for (int var23 = 0; var23 < par6; ++var23)
404                    {
405                        double var24 = 0.0D;
406                        double var26 = var14[var23];
407                        double var28 = this.noiseData2[var12] / 512.0D;
408                        double var30 = this.noiseData3[var12] / 512.0D;
409                        double var32 = (this.noiseData1[var12] / 10.0D + 1.0D) / 2.0D;
410    
411                        if (var32 < 0.0D)
412                        {
413                            var24 = var28;
414                        }
415                        else if (var32 > 1.0D)
416                        {
417                            var24 = var30;
418                        }
419                        else
420                        {
421                            var24 = var28 + (var30 - var28) * var32;
422                        }
423    
424                        var24 -= var26;
425                        double var34;
426    
427                        if (var23 > par6 - 4)
428                        {
429                            var34 = (double)((float)(var23 - (par6 - 4)) / 3.0F);
430                            var24 = var24 * (1.0D - var34) + -10.0D * var34;
431                        }
432    
433                        if ((double)var23 < var19)
434                        {
435                            var34 = (var19 - (double)var23) / 4.0D;
436    
437                            if (var34 < 0.0D)
438                            {
439                                var34 = 0.0D;
440                            }
441    
442                            if (var34 > 1.0D)
443                            {
444                                var34 = 1.0D;
445                            }
446    
447                            var24 = var24 * (1.0D - var34) + -10.0D * var34;
448                        }
449    
450                        par1ArrayOfDouble[var12] = var24;
451                        ++var12;
452                    }
453                }
454            }
455    
456            return par1ArrayOfDouble;
457        }
458    
459        /**
460         * Checks to see if a chunk exists at x, y
461         */
462        public boolean chunkExists(int par1, int par2)
463        {
464            return true;
465        }
466    
467        /**
468         * Populates chunk with ores etc etc
469         */
470        public void populate(IChunkProvider par1IChunkProvider, int par2, int par3)
471        {
472            BlockSand.fallInstantly = true;
473    
474            MinecraftForge.EVENT_BUS.post(new PopulateChunkEvent.Pre(par1IChunkProvider, worldObj, hellRNG, par2, par3, false));
475    
476            int var4 = par2 * 16;
477            int var5 = par3 * 16;
478            this.genNetherBridge.generateStructuresInChunk(this.worldObj, this.hellRNG, par2, par3);
479            int var6;
480            int var7;
481            int var8;
482            int var9;
483    
484            boolean doGen = TerrainGen.populate(par1IChunkProvider, worldObj, hellRNG, par2, par3, false, NETHER_LAVA);
485            for (var6 = 0; doGen && var6 < 8; ++var6)
486            {
487                var7 = var4 + this.hellRNG.nextInt(16) + 8;
488                var8 = this.hellRNG.nextInt(120) + 4;
489                var9 = var5 + this.hellRNG.nextInt(16) + 8;
490                (new WorldGenHellLava(Block.lavaMoving.blockID)).generate(this.worldObj, this.hellRNG, var7, var8, var9);
491            }
492    
493            var6 = this.hellRNG.nextInt(this.hellRNG.nextInt(10) + 1) + 1;
494            int var10;
495    
496            doGen = TerrainGen.populate(par1IChunkProvider, worldObj, hellRNG, par2, par3, false, FIRE);
497            for (var7 = 0; doGen && var7 < var6; ++var7)
498            {
499                var8 = var4 + this.hellRNG.nextInt(16) + 8;
500                var9 = this.hellRNG.nextInt(120) + 4;
501                var10 = var5 + this.hellRNG.nextInt(16) + 8;
502                (new WorldGenFire()).generate(this.worldObj, this.hellRNG, var8, var9, var10);
503            }
504    
505            var6 = this.hellRNG.nextInt(this.hellRNG.nextInt(10) + 1);
506    
507            doGen = TerrainGen.populate(par1IChunkProvider, worldObj, hellRNG, par2, par3, false, GLOWSTONE);
508            for (var7 = 0; doGen && var7 < var6; ++var7)
509            {
510                var8 = var4 + this.hellRNG.nextInt(16) + 8;
511                var9 = this.hellRNG.nextInt(120) + 4;
512                var10 = var5 + this.hellRNG.nextInt(16) + 8;
513                (new WorldGenGlowStone1()).generate(this.worldObj, this.hellRNG, var8, var9, var10);
514            }
515    
516            for (var7 = 0; doGen && var7 < 10; ++var7)
517            {
518                var8 = var4 + this.hellRNG.nextInt(16) + 8;
519                var9 = this.hellRNG.nextInt(128);
520                var10 = var5 + this.hellRNG.nextInt(16) + 8;
521                (new WorldGenGlowStone2()).generate(this.worldObj, this.hellRNG, var8, var9, var10);
522            }
523    
524            MinecraftForge.EVENT_BUS.post(new DecorateBiomeEvent.Pre(worldObj, hellRNG, var4, var5));
525            
526            doGen = TerrainGen.decorate(worldObj, hellRNG, var4, var5, SHROOM);
527            if (doGen && this.hellRNG.nextInt(1) == 0)
528            {
529                var7 = var4 + this.hellRNG.nextInt(16) + 8;
530                var8 = this.hellRNG.nextInt(128);
531                var9 = var5 + this.hellRNG.nextInt(16) + 8;
532                (new WorldGenFlowers(Block.mushroomBrown.blockID)).generate(this.worldObj, this.hellRNG, var7, var8, var9);
533            }
534    
535            if (doGen && this.hellRNG.nextInt(1) == 0)
536            {
537                var7 = var4 + this.hellRNG.nextInt(16) + 8;
538                var8 = this.hellRNG.nextInt(128);
539                var9 = var5 + this.hellRNG.nextInt(16) + 8;
540                (new WorldGenFlowers(Block.mushroomRed.blockID)).generate(this.worldObj, this.hellRNG, var7, var8, var9);
541            }
542    
543            MinecraftForge.EVENT_BUS.post(new DecorateBiomeEvent.Post(worldObj, hellRNG, var4, var5));
544            MinecraftForge.EVENT_BUS.post(new PopulateChunkEvent.Post(par1IChunkProvider, worldObj, hellRNG, par2, par3, false));
545    
546            BlockSand.fallInstantly = false;
547        }
548    
549        /**
550         * Two modes of operation: if passed true, save all Chunks in one go.  If passed false, save up to two chunks.
551         * Return true if all chunks have been saved.
552         */
553        public boolean saveChunks(boolean par1, IProgressUpdate par2IProgressUpdate)
554        {
555            return true;
556        }
557    
558        /**
559         * Unloads the 100 oldest chunks from memory, due to a bug with chunkSet.add() never being called it thinks the list
560         * is always empty and will not remove any chunks.
561         */
562        public boolean unload100OldestChunks()
563        {
564            return false;
565        }
566    
567        /**
568         * Returns if the IChunkProvider supports saving.
569         */
570        public boolean canSave()
571        {
572            return true;
573        }
574    
575        /**
576         * Converts the instance data to a readable string.
577         */
578        public String makeString()
579        {
580            return "HellRandomLevelSource";
581        }
582    
583        /**
584         * Returns a list of creatures of the specified type that can spawn at the given location.
585         */
586        public List getPossibleCreatures(EnumCreatureType par1EnumCreatureType, int par2, int par3, int par4)
587        {
588            if (par1EnumCreatureType == EnumCreatureType.monster && this.genNetherBridge.hasStructureAt(par2, par3, par4))
589            {
590                return this.genNetherBridge.getSpawnList();
591            }
592            else
593            {
594                BiomeGenBase var5 = this.worldObj.getBiomeGenForCoords(par2, par4);
595                return var5 == null ? null : var5.getSpawnableList(par1EnumCreatureType);
596            }
597        }
598    
599        /**
600         * Returns the location of the closest structure of the specified type. If not found returns null.
601         */
602        public ChunkPosition findClosestStructure(World par1World, String par2Str, int par3, int par4, int par5)
603        {
604            return null;
605        }
606    
607        public int getLoadedChunkCount()
608        {
609            return 0;
610        }
611    
612        public void recreateStructures(int par1, int par2)
613        {
614            this.genNetherBridge.generate(this, this.worldObj, par1, par2, (byte[])null);
615        }
616    }