package net.minecraft.world.biome;
import java.util.Random;
import net.minecraft.block.Block;
import net.minecraft.world.World;
import net.minecraft.world.gen.feature.WorldGenBigMushroom;
import net.minecraft.world.gen.feature.WorldGenCactus;
import net.minecraft.world.gen.feature.WorldGenClay;
import net.minecraft.world.gen.feature.WorldGenDeadBush;
import net.minecraft.world.gen.feature.WorldGenFlowers;
import net.minecraft.world.gen.feature.WorldGenLiquids;
import net.minecraft.world.gen.feature.WorldGenMinable;
import net.minecraft.world.gen.feature.WorldGenPumpkin;
import net.minecraft.world.gen.feature.WorldGenReed;
import net.minecraft.world.gen.feature.WorldGenSand;
import net.minecraft.world.gen.feature.WorldGenWaterlily;
import net.minecraft.world.gen.feature.WorldGenerator;
import static net.minecraftforge.event.terraingen.DecorateBiomeEvent.Decorate.EventType.*;
import static net.minecraftforge.event.terraingen.OreGenEvent.GenerateMinable.EventType.*;
import net.minecraftforge.common.*;
import net.minecraftforge.event.terraingen.*;
public class BiomeDecorator
{
/** The world the BiomeDecorator is currently decorating */
public World currentWorld;
/** The Biome Decorator's random number generator. */
public Random randomGenerator;
/** The X-coordinate of the chunk currently being decorated */
public int chunk_X;
/** The Z-coordinate of the chunk currently being decorated */
public int chunk_Z;
/** The biome generator object. */
public BiomeGenBase biome;
/** The clay generator. */
public WorldGenerator clayGen = new WorldGenClay(4);
/** The sand generator. */
public WorldGenerator sandGen;
/** The gravel generator. */
public WorldGenerator gravelAsSandGen;
/** The dirt generator. */
public WorldGenerator dirtGen;
public WorldGenerator gravelGen;
public WorldGenerator coalGen;
public WorldGenerator ironGen;
/** Field that holds gold WorldGenMinable */
public WorldGenerator goldGen;
/** Field that holds redstone WorldGenMinable */
public WorldGenerator redstoneGen;
/** Field that holds diamond WorldGenMinable */
public WorldGenerator diamondGen;
/** Field that holds Lapis WorldGenMinable */
public WorldGenerator lapisGen;
/** Field that holds one of the plantYellow WorldGenFlowers */
public WorldGenerator plantYellowGen;
/** Field that holds one of the plantRed WorldGenFlowers */
public WorldGenerator plantRedGen;
/** Field that holds mushroomBrown WorldGenFlowers */
public WorldGenerator mushroomBrownGen;
/** Field that holds mushroomRed WorldGenFlowers */
public WorldGenerator mushroomRedGen;
/** Field that holds big mushroom generator */
public WorldGenerator bigMushroomGen;
/** Field that holds WorldGenReed */
public WorldGenerator reedGen;
/** Field that holds WorldGenCactus */
public WorldGenerator cactusGen;
/** The water lily generation! */
public WorldGenerator waterlilyGen;
/** Amount of waterlilys per chunk. */
public int waterlilyPerChunk;
/**
* The number of trees to attempt to generate per chunk. Up to 10 in forests, none in deserts.
*/
public int treesPerChunk;
/**
* The number of yellow flower patches to generate per chunk. The game generates much less than this number, since
* it attempts to generate them at a random altitude.
*/
public int flowersPerChunk;
/** The amount of tall grass to generate per chunk. */
public int grassPerChunk;
/**
* The number of dead bushes to generate per chunk. Used in deserts and swamps.
*/
public int deadBushPerChunk;
/**
* The number of extra mushroom patches per chunk. It generates 1/4 this number in brown mushroom patches, and 1/8
* this number in red mushroom patches. These mushrooms go beyond the default base number of mushrooms.
*/
public int mushroomsPerChunk;
/**
* The number of reeds to generate per chunk. Reeds won't generate if the randomly selected placement is unsuitable.
*/
public int reedsPerChunk;
/**
* The number of cactus plants to generate per chunk. Cacti only work on sand.
*/
public int cactiPerChunk;
/**
* The number of sand patches to generate per chunk. Sand patches only generate when part of it is underwater.
*/
public int sandPerChunk;
/**
* The number of sand patches to generate per chunk. Sand patches only generate when part of it is underwater. There
* appear to be two separate fields for this.
*/
public int sandPerChunk2;
/**
* The number of clay patches to generate per chunk. Only generates when part of it is underwater.
*/
public int clayPerChunk;
/** Amount of big mushrooms per chunk */
public int bigMushroomsPerChunk;
/** True if decorator should generate surface lava & water */
public boolean generateLakes;
public BiomeDecorator(BiomeGenBase par1BiomeGenBase)
{
this.sandGen = new WorldGenSand(7, Block.sand.blockID);
this.gravelAsSandGen = new WorldGenSand(6, Block.gravel.blockID);
this.dirtGen = new WorldGenMinable(Block.dirt.blockID, 32);
this.gravelGen = new WorldGenMinable(Block.gravel.blockID, 32);
this.coalGen = new WorldGenMinable(Block.oreCoal.blockID, 16);
this.ironGen = new WorldGenMinable(Block.oreIron.blockID, 8);
this.goldGen = new WorldGenMinable(Block.oreGold.blockID, 8);
this.redstoneGen = new WorldGenMinable(Block.oreRedstone.blockID, 7);
this.diamondGen = new WorldGenMinable(Block.oreDiamond.blockID, 7);
this.lapisGen = new WorldGenMinable(Block.oreLapis.blockID, 6);
this.plantYellowGen = new WorldGenFlowers(Block.plantYellow.blockID);
this.plantRedGen = new WorldGenFlowers(Block.plantRed.blockID);
this.mushroomBrownGen = new WorldGenFlowers(Block.mushroomBrown.blockID);
this.mushroomRedGen = new WorldGenFlowers(Block.mushroomRed.blockID);
this.bigMushroomGen = new WorldGenBigMushroom();
this.reedGen = new WorldGenReed();
this.cactusGen = new WorldGenCactus();
this.waterlilyGen = new WorldGenWaterlily();
this.waterlilyPerChunk = 0;
this.treesPerChunk = 0;
this.flowersPerChunk = 2;
this.grassPerChunk = 1;
this.deadBushPerChunk = 0;
this.mushroomsPerChunk = 0;
this.reedsPerChunk = 0;
this.cactiPerChunk = 0;
this.sandPerChunk = 1;
this.sandPerChunk2 = 3;
this.clayPerChunk = 1;
this.bigMushroomsPerChunk = 0;
this.generateLakes = true;
this.biome = par1BiomeGenBase;
}
/**
* Decorates the world. Calls code that was formerly (pre-1.8) in ChunkProviderGenerate.populate
*/
public void decorate(World par1World, Random par2Random, int par3, int par4)
{
if (this.currentWorld != null)
{
throw new RuntimeException("Already decorating!!");
}
else
{
this.currentWorld = par1World;
this.randomGenerator = par2Random;
this.chunk_X = par3;
this.chunk_Z = par4;
this.decorate();
this.currentWorld = null;
this.randomGenerator = null;
}
}
/**
* The method that does the work of actually decorating chunks
*/
protected void decorate()
{
MinecraftForge.EVENT_BUS.post(new DecorateBiomeEvent.Pre(currentWorld, randomGenerator, chunk_X, chunk_Z));
this.generateOres();
int i;
int j;
int k;
boolean doGen = TerrainGen.decorate(currentWorld, randomGenerator, chunk_X, chunk_Z, SAND);
for (i = 0; doGen && i < this.sandPerChunk2; ++i)
{
j = this.chunk_X + this.randomGenerator.nextInt(16) + 8;
k = this.chunk_Z + this.randomGenerator.nextInt(16) + 8;
this.sandGen.generate(this.currentWorld, this.randomGenerator, j, this.currentWorld.getTopSolidOrLiquidBlock(j, k), k);
}
doGen = TerrainGen.decorate(currentWorld, randomGenerator, chunk_X, chunk_Z, CLAY);
for (i = 0; doGen && i < this.clayPerChunk; ++i)
{
j = this.chunk_X + this.randomGenerator.nextInt(16) + 8;
k = this.chunk_Z + this.randomGenerator.nextInt(16) + 8;
this.clayGen.generate(this.currentWorld, this.randomGenerator, j, this.currentWorld.getTopSolidOrLiquidBlock(j, k), k);
}
doGen = TerrainGen.decorate(currentWorld, randomGenerator, chunk_X, chunk_Z, SAND_PASS2);
for (i = 0; doGen && i < this.sandPerChunk; ++i)
{
j = this.chunk_X + this.randomGenerator.nextInt(16) + 8;
k = this.chunk_Z + this.randomGenerator.nextInt(16) + 8;
this.sandGen.generate(this.currentWorld, this.randomGenerator, j, this.currentWorld.getTopSolidOrLiquidBlock(j, k), k);
}
i = this.treesPerChunk;
if (this.randomGenerator.nextInt(10) == 0)
{
++i;
}
int l;
doGen = TerrainGen.decorate(currentWorld, randomGenerator, chunk_X, chunk_Z, TREE);
for (j = 0; doGen && j < i; ++j)
{
k = this.chunk_X + this.randomGenerator.nextInt(16) + 8;
l = this.chunk_Z + this.randomGenerator.nextInt(16) + 8;
WorldGenerator worldgenerator = this.biome.getRandomWorldGenForTrees(this.randomGenerator);
worldgenerator.setScale(1.0D, 1.0D, 1.0D);
worldgenerator.generate(this.currentWorld, this.randomGenerator, k, this.currentWorld.getHeightValue(k, l), l);
}
doGen = TerrainGen.decorate(currentWorld, randomGenerator, chunk_X, chunk_Z, BIG_SHROOM);
for (j = 0; doGen && j < this.bigMushroomsPerChunk; ++j)
{
k = this.chunk_X + this.randomGenerator.nextInt(16) + 8;
l = this.chunk_Z + this.randomGenerator.nextInt(16) + 8;
this.bigMushroomGen.generate(this.currentWorld, this.randomGenerator, k, this.currentWorld.getHeightValue(k, l), l);
}
int i1;
doGen = TerrainGen.decorate(currentWorld, randomGenerator, chunk_X, chunk_Z, FLOWERS);
for (j = 0; doGen && j < this.flowersPerChunk; ++j)
{
k = this.chunk_X + this.randomGenerator.nextInt(16) + 8;
l = this.randomGenerator.nextInt(128);
i1 = this.chunk_Z + this.randomGenerator.nextInt(16) + 8;
this.plantYellowGen.generate(this.currentWorld, this.randomGenerator, k, l, i1);
if (this.randomGenerator.nextInt(4) == 0)
{
k = this.chunk_X + this.randomGenerator.nextInt(16) + 8;
l = this.randomGenerator.nextInt(128);
i1 = this.chunk_Z + this.randomGenerator.nextInt(16) + 8;
this.plantRedGen.generate(this.currentWorld, this.randomGenerator, k, l, i1);
}
}
doGen = TerrainGen.decorate(currentWorld, randomGenerator, chunk_X, chunk_Z, GRASS);
for (j = 0; doGen && j < this.grassPerChunk; ++j)
{
k = this.chunk_X + this.randomGenerator.nextInt(16) + 8;
l = this.randomGenerator.nextInt(128);
i1 = this.chunk_Z + this.randomGenerator.nextInt(16) + 8;
WorldGenerator worldgenerator1 = this.biome.getRandomWorldGenForGrass(this.randomGenerator);
worldgenerator1.generate(this.currentWorld, this.randomGenerator, k, l, i1);
}
doGen = TerrainGen.decorate(currentWorld, randomGenerator, chunk_X, chunk_Z, DEAD_BUSH);
for (j = 0; doGen && j < this.deadBushPerChunk; ++j)
{
k = this.chunk_X + this.randomGenerator.nextInt(16) + 8;
l = this.randomGenerator.nextInt(128);
i1 = this.chunk_Z + this.randomGenerator.nextInt(16) + 8;
(new WorldGenDeadBush(Block.deadBush.blockID)).generate(this.currentWorld, this.randomGenerator, k, l, i1);
}
doGen = TerrainGen.decorate(currentWorld, randomGenerator, chunk_X, chunk_Z, LILYPAD);
for (j = 0; doGen && j < this.waterlilyPerChunk; ++j)
{
k = this.chunk_X + this.randomGenerator.nextInt(16) + 8;
l = this.chunk_Z + this.randomGenerator.nextInt(16) + 8;
for (i1 = this.randomGenerator.nextInt(128); i1 > 0 && this.currentWorld.getBlockId(k, i1 - 1, l) == 0; --i1)
{
;
}
this.waterlilyGen.generate(this.currentWorld, this.randomGenerator, k, i1, l);
}
doGen = TerrainGen.decorate(currentWorld, randomGenerator, chunk_X, chunk_Z, SHROOM);
for (j = 0; doGen && j < this.mushroomsPerChunk; ++j)
{
if (this.randomGenerator.nextInt(4) == 0)
{
k = this.chunk_X + this.randomGenerator.nextInt(16) + 8;
l = this.chunk_Z + this.randomGenerator.nextInt(16) + 8;
i1 = this.currentWorld.getHeightValue(k, l);
this.mushroomBrownGen.generate(this.currentWorld, this.randomGenerator, k, i1, l);
}
if (this.randomGenerator.nextInt(8) == 0)
{
k = this.chunk_X + this.randomGenerator.nextInt(16) + 8;
l = this.chunk_Z + this.randomGenerator.nextInt(16) + 8;
i1 = this.randomGenerator.nextInt(128);
this.mushroomRedGen.generate(this.currentWorld, this.randomGenerator, k, i1, l);
}
}
if (doGen && this.randomGenerator.nextInt(4) == 0)
{
j = this.chunk_X + this.randomGenerator.nextInt(16) + 8;
k = this.randomGenerator.nextInt(128);
l = this.chunk_Z + this.randomGenerator.nextInt(16) + 8;
this.mushroomBrownGen.generate(this.currentWorld, this.randomGenerator, j, k, l);
}
if (doGen && this.randomGenerator.nextInt(8) == 0)
{
j = this.chunk_X + this.randomGenerator.nextInt(16) + 8;
k = this.randomGenerator.nextInt(128);
l = this.chunk_Z + this.randomGenerator.nextInt(16) + 8;
this.mushroomRedGen.generate(this.currentWorld, this.randomGenerator, j, k, l);
}
doGen = TerrainGen.decorate(currentWorld, randomGenerator, chunk_X, chunk_Z, REED);
for (j = 0; doGen && j < this.reedsPerChunk; ++j)
{
k = this.chunk_X + this.randomGenerator.nextInt(16) + 8;
l = this.chunk_Z + this.randomGenerator.nextInt(16) + 8;
i1 = this.randomGenerator.nextInt(128);
this.reedGen.generate(this.currentWorld, this.randomGenerator, k, i1, l);
}
for (j = 0; doGen && j < 10; ++j)
{
k = this.chunk_X + this.randomGenerator.nextInt(16) + 8;
l = this.randomGenerator.nextInt(128);
i1 = this.chunk_Z + this.randomGenerator.nextInt(16) + 8;
this.reedGen.generate(this.currentWorld, this.randomGenerator, k, l, i1);
}
doGen = TerrainGen.decorate(currentWorld, randomGenerator, chunk_X, chunk_Z, PUMPKIN);
if (doGen && this.randomGenerator.nextInt(32) == 0)
{
j = this.chunk_X + this.randomGenerator.nextInt(16) + 8;
k = this.randomGenerator.nextInt(128);
l = this.chunk_Z + this.randomGenerator.nextInt(16) + 8;
(new WorldGenPumpkin()).generate(this.currentWorld, this.randomGenerator, j, k, l);
}
doGen = TerrainGen.decorate(currentWorld, randomGenerator, chunk_X, chunk_Z, CACTUS);
for (j = 0; doGen && j < this.cactiPerChunk; ++j)
{
k = this.chunk_X + this.randomGenerator.nextInt(16) + 8;
l = this.randomGenerator.nextInt(128);
i1 = this.chunk_Z + this.randomGenerator.nextInt(16) + 8;
this.cactusGen.generate(this.currentWorld, this.randomGenerator, k, l, i1);
}
doGen = TerrainGen.decorate(currentWorld, randomGenerator, chunk_X, chunk_Z, LAKE);
if (doGen && this.generateLakes)
{
for (j = 0; j < 50; ++j)
{
k = this.chunk_X + this.randomGenerator.nextInt(16) + 8;
l = this.randomGenerator.nextInt(this.randomGenerator.nextInt(120) + 8);
i1 = this.chunk_Z + this.randomGenerator.nextInt(16) + 8;
(new WorldGenLiquids(Block.waterMoving.blockID)).generate(this.currentWorld, this.randomGenerator, k, l, i1);
}
for (j = 0; j < 20; ++j)
{
k = this.chunk_X + this.randomGenerator.nextInt(16) + 8;
l = this.randomGenerator.nextInt(this.randomGenerator.nextInt(this.randomGenerator.nextInt(112) + 8) + 8);
i1 = this.chunk_Z + this.randomGenerator.nextInt(16) + 8;
(new WorldGenLiquids(Block.lavaMoving.blockID)).generate(this.currentWorld, this.randomGenerator, k, l, i1);
}
}
MinecraftForge.EVENT_BUS.post(new DecorateBiomeEvent.Post(currentWorld, randomGenerator, chunk_X, chunk_Z));
}
/**
* Standard ore generation helper. Generates most ores.
*/
protected void genStandardOre1(int par1, WorldGenerator par2WorldGenerator, int par3, int par4)
{
for (int l = 0; l < par1; ++l)
{
int i1 = this.chunk_X + this.randomGenerator.nextInt(16);
int j1 = this.randomGenerator.nextInt(par4 - par3) + par3;
int k1 = this.chunk_Z + this.randomGenerator.nextInt(16);
par2WorldGenerator.generate(this.currentWorld, this.randomGenerator, i1, j1, k1);
}
}
/**
* Standard ore generation helper. Generates Lapis Lazuli.
*/
protected void genStandardOre2(int par1, WorldGenerator par2WorldGenerator, int par3, int par4)
{
for (int l = 0; l < par1; ++l)
{
int i1 = this.chunk_X + this.randomGenerator.nextInt(16);
int j1 = this.randomGenerator.nextInt(par4) + this.randomGenerator.nextInt(par4) + (par3 - par4);
int k1 = this.chunk_Z + this.randomGenerator.nextInt(16);
par2WorldGenerator.generate(this.currentWorld, this.randomGenerator, i1, j1, k1);
}
}
/**
* Generates ores in the current chunk
*/
protected void generateOres()
{
MinecraftForge.ORE_GEN_BUS.post(new OreGenEvent.Pre(currentWorld, randomGenerator, chunk_X, chunk_Z));
if (TerrainGen.generateOre(currentWorld, randomGenerator, dirtGen, chunk_X, chunk_Z, DIRT))
this.genStandardOre1(20, this.dirtGen, 0, 128);
if (TerrainGen.generateOre(currentWorld, randomGenerator, gravelGen, chunk_X, chunk_Z, GRAVEL))
this.genStandardOre1(10, this.gravelGen, 0, 128);
if (TerrainGen.generateOre(currentWorld, randomGenerator, coalGen, chunk_X, chunk_Z, COAL))
this.genStandardOre1(20, this.coalGen, 0, 128);
if (TerrainGen.generateOre(currentWorld, randomGenerator, ironGen, chunk_X, chunk_Z, IRON))
this.genStandardOre1(20, this.ironGen, 0, 64);
if (TerrainGen.generateOre(currentWorld, randomGenerator, goldGen, chunk_X, chunk_Z, GOLD))
this.genStandardOre1(2, this.goldGen, 0, 32);
if (TerrainGen.generateOre(currentWorld, randomGenerator, redstoneGen, chunk_X, chunk_Z, REDSTONE))
this.genStandardOre1(8, this.redstoneGen, 0, 16);
if (TerrainGen.generateOre(currentWorld, randomGenerator, diamondGen, chunk_X, chunk_Z, DIAMOND))
this.genStandardOre1(1, this.diamondGen, 0, 16);
if (TerrainGen.generateOre(currentWorld, randomGenerator, lapisGen, chunk_X, chunk_Z, LAPIS))
this.genStandardOre2(1, this.lapisGen, 16, 16);
MinecraftForge.ORE_GEN_BUS.post(new OreGenEvent.Post(currentWorld, randomGenerator, chunk_X, chunk_Z));
}
}