package net.minecraft.world.biome;
import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;
import java.util.ArrayList;
import java.util.Arrays;
import java.util.List;
import java.util.Random;
import net.minecraft.world.ChunkPosition;
import net.minecraft.world.World;
import net.minecraft.world.WorldType;
import net.minecraft.world.gen.layer.GenLayer;
import net.minecraft.world.gen.layer.IntCache;
import net.minecraftforge.common.*;
import net.minecraftforge.event.terraingen.*;
import static net.minecraft.world.biome.BiomeGenBase.*;
public class WorldChunkManager
{
public static ArrayList<BiomeGenBase> allowedBiomes = new ArrayList<BiomeGenBase>(Arrays.asList(forest, plains, taiga, taigaHills, forestHills, jungle. jungleHills));
private GenLayer genBiomes;
/** A GenLayer containing the indices into BiomeGenBase.biomeList[] */
private GenLayer biomeIndexLayer;
/** The BiomeCache object for this world. */
private BiomeCache biomeCache;
/** A list of biomes that the player can spawn in. */
private List biomesToSpawnIn;
protected WorldChunkManager()
{
this.biomeCache = new BiomeCache(this);
this.biomesToSpawnIn = new ArrayList();
this.biomesToSpawnIn.addAll(allowedBiomes);
}
public WorldChunkManager(long par1, WorldType par3WorldType)
{
this();
GenLayer[] agenlayer = GenLayer.initializeAllBiomeGenerators(par1, par3WorldType);
agenlayer = getModdedBiomeGenerators(par3WorldType, par1, agenlayer);
this.genBiomes = agenlayer[0];
this.biomeIndexLayer = agenlayer[1];
}
public WorldChunkManager(World par1World)
{
this(par1World.getSeed(), par1World.getWorldInfo().getTerrainType());
}
/**
* Gets the list of valid biomes for the player to spawn in.
*/
public List getBiomesToSpawnIn()
{
return this.biomesToSpawnIn;
}
/**
* Returns the BiomeGenBase related to the x, z position on the world.
*/
public BiomeGenBase getBiomeGenAt(int par1, int par2)
{
return this.biomeCache.getBiomeGenAt(par1, par2);
}
/**
* Returns a list of rainfall values for the specified blocks. Args: listToReuse, x, z, width, length.
*/
public float[] getRainfall(float[] par1ArrayOfFloat, int par2, int par3, int par4, int par5)
{
IntCache.resetIntCache();
if (par1ArrayOfFloat == null || par1ArrayOfFloat.length < par4 * par5)
{
par1ArrayOfFloat = new float[par4 * par5];
}
int[] aint = this.biomeIndexLayer.getInts(par2, par3, par4, par5);
for (int i1 = 0; i1 < par4 * par5; ++i1)
{
float f = (float)BiomeGenBase.biomeList[aint[i1]].getIntRainfall() / 65536.0F;
if (f > 1.0F)
{
f = 1.0F;
}
par1ArrayOfFloat[i1] = f;
}
return par1ArrayOfFloat;
}
@SideOnly(Side.CLIENT)
/**
* Return an adjusted version of a given temperature based on the y height
*/
public float getTemperatureAtHeight(float par1, int par2)
{
return par1;
}
/**
* Returns a list of temperatures to use for the specified blocks. Args: listToReuse, x, y, width, length
*/
public float[] getTemperatures(float[] par1ArrayOfFloat, int par2, int par3, int par4, int par5)
{
IntCache.resetIntCache();
if (par1ArrayOfFloat == null || par1ArrayOfFloat.length < par4 * par5)
{
par1ArrayOfFloat = new float[par4 * par5];
}
int[] aint = this.biomeIndexLayer.getInts(par2, par3, par4, par5);
for (int i1 = 0; i1 < par4 * par5; ++i1)
{
float f = (float)BiomeGenBase.biomeList[aint[i1]].getIntTemperature() / 65536.0F;
if (f > 1.0F)
{
f = 1.0F;
}
par1ArrayOfFloat[i1] = f;
}
return par1ArrayOfFloat;
}
/**
* Returns an array of biomes for the location input.
*/
public BiomeGenBase[] getBiomesForGeneration(BiomeGenBase[] par1ArrayOfBiomeGenBase, int par2, int par3, int par4, int par5)
{
IntCache.resetIntCache();
if (par1ArrayOfBiomeGenBase == null || par1ArrayOfBiomeGenBase.length < par4 * par5)
{
par1ArrayOfBiomeGenBase = new BiomeGenBase[par4 * par5];
}
int[] aint = this.genBiomes.getInts(par2, par3, par4, par5);
for (int i1 = 0; i1 < par4 * par5; ++i1)
{
par1ArrayOfBiomeGenBase[i1] = BiomeGenBase.biomeList[aint[i1]];
}
return par1ArrayOfBiomeGenBase;
}
/**
* Returns biomes to use for the blocks and loads the other data like temperature and humidity onto the
* WorldChunkManager Args: oldBiomeList, x, z, width, depth
*/
public BiomeGenBase[] loadBlockGeneratorData(BiomeGenBase[] par1ArrayOfBiomeGenBase, int par2, int par3, int par4, int par5)
{
return this.getBiomeGenAt(par1ArrayOfBiomeGenBase, par2, par3, par4, par5, true);
}
/**
* Return a list of biomes for the specified blocks. Args: listToReuse, x, y, width, length, cacheFlag (if false,
* don't check biomeCache to avoid infinite loop in BiomeCacheBlock)
*/
public BiomeGenBase[] getBiomeGenAt(BiomeGenBase[] par1ArrayOfBiomeGenBase, int par2, int par3, int par4, int par5, boolean par6)
{
IntCache.resetIntCache();
if (par1ArrayOfBiomeGenBase == null || par1ArrayOfBiomeGenBase.length < par4 * par5)
{
par1ArrayOfBiomeGenBase = new BiomeGenBase[par4 * par5];
}
if (par6 && par4 == 16 && par5 == 16 && (par2 & 15) == 0 && (par3 & 15) == 0)
{
BiomeGenBase[] abiomegenbase1 = this.biomeCache.getCachedBiomes(par2, par3);
System.arraycopy(abiomegenbase1, 0, par1ArrayOfBiomeGenBase, 0, par4 * par5);
return par1ArrayOfBiomeGenBase;
}
else
{
int[] aint = this.biomeIndexLayer.getInts(par2, par3, par4, par5);
for (int i1 = 0; i1 < par4 * par5; ++i1)
{
par1ArrayOfBiomeGenBase[i1] = BiomeGenBase.biomeList[aint[i1]];
}
return par1ArrayOfBiomeGenBase;
}
}
/**
* checks given Chunk's Biomes against List of allowed ones
*/
public boolean areBiomesViable(int par1, int par2, int par3, List par4List)
{
IntCache.resetIntCache();
int l = par1 - par3 >> 2;
int i1 = par2 - par3 >> 2;
int j1 = par1 + par3 >> 2;
int k1 = par2 + par3 >> 2;
int l1 = j1 - l + 1;
int i2 = k1 - i1 + 1;
int[] aint = this.genBiomes.getInts(l, i1, l1, i2);
for (int j2 = 0; j2 < l1 * i2; ++j2)
{
BiomeGenBase biomegenbase = BiomeGenBase.biomeList[aint[j2]];
if (!par4List.contains(biomegenbase))
{
return false;
}
}
return true;
}
/**
* Finds a valid position within a range, that is in one of the listed biomes. Searches {par1,par2} +-par3 blocks.
* Strongly favors positive y positions.
*/
public ChunkPosition findBiomePosition(int par1, int par2, int par3, List par4List, Random par5Random)
{
IntCache.resetIntCache();
int l = par1 - par3 >> 2;
int i1 = par2 - par3 >> 2;
int j1 = par1 + par3 >> 2;
int k1 = par2 + par3 >> 2;
int l1 = j1 - l + 1;
int i2 = k1 - i1 + 1;
int[] aint = this.genBiomes.getInts(l, i1, l1, i2);
ChunkPosition chunkposition = null;
int j2 = 0;
for (int k2 = 0; k2 < l1 * i2; ++k2)
{
int l2 = l + k2 % l1 << 2;
int i3 = i1 + k2 / l1 << 2;
BiomeGenBase biomegenbase = BiomeGenBase.biomeList[aint[k2]];
if (par4List.contains(biomegenbase) && (chunkposition == null || par5Random.nextInt(j2 + 1) == 0))
{
chunkposition = new ChunkPosition(l2, 0, i3);
++j2;
}
}
return chunkposition;
}
/**
* Calls the WorldChunkManager's biomeCache.cleanupCache()
*/
public void cleanupCache()
{
this.biomeCache.cleanupCache();
}
public GenLayer[] getModdedBiomeGenerators(WorldType worldType, long seed, GenLayer[] original)
{
WorldTypeEvent.InitBiomeGens event = new WorldTypeEvent.InitBiomeGens(worldType, seed, original);
MinecraftForge.TERRAIN_GEN_BUS.post(event);
return event.newBiomeGens;
}
}