package net.minecraft.world.gen; import java.util.List; import java.util.Random; import net.minecraft.block.Block; import net.minecraft.block.BlockSand; import net.minecraft.entity.EnumCreatureType; import net.minecraft.util.IProgressUpdate; import net.minecraft.util.MathHelper; import net.minecraft.world.ChunkPosition; import net.minecraft.world.SpawnerAnimals; import net.minecraft.world.World; import net.minecraft.world.biome.BiomeGenBase; import net.minecraft.world.chunk.Chunk; import net.minecraft.world.chunk.IChunkProvider; import net.minecraft.world.gen.feature.MapGenScatteredFeature; import net.minecraft.world.gen.feature.WorldGenDungeons; import net.minecraft.world.gen.feature.WorldGenLakes; import net.minecraft.world.gen.structure.MapGenMineshaft; import net.minecraft.world.gen.structure.MapGenStronghold; import net.minecraft.world.gen.structure.MapGenVillage; import static net.minecraftforge.event.terraingen.InitMapGenEvent.EventType.*; import static net.minecraftforge.event.terraingen.PopulateChunkEvent.Populate.EventType.*; import net.minecraftforge.common.*; import net.minecraftforge.event.Event.*; import net.minecraftforge.event.terraingen.*; public class ChunkProviderGenerate implements IChunkProvider { /** RNG. */ private Random rand; /** A NoiseGeneratorOctaves used in generating terrain */ private NoiseGeneratorOctaves noiseGen1; /** A NoiseGeneratorOctaves used in generating terrain */ private NoiseGeneratorOctaves noiseGen2; /** A NoiseGeneratorOctaves used in generating terrain */ private NoiseGeneratorOctaves noiseGen3; /** A NoiseGeneratorOctaves used in generating terrain */ private NoiseGeneratorOctaves noiseGen4; /** A NoiseGeneratorOctaves used in generating terrain */ public NoiseGeneratorOctaves noiseGen5; /** A NoiseGeneratorOctaves used in generating terrain */ public NoiseGeneratorOctaves noiseGen6; public NoiseGeneratorOctaves mobSpawnerNoise; /** Reference to the World object. */ private World worldObj; /** are map structures going to be generated (e.g. strongholds) */ private final boolean mapFeaturesEnabled; /** Holds the overall noise array used in chunk generation */ private double[] noiseArray; private double[] stoneNoise = new double[256]; private MapGenBase caveGenerator = new MapGenCaves(); /** Holds Stronghold Generator */ private MapGenStronghold strongholdGenerator = new MapGenStronghold(); /** Holds Village Generator */ private MapGenVillage villageGenerator = new MapGenVillage(); /** Holds Mineshaft Generator */ private MapGenMineshaft mineshaftGenerator = new MapGenMineshaft(); private MapGenScatteredFeature scatteredFeatureGenerator = new MapGenScatteredFeature(); /** Holds ravine generator */ private MapGenBase ravineGenerator = new MapGenRavine(); /** The biomes that are used to generate the chunk */ private BiomeGenBase[] biomesForGeneration; /** A double array that hold terrain noise from noiseGen3 */ double[] noise3; /** A double array that hold terrain noise */ double[] noise1; /** A double array that hold terrain noise from noiseGen2 */ double[] noise2; /** A double array that hold terrain noise from noiseGen5 */ double[] noise5; /** A double array that holds terrain noise from noiseGen6 */ double[] noise6; /** * Used to store the 5x5 parabolic field that is used during terrain generation. */ float[] parabolicField; int[][] field_73219_j = new int[32][32]; { caveGenerator = TerrainGen.getModdedMapGen(caveGenerator, CAVE); strongholdGenerator = (MapGenStronghold) TerrainGen.getModdedMapGen(strongholdGenerator, STRONGHOLD); villageGenerator = (MapGenVillage) TerrainGen.getModdedMapGen(villageGenerator, VILLAGE); mineshaftGenerator = (MapGenMineshaft) TerrainGen.getModdedMapGen(mineshaftGenerator, MINESHAFT); scatteredFeatureGenerator = (MapGenScatteredFeature) TerrainGen.getModdedMapGen(scatteredFeatureGenerator, SCATTERED_FEATURE); ravineGenerator = TerrainGen.getModdedMapGen(ravineGenerator, RAVINE); } public ChunkProviderGenerate(World par1World, long par2, boolean par4) { this.worldObj = par1World; this.mapFeaturesEnabled = par4; this.rand = new Random(par2); this.noiseGen1 = new NoiseGeneratorOctaves(this.rand, 16); this.noiseGen2 = new NoiseGeneratorOctaves(this.rand, 16); this.noiseGen3 = new NoiseGeneratorOctaves(this.rand, 8); this.noiseGen4 = new NoiseGeneratorOctaves(this.rand, 4); this.noiseGen5 = new NoiseGeneratorOctaves(this.rand, 10); this.noiseGen6 = new NoiseGeneratorOctaves(this.rand, 16); this.mobSpawnerNoise = new NoiseGeneratorOctaves(this.rand, 8); NoiseGeneratorOctaves[] noiseGens = {noiseGen1, noiseGen2, noiseGen3, noiseGen4, noiseGen5, noiseGen6, mobSpawnerNoise}; noiseGens = TerrainGen.getModdedNoiseGenerators(par1World, this.rand, noiseGens); this.noiseGen1 = noiseGens[0]; this.noiseGen2 = noiseGens[1]; this.noiseGen3 = noiseGens[2]; this.noiseGen4 = noiseGens[3]; this.noiseGen5 = noiseGens[4]; this.noiseGen6 = noiseGens[5]; this.mobSpawnerNoise = noiseGens[6]; } /** * Generates the shape of the terrain for the chunk though its all stone though the water is frozen if the * temperature is low enough */ public void generateTerrain(int par1, int par2, byte[] par3ArrayOfByte) { byte b0 = 4; byte b1 = 16; byte b2 = 63; int k = b0 + 1; byte b3 = 17; int l = b0 + 1; this.biomesForGeneration = this.worldObj.getWorldChunkManager().getBiomesForGeneration(this.biomesForGeneration, par1 * 4 - 2, par2 * 4 - 2, k + 5, l + 5); this.noiseArray = this.initializeNoiseField(this.noiseArray, par1 * b0, 0, par2 * b0, k, b3, l); for (int i1 = 0; i1 < b0; ++i1) { for (int j1 = 0; j1 < b0; ++j1) { for (int k1 = 0; k1 < b1; ++k1) { double d0 = 0.125D; double d1 = this.noiseArray[((i1 + 0) * l + j1 + 0) * b3 + k1 + 0]; double d2 = this.noiseArray[((i1 + 0) * l + j1 + 1) * b3 + k1 + 0]; double d3 = this.noiseArray[((i1 + 1) * l + j1 + 0) * b3 + k1 + 0]; double d4 = this.noiseArray[((i1 + 1) * l + j1 + 1) * b3 + k1 + 0]; double d5 = (this.noiseArray[((i1 + 0) * l + j1 + 0) * b3 + k1 + 1] - d1) * d0; double d6 = (this.noiseArray[((i1 + 0) * l + j1 + 1) * b3 + k1 + 1] - d2) * d0; double d7 = (this.noiseArray[((i1 + 1) * l + j1 + 0) * b3 + k1 + 1] - d3) * d0; double d8 = (this.noiseArray[((i1 + 1) * l + j1 + 1) * b3 + k1 + 1] - d4) * d0; for (int l1 = 0; l1 < 8; ++l1) { double d9 = 0.25D; double d10 = d1; double d11 = d2; double d12 = (d3 - d1) * d9; double d13 = (d4 - d2) * d9; for (int i2 = 0; i2 < 4; ++i2) { int j2 = i2 + i1 * 4 << 11 | 0 + j1 * 4 << 7 | k1 * 8 + l1; short short1 = 128; j2 -= short1; double d14 = 0.25D; double d15 = (d11 - d10) * d14; double d16 = d10 - d15; for (int k2 = 0; k2 < 4; ++k2) { if ((d16 += d15) > 0.0D) { par3ArrayOfByte[j2 += short1] = (byte)Block.stone.blockID; } else if (k1 * 8 + l1 < b2) { par3ArrayOfByte[j2 += short1] = (byte)Block.waterStill.blockID; } else { par3ArrayOfByte[j2 += short1] = 0; } } d10 += d12; d11 += d13; } d1 += d5; d2 += d6; d3 += d7; d4 += d8; } } } } } /** * Replaces the stone that was placed in with blocks that match the biome */ public void replaceBlocksForBiome(int par1, int par2, byte[] par3ArrayOfByte, BiomeGenBase[] par4ArrayOfBiomeGenBase) { ChunkProviderEvent.ReplaceBiomeBlocks event = new ChunkProviderEvent.ReplaceBiomeBlocks(this, par1, par2, par3ArrayOfByte, par4ArrayOfBiomeGenBase); MinecraftForge.EVENT_BUS.post(event); if (event.getResult() == Result.DENY) return; byte b0 = 63; double d0 = 0.03125D; this.stoneNoise = this.noiseGen4.generateNoiseOctaves(this.stoneNoise, par1 * 16, par2 * 16, 0, 16, 16, 1, d0 * 2.0D, d0 * 2.0D, d0 * 2.0D); for (int k = 0; k < 16; ++k) { for (int l = 0; l < 16; ++l) { BiomeGenBase biomegenbase = par4ArrayOfBiomeGenBase[l + k * 16]; float f = biomegenbase.getFloatTemperature(); int i1 = (int)(this.stoneNoise[k + l * 16] / 3.0D + 3.0D + this.rand.nextDouble() * 0.25D); int j1 = -1; byte b1 = biomegenbase.topBlock; byte b2 = biomegenbase.fillerBlock; for (int k1 = 127; k1 >= 0; --k1) { int l1 = (l * 16 + k) * 128 + k1; if (k1 <= 0 + this.rand.nextInt(5)) { par3ArrayOfByte[l1] = (byte)Block.bedrock.blockID; } else { byte b3 = par3ArrayOfByte[l1]; if (b3 == 0) { j1 = -1; } else if (b3 == Block.stone.blockID) { if (j1 == -1) { if (i1 <= 0) { b1 = 0; b2 = (byte)Block.stone.blockID; } else if (k1 >= b0 - 4 && k1 <= b0 + 1) { b1 = biomegenbase.topBlock; b2 = biomegenbase.fillerBlock; } if (k1 < b0 && b1 == 0) { if (f < 0.15F) { b1 = (byte)Block.ice.blockID; } else { b1 = (byte)Block.waterStill.blockID; } } j1 = i1; if (k1 >= b0 - 1) { par3ArrayOfByte[l1] = b1; } else { par3ArrayOfByte[l1] = b2; } } else if (j1 > 0) { --j1; par3ArrayOfByte[l1] = b2; if (j1 == 0 && b2 == Block.sand.blockID) { j1 = this.rand.nextInt(4); b2 = (byte)Block.sandStone.blockID; } } } } } } } } /** * loads or generates the chunk at the chunk location specified */ public Chunk loadChunk(int par1, int par2) { return this.provideChunk(par1, par2); } /** * Will return back a chunk, if it doesn't exist and its not a MP client it will generates all the blocks for the * specified chunk from the map seed and chunk seed */ public Chunk provideChunk(int par1, int par2) { this.rand.setSeed((long)par1 * 341873128712L + (long)par2 * 132897987541L); byte[] abyte = new byte[32768]; this.generateTerrain(par1, par2, abyte); this.biomesForGeneration = this.worldObj.getWorldChunkManager().loadBlockGeneratorData(this.biomesForGeneration, par1 * 16, par2 * 16, 16, 16); this.replaceBlocksForBiome(par1, par2, abyte, this.biomesForGeneration); this.caveGenerator.generate(this, this.worldObj, par1, par2, abyte); this.ravineGenerator.generate(this, this.worldObj, par1, par2, abyte); if (this.mapFeaturesEnabled) { this.mineshaftGenerator.generate(this, this.worldObj, par1, par2, abyte); this.villageGenerator.generate(this, this.worldObj, par1, par2, abyte); this.strongholdGenerator.generate(this, this.worldObj, par1, par2, abyte); this.scatteredFeatureGenerator.generate(this, this.worldObj, par1, par2, abyte); } Chunk chunk = new Chunk(this.worldObj, abyte, par1, par2); byte[] abyte1 = chunk.getBiomeArray(); for (int k = 0; k < abyte1.length; ++k) { abyte1[k] = (byte)this.biomesForGeneration[k].biomeID; } chunk.generateSkylightMap(); return chunk; } /** * generates a subset of the level's terrain data. Takes 7 arguments: the [empty] noise array, the position, and the * size. */ private double[] initializeNoiseField(double[] par1ArrayOfDouble, int par2, int par3, int par4, int par5, int par6, int par7) { ChunkProviderEvent.InitNoiseField event = new ChunkProviderEvent.InitNoiseField(this, par1ArrayOfDouble, par2, par3, par4, par5, par6, par7); MinecraftForge.EVENT_BUS.post(event); if (event.getResult() == Result.DENY) return event.noisefield; if (par1ArrayOfDouble == null) { par1ArrayOfDouble = new double[par5 * par6 * par7]; } if (this.parabolicField == null) { this.parabolicField = new float[25]; for (int k1 = -2; k1 <= 2; ++k1) { for (int l1 = -2; l1 <= 2; ++l1) { float f = 10.0F / MathHelper.sqrt_float((float)(k1 * k1 + l1 * l1) + 0.2F); this.parabolicField[k1 + 2 + (l1 + 2) * 5] = f; } } } double d0 = 684.412D; double d1 = 684.412D; this.noise5 = this.noiseGen5.generateNoiseOctaves(this.noise5, par2, par4, par5, par7, 1.121D, 1.121D, 0.5D); this.noise6 = this.noiseGen6.generateNoiseOctaves(this.noise6, par2, par4, par5, par7, 200.0D, 200.0D, 0.5D); this.noise3 = this.noiseGen3.generateNoiseOctaves(this.noise3, par2, par3, par4, par5, par6, par7, d0 / 80.0D, d1 / 160.0D, d0 / 80.0D); this.noise1 = this.noiseGen1.generateNoiseOctaves(this.noise1, par2, par3, par4, par5, par6, par7, d0, d1, d0); this.noise2 = this.noiseGen2.generateNoiseOctaves(this.noise2, par2, par3, par4, par5, par6, par7, d0, d1, d0); boolean flag = false; boolean flag1 = false; int i2 = 0; int j2 = 0; for (int k2 = 0; k2 < par5; ++k2) { for (int l2 = 0; l2 < par7; ++l2) { float f1 = 0.0F; float f2 = 0.0F; float f3 = 0.0F; byte b0 = 2; BiomeGenBase biomegenbase = this.biomesForGeneration[k2 + 2 + (l2 + 2) * (par5 + 5)]; for (int i3 = -b0; i3 <= b0; ++i3) { for (int j3 = -b0; j3 <= b0; ++j3) { BiomeGenBase biomegenbase1 = this.biomesForGeneration[k2 + i3 + 2 + (l2 + j3 + 2) * (par5 + 5)]; float f4 = this.parabolicField[i3 + 2 + (j3 + 2) * 5] / (biomegenbase1.minHeight + 2.0F); if (biomegenbase1.minHeight > biomegenbase.minHeight) { f4 /= 2.0F; } f1 += biomegenbase1.maxHeight * f4; f2 += biomegenbase1.minHeight * f4; f3 += f4; } } f1 /= f3; f2 /= f3; f1 = f1 * 0.9F + 0.1F; f2 = (f2 * 4.0F - 1.0F) / 8.0F; double d2 = this.noise6[j2] / 8000.0D; if (d2 < 0.0D) { d2 = -d2 * 0.3D; } d2 = d2 * 3.0D - 2.0D; if (d2 < 0.0D) { d2 /= 2.0D; if (d2 < -1.0D) { d2 = -1.0D; } d2 /= 1.4D; d2 /= 2.0D; } else { if (d2 > 1.0D) { d2 = 1.0D; } d2 /= 8.0D; } ++j2; for (int k3 = 0; k3 < par6; ++k3) { double d3 = (double)f2; double d4 = (double)f1; d3 += d2 * 0.2D; d3 = d3 * (double)par6 / 16.0D; double d5 = (double)par6 / 2.0D + d3 * 4.0D; double d6 = 0.0D; double d7 = ((double)k3 - d5) * 12.0D * 128.0D / 128.0D / d4; if (d7 < 0.0D) { d7 *= 4.0D; } double d8 = this.noise1[i2] / 512.0D; double d9 = this.noise2[i2] / 512.0D; double d10 = (this.noise3[i2] / 10.0D + 1.0D) / 2.0D; if (d10 < 0.0D) { d6 = d8; } else if (d10 > 1.0D) { d6 = d9; } else { d6 = d8 + (d9 - d8) * d10; } d6 -= d7; if (k3 > par6 - 4) { double d11 = (double)((float)(k3 - (par6 - 4)) / 3.0F); d6 = d6 * (1.0D - d11) + -10.0D * d11; } par1ArrayOfDouble[i2] = d6; ++i2; } } } return par1ArrayOfDouble; } /** * Checks to see if a chunk exists at x, y */ public boolean chunkExists(int par1, int par2) { return true; } /** * Populates chunk with ores etc etc */ public void populate(IChunkProvider par1IChunkProvider, int par2, int par3) { BlockSand.fallInstantly = true; int k = par2 * 16; int l = par3 * 16; BiomeGenBase biomegenbase = this.worldObj.getBiomeGenForCoords(k + 16, l + 16); this.rand.setSeed(this.worldObj.getSeed()); long i1 = this.rand.nextLong() / 2L * 2L + 1L; long j1 = this.rand.nextLong() / 2L * 2L + 1L; this.rand.setSeed((long)par2 * i1 + (long)par3 * j1 ^ this.worldObj.getSeed()); boolean flag = false; MinecraftForge.EVENT_BUS.post(new PopulateChunkEvent.Pre(par1IChunkProvider, worldObj, rand, par2, par3, flag)); if (this.mapFeaturesEnabled) { this.mineshaftGenerator.generateStructuresInChunk(this.worldObj, this.rand, par2, par3); flag = this.villageGenerator.generateStructuresInChunk(this.worldObj, this.rand, par2, par3); this.strongholdGenerator.generateStructuresInChunk(this.worldObj, this.rand, par2, par3); this.scatteredFeatureGenerator.generateStructuresInChunk(this.worldObj, this.rand, par2, par3); } int k1; int l1; int i2; if (TerrainGen.populate(par1IChunkProvider, worldObj, rand, par2, par3, flag, LAKE) && !flag && this.rand.nextInt(4) == 0) { k1 = k + this.rand.nextInt(16) + 8; l1 = this.rand.nextInt(128); i2 = l + this.rand.nextInt(16) + 8; (new WorldGenLakes(Block.waterStill.blockID)).generate(this.worldObj, this.rand, k1, l1, i2); } if (TerrainGen.populate(par1IChunkProvider, worldObj, rand, par2, par3, flag, LAVA) && !flag && this.rand.nextInt(8) == 0) { k1 = k + this.rand.nextInt(16) + 8; l1 = this.rand.nextInt(this.rand.nextInt(120) + 8); i2 = l + this.rand.nextInt(16) + 8; if (l1 < 63 || this.rand.nextInt(10) == 0) { (new WorldGenLakes(Block.lavaStill.blockID)).generate(this.worldObj, this.rand, k1, l1, i2); } } boolean doGen = TerrainGen.populate(par1IChunkProvider, worldObj, rand, par2, par3, flag, DUNGEON); for (k1 = 0; doGen && k1 < 8; ++k1) { l1 = k + this.rand.nextInt(16) + 8; i2 = this.rand.nextInt(128); int j2 = l + this.rand.nextInt(16) + 8; if ((new WorldGenDungeons()).generate(this.worldObj, this.rand, l1, i2, j2)) { ; } } biomegenbase.decorate(this.worldObj, this.rand, k, l); SpawnerAnimals.performWorldGenSpawning(this.worldObj, biomegenbase, k + 8, l + 8, 16, 16, this.rand); k += 8; l += 8; doGen = TerrainGen.populate(par1IChunkProvider, worldObj, rand, par2, par3, flag, ICE); for (k1 = 0; doGen && k1 < 16; ++k1) { for (l1 = 0; l1 < 16; ++l1) { i2 = this.worldObj.getPrecipitationHeight(k + k1, l + l1); if (this.worldObj.isBlockFreezable(k1 + k, i2 - 1, l1 + l)) { this.worldObj.setBlock(k1 + k, i2 - 1, l1 + l, Block.ice.blockID, 0, 2); } if (this.worldObj.canSnowAt(k1 + k, i2, l1 + l)) { this.worldObj.setBlock(k1 + k, i2, l1 + l, Block.snow.blockID, 0, 2); } } } MinecraftForge.EVENT_BUS.post(new PopulateChunkEvent.Post(par1IChunkProvider, worldObj, rand, par2, par3, flag)); BlockSand.fallInstantly = false; } /** * Two modes of operation: if passed true, save all Chunks in one go. If passed false, save up to two chunks. * Return true if all chunks have been saved. */ public boolean saveChunks(boolean par1, IProgressUpdate par2IProgressUpdate) { return true; } public void func_104112_b() {} /** * Unloads chunks that are marked to be unloaded. This is not guaranteed to unload every such chunk. */ public boolean unloadQueuedChunks() { return false; } /** * Returns if the IChunkProvider supports saving. */ public boolean canSave() { return true; } /** * Converts the instance data to a readable string. */ public String makeString() { return "RandomLevelSource"; } /** * Returns a list of creatures of the specified type that can spawn at the given location. */ public List getPossibleCreatures(EnumCreatureType par1EnumCreatureType, int par2, int par3, int par4) { BiomeGenBase biomegenbase = this.worldObj.getBiomeGenForCoords(par2, par4); return biomegenbase == null ? null : (biomegenbase == BiomeGenBase.swampland && par1EnumCreatureType == EnumCreatureType.monster && this.scatteredFeatureGenerator.hasStructureAt(par2, par3, par4) ? this.scatteredFeatureGenerator.getScatteredFeatureSpawnList() : biomegenbase.getSpawnableList(par1EnumCreatureType)); } /** * Returns the location of the closest structure of the specified type. If not found returns null. */ public ChunkPosition findClosestStructure(World par1World, String par2Str, int par3, int par4, int par5) { return "Stronghold".equals(par2Str) && this.strongholdGenerator != null ? this.strongholdGenerator.getNearestInstance(par1World, par3, par4, par5) : null; } public int getLoadedChunkCount() { return 0; } public void recreateStructures(int par1, int par2) { if (this.mapFeaturesEnabled) { this.mineshaftGenerator.generate(this, this.worldObj, par1, par2, (byte[])null); this.villageGenerator.generate(this, this.worldObj, par1, par2, (byte[])null); this.strongholdGenerator.generate(this, this.worldObj, par1, par2, (byte[])null); this.scatteredFeatureGenerator.generate(this, this.worldObj, par1, par2, (byte[])null); } } }