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[] var4 = GenLayer.initializeAllBiomeGenerators(par1, par3WorldType); var4 = getModdedBiomeGenerators(par3WorldType, par1, var4); this.genBiomes = var4[0]; this.biomeIndexLayer = var4[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[] var6 = this.biomeIndexLayer.getInts(par2, par3, par4, par5); for (int var7 = 0; var7 < par4 * par5; ++var7) { float var8 = (float)BiomeGenBase.biomeList[var6[var7]].getIntRainfall() / 65536.0F; if (var8 > 1.0F) { var8 = 1.0F; } par1ArrayOfFloat[var7] = var8; } 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[] var6 = this.biomeIndexLayer.getInts(par2, par3, par4, par5); for (int var7 = 0; var7 < par4 * par5; ++var7) { float var8 = (float)BiomeGenBase.biomeList[var6[var7]].getIntTemperature() / 65536.0F; if (var8 > 1.0F) { var8 = 1.0F; } par1ArrayOfFloat[var7] = var8; } 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[] var6 = this.genBiomes.getInts(par2, par3, par4, par5); for (int var7 = 0; var7 < par4 * par5; ++var7) { par1ArrayOfBiomeGenBase[var7] = BiomeGenBase.biomeList[var6[var7]]; } 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[] var9 = this.biomeCache.getCachedBiomes(par2, par3); System.arraycopy(var9, 0, par1ArrayOfBiomeGenBase, 0, par4 * par5); return par1ArrayOfBiomeGenBase; } else { int[] var7 = this.biomeIndexLayer.getInts(par2, par3, par4, par5); for (int var8 = 0; var8 < par4 * par5; ++var8) { par1ArrayOfBiomeGenBase[var8] = BiomeGenBase.biomeList[var7[var8]]; } 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 var5 = par1 - par3 >> 2; int var6 = par2 - par3 >> 2; int var7 = par1 + par3 >> 2; int var8 = par2 + par3 >> 2; int var9 = var7 - var5 + 1; int var10 = var8 - var6 + 1; int[] var11 = this.genBiomes.getInts(var5, var6, var9, var10); for (int var12 = 0; var12 < var9 * var10; ++var12) { BiomeGenBase var13 = BiomeGenBase.biomeList[var11[var12]]; if (!par4List.contains(var13)) { 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 var6 = par1 - par3 >> 2; int var7 = par2 - par3 >> 2; int var8 = par1 + par3 >> 2; int var9 = par2 + par3 >> 2; int var10 = var8 - var6 + 1; int var11 = var9 - var7 + 1; int[] var12 = this.genBiomes.getInts(var6, var7, var10, var11); ChunkPosition var13 = null; int var14 = 0; for (int var15 = 0; var15 < var10 * var11; ++var15) { int var16 = var6 + var15 % var10 << 2; int var17 = var7 + var15 / var10 << 2; BiomeGenBase var18 = BiomeGenBase.biomeList[var12[var15]]; if (par4List.contains(var18) && (var13 == null || par5Random.nextInt(var14 + 1) == 0)) { var13 = new ChunkPosition(var16, 0, var17); ++var14; } } return var13; } /** * 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; } }