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 var4 = 4;
byte var5 = 16;
byte var6 = 63;
int var7 = var4 + 1;
byte var8 = 17;
int var9 = var4 + 1;
this.biomesForGeneration = this.worldObj.getWorldChunkManager().getBiomesForGeneration(this.biomesForGeneration, par1 * 4 - 2, par2 * 4 - 2, var7 + 5, var9 + 5);
this.noiseArray = this.initializeNoiseField(this.noiseArray, par1 * var4, 0, par2 * var4, var7, var8, var9);
for (int var10 = 0; var10 < var4; ++var10)
{
for (int var11 = 0; var11 < var4; ++var11)
{
for (int var12 = 0; var12 < var5; ++var12)
{
double var13 = 0.125D;
double var15 = this.noiseArray[((var10 + 0) * var9 + var11 + 0) * var8 + var12 + 0];
double var17 = this.noiseArray[((var10 + 0) * var9 + var11 + 1) * var8 + var12 + 0];
double var19 = this.noiseArray[((var10 + 1) * var9 + var11 + 0) * var8 + var12 + 0];
double var21 = this.noiseArray[((var10 + 1) * var9 + var11 + 1) * var8 + var12 + 0];
double var23 = (this.noiseArray[((var10 + 0) * var9 + var11 + 0) * var8 + var12 + 1] - var15) * var13;
double var25 = (this.noiseArray[((var10 + 0) * var9 + var11 + 1) * var8 + var12 + 1] - var17) * var13;
double var27 = (this.noiseArray[((var10 + 1) * var9 + var11 + 0) * var8 + var12 + 1] - var19) * var13;
double var29 = (this.noiseArray[((var10 + 1) * var9 + var11 + 1) * var8 + var12 + 1] - var21) * var13;
for (int var31 = 0; var31 < 8; ++var31)
{
double var32 = 0.25D;
double var34 = var15;
double var36 = var17;
double var38 = (var19 - var15) * var32;
double var40 = (var21 - var17) * var32;
for (int var42 = 0; var42 < 4; ++var42)
{
int var43 = var42 + var10 * 4 << 11 | 0 + var11 * 4 << 7 | var12 * 8 + var31;
short var44 = 128;
var43 -= var44;
double var45 = 0.25D;
double var49 = (var36 - var34) * var45;
double var47 = var34 - var49;
for (int var51 = 0; var51 < 4; ++var51)
{
if ((var47 += var49) > 0.0D)
{
par3ArrayOfByte[var43 += var44] = (byte)Block.stone.blockID;
}
else if (var12 * 8 + var31 < var6)
{
par3ArrayOfByte[var43 += var44] = (byte)Block.waterStill.blockID;
}
else
{
par3ArrayOfByte[var43 += var44] = 0;
}
}
var34 += var38;
var36 += var40;
}
var15 += var23;
var17 += var25;
var19 += var27;
var21 += var29;
}
}
}
}
}
/**
* 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 var5 = 63;
double var6 = 0.03125D;
this.stoneNoise = this.noiseGen4.generateNoiseOctaves(this.stoneNoise, par1 * 16, par2 * 16, 0, 16, 16, 1, var6 * 2.0D, var6 * 2.0D, var6 * 2.0D);
for (int var8 = 0; var8 < 16; ++var8)
{
for (int var9 = 0; var9 < 16; ++var9)
{
BiomeGenBase var10 = par4ArrayOfBiomeGenBase[var9 + var8 * 16];
float var11 = var10.getFloatTemperature();
int var12 = (int)(this.stoneNoise[var8 + var9 * 16] / 3.0D + 3.0D + this.rand.nextDouble() * 0.25D);
int var13 = -1;
byte var14 = var10.topBlock;
byte var15 = var10.fillerBlock;
for (int var16 = 127; var16 >= 0; --var16)
{
int var17 = (var9 * 16 + var8) * 128 + var16;
if (var16 <= 0 + this.rand.nextInt(5))
{
par3ArrayOfByte[var17] = (byte)Block.bedrock.blockID;
}
else
{
byte var18 = par3ArrayOfByte[var17];
if (var18 == 0)
{
var13 = -1;
}
else if (var18 == Block.stone.blockID)
{
if (var13 == -1)
{
if (var12 <= 0)
{
var14 = 0;
var15 = (byte)Block.stone.blockID;
}
else if (var16 >= var5 - 4 && var16 <= var5 + 1)
{
var14 = var10.topBlock;
var15 = var10.fillerBlock;
}
if (var16 < var5 && var14 == 0)
{
if (var11 < 0.15F)
{
var14 = (byte)Block.ice.blockID;
}
else
{
var14 = (byte)Block.waterStill.blockID;
}
}
var13 = var12;
if (var16 >= var5 - 1)
{
par3ArrayOfByte[var17] = var14;
}
else
{
par3ArrayOfByte[var17] = var15;
}
}
else if (var13 > 0)
{
--var13;
par3ArrayOfByte[var17] = var15;
if (var13 == 0 && var15 == Block.sand.blockID)
{
var13 = this.rand.nextInt(4);
var15 = (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[] var3 = new byte[32768];
this.generateTerrain(par1, par2, var3);
this.biomesForGeneration = this.worldObj.getWorldChunkManager().loadBlockGeneratorData(this.biomesForGeneration, par1 * 16, par2 * 16, 16, 16);
this.replaceBlocksForBiome(par1, par2, var3, this.biomesForGeneration);
this.caveGenerator.generate(this, this.worldObj, par1, par2, var3);
this.ravineGenerator.generate(this, this.worldObj, par1, par2, var3);
if (this.mapFeaturesEnabled)
{
this.mineshaftGenerator.generate(this, this.worldObj, par1, par2, var3);
this.villageGenerator.generate(this, this.worldObj, par1, par2, var3);
this.strongholdGenerator.generate(this, this.worldObj, par1, par2, var3);
this.scatteredFeatureGenerator.generate(this, this.worldObj, par1, par2, var3);
}
Chunk var4 = new Chunk(this.worldObj, var3, par1, par2);
byte[] var5 = var4.getBiomeArray();
for (int var6 = 0; var6 < var5.length; ++var6)
{
var5[var6] = (byte)this.biomesForGeneration[var6].biomeID;
}
var4.generateSkylightMap();
return var4;
}
/**
* 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 var8 = -2; var8 <= 2; ++var8)
{
for (int var9 = -2; var9 <= 2; ++var9)
{
float var10 = 10.0F / MathHelper.sqrt_float((float)(var8 * var8 + var9 * var9) + 0.2F);
this.parabolicField[var8 + 2 + (var9 + 2) * 5] = var10;
}
}
}
double var44 = 684.412D;
double var45 = 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, var44 / 80.0D, var45 / 160.0D, var44 / 80.0D);
this.noise1 = this.noiseGen1.generateNoiseOctaves(this.noise1, par2, par3, par4, par5, par6, par7, var44, var45, var44);
this.noise2 = this.noiseGen2.generateNoiseOctaves(this.noise2, par2, par3, par4, par5, par6, par7, var44, var45, var44);
boolean var43 = false;
boolean var42 = false;
int var12 = 0;
int var13 = 0;
for (int var14 = 0; var14 < par5; ++var14)
{
for (int var15 = 0; var15 < par7; ++var15)
{
float var16 = 0.0F;
float var17 = 0.0F;
float var18 = 0.0F;
byte var19 = 2;
BiomeGenBase var20 = this.biomesForGeneration[var14 + 2 + (var15 + 2) * (par5 + 5)];
for (int var21 = -var19; var21 <= var19; ++var21)
{
for (int var22 = -var19; var22 <= var19; ++var22)
{
BiomeGenBase var23 = this.biomesForGeneration[var14 + var21 + 2 + (var15 + var22 + 2) * (par5 + 5)];
float var24 = this.parabolicField[var21 + 2 + (var22 + 2) * 5] / (var23.minHeight + 2.0F);
if (var23.minHeight > var20.minHeight)
{
var24 /= 2.0F;
}
var16 += var23.maxHeight * var24;
var17 += var23.minHeight * var24;
var18 += var24;
}
}
var16 /= var18;
var17 /= var18;
var16 = var16 * 0.9F + 0.1F;
var17 = (var17 * 4.0F - 1.0F) / 8.0F;
double var47 = this.noise6[var13] / 8000.0D;
if (var47 < 0.0D)
{
var47 = -var47 * 0.3D;
}
var47 = var47 * 3.0D - 2.0D;
if (var47 < 0.0D)
{
var47 /= 2.0D;
if (var47 < -1.0D)
{
var47 = -1.0D;
}
var47 /= 1.4D;
var47 /= 2.0D;
}
else
{
if (var47 > 1.0D)
{
var47 = 1.0D;
}
var47 /= 8.0D;
}
++var13;
for (int var46 = 0; var46 < par6; ++var46)
{
double var48 = (double)var17;
double var26 = (double)var16;
var48 += var47 * 0.2D;
var48 = var48 * (double)par6 / 16.0D;
double var28 = (double)par6 / 2.0D + var48 * 4.0D;
double var30 = 0.0D;
double var32 = ((double)var46 - var28) * 12.0D * 128.0D / 128.0D / var26;
if (var32 < 0.0D)
{
var32 *= 4.0D;
}
double var34 = this.noise1[var12] / 512.0D;
double var36 = this.noise2[var12] / 512.0D;
double var38 = (this.noise3[var12] / 10.0D + 1.0D) / 2.0D;
if (var38 < 0.0D)
{
var30 = var34;
}
else if (var38 > 1.0D)
{
var30 = var36;
}
else
{
var30 = var34 + (var36 - var34) * var38;
}
var30 -= var32;
if (var46 > par6 - 4)
{
double var40 = (double)((float)(var46 - (par6 - 4)) / 3.0F);
var30 = var30 * (1.0D - var40) + -10.0D * var40;
}
par1ArrayOfDouble[var12] = var30;
++var12;
}
}
}
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 var4 = par2 * 16;
int var5 = par3 * 16;
BiomeGenBase var6 = this.worldObj.getBiomeGenForCoords(var4 + 16, var5 + 16);
this.rand.setSeed(this.worldObj.getSeed());
long var7 = this.rand.nextLong() / 2L * 2L + 1L;
long var9 = this.rand.nextLong() / 2L * 2L + 1L;
this.rand.setSeed((long)par2 * var7 + (long)par3 * var9 ^ this.worldObj.getSeed());
boolean var11 = false;
MinecraftForge.EVENT_BUS.post(new PopulateChunkEvent.Pre(par1IChunkProvider, worldObj, rand, par2, par3, var11));
if (this.mapFeaturesEnabled)
{
this.mineshaftGenerator.generateStructuresInChunk(this.worldObj, this.rand, par2, par3);
var11 = 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 var12;
int var13;
int var14;
if (TerrainGen.populate(par1IChunkProvider, worldObj, rand, par2, par3, var11, LAKE) &&
!var11 && this.rand.nextInt(4) == 0)
{
var12 = var4 + this.rand.nextInt(16) + 8;
var13 = this.rand.nextInt(128);
var14 = var5 + this.rand.nextInt(16) + 8;
(new WorldGenLakes(Block.waterStill.blockID)).generate(this.worldObj, this.rand, var12, var13, var14);
}
if (TerrainGen.populate(par1IChunkProvider, worldObj, rand, par2, par3, var11, LAVA) &&
!var11 && this.rand.nextInt(8) == 0)
{
var12 = var4 + this.rand.nextInt(16) + 8;
var13 = this.rand.nextInt(this.rand.nextInt(120) + 8);
var14 = var5 + this.rand.nextInt(16) + 8;
if (var13 < 63 || this.rand.nextInt(10) == 0)
{
(new WorldGenLakes(Block.lavaStill.blockID)).generate(this.worldObj, this.rand, var12, var13, var14);
}
}
boolean doGen = TerrainGen.populate(par1IChunkProvider, worldObj, rand, par2, par3, var11, DUNGEON);
for (var12 = 0; doGen && var12 < 8; ++var12)
{
var13 = var4 + this.rand.nextInt(16) + 8;
var14 = this.rand.nextInt(128);
int var15 = var5 + this.rand.nextInt(16) + 8;
if ((new WorldGenDungeons()).generate(this.worldObj, this.rand, var13, var14, var15))
{
;
}
}
var6.decorate(this.worldObj, this.rand, var4, var5);
SpawnerAnimals.performWorldGenSpawning(this.worldObj, var6, var4 + 8, var5 + 8, 16, 16, this.rand);
var4 += 8;
var5 += 8;
doGen = TerrainGen.populate(par1IChunkProvider, worldObj, rand, par2, par3, var11, ICE);
for (var12 = 0; doGen && var12 < 16; ++var12)
{
for (var13 = 0; var13 < 16; ++var13)
{
var14 = this.worldObj.getPrecipitationHeight(var4 + var12, var5 + var13);
if (this.worldObj.isBlockFreezable(var12 + var4, var14 - 1, var13 + var5))
{
this.worldObj.setBlockWithNotify(var12 + var4, var14 - 1, var13 + var5, Block.ice.blockID);
}
if (this.worldObj.canSnowAt(var12 + var4, var14, var13 + var5))
{
this.worldObj.setBlockWithNotify(var12 + var4, var14, var13 + var5, Block.snow.blockID);
}
}
}
MinecraftForge.EVENT_BUS.post(new PopulateChunkEvent.Post(par1IChunkProvider, worldObj, rand, par2, par3, var11));
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;
}
/**
* Unloads the 100 oldest chunks from memory, due to a bug with chunkSet.add() never being called it thinks the list
* is always empty and will not remove any chunks.
*/
public boolean unload100OldestChunks()
{
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 var5 = this.worldObj.getBiomeGenForCoords(par2, par4);
return var5 == null ? null : (var5 == BiomeGenBase.swampland && par1EnumCreatureType == EnumCreatureType.monster && this.scatteredFeatureGenerator.hasStructureAt(par2, par3, par4) ? this.scatteredFeatureGenerator.getScatteredFeatureSpawnList() : var5.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);
}
}
}