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); } } }