001    package net.minecraft.src;
002    
003    import static net.minecraftforge.event.terraingen.InitMapGenEvent.EventType.*;
004    import static net.minecraftforge.event.terraingen.PopulateChunkEvent.Populate.EventType.*;
005    
006    import java.util.List;
007    import java.util.Random;
008    
009    import net.minecraftforge.common.*;
010    import net.minecraftforge.event.Event.*;
011    import net.minecraftforge.event.terraingen.*;
012    
013    public class ChunkProviderGenerate implements IChunkProvider
014    {
015        /** RNG. */
016        private Random rand;
017    
018        /** A NoiseGeneratorOctaves used in generating terrain */
019        private NoiseGeneratorOctaves noiseGen1;
020    
021        /** A NoiseGeneratorOctaves used in generating terrain */
022        private NoiseGeneratorOctaves noiseGen2;
023    
024        /** A NoiseGeneratorOctaves used in generating terrain */
025        private NoiseGeneratorOctaves noiseGen3;
026    
027        /** A NoiseGeneratorOctaves used in generating terrain */
028        private NoiseGeneratorOctaves noiseGen4;
029    
030        /** A NoiseGeneratorOctaves used in generating terrain */
031        public NoiseGeneratorOctaves noiseGen5;
032    
033        /** A NoiseGeneratorOctaves used in generating terrain */
034        public NoiseGeneratorOctaves noiseGen6;
035        public NoiseGeneratorOctaves mobSpawnerNoise;
036    
037        /** Reference to the World object. */
038        private World worldObj;
039    
040        /** are map structures going to be generated (e.g. strongholds) */
041        private final boolean mapFeaturesEnabled;
042    
043        /** Holds the overall noise array used in chunk generation */
044        private double[] noiseArray;
045        private double[] stoneNoise = new double[256];
046        private MapGenBase caveGenerator = new MapGenCaves();
047    
048        /** Holds Stronghold Generator */
049        private MapGenStronghold strongholdGenerator = new MapGenStronghold();
050    
051        /** Holds Village Generator */
052        private MapGenVillage villageGenerator = new MapGenVillage();
053    
054        /** Holds Mineshaft Generator */
055        private MapGenMineshaft mineshaftGenerator = new MapGenMineshaft();
056        private MapGenScatteredFeature scatteredFeatureGenerator = new MapGenScatteredFeature();
057    
058        /** Holds ravine generator */
059        private MapGenBase ravineGenerator = new MapGenRavine();
060    
061        /** The biomes that are used to generate the chunk */
062        private BiomeGenBase[] biomesForGeneration;
063    
064        /** A double array that hold terrain noise from noiseGen3 */
065        double[] noise3;
066    
067        /** A double array that hold terrain noise */
068        double[] noise1;
069    
070        /** A double array that hold terrain noise from noiseGen2 */
071        double[] noise2;
072    
073        /** A double array that hold terrain noise from noiseGen5 */
074        double[] noise5;
075    
076        /** A double array that holds terrain noise from noiseGen6 */
077        double[] noise6;
078    
079        /**
080         * Used to store the 5x5 parabolic field that is used during terrain generation.
081         */
082        float[] parabolicField;
083        int[][] field_73219_j = new int[32][32];
084    
085        {
086            caveGenerator = TerrainGen.getModdedMapGen(caveGenerator, CAVE);
087            strongholdGenerator = (MapGenStronghold) TerrainGen.getModdedMapGen(strongholdGenerator, STRONGHOLD);
088            villageGenerator = (MapGenVillage) TerrainGen.getModdedMapGen(villageGenerator, VILLAGE);
089            mineshaftGenerator = (MapGenMineshaft) TerrainGen.getModdedMapGen(mineshaftGenerator, MINESHAFT);
090            scatteredFeatureGenerator = (MapGenScatteredFeature) TerrainGen.getModdedMapGen(scatteredFeatureGenerator, SCATTERED_FEATURE);
091            ravineGenerator = TerrainGen.getModdedMapGen(ravineGenerator, RAVINE);
092        }
093    
094        public ChunkProviderGenerate(World par1World, long par2, boolean par4)
095        {
096            this.worldObj = par1World;
097            this.mapFeaturesEnabled = par4;
098            this.rand = new Random(par2);
099            this.noiseGen1 = new NoiseGeneratorOctaves(this.rand, 16);
100            this.noiseGen2 = new NoiseGeneratorOctaves(this.rand, 16);
101            this.noiseGen3 = new NoiseGeneratorOctaves(this.rand, 8);
102            this.noiseGen4 = new NoiseGeneratorOctaves(this.rand, 4);
103            this.noiseGen5 = new NoiseGeneratorOctaves(this.rand, 10);
104            this.noiseGen6 = new NoiseGeneratorOctaves(this.rand, 16);
105            this.mobSpawnerNoise = new NoiseGeneratorOctaves(this.rand, 8);
106    
107            NoiseGeneratorOctaves[] noiseGens = {noiseGen1, noiseGen2, noiseGen3, noiseGen4, noiseGen5, noiseGen6, mobSpawnerNoise};
108            noiseGens = TerrainGen.getModdedNoiseGenerators(par1World, this.rand, noiseGens);
109            this.noiseGen1 = noiseGens[0];
110            this.noiseGen2 = noiseGens[1];
111            this.noiseGen3 = noiseGens[2];
112            this.noiseGen4 = noiseGens[3];
113            this.noiseGen5 = noiseGens[4];
114            this.noiseGen6 = noiseGens[5];
115            this.mobSpawnerNoise = noiseGens[6];
116        }
117    
118        /**
119         * Generates the shape of the terrain for the chunk though its all stone though the water is frozen if the
120         * temperature is low enough
121         */
122        public void generateTerrain(int par1, int par2, byte[] par3ArrayOfByte)
123        {
124            byte var4 = 4;
125            byte var5 = 16;
126            byte var6 = 63;
127            int var7 = var4 + 1;
128            byte var8 = 17;
129            int var9 = var4 + 1;
130            this.biomesForGeneration = this.worldObj.getWorldChunkManager().getBiomesForGeneration(this.biomesForGeneration, par1 * 4 - 2, par2 * 4 - 2, var7 + 5, var9 + 5);
131            this.noiseArray = this.initializeNoiseField(this.noiseArray, par1 * var4, 0, par2 * var4, var7, var8, var9);
132    
133            for (int var10 = 0; var10 < var4; ++var10)
134            {
135                for (int var11 = 0; var11 < var4; ++var11)
136                {
137                    for (int var12 = 0; var12 < var5; ++var12)
138                    {
139                        double var13 = 0.125D;
140                        double var15 = this.noiseArray[((var10 + 0) * var9 + var11 + 0) * var8 + var12 + 0];
141                        double var17 = this.noiseArray[((var10 + 0) * var9 + var11 + 1) * var8 + var12 + 0];
142                        double var19 = this.noiseArray[((var10 + 1) * var9 + var11 + 0) * var8 + var12 + 0];
143                        double var21 = this.noiseArray[((var10 + 1) * var9 + var11 + 1) * var8 + var12 + 0];
144                        double var23 = (this.noiseArray[((var10 + 0) * var9 + var11 + 0) * var8 + var12 + 1] - var15) * var13;
145                        double var25 = (this.noiseArray[((var10 + 0) * var9 + var11 + 1) * var8 + var12 + 1] - var17) * var13;
146                        double var27 = (this.noiseArray[((var10 + 1) * var9 + var11 + 0) * var8 + var12 + 1] - var19) * var13;
147                        double var29 = (this.noiseArray[((var10 + 1) * var9 + var11 + 1) * var8 + var12 + 1] - var21) * var13;
148    
149                        for (int var31 = 0; var31 < 8; ++var31)
150                        {
151                            double var32 = 0.25D;
152                            double var34 = var15;
153                            double var36 = var17;
154                            double var38 = (var19 - var15) * var32;
155                            double var40 = (var21 - var17) * var32;
156    
157                            for (int var42 = 0; var42 < 4; ++var42)
158                            {
159                                int var43 = var42 + var10 * 4 << 11 | 0 + var11 * 4 << 7 | var12 * 8 + var31;
160                                short var44 = 128;
161                                var43 -= var44;
162                                double var45 = 0.25D;
163                                double var49 = (var36 - var34) * var45;
164                                double var47 = var34 - var49;
165    
166                                for (int var51 = 0; var51 < 4; ++var51)
167                                {
168                                    if ((var47 += var49) > 0.0D)
169                                    {
170                                        par3ArrayOfByte[var43 += var44] = (byte)Block.stone.blockID;
171                                    }
172                                    else if (var12 * 8 + var31 < var6)
173                                    {
174                                        par3ArrayOfByte[var43 += var44] = (byte)Block.waterStill.blockID;
175                                    }
176                                    else
177                                    {
178                                        par3ArrayOfByte[var43 += var44] = 0;
179                                    }
180                                }
181    
182                                var34 += var38;
183                                var36 += var40;
184                            }
185    
186                            var15 += var23;
187                            var17 += var25;
188                            var19 += var27;
189                            var21 += var29;
190                        }
191                    }
192                }
193            }
194        }
195    
196        /**
197         * Replaces the stone that was placed in with blocks that match the biome
198         */
199        public void replaceBlocksForBiome(int par1, int par2, byte[] par3ArrayOfByte, BiomeGenBase[] par4ArrayOfBiomeGenBase)
200        {
201            ChunkProviderEvent.ReplaceBiomeBlocks event = new ChunkProviderEvent.ReplaceBiomeBlocks(this, par1, par2, par3ArrayOfByte, par4ArrayOfBiomeGenBase);
202            MinecraftForge.EVENT_BUS.post(event);
203            if (event.getResult() == Result.DENY) return;
204    
205            byte var5 = 63;
206            double var6 = 0.03125D;
207            this.stoneNoise = this.noiseGen4.generateNoiseOctaves(this.stoneNoise, par1 * 16, par2 * 16, 0, 16, 16, 1, var6 * 2.0D, var6 * 2.0D, var6 * 2.0D);
208    
209            for (int var8 = 0; var8 < 16; ++var8)
210            {
211                for (int var9 = 0; var9 < 16; ++var9)
212                {
213                    BiomeGenBase var10 = par4ArrayOfBiomeGenBase[var9 + var8 * 16];
214                    float var11 = var10.getFloatTemperature();
215                    int var12 = (int)(this.stoneNoise[var8 + var9 * 16] / 3.0D + 3.0D + this.rand.nextDouble() * 0.25D);
216                    int var13 = -1;
217                    byte var14 = var10.topBlock;
218                    byte var15 = var10.fillerBlock;
219    
220                    for (int var16 = 127; var16 >= 0; --var16)
221                    {
222                        int var17 = (var9 * 16 + var8) * 128 + var16;
223    
224                        if (var16 <= 0 + this.rand.nextInt(5))
225                        {
226                            par3ArrayOfByte[var17] = (byte)Block.bedrock.blockID;
227                        }
228                        else
229                        {
230                            byte var18 = par3ArrayOfByte[var17];
231    
232                            if (var18 == 0)
233                            {
234                                var13 = -1;
235                            }
236                            else if (var18 == Block.stone.blockID)
237                            {
238                                if (var13 == -1)
239                                {
240                                    if (var12 <= 0)
241                                    {
242                                        var14 = 0;
243                                        var15 = (byte)Block.stone.blockID;
244                                    }
245                                    else if (var16 >= var5 - 4 && var16 <= var5 + 1)
246                                    {
247                                        var14 = var10.topBlock;
248                                        var15 = var10.fillerBlock;
249                                    }
250    
251                                    if (var16 < var5 && var14 == 0)
252                                    {
253                                        if (var11 < 0.15F)
254                                        {
255                                            var14 = (byte)Block.ice.blockID;
256                                        }
257                                        else
258                                        {
259                                            var14 = (byte)Block.waterStill.blockID;
260                                        }
261                                    }
262    
263                                    var13 = var12;
264    
265                                    if (var16 >= var5 - 1)
266                                    {
267                                        par3ArrayOfByte[var17] = var14;
268                                    }
269                                    else
270                                    {
271                                        par3ArrayOfByte[var17] = var15;
272                                    }
273                                }
274                                else if (var13 > 0)
275                                {
276                                    --var13;
277                                    par3ArrayOfByte[var17] = var15;
278    
279                                    if (var13 == 0 && var15 == Block.sand.blockID)
280                                    {
281                                        var13 = this.rand.nextInt(4);
282                                        var15 = (byte)Block.sandStone.blockID;
283                                    }
284                                }
285                            }
286                        }
287                    }
288                }
289            }
290        }
291    
292        /**
293         * loads or generates the chunk at the chunk location specified
294         */
295        public Chunk loadChunk(int par1, int par2)
296        {
297            return this.provideChunk(par1, par2);
298        }
299    
300        /**
301         * Will return back a chunk, if it doesn't exist and its not a MP client it will generates all the blocks for the
302         * specified chunk from the map seed and chunk seed
303         */
304        public Chunk provideChunk(int par1, int par2)
305        {
306            this.rand.setSeed((long)par1 * 341873128712L + (long)par2 * 132897987541L);
307            byte[] var3 = new byte[32768];
308            this.generateTerrain(par1, par2, var3);
309            this.biomesForGeneration = this.worldObj.getWorldChunkManager().loadBlockGeneratorData(this.biomesForGeneration, par1 * 16, par2 * 16, 16, 16);
310            this.replaceBlocksForBiome(par1, par2, var3, this.biomesForGeneration);
311            this.caveGenerator.generate(this, this.worldObj, par1, par2, var3);
312            this.ravineGenerator.generate(this, this.worldObj, par1, par2, var3);
313    
314            if (this.mapFeaturesEnabled)
315            {
316                this.mineshaftGenerator.generate(this, this.worldObj, par1, par2, var3);
317                this.villageGenerator.generate(this, this.worldObj, par1, par2, var3);
318                this.strongholdGenerator.generate(this, this.worldObj, par1, par2, var3);
319                this.scatteredFeatureGenerator.generate(this, this.worldObj, par1, par2, var3);
320            }
321    
322            Chunk var4 = new Chunk(this.worldObj, var3, par1, par2);
323            byte[] var5 = var4.getBiomeArray();
324    
325            for (int var6 = 0; var6 < var5.length; ++var6)
326            {
327                var5[var6] = (byte)this.biomesForGeneration[var6].biomeID;
328            }
329    
330            var4.generateSkylightMap();
331            return var4;
332        }
333    
334        /**
335         * generates a subset of the level's terrain data. Takes 7 arguments: the [empty] noise array, the position, and the
336         * size.
337         */
338        private double[] initializeNoiseField(double[] par1ArrayOfDouble, int par2, int par3, int par4, int par5, int par6, int par7)
339        {
340            ChunkProviderEvent.InitNoiseField event = new ChunkProviderEvent.InitNoiseField(this, par1ArrayOfDouble, par2, par3, par4, par5, par6, par7);
341            MinecraftForge.EVENT_BUS.post(event);
342            if (event.getResult() == Result.DENY) return event.noisefield;
343    
344            if (par1ArrayOfDouble == null)
345            {
346                par1ArrayOfDouble = new double[par5 * par6 * par7];
347            }
348    
349            if (this.parabolicField == null)
350            {
351                this.parabolicField = new float[25];
352    
353                for (int var8 = -2; var8 <= 2; ++var8)
354                {
355                    for (int var9 = -2; var9 <= 2; ++var9)
356                    {
357                        float var10 = 10.0F / MathHelper.sqrt_float((float)(var8 * var8 + var9 * var9) + 0.2F);
358                        this.parabolicField[var8 + 2 + (var9 + 2) * 5] = var10;
359                    }
360                }
361            }
362    
363            double var44 = 684.412D;
364            double var45 = 684.412D;
365            this.noise5 = this.noiseGen5.generateNoiseOctaves(this.noise5, par2, par4, par5, par7, 1.121D, 1.121D, 0.5D);
366            this.noise6 = this.noiseGen6.generateNoiseOctaves(this.noise6, par2, par4, par5, par7, 200.0D, 200.0D, 0.5D);
367            this.noise3 = this.noiseGen3.generateNoiseOctaves(this.noise3, par2, par3, par4, par5, par6, par7, var44 / 80.0D, var45 / 160.0D, var44 / 80.0D);
368            this.noise1 = this.noiseGen1.generateNoiseOctaves(this.noise1, par2, par3, par4, par5, par6, par7, var44, var45, var44);
369            this.noise2 = this.noiseGen2.generateNoiseOctaves(this.noise2, par2, par3, par4, par5, par6, par7, var44, var45, var44);
370            boolean var43 = false;
371            boolean var42 = false;
372            int var12 = 0;
373            int var13 = 0;
374    
375            for (int var14 = 0; var14 < par5; ++var14)
376            {
377                for (int var15 = 0; var15 < par7; ++var15)
378                {
379                    float var16 = 0.0F;
380                    float var17 = 0.0F;
381                    float var18 = 0.0F;
382                    byte var19 = 2;
383                    BiomeGenBase var20 = this.biomesForGeneration[var14 + 2 + (var15 + 2) * (par5 + 5)];
384    
385                    for (int var21 = -var19; var21 <= var19; ++var21)
386                    {
387                        for (int var22 = -var19; var22 <= var19; ++var22)
388                        {
389                            BiomeGenBase var23 = this.biomesForGeneration[var14 + var21 + 2 + (var15 + var22 + 2) * (par5 + 5)];
390                            float var24 = this.parabolicField[var21 + 2 + (var22 + 2) * 5] / (var23.minHeight + 2.0F);
391    
392                            if (var23.minHeight > var20.minHeight)
393                            {
394                                var24 /= 2.0F;
395                            }
396    
397                            var16 += var23.maxHeight * var24;
398                            var17 += var23.minHeight * var24;
399                            var18 += var24;
400                        }
401                    }
402    
403                    var16 /= var18;
404                    var17 /= var18;
405                    var16 = var16 * 0.9F + 0.1F;
406                    var17 = (var17 * 4.0F - 1.0F) / 8.0F;
407                    double var47 = this.noise6[var13] / 8000.0D;
408    
409                    if (var47 < 0.0D)
410                    {
411                        var47 = -var47 * 0.3D;
412                    }
413    
414                    var47 = var47 * 3.0D - 2.0D;
415    
416                    if (var47 < 0.0D)
417                    {
418                        var47 /= 2.0D;
419    
420                        if (var47 < -1.0D)
421                        {
422                            var47 = -1.0D;
423                        }
424    
425                        var47 /= 1.4D;
426                        var47 /= 2.0D;
427                    }
428                    else
429                    {
430                        if (var47 > 1.0D)
431                        {
432                            var47 = 1.0D;
433                        }
434    
435                        var47 /= 8.0D;
436                    }
437    
438                    ++var13;
439    
440                    for (int var46 = 0; var46 < par6; ++var46)
441                    {
442                        double var48 = (double)var17;
443                        double var26 = (double)var16;
444                        var48 += var47 * 0.2D;
445                        var48 = var48 * (double)par6 / 16.0D;
446                        double var28 = (double)par6 / 2.0D + var48 * 4.0D;
447                        double var30 = 0.0D;
448                        double var32 = ((double)var46 - var28) * 12.0D * 128.0D / 128.0D / var26;
449    
450                        if (var32 < 0.0D)
451                        {
452                            var32 *= 4.0D;
453                        }
454    
455                        double var34 = this.noise1[var12] / 512.0D;
456                        double var36 = this.noise2[var12] / 512.0D;
457                        double var38 = (this.noise3[var12] / 10.0D + 1.0D) / 2.0D;
458    
459                        if (var38 < 0.0D)
460                        {
461                            var30 = var34;
462                        }
463                        else if (var38 > 1.0D)
464                        {
465                            var30 = var36;
466                        }
467                        else
468                        {
469                            var30 = var34 + (var36 - var34) * var38;
470                        }
471    
472                        var30 -= var32;
473    
474                        if (var46 > par6 - 4)
475                        {
476                            double var40 = (double)((float)(var46 - (par6 - 4)) / 3.0F);
477                            var30 = var30 * (1.0D - var40) + -10.0D * var40;
478                        }
479    
480                        par1ArrayOfDouble[var12] = var30;
481                        ++var12;
482                    }
483                }
484            }
485    
486            return par1ArrayOfDouble;
487        }
488    
489        /**
490         * Checks to see if a chunk exists at x, y
491         */
492        public boolean chunkExists(int par1, int par2)
493        {
494            return true;
495        }
496    
497        /**
498         * Populates chunk with ores etc etc
499         */
500        public void populate(IChunkProvider par1IChunkProvider, int par2, int par3)
501        {
502            BlockSand.fallInstantly = true;
503            int var4 = par2 * 16;
504            int var5 = par3 * 16;
505            BiomeGenBase var6 = this.worldObj.getBiomeGenForCoords(var4 + 16, var5 + 16);
506            this.rand.setSeed(this.worldObj.getSeed());
507            long var7 = this.rand.nextLong() / 2L * 2L + 1L;
508            long var9 = this.rand.nextLong() / 2L * 2L + 1L;
509            this.rand.setSeed((long)par2 * var7 + (long)par3 * var9 ^ this.worldObj.getSeed());
510            boolean var11 = false;
511    
512            MinecraftForge.EVENT_BUS.post(new PopulateChunkEvent.Pre(par1IChunkProvider, worldObj, rand, par2, par3, var11));
513    
514            if (this.mapFeaturesEnabled)
515            {
516                this.mineshaftGenerator.generateStructuresInChunk(this.worldObj, this.rand, par2, par3);
517                var11 = this.villageGenerator.generateStructuresInChunk(this.worldObj, this.rand, par2, par3);
518                this.strongholdGenerator.generateStructuresInChunk(this.worldObj, this.rand, par2, par3);
519                this.scatteredFeatureGenerator.generateStructuresInChunk(this.worldObj, this.rand, par2, par3);
520            }
521    
522            int var12;
523            int var13;
524            int var14;
525    
526            if (TerrainGen.populate(par1IChunkProvider, worldObj, rand, par2, par3, var11, LAKE) && 
527                    !var11 && this.rand.nextInt(4) == 0)
528            {
529                var12 = var4 + this.rand.nextInt(16) + 8;
530                var13 = this.rand.nextInt(128);
531                var14 = var5 + this.rand.nextInt(16) + 8;
532                (new WorldGenLakes(Block.waterStill.blockID)).generate(this.worldObj, this.rand, var12, var13, var14);
533            }
534    
535            if (TerrainGen.populate(par1IChunkProvider, worldObj, rand, par2, par3, var11, LAVA) &&
536                    !var11 && this.rand.nextInt(8) == 0)
537            {
538                var12 = var4 + this.rand.nextInt(16) + 8;
539                var13 = this.rand.nextInt(this.rand.nextInt(120) + 8);
540                var14 = var5 + this.rand.nextInt(16) + 8;
541    
542                if (var13 < 63 || this.rand.nextInt(10) == 0)
543                {
544                    (new WorldGenLakes(Block.lavaStill.blockID)).generate(this.worldObj, this.rand, var12, var13, var14);
545                }
546            }
547    
548            boolean doGen = TerrainGen.populate(par1IChunkProvider, worldObj, rand, par2, par3, var11, DUNGEON);
549            for (var12 = 0; doGen && var12 < 8; ++var12)
550            {
551                var13 = var4 + this.rand.nextInt(16) + 8;
552                var14 = this.rand.nextInt(128);
553                int var15 = var5 + this.rand.nextInt(16) + 8;
554    
555                if ((new WorldGenDungeons()).generate(this.worldObj, this.rand, var13, var14, var15))
556                {
557                    ;
558                }
559            }
560    
561            var6.decorate(this.worldObj, this.rand, var4, var5);
562            SpawnerAnimals.performWorldGenSpawning(this.worldObj, var6, var4 + 8, var5 + 8, 16, 16, this.rand);
563            var4 += 8;
564            var5 += 8;
565    
566            doGen = TerrainGen.populate(par1IChunkProvider, worldObj, rand, par2, par3, var11, ICE);
567            for (var12 = 0; doGen && var12 < 16; ++var12)
568            {
569                for (var13 = 0; var13 < 16; ++var13)
570                {
571                    var14 = this.worldObj.getPrecipitationHeight(var4 + var12, var5 + var13);
572    
573                    if (this.worldObj.isBlockFreezable(var12 + var4, var14 - 1, var13 + var5))
574                    {
575                        this.worldObj.setBlockWithNotify(var12 + var4, var14 - 1, var13 + var5, Block.ice.blockID);
576                    }
577    
578                    if (this.worldObj.canSnowAt(var12 + var4, var14, var13 + var5))
579                    {
580                        this.worldObj.setBlockWithNotify(var12 + var4, var14, var13 + var5, Block.snow.blockID);
581                    }
582                }
583            }
584    
585            MinecraftForge.EVENT_BUS.post(new PopulateChunkEvent.Post(par1IChunkProvider, worldObj, rand, par2, par3, var11));
586    
587            BlockSand.fallInstantly = false;
588        }
589    
590        /**
591         * Two modes of operation: if passed true, save all Chunks in one go.  If passed false, save up to two chunks.
592         * Return true if all chunks have been saved.
593         */
594        public boolean saveChunks(boolean par1, IProgressUpdate par2IProgressUpdate)
595        {
596            return true;
597        }
598    
599        /**
600         * Unloads the 100 oldest chunks from memory, due to a bug with chunkSet.add() never being called it thinks the list
601         * is always empty and will not remove any chunks.
602         */
603        public boolean unload100OldestChunks()
604        {
605            return false;
606        }
607    
608        /**
609         * Returns if the IChunkProvider supports saving.
610         */
611        public boolean canSave()
612        {
613            return true;
614        }
615    
616        /**
617         * Converts the instance data to a readable string.
618         */
619        public String makeString()
620        {
621            return "RandomLevelSource";
622        }
623    
624        /**
625         * Returns a list of creatures of the specified type that can spawn at the given location.
626         */
627        public List getPossibleCreatures(EnumCreatureType par1EnumCreatureType, int par2, int par3, int par4)
628        {
629            BiomeGenBase var5 = this.worldObj.getBiomeGenForCoords(par2, par4);
630            return var5 == null ? null : (var5 == BiomeGenBase.swampland && par1EnumCreatureType == EnumCreatureType.monster && this.scatteredFeatureGenerator.hasStructureAt(par2, par3, par4) ? this.scatteredFeatureGenerator.getScatteredFeatureSpawnList() : var5.getSpawnableList(par1EnumCreatureType));
631        }
632    
633        /**
634         * Returns the location of the closest structure of the specified type. If not found returns null.
635         */
636        public ChunkPosition findClosestStructure(World par1World, String par2Str, int par3, int par4, int par5)
637        {
638            return "Stronghold".equals(par2Str) && this.strongholdGenerator != null ? this.strongholdGenerator.getNearestInstance(par1World, par3, par4, par5) : null;
639        }
640    
641        public int getLoadedChunkCount()
642        {
643            return 0;
644        }
645    
646        public void recreateStructures(int par1, int par2)
647        {
648            if (this.mapFeaturesEnabled)
649            {
650                this.mineshaftGenerator.generate(this, this.worldObj, par1, par2, (byte[])null);
651                this.villageGenerator.generate(this, this.worldObj, par1, par2, (byte[])null);
652                this.strongholdGenerator.generate(this, this.worldObj, par1, par2, (byte[])null);
653                this.scatteredFeatureGenerator.generate(this, this.worldObj, par1, par2, (byte[])null);
654            }
655        }
656    }