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 }