001 package net.minecraft.src; 002 003 import java.util.List; 004 import java.util.Random; 005 006 public class ChunkProviderGenerate implements IChunkProvider 007 { 008 /** RNG. */ 009 private Random rand; 010 011 /** A NoiseGeneratorOctaves used in generating terrain */ 012 private NoiseGeneratorOctaves noiseGen1; 013 014 /** A NoiseGeneratorOctaves used in generating terrain */ 015 private NoiseGeneratorOctaves noiseGen2; 016 017 /** A NoiseGeneratorOctaves used in generating terrain */ 018 private NoiseGeneratorOctaves noiseGen3; 019 020 /** A NoiseGeneratorOctaves used in generating terrain */ 021 private NoiseGeneratorOctaves noiseGen4; 022 023 /** A NoiseGeneratorOctaves used in generating terrain */ 024 public NoiseGeneratorOctaves noiseGen5; 025 026 /** A NoiseGeneratorOctaves used in generating terrain */ 027 public NoiseGeneratorOctaves noiseGen6; 028 public NoiseGeneratorOctaves mobSpawnerNoise; 029 030 /** Reference to the World object. */ 031 private World worldObj; 032 033 /** are map structures going to be generated (e.g. strongholds) */ 034 private final boolean mapFeaturesEnabled; 035 036 /** Holds the overall noise array used in chunk generation */ 037 private double[] noiseArray; 038 private double[] stoneNoise = new double[256]; 039 private MapGenBase caveGenerator = new MapGenCaves(); 040 041 /** Holds Stronghold Generator */ 042 private MapGenStronghold strongholdGenerator = new MapGenStronghold(); 043 044 /** Holds Village Generator */ 045 private MapGenVillage villageGenerator = new MapGenVillage(); 046 047 /** Holds Mineshaft Generator */ 048 private MapGenMineshaft mineshaftGenerator = new MapGenMineshaft(); 049 private MapGenScatteredFeature scatteredFeatureGenerator = new MapGenScatteredFeature(); 050 051 /** Holds ravine generator */ 052 private MapGenBase ravineGenerator = new MapGenRavine(); 053 054 /** The biomes that are used to generate the chunk */ 055 private BiomeGenBase[] biomesForGeneration; 056 057 /** A double array that hold terrain noise from noiseGen3 */ 058 double[] noise3; 059 060 /** A double array that hold terrain noise */ 061 double[] noise1; 062 063 /** A double array that hold terrain noise from noiseGen2 */ 064 double[] noise2; 065 066 /** A double array that hold terrain noise from noiseGen5 */ 067 double[] noise5; 068 069 /** A double array that holds terrain noise from noiseGen6 */ 070 double[] noise6; 071 072 /** 073 * Used to store the 5x5 parabolic field that is used during terrain generation. 074 */ 075 float[] parabolicField; 076 int[][] field_73219_j = new int[32][32]; 077 078 public ChunkProviderGenerate(World par1World, long par2, boolean par4) 079 { 080 this.worldObj = par1World; 081 this.mapFeaturesEnabled = par4; 082 this.rand = new Random(par2); 083 this.noiseGen1 = new NoiseGeneratorOctaves(this.rand, 16); 084 this.noiseGen2 = new NoiseGeneratorOctaves(this.rand, 16); 085 this.noiseGen3 = new NoiseGeneratorOctaves(this.rand, 8); 086 this.noiseGen4 = new NoiseGeneratorOctaves(this.rand, 4); 087 this.noiseGen5 = new NoiseGeneratorOctaves(this.rand, 10); 088 this.noiseGen6 = new NoiseGeneratorOctaves(this.rand, 16); 089 this.mobSpawnerNoise = new NoiseGeneratorOctaves(this.rand, 8); 090 } 091 092 /** 093 * Generates the shape of the terrain for the chunk though its all stone though the water is frozen if the 094 * temperature is low enough 095 */ 096 public void generateTerrain(int par1, int par2, byte[] par3ArrayOfByte) 097 { 098 byte var4 = 4; 099 byte var5 = 16; 100 byte var6 = 63; 101 int var7 = var4 + 1; 102 byte var8 = 17; 103 int var9 = var4 + 1; 104 this.biomesForGeneration = this.worldObj.getWorldChunkManager().getBiomesForGeneration(this.biomesForGeneration, par1 * 4 - 2, par2 * 4 - 2, var7 + 5, var9 + 5); 105 this.noiseArray = this.initializeNoiseField(this.noiseArray, par1 * var4, 0, par2 * var4, var7, var8, var9); 106 107 for (int var10 = 0; var10 < var4; ++var10) 108 { 109 for (int var11 = 0; var11 < var4; ++var11) 110 { 111 for (int var12 = 0; var12 < var5; ++var12) 112 { 113 double var13 = 0.125D; 114 double var15 = this.noiseArray[((var10 + 0) * var9 + var11 + 0) * var8 + var12 + 0]; 115 double var17 = this.noiseArray[((var10 + 0) * var9 + var11 + 1) * var8 + var12 + 0]; 116 double var19 = this.noiseArray[((var10 + 1) * var9 + var11 + 0) * var8 + var12 + 0]; 117 double var21 = this.noiseArray[((var10 + 1) * var9 + var11 + 1) * var8 + var12 + 0]; 118 double var23 = (this.noiseArray[((var10 + 0) * var9 + var11 + 0) * var8 + var12 + 1] - var15) * var13; 119 double var25 = (this.noiseArray[((var10 + 0) * var9 + var11 + 1) * var8 + var12 + 1] - var17) * var13; 120 double var27 = (this.noiseArray[((var10 + 1) * var9 + var11 + 0) * var8 + var12 + 1] - var19) * var13; 121 double var29 = (this.noiseArray[((var10 + 1) * var9 + var11 + 1) * var8 + var12 + 1] - var21) * var13; 122 123 for (int var31 = 0; var31 < 8; ++var31) 124 { 125 double var32 = 0.25D; 126 double var34 = var15; 127 double var36 = var17; 128 double var38 = (var19 - var15) * var32; 129 double var40 = (var21 - var17) * var32; 130 131 for (int var42 = 0; var42 < 4; ++var42) 132 { 133 int var43 = var42 + var10 * 4 << 11 | 0 + var11 * 4 << 7 | var12 * 8 + var31; 134 short var44 = 128; 135 var43 -= var44; 136 double var45 = 0.25D; 137 double var49 = (var36 - var34) * var45; 138 double var47 = var34 - var49; 139 140 for (int var51 = 0; var51 < 4; ++var51) 141 { 142 if ((var47 += var49) > 0.0D) 143 { 144 par3ArrayOfByte[var43 += var44] = (byte)Block.stone.blockID; 145 } 146 else if (var12 * 8 + var31 < var6) 147 { 148 par3ArrayOfByte[var43 += var44] = (byte)Block.waterStill.blockID; 149 } 150 else 151 { 152 par3ArrayOfByte[var43 += var44] = 0; 153 } 154 } 155 156 var34 += var38; 157 var36 += var40; 158 } 159 160 var15 += var23; 161 var17 += var25; 162 var19 += var27; 163 var21 += var29; 164 } 165 } 166 } 167 } 168 } 169 170 /** 171 * Replaces the stone that was placed in with blocks that match the biome 172 */ 173 public void replaceBlocksForBiome(int par1, int par2, byte[] par3ArrayOfByte, BiomeGenBase[] par4ArrayOfBiomeGenBase) 174 { 175 byte var5 = 63; 176 double var6 = 0.03125D; 177 this.stoneNoise = this.noiseGen4.generateNoiseOctaves(this.stoneNoise, par1 * 16, par2 * 16, 0, 16, 16, 1, var6 * 2.0D, var6 * 2.0D, var6 * 2.0D); 178 179 for (int var8 = 0; var8 < 16; ++var8) 180 { 181 for (int var9 = 0; var9 < 16; ++var9) 182 { 183 BiomeGenBase var10 = par4ArrayOfBiomeGenBase[var9 + var8 * 16]; 184 float var11 = var10.getFloatTemperature(); 185 int var12 = (int)(this.stoneNoise[var8 + var9 * 16] / 3.0D + 3.0D + this.rand.nextDouble() * 0.25D); 186 int var13 = -1; 187 byte var14 = var10.topBlock; 188 byte var15 = var10.fillerBlock; 189 190 for (int var16 = 127; var16 >= 0; --var16) 191 { 192 int var17 = (var9 * 16 + var8) * 128 + var16; 193 194 if (var16 <= 0 + this.rand.nextInt(5)) 195 { 196 par3ArrayOfByte[var17] = (byte)Block.bedrock.blockID; 197 } 198 else 199 { 200 byte var18 = par3ArrayOfByte[var17]; 201 202 if (var18 == 0) 203 { 204 var13 = -1; 205 } 206 else if (var18 == Block.stone.blockID) 207 { 208 if (var13 == -1) 209 { 210 if (var12 <= 0) 211 { 212 var14 = 0; 213 var15 = (byte)Block.stone.blockID; 214 } 215 else if (var16 >= var5 - 4 && var16 <= var5 + 1) 216 { 217 var14 = var10.topBlock; 218 var15 = var10.fillerBlock; 219 } 220 221 if (var16 < var5 && var14 == 0) 222 { 223 if (var11 < 0.15F) 224 { 225 var14 = (byte)Block.ice.blockID; 226 } 227 else 228 { 229 var14 = (byte)Block.waterStill.blockID; 230 } 231 } 232 233 var13 = var12; 234 235 if (var16 >= var5 - 1) 236 { 237 par3ArrayOfByte[var17] = var14; 238 } 239 else 240 { 241 par3ArrayOfByte[var17] = var15; 242 } 243 } 244 else if (var13 > 0) 245 { 246 --var13; 247 par3ArrayOfByte[var17] = var15; 248 249 if (var13 == 0 && var15 == Block.sand.blockID) 250 { 251 var13 = this.rand.nextInt(4); 252 var15 = (byte)Block.sandStone.blockID; 253 } 254 } 255 } 256 } 257 } 258 } 259 } 260 } 261 262 /** 263 * loads or generates the chunk at the chunk location specified 264 */ 265 public Chunk loadChunk(int par1, int par2) 266 { 267 return this.provideChunk(par1, par2); 268 } 269 270 /** 271 * Will return back a chunk, if it doesn't exist and its not a MP client it will generates all the blocks for the 272 * specified chunk from the map seed and chunk seed 273 */ 274 public Chunk provideChunk(int par1, int par2) 275 { 276 this.rand.setSeed((long)par1 * 341873128712L + (long)par2 * 132897987541L); 277 byte[] var3 = new byte[32768]; 278 this.generateTerrain(par1, par2, var3); 279 this.biomesForGeneration = this.worldObj.getWorldChunkManager().loadBlockGeneratorData(this.biomesForGeneration, par1 * 16, par2 * 16, 16, 16); 280 this.replaceBlocksForBiome(par1, par2, var3, this.biomesForGeneration); 281 this.caveGenerator.generate(this, this.worldObj, par1, par2, var3); 282 this.ravineGenerator.generate(this, this.worldObj, par1, par2, var3); 283 284 if (this.mapFeaturesEnabled) 285 { 286 this.mineshaftGenerator.generate(this, this.worldObj, par1, par2, var3); 287 this.villageGenerator.generate(this, this.worldObj, par1, par2, var3); 288 this.strongholdGenerator.generate(this, this.worldObj, par1, par2, var3); 289 this.scatteredFeatureGenerator.generate(this, this.worldObj, par1, par2, var3); 290 } 291 292 Chunk var4 = new Chunk(this.worldObj, var3, par1, par2); 293 byte[] var5 = var4.getBiomeArray(); 294 295 for (int var6 = 0; var6 < var5.length; ++var6) 296 { 297 var5[var6] = (byte)this.biomesForGeneration[var6].biomeID; 298 } 299 300 var4.generateSkylightMap(); 301 return var4; 302 } 303 304 /** 305 * generates a subset of the level's terrain data. Takes 7 arguments: the [empty] noise array, the position, and the 306 * size. 307 */ 308 private double[] initializeNoiseField(double[] par1ArrayOfDouble, int par2, int par3, int par4, int par5, int par6, int par7) 309 { 310 if (par1ArrayOfDouble == null) 311 { 312 par1ArrayOfDouble = new double[par5 * par6 * par7]; 313 } 314 315 if (this.parabolicField == null) 316 { 317 this.parabolicField = new float[25]; 318 319 for (int var8 = -2; var8 <= 2; ++var8) 320 { 321 for (int var9 = -2; var9 <= 2; ++var9) 322 { 323 float var10 = 10.0F / MathHelper.sqrt_float((float)(var8 * var8 + var9 * var9) + 0.2F); 324 this.parabolicField[var8 + 2 + (var9 + 2) * 5] = var10; 325 } 326 } 327 } 328 329 double var44 = 684.412D; 330 double var45 = 684.412D; 331 this.noise5 = this.noiseGen5.generateNoiseOctaves(this.noise5, par2, par4, par5, par7, 1.121D, 1.121D, 0.5D); 332 this.noise6 = this.noiseGen6.generateNoiseOctaves(this.noise6, par2, par4, par5, par7, 200.0D, 200.0D, 0.5D); 333 this.noise3 = this.noiseGen3.generateNoiseOctaves(this.noise3, par2, par3, par4, par5, par6, par7, var44 / 80.0D, var45 / 160.0D, var44 / 80.0D); 334 this.noise1 = this.noiseGen1.generateNoiseOctaves(this.noise1, par2, par3, par4, par5, par6, par7, var44, var45, var44); 335 this.noise2 = this.noiseGen2.generateNoiseOctaves(this.noise2, par2, par3, par4, par5, par6, par7, var44, var45, var44); 336 boolean var43 = false; 337 boolean var42 = false; 338 int var12 = 0; 339 int var13 = 0; 340 341 for (int var14 = 0; var14 < par5; ++var14) 342 { 343 for (int var15 = 0; var15 < par7; ++var15) 344 { 345 float var16 = 0.0F; 346 float var17 = 0.0F; 347 float var18 = 0.0F; 348 byte var19 = 2; 349 BiomeGenBase var20 = this.biomesForGeneration[var14 + 2 + (var15 + 2) * (par5 + 5)]; 350 351 for (int var21 = -var19; var21 <= var19; ++var21) 352 { 353 for (int var22 = -var19; var22 <= var19; ++var22) 354 { 355 BiomeGenBase var23 = this.biomesForGeneration[var14 + var21 + 2 + (var15 + var22 + 2) * (par5 + 5)]; 356 float var24 = this.parabolicField[var21 + 2 + (var22 + 2) * 5] / (var23.minHeight + 2.0F); 357 358 if (var23.minHeight > var20.minHeight) 359 { 360 var24 /= 2.0F; 361 } 362 363 var16 += var23.maxHeight * var24; 364 var17 += var23.minHeight * var24; 365 var18 += var24; 366 } 367 } 368 369 var16 /= var18; 370 var17 /= var18; 371 var16 = var16 * 0.9F + 0.1F; 372 var17 = (var17 * 4.0F - 1.0F) / 8.0F; 373 double var47 = this.noise6[var13] / 8000.0D; 374 375 if (var47 < 0.0D) 376 { 377 var47 = -var47 * 0.3D; 378 } 379 380 var47 = var47 * 3.0D - 2.0D; 381 382 if (var47 < 0.0D) 383 { 384 var47 /= 2.0D; 385 386 if (var47 < -1.0D) 387 { 388 var47 = -1.0D; 389 } 390 391 var47 /= 1.4D; 392 var47 /= 2.0D; 393 } 394 else 395 { 396 if (var47 > 1.0D) 397 { 398 var47 = 1.0D; 399 } 400 401 var47 /= 8.0D; 402 } 403 404 ++var13; 405 406 for (int var46 = 0; var46 < par6; ++var46) 407 { 408 double var48 = (double)var17; 409 double var26 = (double)var16; 410 var48 += var47 * 0.2D; 411 var48 = var48 * (double)par6 / 16.0D; 412 double var28 = (double)par6 / 2.0D + var48 * 4.0D; 413 double var30 = 0.0D; 414 double var32 = ((double)var46 - var28) * 12.0D * 128.0D / 128.0D / var26; 415 416 if (var32 < 0.0D) 417 { 418 var32 *= 4.0D; 419 } 420 421 double var34 = this.noise1[var12] / 512.0D; 422 double var36 = this.noise2[var12] / 512.0D; 423 double var38 = (this.noise3[var12] / 10.0D + 1.0D) / 2.0D; 424 425 if (var38 < 0.0D) 426 { 427 var30 = var34; 428 } 429 else if (var38 > 1.0D) 430 { 431 var30 = var36; 432 } 433 else 434 { 435 var30 = var34 + (var36 - var34) * var38; 436 } 437 438 var30 -= var32; 439 440 if (var46 > par6 - 4) 441 { 442 double var40 = (double)((float)(var46 - (par6 - 4)) / 3.0F); 443 var30 = var30 * (1.0D - var40) + -10.0D * var40; 444 } 445 446 par1ArrayOfDouble[var12] = var30; 447 ++var12; 448 } 449 } 450 } 451 452 return par1ArrayOfDouble; 453 } 454 455 /** 456 * Checks to see if a chunk exists at x, y 457 */ 458 public boolean chunkExists(int par1, int par2) 459 { 460 return true; 461 } 462 463 /** 464 * Populates chunk with ores etc etc 465 */ 466 public void populate(IChunkProvider par1IChunkProvider, int par2, int par3) 467 { 468 BlockSand.fallInstantly = true; 469 int var4 = par2 * 16; 470 int var5 = par3 * 16; 471 BiomeGenBase var6 = this.worldObj.getBiomeGenForCoords(var4 + 16, var5 + 16); 472 this.rand.setSeed(this.worldObj.getSeed()); 473 long var7 = this.rand.nextLong() / 2L * 2L + 1L; 474 long var9 = this.rand.nextLong() / 2L * 2L + 1L; 475 this.rand.setSeed((long)par2 * var7 + (long)par3 * var9 ^ this.worldObj.getSeed()); 476 boolean var11 = false; 477 478 if (this.mapFeaturesEnabled) 479 { 480 this.mineshaftGenerator.generateStructuresInChunk(this.worldObj, this.rand, par2, par3); 481 var11 = this.villageGenerator.generateStructuresInChunk(this.worldObj, this.rand, par2, par3); 482 this.strongholdGenerator.generateStructuresInChunk(this.worldObj, this.rand, par2, par3); 483 this.scatteredFeatureGenerator.generateStructuresInChunk(this.worldObj, this.rand, par2, par3); 484 } 485 486 int var12; 487 int var13; 488 int var14; 489 490 if (!var11 && this.rand.nextInt(4) == 0) 491 { 492 var12 = var4 + this.rand.nextInt(16) + 8; 493 var13 = this.rand.nextInt(128); 494 var14 = var5 + this.rand.nextInt(16) + 8; 495 (new WorldGenLakes(Block.waterStill.blockID)).generate(this.worldObj, this.rand, var12, var13, var14); 496 } 497 498 if (!var11 && this.rand.nextInt(8) == 0) 499 { 500 var12 = var4 + this.rand.nextInt(16) + 8; 501 var13 = this.rand.nextInt(this.rand.nextInt(120) + 8); 502 var14 = var5 + this.rand.nextInt(16) + 8; 503 504 if (var13 < 63 || this.rand.nextInt(10) == 0) 505 { 506 (new WorldGenLakes(Block.lavaStill.blockID)).generate(this.worldObj, this.rand, var12, var13, var14); 507 } 508 } 509 510 for (var12 = 0; var12 < 8; ++var12) 511 { 512 var13 = var4 + this.rand.nextInt(16) + 8; 513 var14 = this.rand.nextInt(128); 514 int var15 = var5 + this.rand.nextInt(16) + 8; 515 516 if ((new WorldGenDungeons()).generate(this.worldObj, this.rand, var13, var14, var15)) 517 { 518 ; 519 } 520 } 521 522 var6.decorate(this.worldObj, this.rand, var4, var5); 523 SpawnerAnimals.performWorldGenSpawning(this.worldObj, var6, var4 + 8, var5 + 8, 16, 16, this.rand); 524 var4 += 8; 525 var5 += 8; 526 527 for (var12 = 0; var12 < 16; ++var12) 528 { 529 for (var13 = 0; var13 < 16; ++var13) 530 { 531 var14 = this.worldObj.getPrecipitationHeight(var4 + var12, var5 + var13); 532 533 if (this.worldObj.isBlockFreezable(var12 + var4, var14 - 1, var13 + var5)) 534 { 535 this.worldObj.setBlockWithNotify(var12 + var4, var14 - 1, var13 + var5, Block.ice.blockID); 536 } 537 538 if (this.worldObj.canSnowAt(var12 + var4, var14, var13 + var5)) 539 { 540 this.worldObj.setBlockWithNotify(var12 + var4, var14, var13 + var5, Block.snow.blockID); 541 } 542 } 543 } 544 545 BlockSand.fallInstantly = false; 546 } 547 548 /** 549 * Two modes of operation: if passed true, save all Chunks in one go. If passed false, save up to two chunks. 550 * Return true if all chunks have been saved. 551 */ 552 public boolean saveChunks(boolean par1, IProgressUpdate par2IProgressUpdate) 553 { 554 return true; 555 } 556 557 /** 558 * Unloads the 100 oldest chunks from memory, due to a bug with chunkSet.add() never being called it thinks the list 559 * is always empty and will not remove any chunks. 560 */ 561 public boolean unload100OldestChunks() 562 { 563 return false; 564 } 565 566 /** 567 * Returns if the IChunkProvider supports saving. 568 */ 569 public boolean canSave() 570 { 571 return true; 572 } 573 574 /** 575 * Converts the instance data to a readable string. 576 */ 577 public String makeString() 578 { 579 return "RandomLevelSource"; 580 } 581 582 /** 583 * Returns a list of creatures of the specified type that can spawn at the given location. 584 */ 585 public List getPossibleCreatures(EnumCreatureType par1EnumCreatureType, int par2, int par3, int par4) 586 { 587 BiomeGenBase var5 = this.worldObj.getBiomeGenForCoords(par2, par4); 588 return var5 == null ? null : (var5 == BiomeGenBase.swampland && par1EnumCreatureType == EnumCreatureType.monster && this.scatteredFeatureGenerator.hasStructureAt(par2, par3, par4) ? this.scatteredFeatureGenerator.func_82667_a() : var5.getSpawnableList(par1EnumCreatureType)); 589 } 590 591 /** 592 * Returns the location of the closest structure of the specified type. If not found returns null. 593 */ 594 public ChunkPosition findClosestStructure(World par1World, String par2Str, int par3, int par4, int par5) 595 { 596 return "Stronghold".equals(par2Str) && this.strongholdGenerator != null ? this.strongholdGenerator.getNearestInstance(par1World, par3, par4, par5) : null; 597 } 598 599 public int getLoadedChunkCount() 600 { 601 return 0; 602 } 603 604 public void func_82695_e(int par1, int par2) 605 { 606 if (this.mapFeaturesEnabled) 607 { 608 this.mineshaftGenerator.generate(this, this.worldObj, par1, par2, (byte[])null); 609 this.villageGenerator.generate(this, this.worldObj, par1, par2, (byte[])null); 610 this.strongholdGenerator.generate(this, this.worldObj, par1, par2, (byte[])null); 611 this.scatteredFeatureGenerator.generate(this, this.worldObj, par1, par2, (byte[])null); 612 } 613 } 614 }