001    package net.minecraft.src;
002    
003    import java.util.List;
004    import java.util.Random;
005    
006    public class ChunkProviderEnd implements IChunkProvider
007    {
008        private Random endRNG;
009        private NoiseGeneratorOctaves noiseGen1;
010        private NoiseGeneratorOctaves noiseGen2;
011        private NoiseGeneratorOctaves noiseGen3;
012        public NoiseGeneratorOctaves noiseGen4;
013        public NoiseGeneratorOctaves noiseGen5;
014        private World endWorld;
015        private double[] densities;
016    
017        /** The biomes that are used to generate the chunk */
018        private BiomeGenBase[] biomesForGeneration;
019        double[] noiseData1;
020        double[] noiseData2;
021        double[] noiseData3;
022        double[] noiseData4;
023        double[] noiseData5;
024        int[][] field_73203_h = new int[32][32];
025    
026        public ChunkProviderEnd(World par1World, long par2)
027        {
028            this.endWorld = par1World;
029            this.endRNG = new Random(par2);
030            this.noiseGen1 = new NoiseGeneratorOctaves(this.endRNG, 16);
031            this.noiseGen2 = new NoiseGeneratorOctaves(this.endRNG, 16);
032            this.noiseGen3 = new NoiseGeneratorOctaves(this.endRNG, 8);
033            this.noiseGen4 = new NoiseGeneratorOctaves(this.endRNG, 10);
034            this.noiseGen5 = new NoiseGeneratorOctaves(this.endRNG, 16);
035        }
036    
037        public void generateTerrain(int par1, int par2, byte[] par3ArrayOfByte, BiomeGenBase[] par4ArrayOfBiomeGenBase)
038        {
039            byte var5 = 2;
040            int var6 = var5 + 1;
041            byte var7 = 33;
042            int var8 = var5 + 1;
043            this.densities = this.initializeNoiseField(this.densities, par1 * var5, 0, par2 * var5, var6, var7, var8);
044    
045            for (int var9 = 0; var9 < var5; ++var9)
046            {
047                for (int var10 = 0; var10 < var5; ++var10)
048                {
049                    for (int var11 = 0; var11 < 32; ++var11)
050                    {
051                        double var12 = 0.25D;
052                        double var14 = this.densities[((var9 + 0) * var8 + var10 + 0) * var7 + var11 + 0];
053                        double var16 = this.densities[((var9 + 0) * var8 + var10 + 1) * var7 + var11 + 0];
054                        double var18 = this.densities[((var9 + 1) * var8 + var10 + 0) * var7 + var11 + 0];
055                        double var20 = this.densities[((var9 + 1) * var8 + var10 + 1) * var7 + var11 + 0];
056                        double var22 = (this.densities[((var9 + 0) * var8 + var10 + 0) * var7 + var11 + 1] - var14) * var12;
057                        double var24 = (this.densities[((var9 + 0) * var8 + var10 + 1) * var7 + var11 + 1] - var16) * var12;
058                        double var26 = (this.densities[((var9 + 1) * var8 + var10 + 0) * var7 + var11 + 1] - var18) * var12;
059                        double var28 = (this.densities[((var9 + 1) * var8 + var10 + 1) * var7 + var11 + 1] - var20) * var12;
060    
061                        for (int var30 = 0; var30 < 4; ++var30)
062                        {
063                            double var31 = 0.125D;
064                            double var33 = var14;
065                            double var35 = var16;
066                            double var37 = (var18 - var14) * var31;
067                            double var39 = (var20 - var16) * var31;
068    
069                            for (int var41 = 0; var41 < 8; ++var41)
070                            {
071                                int var42 = var41 + var9 * 8 << 11 | 0 + var10 * 8 << 7 | var11 * 4 + var30;
072                                short var43 = 128;
073                                double var44 = 0.125D;
074                                double var46 = var33;
075                                double var48 = (var35 - var33) * var44;
076    
077                                for (int var50 = 0; var50 < 8; ++var50)
078                                {
079                                    int var51 = 0;
080    
081                                    if (var46 > 0.0D)
082                                    {
083                                        var51 = Block.whiteStone.blockID;
084                                    }
085    
086                                    par3ArrayOfByte[var42] = (byte)var51;
087                                    var42 += var43;
088                                    var46 += var48;
089                                }
090    
091                                var33 += var37;
092                                var35 += var39;
093                            }
094    
095                            var14 += var22;
096                            var16 += var24;
097                            var18 += var26;
098                            var20 += var28;
099                        }
100                    }
101                }
102            }
103        }
104    
105        public void replaceBlocksForBiome(int par1, int par2, byte[] par3ArrayOfByte, BiomeGenBase[] par4ArrayOfBiomeGenBase)
106        {
107            for (int var5 = 0; var5 < 16; ++var5)
108            {
109                for (int var6 = 0; var6 < 16; ++var6)
110                {
111                    byte var7 = 1;
112                    int var8 = -1;
113                    byte var9 = (byte)Block.whiteStone.blockID;
114                    byte var10 = (byte)Block.whiteStone.blockID;
115    
116                    for (int var11 = 127; var11 >= 0; --var11)
117                    {
118                        int var12 = (var6 * 16 + var5) * 128 + var11;
119                        byte var13 = par3ArrayOfByte[var12];
120    
121                        if (var13 == 0)
122                        {
123                            var8 = -1;
124                        }
125                        else if (var13 == Block.stone.blockID)
126                        {
127                            if (var8 == -1)
128                            {
129                                if (var7 <= 0)
130                                {
131                                    var9 = 0;
132                                    var10 = (byte)Block.whiteStone.blockID;
133                                }
134    
135                                var8 = var7;
136    
137                                if (var11 >= 0)
138                                {
139                                    par3ArrayOfByte[var12] = var9;
140                                }
141                                else
142                                {
143                                    par3ArrayOfByte[var12] = var10;
144                                }
145                            }
146                            else if (var8 > 0)
147                            {
148                                --var8;
149                                par3ArrayOfByte[var12] = var10;
150                            }
151                        }
152                    }
153                }
154            }
155        }
156    
157        /**
158         * loads or generates the chunk at the chunk location specified
159         */
160        public Chunk loadChunk(int par1, int par2)
161        {
162            return this.provideChunk(par1, par2);
163        }
164    
165        /**
166         * Will return back a chunk, if it doesn't exist and its not a MP client it will generates all the blocks for the
167         * specified chunk from the map seed and chunk seed
168         */
169        public Chunk provideChunk(int par1, int par2)
170        {
171            this.endRNG.setSeed((long)par1 * 341873128712L + (long)par2 * 132897987541L);
172            byte[] var3 = new byte[32768];
173            this.biomesForGeneration = this.endWorld.getWorldChunkManager().loadBlockGeneratorData(this.biomesForGeneration, par1 * 16, par2 * 16, 16, 16);
174            this.generateTerrain(par1, par2, var3, this.biomesForGeneration);
175            this.replaceBlocksForBiome(par1, par2, var3, this.biomesForGeneration);
176            Chunk var4 = new Chunk(this.endWorld, var3, par1, par2);
177            byte[] var5 = var4.getBiomeArray();
178    
179            for (int var6 = 0; var6 < var5.length; ++var6)
180            {
181                var5[var6] = (byte)this.biomesForGeneration[var6].biomeID;
182            }
183    
184            var4.generateSkylightMap();
185            return var4;
186        }
187    
188        /**
189         * generates a subset of the level's terrain data. Takes 7 arguments: the [empty] noise array, the position, and the
190         * size.
191         */
192        private double[] initializeNoiseField(double[] par1ArrayOfDouble, int par2, int par3, int par4, int par5, int par6, int par7)
193        {
194            if (par1ArrayOfDouble == null)
195            {
196                par1ArrayOfDouble = new double[par5 * par6 * par7];
197            }
198    
199            double var8 = 684.412D;
200            double var10 = 684.412D;
201            this.noiseData4 = this.noiseGen4.generateNoiseOctaves(this.noiseData4, par2, par4, par5, par7, 1.121D, 1.121D, 0.5D);
202            this.noiseData5 = this.noiseGen5.generateNoiseOctaves(this.noiseData5, par2, par4, par5, par7, 200.0D, 200.0D, 0.5D);
203            var8 *= 2.0D;
204            this.noiseData1 = this.noiseGen3.generateNoiseOctaves(this.noiseData1, par2, par3, par4, par5, par6, par7, var8 / 80.0D, var10 / 160.0D, var8 / 80.0D);
205            this.noiseData2 = this.noiseGen1.generateNoiseOctaves(this.noiseData2, par2, par3, par4, par5, par6, par7, var8, var10, var8);
206            this.noiseData3 = this.noiseGen2.generateNoiseOctaves(this.noiseData3, par2, par3, par4, par5, par6, par7, var8, var10, var8);
207            int var12 = 0;
208            int var13 = 0;
209    
210            for (int var14 = 0; var14 < par5; ++var14)
211            {
212                for (int var15 = 0; var15 < par7; ++var15)
213                {
214                    double var16 = (this.noiseData4[var13] + 256.0D) / 512.0D;
215    
216                    if (var16 > 1.0D)
217                    {
218                        var16 = 1.0D;
219                    }
220    
221                    double var18 = this.noiseData5[var13] / 8000.0D;
222    
223                    if (var18 < 0.0D)
224                    {
225                        var18 = -var18 * 0.3D;
226                    }
227    
228                    var18 = var18 * 3.0D - 2.0D;
229                    float var20 = (float)(var14 + par2 - 0) / 1.0F;
230                    float var21 = (float)(var15 + par4 - 0) / 1.0F;
231                    float var22 = 100.0F - MathHelper.sqrt_float(var20 * var20 + var21 * var21) * 8.0F;
232    
233                    if (var22 > 80.0F)
234                    {
235                        var22 = 80.0F;
236                    }
237    
238                    if (var22 < -100.0F)
239                    {
240                        var22 = -100.0F;
241                    }
242    
243                    if (var18 > 1.0D)
244                    {
245                        var18 = 1.0D;
246                    }
247    
248                    var18 /= 8.0D;
249                    var18 = 0.0D;
250    
251                    if (var16 < 0.0D)
252                    {
253                        var16 = 0.0D;
254                    }
255    
256                    var16 += 0.5D;
257                    var18 = var18 * (double)par6 / 16.0D;
258                    ++var13;
259                    double var23 = (double)par6 / 2.0D;
260    
261                    for (int var25 = 0; var25 < par6; ++var25)
262                    {
263                        double var26 = 0.0D;
264                        double var28 = ((double)var25 - var23) * 8.0D / var16;
265    
266                        if (var28 < 0.0D)
267                        {
268                            var28 *= -1.0D;
269                        }
270    
271                        double var30 = this.noiseData2[var12] / 512.0D;
272                        double var32 = this.noiseData3[var12] / 512.0D;
273                        double var34 = (this.noiseData1[var12] / 10.0D + 1.0D) / 2.0D;
274    
275                        if (var34 < 0.0D)
276                        {
277                            var26 = var30;
278                        }
279                        else if (var34 > 1.0D)
280                        {
281                            var26 = var32;
282                        }
283                        else
284                        {
285                            var26 = var30 + (var32 - var30) * var34;
286                        }
287    
288                        var26 -= 8.0D;
289                        var26 += (double)var22;
290                        byte var36 = 2;
291                        double var37;
292    
293                        if (var25 > par6 / 2 - var36)
294                        {
295                            var37 = (double)((float)(var25 - (par6 / 2 - var36)) / 64.0F);
296    
297                            if (var37 < 0.0D)
298                            {
299                                var37 = 0.0D;
300                            }
301    
302                            if (var37 > 1.0D)
303                            {
304                                var37 = 1.0D;
305                            }
306    
307                            var26 = var26 * (1.0D - var37) + -3000.0D * var37;
308                        }
309    
310                        var36 = 8;
311    
312                        if (var25 < var36)
313                        {
314                            var37 = (double)((float)(var36 - var25) / ((float)var36 - 1.0F));
315                            var26 = var26 * (1.0D - var37) + -30.0D * var37;
316                        }
317    
318                        par1ArrayOfDouble[var12] = var26;
319                        ++var12;
320                    }
321                }
322            }
323    
324            return par1ArrayOfDouble;
325        }
326    
327        /**
328         * Checks to see if a chunk exists at x, y
329         */
330        public boolean chunkExists(int par1, int par2)
331        {
332            return true;
333        }
334    
335        /**
336         * Populates chunk with ores etc etc
337         */
338        public void populate(IChunkProvider par1IChunkProvider, int par2, int par3)
339        {
340            BlockSand.fallInstantly = true;
341            int var4 = par2 * 16;
342            int var5 = par3 * 16;
343            BiomeGenBase var6 = this.endWorld.getBiomeGenForCoords(var4 + 16, var5 + 16);
344            var6.decorate(this.endWorld, this.endWorld.rand, var4, var5);
345            BlockSand.fallInstantly = false;
346        }
347    
348        /**
349         * Two modes of operation: if passed true, save all Chunks in one go.  If passed false, save up to two chunks.
350         * Return true if all chunks have been saved.
351         */
352        public boolean saveChunks(boolean par1, IProgressUpdate par2IProgressUpdate)
353        {
354            return true;
355        }
356    
357        /**
358         * Unloads the 100 oldest chunks from memory, due to a bug with chunkSet.add() never being called it thinks the list
359         * is always empty and will not remove any chunks.
360         */
361        public boolean unload100OldestChunks()
362        {
363            return false;
364        }
365    
366        /**
367         * Returns if the IChunkProvider supports saving.
368         */
369        public boolean canSave()
370        {
371            return true;
372        }
373    
374        /**
375         * Converts the instance data to a readable string.
376         */
377        public String makeString()
378        {
379            return "RandomLevelSource";
380        }
381    
382        /**
383         * Returns a list of creatures of the specified type that can spawn at the given location.
384         */
385        public List getPossibleCreatures(EnumCreatureType par1EnumCreatureType, int par2, int par3, int par4)
386        {
387            BiomeGenBase var5 = this.endWorld.getBiomeGenForCoords(par2, par4);
388            return var5 == null ? null : var5.getSpawnableList(par1EnumCreatureType);
389        }
390    
391        /**
392         * Returns the location of the closest structure of the specified type. If not found returns null.
393         */
394        public ChunkPosition findClosestStructure(World par1World, String par2Str, int par3, int par4, int par5)
395        {
396            return null;
397        }
398    
399        public int getLoadedChunkCount()
400        {
401            return 0;
402        }
403    
404        public void recreateStructures(int par1, int par2) {}
405    }