001package net.minecraft.world.gen;
002
003import java.util.List;
004import java.util.Random;
005import net.minecraft.block.Block;
006import net.minecraft.block.BlockSand;
007import net.minecraft.entity.EnumCreatureType;
008import net.minecraft.util.IProgressUpdate;
009import net.minecraft.util.MathHelper;
010import net.minecraft.world.ChunkPosition;
011import net.minecraft.world.SpawnerAnimals;
012import net.minecraft.world.World;
013import net.minecraft.world.biome.BiomeGenBase;
014import net.minecraft.world.chunk.Chunk;
015import net.minecraft.world.chunk.IChunkProvider;
016import net.minecraft.world.gen.feature.MapGenScatteredFeature;
017import net.minecraft.world.gen.feature.WorldGenDungeons;
018import net.minecraft.world.gen.feature.WorldGenLakes;
019import net.minecraft.world.gen.structure.MapGenMineshaft;
020import net.minecraft.world.gen.structure.MapGenStronghold;
021import net.minecraft.world.gen.structure.MapGenVillage;
022
023import static net.minecraftforge.event.terraingen.InitMapGenEvent.EventType.*;
024import static net.minecraftforge.event.terraingen.PopulateChunkEvent.Populate.EventType.*;
025import net.minecraftforge.common.*;
026import net.minecraftforge.event.Event.*;
027import net.minecraftforge.event.terraingen.*;
028
029public class ChunkProviderGenerate implements IChunkProvider
030{
031    /** RNG. */
032    private Random rand;
033
034    /** A NoiseGeneratorOctaves used in generating terrain */
035    private NoiseGeneratorOctaves noiseGen1;
036
037    /** A NoiseGeneratorOctaves used in generating terrain */
038    private NoiseGeneratorOctaves noiseGen2;
039
040    /** A NoiseGeneratorOctaves used in generating terrain */
041    private NoiseGeneratorOctaves noiseGen3;
042
043    /** A NoiseGeneratorOctaves used in generating terrain */
044    private NoiseGeneratorOctaves noiseGen4;
045
046    /** A NoiseGeneratorOctaves used in generating terrain */
047    public NoiseGeneratorOctaves noiseGen5;
048
049    /** A NoiseGeneratorOctaves used in generating terrain */
050    public NoiseGeneratorOctaves noiseGen6;
051    public NoiseGeneratorOctaves mobSpawnerNoise;
052
053    /** Reference to the World object. */
054    private World worldObj;
055
056    /** are map structures going to be generated (e.g. strongholds) */
057    private final boolean mapFeaturesEnabled;
058
059    /** Holds the overall noise array used in chunk generation */
060    private double[] noiseArray;
061    private double[] stoneNoise = new double[256];
062    private MapGenBase caveGenerator = new MapGenCaves();
063
064    /** Holds Stronghold Generator */
065    private MapGenStronghold strongholdGenerator = new MapGenStronghold();
066
067    /** Holds Village Generator */
068    private MapGenVillage villageGenerator = new MapGenVillage();
069
070    /** Holds Mineshaft Generator */
071    private MapGenMineshaft mineshaftGenerator = new MapGenMineshaft();
072    private MapGenScatteredFeature scatteredFeatureGenerator = new MapGenScatteredFeature();
073
074    /** Holds ravine generator */
075    private MapGenBase ravineGenerator = new MapGenRavine();
076
077    /** The biomes that are used to generate the chunk */
078    private BiomeGenBase[] biomesForGeneration;
079
080    /** A double array that hold terrain noise from noiseGen3 */
081    double[] noise3;
082
083    /** A double array that hold terrain noise */
084    double[] noise1;
085
086    /** A double array that hold terrain noise from noiseGen2 */
087    double[] noise2;
088
089    /** A double array that hold terrain noise from noiseGen5 */
090    double[] noise5;
091
092    /** A double array that holds terrain noise from noiseGen6 */
093    double[] noise6;
094
095    /**
096     * Used to store the 5x5 parabolic field that is used during terrain generation.
097     */
098    float[] parabolicField;
099    int[][] field_73219_j = new int[32][32];
100
101    {
102        caveGenerator = TerrainGen.getModdedMapGen(caveGenerator, CAVE);
103        strongholdGenerator = (MapGenStronghold) TerrainGen.getModdedMapGen(strongholdGenerator, STRONGHOLD);
104        villageGenerator = (MapGenVillage) TerrainGen.getModdedMapGen(villageGenerator, VILLAGE);
105        mineshaftGenerator = (MapGenMineshaft) TerrainGen.getModdedMapGen(mineshaftGenerator, MINESHAFT);
106        scatteredFeatureGenerator = (MapGenScatteredFeature) TerrainGen.getModdedMapGen(scatteredFeatureGenerator, SCATTERED_FEATURE);
107        ravineGenerator = TerrainGen.getModdedMapGen(ravineGenerator, RAVINE);
108    }
109
110    public ChunkProviderGenerate(World par1World, long par2, boolean par4)
111    {
112        this.worldObj = par1World;
113        this.mapFeaturesEnabled = par4;
114        this.rand = new Random(par2);
115        this.noiseGen1 = new NoiseGeneratorOctaves(this.rand, 16);
116        this.noiseGen2 = new NoiseGeneratorOctaves(this.rand, 16);
117        this.noiseGen3 = new NoiseGeneratorOctaves(this.rand, 8);
118        this.noiseGen4 = new NoiseGeneratorOctaves(this.rand, 4);
119        this.noiseGen5 = new NoiseGeneratorOctaves(this.rand, 10);
120        this.noiseGen6 = new NoiseGeneratorOctaves(this.rand, 16);
121        this.mobSpawnerNoise = new NoiseGeneratorOctaves(this.rand, 8);
122
123        NoiseGeneratorOctaves[] noiseGens = {noiseGen1, noiseGen2, noiseGen3, noiseGen4, noiseGen5, noiseGen6, mobSpawnerNoise};
124        noiseGens = TerrainGen.getModdedNoiseGenerators(par1World, this.rand, noiseGens);
125        this.noiseGen1 = noiseGens[0];
126        this.noiseGen2 = noiseGens[1];
127        this.noiseGen3 = noiseGens[2];
128        this.noiseGen4 = noiseGens[3];
129        this.noiseGen5 = noiseGens[4];
130        this.noiseGen6 = noiseGens[5];
131        this.mobSpawnerNoise = noiseGens[6];
132    }
133
134    /**
135     * Generates the shape of the terrain for the chunk though its all stone though the water is frozen if the
136     * temperature is low enough
137     */
138    public void generateTerrain(int par1, int par2, byte[] par3ArrayOfByte)
139    {
140        byte var4 = 4;
141        byte var5 = 16;
142        byte var6 = 63;
143        int var7 = var4 + 1;
144        byte var8 = 17;
145        int var9 = var4 + 1;
146        this.biomesForGeneration = this.worldObj.getWorldChunkManager().getBiomesForGeneration(this.biomesForGeneration, par1 * 4 - 2, par2 * 4 - 2, var7 + 5, var9 + 5);
147        this.noiseArray = this.initializeNoiseField(this.noiseArray, par1 * var4, 0, par2 * var4, var7, var8, var9);
148
149        for (int var10 = 0; var10 < var4; ++var10)
150        {
151            for (int var11 = 0; var11 < var4; ++var11)
152            {
153                for (int var12 = 0; var12 < var5; ++var12)
154                {
155                    double var13 = 0.125D;
156                    double var15 = this.noiseArray[((var10 + 0) * var9 + var11 + 0) * var8 + var12 + 0];
157                    double var17 = this.noiseArray[((var10 + 0) * var9 + var11 + 1) * var8 + var12 + 0];
158                    double var19 = this.noiseArray[((var10 + 1) * var9 + var11 + 0) * var8 + var12 + 0];
159                    double var21 = this.noiseArray[((var10 + 1) * var9 + var11 + 1) * var8 + var12 + 0];
160                    double var23 = (this.noiseArray[((var10 + 0) * var9 + var11 + 0) * var8 + var12 + 1] - var15) * var13;
161                    double var25 = (this.noiseArray[((var10 + 0) * var9 + var11 + 1) * var8 + var12 + 1] - var17) * var13;
162                    double var27 = (this.noiseArray[((var10 + 1) * var9 + var11 + 0) * var8 + var12 + 1] - var19) * var13;
163                    double var29 = (this.noiseArray[((var10 + 1) * var9 + var11 + 1) * var8 + var12 + 1] - var21) * var13;
164
165                    for (int var31 = 0; var31 < 8; ++var31)
166                    {
167                        double var32 = 0.25D;
168                        double var34 = var15;
169                        double var36 = var17;
170                        double var38 = (var19 - var15) * var32;
171                        double var40 = (var21 - var17) * var32;
172
173                        for (int var42 = 0; var42 < 4; ++var42)
174                        {
175                            int var43 = var42 + var10 * 4 << 11 | 0 + var11 * 4 << 7 | var12 * 8 + var31;
176                            short var44 = 128;
177                            var43 -= var44;
178                            double var45 = 0.25D;
179                            double var49 = (var36 - var34) * var45;
180                            double var47 = var34 - var49;
181
182                            for (int var51 = 0; var51 < 4; ++var51)
183                            {
184                                if ((var47 += var49) > 0.0D)
185                                {
186                                    par3ArrayOfByte[var43 += var44] = (byte)Block.stone.blockID;
187                                }
188                                else if (var12 * 8 + var31 < var6)
189                                {
190                                    par3ArrayOfByte[var43 += var44] = (byte)Block.waterStill.blockID;
191                                }
192                                else
193                                {
194                                    par3ArrayOfByte[var43 += var44] = 0;
195                                }
196                            }
197
198                            var34 += var38;
199                            var36 += var40;
200                        }
201
202                        var15 += var23;
203                        var17 += var25;
204                        var19 += var27;
205                        var21 += var29;
206                    }
207                }
208            }
209        }
210    }
211
212    /**
213     * Replaces the stone that was placed in with blocks that match the biome
214     */
215    public void replaceBlocksForBiome(int par1, int par2, byte[] par3ArrayOfByte, BiomeGenBase[] par4ArrayOfBiomeGenBase)
216    {
217        ChunkProviderEvent.ReplaceBiomeBlocks event = new ChunkProviderEvent.ReplaceBiomeBlocks(this, par1, par2, par3ArrayOfByte, par4ArrayOfBiomeGenBase);
218        MinecraftForge.EVENT_BUS.post(event);
219        if (event.getResult() == Result.DENY) return;
220
221        byte var5 = 63;
222        double var6 = 0.03125D;
223        this.stoneNoise = this.noiseGen4.generateNoiseOctaves(this.stoneNoise, par1 * 16, par2 * 16, 0, 16, 16, 1, var6 * 2.0D, var6 * 2.0D, var6 * 2.0D);
224
225        for (int var8 = 0; var8 < 16; ++var8)
226        {
227            for (int var9 = 0; var9 < 16; ++var9)
228            {
229                BiomeGenBase var10 = par4ArrayOfBiomeGenBase[var9 + var8 * 16];
230                float var11 = var10.getFloatTemperature();
231                int var12 = (int)(this.stoneNoise[var8 + var9 * 16] / 3.0D + 3.0D + this.rand.nextDouble() * 0.25D);
232                int var13 = -1;
233                byte var14 = var10.topBlock;
234                byte var15 = var10.fillerBlock;
235
236                for (int var16 = 127; var16 >= 0; --var16)
237                {
238                    int var17 = (var9 * 16 + var8) * 128 + var16;
239
240                    if (var16 <= 0 + this.rand.nextInt(5))
241                    {
242                        par3ArrayOfByte[var17] = (byte)Block.bedrock.blockID;
243                    }
244                    else
245                    {
246                        byte var18 = par3ArrayOfByte[var17];
247
248                        if (var18 == 0)
249                        {
250                            var13 = -1;
251                        }
252                        else if (var18 == Block.stone.blockID)
253                        {
254                            if (var13 == -1)
255                            {
256                                if (var12 <= 0)
257                                {
258                                    var14 = 0;
259                                    var15 = (byte)Block.stone.blockID;
260                                }
261                                else if (var16 >= var5 - 4 && var16 <= var5 + 1)
262                                {
263                                    var14 = var10.topBlock;
264                                    var15 = var10.fillerBlock;
265                                }
266
267                                if (var16 < var5 && var14 == 0)
268                                {
269                                    if (var11 < 0.15F)
270                                    {
271                                        var14 = (byte)Block.ice.blockID;
272                                    }
273                                    else
274                                    {
275                                        var14 = (byte)Block.waterStill.blockID;
276                                    }
277                                }
278
279                                var13 = var12;
280
281                                if (var16 >= var5 - 1)
282                                {
283                                    par3ArrayOfByte[var17] = var14;
284                                }
285                                else
286                                {
287                                    par3ArrayOfByte[var17] = var15;
288                                }
289                            }
290                            else if (var13 > 0)
291                            {
292                                --var13;
293                                par3ArrayOfByte[var17] = var15;
294
295                                if (var13 == 0 && var15 == Block.sand.blockID)
296                                {
297                                    var13 = this.rand.nextInt(4);
298                                    var15 = (byte)Block.sandStone.blockID;
299                                }
300                            }
301                        }
302                    }
303                }
304            }
305        }
306    }
307
308    /**
309     * loads or generates the chunk at the chunk location specified
310     */
311    public Chunk loadChunk(int par1, int par2)
312    {
313        return this.provideChunk(par1, par2);
314    }
315
316    /**
317     * Will return back a chunk, if it doesn't exist and its not a MP client it will generates all the blocks for the
318     * specified chunk from the map seed and chunk seed
319     */
320    public Chunk provideChunk(int par1, int par2)
321    {
322        this.rand.setSeed((long)par1 * 341873128712L + (long)par2 * 132897987541L);
323        byte[] var3 = new byte[32768];
324        this.generateTerrain(par1, par2, var3);
325        this.biomesForGeneration = this.worldObj.getWorldChunkManager().loadBlockGeneratorData(this.biomesForGeneration, par1 * 16, par2 * 16, 16, 16);
326        this.replaceBlocksForBiome(par1, par2, var3, this.biomesForGeneration);
327        this.caveGenerator.generate(this, this.worldObj, par1, par2, var3);
328        this.ravineGenerator.generate(this, this.worldObj, par1, par2, var3);
329
330        if (this.mapFeaturesEnabled)
331        {
332            this.mineshaftGenerator.generate(this, this.worldObj, par1, par2, var3);
333            this.villageGenerator.generate(this, this.worldObj, par1, par2, var3);
334            this.strongholdGenerator.generate(this, this.worldObj, par1, par2, var3);
335            this.scatteredFeatureGenerator.generate(this, this.worldObj, par1, par2, var3);
336        }
337
338        Chunk var4 = new Chunk(this.worldObj, var3, par1, par2);
339        byte[] var5 = var4.getBiomeArray();
340
341        for (int var6 = 0; var6 < var5.length; ++var6)
342        {
343            var5[var6] = (byte)this.biomesForGeneration[var6].biomeID;
344        }
345
346        var4.generateSkylightMap();
347        return var4;
348    }
349
350    /**
351     * generates a subset of the level's terrain data. Takes 7 arguments: the [empty] noise array, the position, and the
352     * size.
353     */
354    private double[] initializeNoiseField(double[] par1ArrayOfDouble, int par2, int par3, int par4, int par5, int par6, int par7)
355    {
356        ChunkProviderEvent.InitNoiseField event = new ChunkProviderEvent.InitNoiseField(this, par1ArrayOfDouble, par2, par3, par4, par5, par6, par7);
357        MinecraftForge.EVENT_BUS.post(event);
358        if (event.getResult() == Result.DENY) return event.noisefield;
359
360        if (par1ArrayOfDouble == null)
361        {
362            par1ArrayOfDouble = new double[par5 * par6 * par7];
363        }
364
365        if (this.parabolicField == null)
366        {
367            this.parabolicField = new float[25];
368
369            for (int var8 = -2; var8 <= 2; ++var8)
370            {
371                for (int var9 = -2; var9 <= 2; ++var9)
372                {
373                    float var10 = 10.0F / MathHelper.sqrt_float((float)(var8 * var8 + var9 * var9) + 0.2F);
374                    this.parabolicField[var8 + 2 + (var9 + 2) * 5] = var10;
375                }
376            }
377        }
378
379        double var44 = 684.412D;
380        double var45 = 684.412D;
381        this.noise5 = this.noiseGen5.generateNoiseOctaves(this.noise5, par2, par4, par5, par7, 1.121D, 1.121D, 0.5D);
382        this.noise6 = this.noiseGen6.generateNoiseOctaves(this.noise6, par2, par4, par5, par7, 200.0D, 200.0D, 0.5D);
383        this.noise3 = this.noiseGen3.generateNoiseOctaves(this.noise3, par2, par3, par4, par5, par6, par7, var44 / 80.0D, var45 / 160.0D, var44 / 80.0D);
384        this.noise1 = this.noiseGen1.generateNoiseOctaves(this.noise1, par2, par3, par4, par5, par6, par7, var44, var45, var44);
385        this.noise2 = this.noiseGen2.generateNoiseOctaves(this.noise2, par2, par3, par4, par5, par6, par7, var44, var45, var44);
386        boolean var43 = false;
387        boolean var42 = false;
388        int var12 = 0;
389        int var13 = 0;
390
391        for (int var14 = 0; var14 < par5; ++var14)
392        {
393            for (int var15 = 0; var15 < par7; ++var15)
394            {
395                float var16 = 0.0F;
396                float var17 = 0.0F;
397                float var18 = 0.0F;
398                byte var19 = 2;
399                BiomeGenBase var20 = this.biomesForGeneration[var14 + 2 + (var15 + 2) * (par5 + 5)];
400
401                for (int var21 = -var19; var21 <= var19; ++var21)
402                {
403                    for (int var22 = -var19; var22 <= var19; ++var22)
404                    {
405                        BiomeGenBase var23 = this.biomesForGeneration[var14 + var21 + 2 + (var15 + var22 + 2) * (par5 + 5)];
406                        float var24 = this.parabolicField[var21 + 2 + (var22 + 2) * 5] / (var23.minHeight + 2.0F);
407
408                        if (var23.minHeight > var20.minHeight)
409                        {
410                            var24 /= 2.0F;
411                        }
412
413                        var16 += var23.maxHeight * var24;
414                        var17 += var23.minHeight * var24;
415                        var18 += var24;
416                    }
417                }
418
419                var16 /= var18;
420                var17 /= var18;
421                var16 = var16 * 0.9F + 0.1F;
422                var17 = (var17 * 4.0F - 1.0F) / 8.0F;
423                double var47 = this.noise6[var13] / 8000.0D;
424
425                if (var47 < 0.0D)
426                {
427                    var47 = -var47 * 0.3D;
428                }
429
430                var47 = var47 * 3.0D - 2.0D;
431
432                if (var47 < 0.0D)
433                {
434                    var47 /= 2.0D;
435
436                    if (var47 < -1.0D)
437                    {
438                        var47 = -1.0D;
439                    }
440
441                    var47 /= 1.4D;
442                    var47 /= 2.0D;
443                }
444                else
445                {
446                    if (var47 > 1.0D)
447                    {
448                        var47 = 1.0D;
449                    }
450
451                    var47 /= 8.0D;
452                }
453
454                ++var13;
455
456                for (int var46 = 0; var46 < par6; ++var46)
457                {
458                    double var48 = (double)var17;
459                    double var26 = (double)var16;
460                    var48 += var47 * 0.2D;
461                    var48 = var48 * (double)par6 / 16.0D;
462                    double var28 = (double)par6 / 2.0D + var48 * 4.0D;
463                    double var30 = 0.0D;
464                    double var32 = ((double)var46 - var28) * 12.0D * 128.0D / 128.0D / var26;
465
466                    if (var32 < 0.0D)
467                    {
468                        var32 *= 4.0D;
469                    }
470
471                    double var34 = this.noise1[var12] / 512.0D;
472                    double var36 = this.noise2[var12] / 512.0D;
473                    double var38 = (this.noise3[var12] / 10.0D + 1.0D) / 2.0D;
474
475                    if (var38 < 0.0D)
476                    {
477                        var30 = var34;
478                    }
479                    else if (var38 > 1.0D)
480                    {
481                        var30 = var36;
482                    }
483                    else
484                    {
485                        var30 = var34 + (var36 - var34) * var38;
486                    }
487
488                    var30 -= var32;
489
490                    if (var46 > par6 - 4)
491                    {
492                        double var40 = (double)((float)(var46 - (par6 - 4)) / 3.0F);
493                        var30 = var30 * (1.0D - var40) + -10.0D * var40;
494                    }
495
496                    par1ArrayOfDouble[var12] = var30;
497                    ++var12;
498                }
499            }
500        }
501
502        return par1ArrayOfDouble;
503    }
504
505    /**
506     * Checks to see if a chunk exists at x, y
507     */
508    public boolean chunkExists(int par1, int par2)
509    {
510        return true;
511    }
512
513    /**
514     * Populates chunk with ores etc etc
515     */
516    public void populate(IChunkProvider par1IChunkProvider, int par2, int par3)
517    {
518        BlockSand.fallInstantly = true;
519        int var4 = par2 * 16;
520        int var5 = par3 * 16;
521        BiomeGenBase var6 = this.worldObj.getBiomeGenForCoords(var4 + 16, var5 + 16);
522        this.rand.setSeed(this.worldObj.getSeed());
523        long var7 = this.rand.nextLong() / 2L * 2L + 1L;
524        long var9 = this.rand.nextLong() / 2L * 2L + 1L;
525        this.rand.setSeed((long)par2 * var7 + (long)par3 * var9 ^ this.worldObj.getSeed());
526        boolean var11 = false;
527
528        MinecraftForge.EVENT_BUS.post(new PopulateChunkEvent.Pre(par1IChunkProvider, worldObj, rand, par2, par3, var11));
529
530        if (this.mapFeaturesEnabled)
531        {
532            this.mineshaftGenerator.generateStructuresInChunk(this.worldObj, this.rand, par2, par3);
533            var11 = this.villageGenerator.generateStructuresInChunk(this.worldObj, this.rand, par2, par3);
534            this.strongholdGenerator.generateStructuresInChunk(this.worldObj, this.rand, par2, par3);
535            this.scatteredFeatureGenerator.generateStructuresInChunk(this.worldObj, this.rand, par2, par3);
536        }
537
538        int var12;
539        int var13;
540        int var14;
541
542        if (TerrainGen.populate(par1IChunkProvider, worldObj, rand, par2, par3, var11, LAKE) && 
543                !var11 && this.rand.nextInt(4) == 0)
544        {
545            var12 = var4 + this.rand.nextInt(16) + 8;
546            var13 = this.rand.nextInt(128);
547            var14 = var5 + this.rand.nextInt(16) + 8;
548            (new WorldGenLakes(Block.waterStill.blockID)).generate(this.worldObj, this.rand, var12, var13, var14);
549        }
550
551        if (TerrainGen.populate(par1IChunkProvider, worldObj, rand, par2, par3, var11, LAVA) &&
552                !var11 && this.rand.nextInt(8) == 0)
553        {
554            var12 = var4 + this.rand.nextInt(16) + 8;
555            var13 = this.rand.nextInt(this.rand.nextInt(120) + 8);
556            var14 = var5 + this.rand.nextInt(16) + 8;
557
558            if (var13 < 63 || this.rand.nextInt(10) == 0)
559            {
560                (new WorldGenLakes(Block.lavaStill.blockID)).generate(this.worldObj, this.rand, var12, var13, var14);
561            }
562        }
563
564        boolean doGen = TerrainGen.populate(par1IChunkProvider, worldObj, rand, par2, par3, var11, DUNGEON);
565        for (var12 = 0; doGen && var12 < 8; ++var12)
566        {
567            var13 = var4 + this.rand.nextInt(16) + 8;
568            var14 = this.rand.nextInt(128);
569            int var15 = var5 + this.rand.nextInt(16) + 8;
570
571            if ((new WorldGenDungeons()).generate(this.worldObj, this.rand, var13, var14, var15))
572            {
573                ;
574            }
575        }
576
577        var6.decorate(this.worldObj, this.rand, var4, var5);
578        SpawnerAnimals.performWorldGenSpawning(this.worldObj, var6, var4 + 8, var5 + 8, 16, 16, this.rand);
579        var4 += 8;
580        var5 += 8;
581
582        doGen = TerrainGen.populate(par1IChunkProvider, worldObj, rand, par2, par3, var11, ICE);
583        for (var12 = 0; doGen && var12 < 16; ++var12)
584        {
585            for (var13 = 0; var13 < 16; ++var13)
586            {
587                var14 = this.worldObj.getPrecipitationHeight(var4 + var12, var5 + var13);
588
589                if (this.worldObj.isBlockFreezable(var12 + var4, var14 - 1, var13 + var5))
590                {
591                    this.worldObj.setBlockWithNotify(var12 + var4, var14 - 1, var13 + var5, Block.ice.blockID);
592                }
593
594                if (this.worldObj.canSnowAt(var12 + var4, var14, var13 + var5))
595                {
596                    this.worldObj.setBlockWithNotify(var12 + var4, var14, var13 + var5, Block.snow.blockID);
597                }
598            }
599        }
600
601        MinecraftForge.EVENT_BUS.post(new PopulateChunkEvent.Post(par1IChunkProvider, worldObj, rand, par2, par3, var11));
602
603        BlockSand.fallInstantly = false;
604    }
605
606    /**
607     * Two modes of operation: if passed true, save all Chunks in one go.  If passed false, save up to two chunks.
608     * Return true if all chunks have been saved.
609     */
610    public boolean saveChunks(boolean par1, IProgressUpdate par2IProgressUpdate)
611    {
612        return true;
613    }
614
615    /**
616     * Unloads the 100 oldest chunks from memory, due to a bug with chunkSet.add() never being called it thinks the list
617     * is always empty and will not remove any chunks.
618     */
619    public boolean unload100OldestChunks()
620    {
621        return false;
622    }
623
624    /**
625     * Returns if the IChunkProvider supports saving.
626     */
627    public boolean canSave()
628    {
629        return true;
630    }
631
632    /**
633     * Converts the instance data to a readable string.
634     */
635    public String makeString()
636    {
637        return "RandomLevelSource";
638    }
639
640    /**
641     * Returns a list of creatures of the specified type that can spawn at the given location.
642     */
643    public List getPossibleCreatures(EnumCreatureType par1EnumCreatureType, int par2, int par3, int par4)
644    {
645        BiomeGenBase var5 = this.worldObj.getBiomeGenForCoords(par2, par4);
646        return var5 == null ? null : (var5 == BiomeGenBase.swampland && par1EnumCreatureType == EnumCreatureType.monster && this.scatteredFeatureGenerator.hasStructureAt(par2, par3, par4) ? this.scatteredFeatureGenerator.getScatteredFeatureSpawnList() : var5.getSpawnableList(par1EnumCreatureType));
647    }
648
649    /**
650     * Returns the location of the closest structure of the specified type. If not found returns null.
651     */
652    public ChunkPosition findClosestStructure(World par1World, String par2Str, int par3, int par4, int par5)
653    {
654        return "Stronghold".equals(par2Str) && this.strongholdGenerator != null ? this.strongholdGenerator.getNearestInstance(par1World, par3, par4, par5) : null;
655    }
656
657    public int getLoadedChunkCount()
658    {
659        return 0;
660    }
661
662    public void recreateStructures(int par1, int par2)
663    {
664        if (this.mapFeaturesEnabled)
665        {
666            this.mineshaftGenerator.generate(this, this.worldObj, par1, par2, (byte[])null);
667            this.villageGenerator.generate(this, this.worldObj, par1, par2, (byte[])null);
668            this.strongholdGenerator.generate(this, this.worldObj, par1, par2, (byte[])null);
669            this.scatteredFeatureGenerator.generate(this, this.worldObj, par1, par2, (byte[])null);
670        }
671    }
672}