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 }