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    }