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Posted

Hey all!

I was looking through a tutorial on making a custom dimension, and I don't know which parts I'm supposed to edit from it, so I came here for help. Can you please tell me which parts I need to edit, and what I need to put in the parts that I need to edit?

 

By the way, don't get mad at me for not having the code inside the code box, because the code button isn't working for me.

 

 

 

package com.Dimension.world;

 

import java.util.ArrayList;

import java.util.Arrays;

import java.util.List;

import java.util.Random;

 

import com.Dimension.biomes.MainBiomes;

import com.Dimension.world.gen.layer.GenLayerTutorial;

 

import cpw.mods.fml.relauncher.Side;

import cpw.mods.fml.relauncher.SideOnly;

 

import net.minecraft.world.ChunkPosition;

import net.minecraft.world.World;

import net.minecraft.world.WorldType;

import net.minecraft.world.biome.BiomeCache;

import net.minecraft.world.biome.BiomeGenBase;

import net.minecraft.world.biome.WorldChunkManager;

import net.minecraft.world.gen.layer.GenLayer;

import net.minecraft.world.gen.layer.IntCache;

 

public class WorldChunkMangerTutorialTest extends WorldChunkManager

{

private GenLayer myGenBiomes;

private GenLayer myBiomeIndexLayer;

private BiomeCache myBiomeCache;

private List<BiomeGenBase> myBiomesToSpawnIn;

 

protected WorldChunkMangerTutorialTest()

{

this.myBiomeCache = new BiomeCache(this);

this.myBiomesToSpawnIn = new ArrayList<BiomeGenBase>();

this.myBiomesToSpawnIn.add(MainBiomes.TutorialBiomeDeafult);

this.myBiomesToSpawnIn.add(MainBiomes.TutorialBiomeDiamond);

this.myBiomesToSpawnIn.add(MainBiomes.TutorialBiomeEmerald);

this.myBiomesToSpawnIn.add(MainBiomes.TutorialBiomeSteel);

}

 

public WorldChunkMangerTutorialTest(long seed, WorldType worldtype)

{

this();

// i changed this to my GenLayerTutorial

GenLayer[] agenlayer = GenLayerTutorial.makeTheWorld(seed);

this.myGenBiomes = agenlayer[0];

this.myBiomeIndexLayer = agenlayer[1];

}

 

public WorldChunkMangerTutorialTest(World world)

{

this(world.getSeed(), world.provider.terrainType);

}

 

/**

* Gets the list of valid biomes for the player to spawn in.

*/

public List<BiomeGenBase> getBiomesToSpawnIn()

{

return this.myBiomesToSpawnIn;

}

 

/**

* Returns the BiomeGenBase related to the x, z position on the world.

*/

public BiomeGenBase getBiomeGenAt(int x, int z)

{

BiomeGenBase biome = this.myBiomeCache.getBiomeGenAt(x, z);

if (biome == null)

{

return MainBiomes.TutorialBiomeDeafult;

}

 

return biome;

}

 

/**

* Returns a list of rainfall values for the specified blocks. Args:

* listToReuse, x, z, width, length.

*/

public float[] getRainfall(float[] par1ArrayOfFloat, int par2, int par3, int par4, int par5)

{

IntCache.resetIntCache();

 

if (par1ArrayOfFloat == null || par1ArrayOfFloat.length < par4 * par5)

{

par1ArrayOfFloat = new float[par4 * par5];

}

 

int[] aint = this.myBiomeIndexLayer.getInts(par2, par3, par4, par5);

 

for (int i1 = 0; i1 < par4 * par5; ++i1)

{

float f = (float) BiomeGenBase.biomeList[aint[i1]].getIntRainfall() / 65536.0F;

 

if (f > 1.0F) {

f = 1.0F;

}

 

par1ArrayOfFloat[i1] = f;

}

 

return par1ArrayOfFloat;

}

 

/**

* Return an adjusted version of a given temperature based on the y height

*/

@SideOnly(Side.CLIENT)

public float getTemperatureAtHeight(float par1, int par2)

{

return par1;

}

 

/**

* Returns a list of temperatures to use for the specified blocks. Args:

* listToReuse, x, y, width, length

*/

public float[] getTemperatures(float[] par1ArrayOfFloat, int par2, int par3, int par4, int par5)

{

IntCache.resetIntCache();

 

if (par1ArrayOfFloat == null || par1ArrayOfFloat.length < par4 * par5)

{

par1ArrayOfFloat = new float[par4 * par5];

}

 

int[] aint = this.myBiomeIndexLayer.getInts(par2, par3, par4, par5);

 

for (int i1 = 0; i1 < par4 * par5; ++i1)

{

float f = (float) BiomeGenBase.biomeList[aint[i1]].getIntTemperature() / 65536.0F;

 

if (f > 1.0F) {

f = 1.0F;

}

 

par1ArrayOfFloat[i1] = f;

}

 

return par1ArrayOfFloat;

}

 

/**

* Returns an array of biomes for the location input.

*/

public BiomeGenBase[] getBiomesForGeneration(BiomeGenBase[] par1ArrayOfBiomeGenBase, int par2, int par3, int par4, int par5) {

IntCache.resetIntCache();

 

if (par1ArrayOfBiomeGenBase == null || par1ArrayOfBiomeGenBase.length < par4 * par5) {

par1ArrayOfBiomeGenBase = new BiomeGenBase[par4 * par5];

}

 

int[] aint = this.myGenBiomes.getInts(par2, par3, par4, par5);

 

for (int i = 0; i < par4 * par5; ++i) {

if (aint >= 0) {

par1ArrayOfBiomeGenBase = BiomeGenBase.biomeList[aint];

} else {

//Change this to a biome

par1ArrayOfBiomeGenBase = MainBiomes.TutorialBiomeDeafult;

}

}

 

return par1ArrayOfBiomeGenBase;

}

 

/**

* Returns biomes to use for the blocks and loads the other data like

* temperature and humidity onto the WorldChunkManager Args: oldBiomeList,

* x, z, width, depth

*/

public BiomeGenBase[] loadBlockGeneratorData(BiomeGenBase[] par1ArrayOfBiomeGenBase, int par2, int par3, int par4, int par5) {

return this.getBiomeGenAt(par1ArrayOfBiomeGenBase, par2, par3, par4, par5, true);

}

 

/**

* Return a list of biomes for the specified blocks. Args: listToReuse, x,

* y, width, length, cacheFlag (if false, don't check biomeCache to avoid

* infinite loop in BiomeCacheBlock)

*/

public BiomeGenBase[] getBiomeGenAt(BiomeGenBase[] par1ArrayOfBiomeGenBase, int x, int y, int width, int length, boolean cacheFlag) {

IntCache.resetIntCache();

 

if (par1ArrayOfBiomeGenBase == null || par1ArrayOfBiomeGenBase.length < width * length) {

par1ArrayOfBiomeGenBase = new BiomeGenBase[width * length];

}

 

if (cacheFlag && width == 16 && length == 16 && (x & 15) == 0 && (y & 15) == 0) {

BiomeGenBase[] abiomegenbase1 = this.myBiomeCache.getCachedBiomes(x, y);

System.arraycopy(abiomegenbase1, 0, par1ArrayOfBiomeGenBase, 0, width * length);

return par1ArrayOfBiomeGenBase;

} else {

int[] aint = this.myBiomeIndexLayer.getInts(x, y, width, length);

 

for (int i = 0; i < width * length; ++i) {

if (aint >= 0) {

par1ArrayOfBiomeGenBase = BiomeGenBase.biomeList[aint];

} else {

//Change this to a biome

par1ArrayOfBiomeGenBase = MainBiomes.TutorialBiomeDeafult;

}

}

 

return par1ArrayOfBiomeGenBase;

}

}

 

/**

* checks given Chunk's Biomes against List of allowed ones

*/

public boolean areBiomesViable(int par1, int par2, int par3, List par4List) {

IntCache.resetIntCache();

int l = par1 - par3 >> 2;

int i1 = par2 - par3 >> 2;

int j1 = par1 + par3 >> 2;

int k1 = par2 + par3 >> 2;

int l1 = j1 - l + 1;

int i2 = k1 - i1 + 1;

int[] aint = this.myGenBiomes.getInts(l, i1, l1, i2);

 

for (int j2 = 0; j2 < l1 * i2; ++j2) {

BiomeGenBase biomegenbase = BiomeGenBase.biomeList[aint[j2]];

 

if (!par4List.contains(biomegenbase)) {

return false;

}

}

 

return true;

}

 

/**

* Finds a valid position within a range, that is in one of the listed

* biomes. Searches {par1,par2} +-par3 blocks. Strongly favors positive y

* positions.

*/

public ChunkPosition findBiomePosition(int par1, int par2, int par3, List par4List, Random par5Random) {

IntCache.resetIntCache();

int l = par1 - par3 >> 2;

int i1 = par2 - par3 >> 2;

int j1 = par1 + par3 >> 2;

int k1 = par2 + par3 >> 2;

int l1 = j1 - l + 1;

int i2 = k1 - i1 + 1;

int[] aint = this.myGenBiomes.getInts(l, i1, l1, i2);

ChunkPosition chunkposition = null;

int j2 = 0;

 

for (int k2 = 0; k2 < l1 * i2; ++k2) {

int l2 = l + k2 % l1 << 2;

int i3 = i1 + k2 / l1 << 2;

BiomeGenBase biomegenbase = BiomeGenBase.biomeList[aint[k2]];

 

if (par4List.contains(biomegenbase) && (chunkposition == null || par5Random.nextInt(j2 + 1) == 0)) {

chunkposition = new ChunkPosition(l2, 0, i3);

++j2;

}

}

 

return chunkposition;

}

 

/**

* Calls the WorldChunkManager's biomeCache.cleanupCache()

*/

public void cleanupCache()

{

this.myBiomeCache.cleanupCache();

}

}

 

 

Posted

GotoLink said:

You edit what you want to change from the "vanilla" world.

That's as precise an answer you can get from that question.

 

But I understand you'd want an answer related to the tutorial, in that case:

 

You edit what you want to change from the "tutorial" world.

That's as precise an answer you can get from that question.

 

If you guys dont get it.. then well ya.. try harder...

Posted

What does the code tell you about them?

The two first are variables holding GenLayer's,

The 3rd is a reference to a BiomeCache (I suggest you OPEN the class and read it's code to see what it's about :) )

The last one is a list of biomes to spawn.

 

GenLayer's are pretty advance, as they are used for a lot of things.

I guess the best way to learn about them is to search around some and best of all, to dig into the code.

But I'd believe that to be beyond both your skill and what you are trying to do, although you would be the best to know so yourself :)

 

I'm going to assume you copy->pasted the contents of the tutorial without understanding how and why it works.

If that's the case I would ask you to go back a step and try to learn how it all works before trying to manipulate it.

If you don't understand how vanilla works, then it's rather hard to modify it's behavior isn't it? ;)

 

 

If you guys dont get it.. then well ya.. try harder...

Posted

Okay I'll ask a more specific question.

What is myGenBiomes, what is myBiomeIndexLayer, what is myBiomeCache, and what is myBiomesToSpawnIn?

 

This should be more answerable.

 

 

Dude !! I can Help you ,

 

You use Eclipse well if so

 

Press Ctrl + click the code you wanna know and it will open declaration for ya

 

Hows that =D

Posted

I actually didn't copy and paste the code, and I knew that they were references to classes, but I just wanted to be completely sure, and I don't appreciate you assuming that my knowledge about coding is diminutive.

Posted

Well, you may haven't noticed, but you have a copy of WorldChunkManager here. Which you already extends.

You might want to fix that. I am blaming the tutorial here. ;)

Look for WorldChunkManagerHell, the vanilla Nether, for a practical example of what can be changed.

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