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WorldChunkManager help!


leonardude
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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();

}

}

 

 

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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...

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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...

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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

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For example - you can make the particle accelerate downwards due to gravity by // final double GRAVITY_ACCELERATION_PER_TICK = -0.02; // yd += GRAVITY_ACCELERATION_PER_TICK; // calling move() also calculates collisions with other objects // collision with a block makes the ball disappear. But does not collide with entities if (onGround) { // onGround is only true if the particle collides while it is moving downwards... this.remove(); // this.setExpired() is probably this.remove() } if (yo == y && yd > 0) { // detect a collision while moving upwards (can't move up at all) this.remove(); } if (this.age++ >= this.lifetime) { // this.maxAge becomes this.lifetime this.remove(); } } private final IAnimatedSprite sprites; // contains a list of textures; choose one using either // newParticle.selectSpriteRandomly(sprites); or newParticle.selectSpriteWithAge(sprites); } FlameParticleData.java /** * Based on TheGreyGhost's MinecraftByExample * The particle has two pieces of information which are used to customise it: * * 1) The colour (tint) which is used to change the hue of the particle * 2) The diameter of the particle * * This class is used to * 1) store this information, and * 2) transmit it between server and client (write and read methods), and * 3) parse it from a command string i.e. the /particle params */ public class FlameParticleData implements IParticleData { public FlameParticleData(Color tint, double diameter) { this.tint = tint; this.diameter = constrainDiameterToValidRange(diameter); } public Color getTint() { return tint; } /** * @return get diameter of particle in metres */ public double getDiameter() { return diameter; } @Nonnull @Override public ParticleType<FlameParticleData> getType() { return ParticleRegistration.flameParticleType; } // write the particle information to a PacketBuffer, ready for transmission to a client @Override public void writeToNetwork(PacketBuffer buf) { buf.writeInt(tint.getRed()); buf.writeInt(tint.getGreen()); buf.writeInt(tint.getBlue()); buf.writeDouble(diameter); } // used for debugging I think; prints the data in human-readable format @Nonnull @Override public String writeToString() { return String.format(Locale.ROOT, "%s %.2f %i %i %i", this.getType().getRegistryName(), diameter, tint.getRed(), tint.getGreen(), tint.getBlue()); } private static double constrainDiameterToValidRange(double diameter) { final double MIN_DIAMETER = 0.05; final double MAX_DIAMETER = 1.0; return MathHelper.clamp(diameter, MIN_DIAMETER, MAX_DIAMETER); } private Color tint; private double diameter; // Comments from the TheGreyGhost // --------- these remaining methods are used to serialize the Particle Data. // I'm not yet sure what the Codec is used for, given that the DESERIALIZER already deserializes using read. // Perhaps it will be used to replace the manual read methods in the future. // The CODEC is a convenience to make it much easier to serialise and deserialise your objects. // Using the builder below, you construct a serialiser and deserialiser in one go, using lambda functions. // eg for the FlameParticleData CODEC: // a) In order to serialise it, it reads the 'tint' member variable (type: INT) and the 'diameter' member variable (type: DOUBLE) // b) In order to deserialise it, call the matching constructor FlameParticleData(INT, DOUBLE) public static final Codec<FlameParticleData> CODEC = RecordCodecBuilder.create( instance -> instance.group( Codec.INT.fieldOf("tint").forGetter(d -> d.tint.getRGB()), Codec.DOUBLE.fieldOf("diameter").forGetter(d -> d.diameter) ).apply(instance, FlameParticleData::new) ); private FlameParticleData(int tintRGB, double diameter) { this.tint = new Color(tintRGB); this.diameter = constrainDiameterToValidRange(diameter); } // The DESERIALIZER is used to construct FlameParticleData from either command line parameters or from a network packet public static final IDeserializer<FlameParticleData> DESERIALIZER = new IDeserializer<FlameParticleData>() { // parse the parameters for this particle from a /particle command @Nonnull @Override public FlameParticleData fromCommand(@Nonnull ParticleType<FlameParticleData> type, @Nonnull StringReader reader) throws CommandSyntaxException { reader.expect(' '); double diameter = constrainDiameterToValidRange(reader.readDouble()); final int MIN_COLOUR = 0; final int MAX_COLOUR = 255; reader.expect(' '); int red = MathHelper.clamp(reader.readInt(), MIN_COLOUR, MAX_COLOUR); reader.expect(' '); int green = MathHelper.clamp(reader.readInt(), MIN_COLOUR, MAX_COLOUR); reader.expect(' '); int blue = MathHelper.clamp(reader.readInt(), MIN_COLOUR, MAX_COLOUR); Color color = new Color(red, green, blue); return new FlameParticleData(color, diameter); } // read the particle information from a PacketBuffer after the client has received it from the server @Override public FlameParticleData fromNetwork(@Nonnull ParticleType<FlameParticleData> type, PacketBuffer buf) { // warning! never trust the data read in from a packet buffer. final int MIN_COLOUR = 0; final int MAX_COLOUR = 255; int red = MathHelper.clamp(buf.readInt(), MIN_COLOUR, MAX_COLOUR); int green = MathHelper.clamp(buf.readInt(), MIN_COLOUR, MAX_COLOUR); int blue = MathHelper.clamp(buf.readInt(), MIN_COLOUR, MAX_COLOUR); Color color = new Color(red, green, blue); double diameter = constrainDiameterToValidRange(buf.readDouble()); return new FlameParticleData(color, diameter); } }; } FlameParticleFactory.java /** * Based on TheGreyGhost's MinecraftByExample * On the client side: * When the client wants to spawn a Particle, it gives the FlameParticleData to this factory method * The factory selects an appropriate Particle class and instantiates it * */ public class FlameParticleFactory implements IParticleFactory<FlameParticleData> { //IParticleFactory private final IAnimatedSprite sprites; // contains a list of textures; choose one using either // not sure if i still need this // newParticle.selectSpriteRandomly(sprites); or newParticle.selectSpriteWithAge(sprites); // this method is needed for proper registration of your Factory: // The ParticleManager.register method creates a Sprite and passes it to your factory for subsequent use when rendering, then // populates it with the textures from your textures/particle/xxx.json public FlameParticleFactory(IAnimatedSprite sprite) { this.sprites = sprite; } @Nullable @Override public Particle createParticle(FlameParticleData flameParticleData, ClientWorld world, double xPos, double yPos, double zPos, double xVelocity, double yVelocity, double zVelocity) { FlameParticle newParticle = new FlameParticle(world, xPos, yPos, zPos, xVelocity, yVelocity, zVelocity, flameParticleData.getTint(), flameParticleData.getDiameter(), sprites); newParticle.pickSprite(sprites); // not quite the newParticle.selectSpriteRandomly(sprites) that was used. return newParticle; } // This is private to prevent you accidentally registering the Factory using the default constructor. // ParticleManager has two register methods, and if you use the wrong one the game will enter an infinite loop private FlameParticleFactory() { throw new UnsupportedOperationException("Use the FlameParticleFactory(IAnimatedSprite sprite) constructor"); } } FlameParticleType.java /** * Based on TheGreyGhost's MinecraftByExample * Simple class used to describe the Particle */ public class FlameParticleType extends ParticleType<FlameParticleData> { private static boolean ALWAYS_SHOW_REGARDLESS_OF_DISTANCE_FROM_PLAYER = false; public FlameParticleType() { super(ALWAYS_SHOW_REGARDLESS_OF_DISTANCE_FROM_PLAYER, FlameParticleData.DESERIALIZER); } // get the Codec used to // a) convert a FlameParticleData to a serialised format // b) construct a FlameParticleData object from the serialised format public Codec<FlameParticleData> codec() { return FlameParticleData.CODEC; } } The flame_particle.json, which is located in resources/asset.MyMod/particles, that references the flame.png, located in resources/asset.MyMod/particles/textures/particles { "textures": [ "MyMod:flame" ] }  
    • How did you figure out the texture changing? I looked at your code and I can't seem to replicate your solution.
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