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And Vwhat?


CJCutrone9

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l, I tried to make my dimension into a sky dimension, so I could add clouds to it and not have it look stupid. But when I did it, it came out as this:

 

 

2014-010.jpg

My grass block only spawns in certain areas, then dirt where there should be grass, and there is also rock, where there should be grass.... :(

 

I changed the code up doing what ever I could, but to no avail... Any help?

 

Here is my current code for the chunk provider:

 

 

package net.CJCutrone.LegendofZelda.Dimension;

 

import java.util.List;

import java.util.Random;

 

import net.CJCutrone.LegendofZelda.common.LegendofZelda;

import net.minecraft.block.Block;

import net.minecraft.client.main.Main;

import net.minecraft.entity.EnumCreatureType;

import net.minecraft.util.IProgressUpdate;

import net.minecraft.util.MathHelper;

import net.minecraft.world.ChunkPosition;

import net.minecraft.world.SpawnerAnimals;

import net.minecraft.world.World;

import net.minecraft.world.biome.BiomeGenBase;

import net.minecraft.world.chunk.Chunk;

import net.minecraft.world.chunk.IChunkProvider;

import net.minecraft.world.gen.MapGenBase;

 

import net.minecraft.world.gen.MapGenRavine;

import net.minecraft.world.gen.NoiseGeneratorOctaves;

import net.minecraft.world.gen.feature.MapGenScatteredFeature;

import net.minecraft.world.gen.feature.WorldGenLakes;

import net.minecraft.world.gen.structure.MapGenMineshaft;

import net.minecraft.world.gen.structure.MapGenStronghold;

import net.minecraft.world.gen.structure.MapGenVillage;

import net.minecraftforge.common.MinecraftForge;

import net.minecraftforge.event.Event.Result;

import net.minecraftforge.event.terraingen.ChunkProviderEvent;

import net.minecraftforge.event.terraingen.TerrainGen;

 

public class LegendofZeldaChunkProvider implements IChunkProvider

{

private Random rand;

private NoiseGeneratorOctaves noiseGen1;

private NoiseGeneratorOctaves noiseGen2;

private NoiseGeneratorOctaves noiseGen3;

private NoiseGeneratorOctaves noiseGen4;

public NoiseGeneratorOctaves noiseGen5;

public NoiseGeneratorOctaves noiseGen6;

public NoiseGeneratorOctaves mobSpawnerNoise;

private World worldObj;

private final boolean mapFeaturesEnabled;

private double[] noiseArray;

private double[] stoneNoise = new double[256];

private MapGenBase caveGenerator = new MapGenCavesLoZ();

private MapGenStronghold strongholdGenerator = new MapGenStronghold();

private MapGenVillage villageGenerator = new MapGenVillage();

private MapGenMineshaft mineshaftGenerator = new MapGenMineshaft();

private MapGenScatteredFeature scatteredFeatureGenerator = new MapGenScatteredFeature();

private MapGenBase ravineGenerator = new MapGenRavineLoZ();

private BiomeGenBase[] biomesForGeneration;

double[] noiseData1;

double[] noiseData2;

double[] noiseData3;

double[] noiseData4;

double[] noiseData5;

float[] parabolicField;

int[][] field_73219_j = new int[32][32];

private double[] densities;

 

public LegendofZeldaChunkProvider(World par1World, long par2, boolean par4) {

this.worldObj = par1World;

    this.rand = new Random(par2);

    this.noiseGen1 = new NoiseGeneratorOctaves(this.rand, 16);

    this.noiseGen2 = new NoiseGeneratorOctaves(this.rand, 16);

    this.noiseGen3 = new NoiseGeneratorOctaves(this.rand, 8);

    this.noiseGen4 = new NoiseGeneratorOctaves(this.rand, 10);

    this.noiseGen5 = new NoiseGeneratorOctaves(this.rand, 16);

    this.mapFeaturesEnabled = par4;

   

    NoiseGeneratorOctaves[] noiseGens = {noiseGen1, noiseGen2, noiseGen3, noiseGen4, noiseGen5};

    noiseGens = TerrainGen.getModdedNoiseGenerators(par1World, this.rand, noiseGens);

    this.noiseGen1 = noiseGens[0];

    this.noiseGen2 = noiseGens[1];

    this.noiseGen3 = noiseGens[2];

    this.noiseGen4 = noiseGens[3];

    this.noiseGen5 = noiseGens[4];

}

/**

* Generates the shape of the terrain for the chunk though its all stone though the water is frozen if the

* temperature is low enough

*/

public void generateTerrain(int par1, int par2, byte[] par3ArrayOfByte)

{

byte b0 = 2;

    int k = b0 + 1;

    byte b1 = 33;

    int l = b0 + 1;

    this.densities = this.initializeNoiseField(this.densities, par1 * b0, 0, par2 * b0, k, b1, l);

 

    for (int i1 = 0; i1 < b0; ++i1)

    {

        for (int j1 = 0; j1 < b0; ++j1)

        {

            for (int k1 = 0; k1 < 32; ++k1)

            {

                double d0 = 0.25D;

                double d1 = this.densities[((i1 + 0) * l + j1 + 0) * b1 + k1 + 0];

                double d2 = this.densities[((i1 + 0) * l + j1 + 1) * b1 + k1 + 0];

                double d3 = this.densities[((i1 + 1) * l + j1 + 0) * b1 + k1 + 0];

                double d4 = this.densities[((i1 + 1) * l + j1 + 1) * b1 + k1 + 0];

                double d5 = (this.densities[((i1 + 0) * l + j1 + 0) * b1 + k1 + 1] - d1) * d0;

                double d6 = (this.densities[((i1 + 0) * l + j1 + 1) * b1 + k1 + 1] - d2) * d0;

                double d7 = (this.densities[((i1 + 1) * l + j1 + 0) * b1 + k1 + 1] - d3) * d0;

                double d8 = (this.densities[((i1 + 1) * l + j1 + 1) * b1 + k1 + 1] - d4) * d0;

 

                for (int l1 = 0; l1 < 4; ++l1)

                {

                    double d9 = 0.125D;

                    double d10 = d1;

                    double d11 = d2;

                    double d12 = (d3 - d1) * d9;

                    double d13 = (d4 - d2) * d9;

 

                    for (int i2 = 0; i2 < 8; ++i2)

                    {

                        int j2 = i2 + i1 * 8 << 11 | 0 + j1 * 8 << 7 | k1 * 4 + l1;

                        short short1 = 128;

                        double d14 = 0.125D;

                        double d15 = d10;

                        double d16 = (d11 - d10) * d14;

 

                        for (int k2 = 0; k2 < 8; ++k2)

                        {

                            int l2 = 0;

 

                            if (d15 > 0.0D)

                            {

                                l2 = LegendofZelda.LoZRock.blockID;

                            }

 

                            par3ArrayOfByte[j2] = (byte)l2;

                            j2 += short1;

                            d15 += d16;

                        }

 

                        d10 += d12;

                        d11 += d13;

                    }

 

                    d1 += d5;

                    d2 += d6;

                    d3 += d7;

                    d4 += d8;

                }

            }

        }

    }

 

}

 

private double[] initializeNoiseField(double[] par1ArrayOfDouble, int par2, int par3, int par4, int par5, int par6, int par7)

{

    ChunkProviderEvent.InitNoiseField event = new ChunkProviderEvent.InitNoiseField(this, par1ArrayOfDouble, par2, par3, par4, par5, par6, par7);

    MinecraftForge.EVENT_BUS.post(event);

    if (event.getResult() == Result.DENY) return event.noisefield;

 

    if (par1ArrayOfDouble == null)

    {

        par1ArrayOfDouble = new double[par5 * par6 * par7];

    }

 

    double d0 = 684.412D;

    double d1 = 684.412D;

    this.noiseData4 = this.noiseGen4.generateNoiseOctaves(this.noiseData4, par2, par4, par5, par7, 1.121D, 1.121D, 0.5D);

    this.noiseData5 = this.noiseGen5.generateNoiseOctaves(this.noiseData5, par2, par4, par5, par7, 200.0D, 200.0D, 0.5D);

    d0 *= 2.0D;

    this.noiseData1 = this.noiseGen3.generateNoiseOctaves(this.noiseData1, par2, par3, par4, par5, par6, par7, d0 / 80.0D, d1 / 160.0D, d0 / 80.0D);

    this.noiseData2 = this.noiseGen1.generateNoiseOctaves(this.noiseData2, par2, par3, par4, par5, par6, par7, d0, d1, d0);

    this.noiseData3 = this.noiseGen2.generateNoiseOctaves(this.noiseData3, par2, par3, par4, par5, par6, par7, d0, d1, d0);

    int k1 = 0;

    int l1 = 0;

 

    for (int i2 = 0; i2 < par5; ++i2)

    {

        for (int j2 = 0; j2 < par7; ++j2)

        {

            double d2 = (this.noiseData4[l1] + 256.0D) / 512.0D;

 

            if (d2 > 1.0D)

            {

                d2 = 1.0D;

            }

 

            double d3 = this.noiseData5[l1] / 8000.0D;

 

            if (d3 < 0.0D)

            {

                d3 = -d3 * 0.3D;

            }

 

            d3 = d3 * 3.0D - 2.0D;

            float f = (float)(i2 + par2 - 0) / 1.0F;

            float f1 = (float)(j2 + par4 - 0) / 1.0F;

            float f2 = 100.0F - MathHelper.sqrt_float(f * f + f1 * f1) * 8.0F;

 

            if (f2 > 80.0F)

            {

                f2 = 80.0F;

            }

 

            if (f2 < -100.0F)

            {

                f2 = -100.0F;

            }

 

            if (d3 > 1.0D)

            {

                d3 = 1.0D;

            }

 

            d3 /= 8.0D;

            d3 = 0.0D;

 

            if (d2 < 0.0D)

            {

                d2 = 0.0D;

            }

 

            d2 += 0.5D;

            d3 = d3 * (double)par6 / 16.0D;

            ++l1;

            double d4 = (double)par6 / 2.0D;

 

            for (int k2 = 0; k2 < par6; ++k2)

            {

                double d5 = 0.0D;

                double d6 = ((double)k2 - d4) * 8.0D / d2;

 

                if (d6 < 0.0D)

                {

                    d6 *= -1.0D;

                }

 

                double d7 = this.noiseData2[k1] / 512.0D;

                double d8 = this.noiseData3[k1] / 512.0D;

                double d9 = (this.noiseData1[k1] / 10.0D + 1.0D) / 2.0D;

 

                if (d9 < 0.0D)

                {

                    d5 = d7;

                }

                else if (d9 > 1.0D)

                {

                    d5 = d8;

                }

                else

                {

                    d5 = d7 + (d8 - d7) * d9;

                }

 

                d5 -= 8.0D;

                d5 += (double)f2;

                byte b0 = 2;

                double d10;

 

                if (k2 > par6 / 2 - b0)

                {

                    d10 = (double)((float)(k2 - (par6 / 2 - b0)) / 64.0F);

 

                    if (d10 < 0.0D)

                    {

                        d10 = 0.0D;

                    }

 

                    if (d10 > 1.0D)

                    {

                        d10 = 1.0D;

                    }

 

                    d5 = d5 * (1.0D - d10) + -3000.0D * d10;

                }

 

                b0 = 8;

 

                if (k2 < b0)

                {

                    d10 = (double)((float)(b0 - k2) / ((float)b0 - 1.0F));

                    d5 = d5 * (1.0D - d10) + -30.0D * d10;

                }

 

                par1ArrayOfDouble[k1] = d5;

                ++k1;

            }

        }

    }

 

    return par1ArrayOfDouble;

}

 

public void replaceBlocksForBiome(int par1, int par2, byte[] par3ArrayOfByte, BiomeGenBase[] par4ArrayOfBiomeGenBase)

{

byte var5 = 63;

double var6 = 0.03125D;

this.stoneNoise = this.noiseGen4.generateNoiseOctaves(this.stoneNoise, par1 * 16, par2 * 16, 0, 16, 16, 1, var6 * 2.0D, var6 * 2.0D, var6 * 2.0D);

for (int var8 = 0; var8 < 16; var8++)

{

for (int var9 = 0; var9 < 16; var9++)

{

BiomeGenBase var10 = par4ArrayOfBiomeGenBase[(var9 + var8 * 16)];

float var11 = var10.getFloatTemperature();

int var12 = (int)(this.stoneNoise[(var8 + var9 * 16)] / 3.0D + 3.0D + this.rand.nextDouble() * 0.25D);

int var13 = -1;

byte var14 = var10.topBlock;

byte var15 = var10.fillerBlock;

for (int var16 = 127; var16 >= 0; var16--)

{

        int var17 = (var9 * 16 + var8) * 128 + var16;

        if (var16 <= 0 + this.rand.nextInt(5))

        {

        par3ArrayOfByte[var17] = ((byte)0);

        }

        else

        {

        byte var18 = par3ArrayOfByte[var17];

        if (var18 == 0)

        {

        var13 = -1;

        }

        /** Main filler block fill's all the underground, replaces block stone **/

        else if (var18 != 253)

        {

        if (var13 == -1)

        {

        if (var12 == 0)

        {

                var14 = (byte)LegendofZelda.LoZGrass.blockID;

               

                /** change to custom dirt **/

                var15 = (byte)LegendofZelda.LoZRock.blockID;//

        }

        else if ((var16 >= var5 - 4) && (var16 <= var5 + 1))

        {

                var14 = (byte)LegendofZelda.LoZGrass.blockID;

                var15 = (byte)LegendofZelda.LoZRock.blockID;

        }

        if ((var16 < var5) && (var14 == 0))

        {

                if (var11 < 0.15F)

                {

                var14 = (byte)Block.ice.blockID;

                }

                else

                {

                var14 = (byte)Block.waterStill.blockID;

                }

        }

        var13 = var12;

        if (var16 >= var5 - 1)

        {

                par3ArrayOfByte[var17] = var14;

        }

        else

        {

                par3ArrayOfByte[var17] = var15;

        }

        }

        else if (var13 > 0)

        {

        var13--;

        par3ArrayOfByte[var17] = var15;

        if ((var13 == 0) && (var15 == Block.sand.blockID))

        {

                var13 = this.rand.nextInt(4);

                var15 = (byte)Block.sandStone.blockID;

        }

        }

        }

        }

}

}

}

}

public Chunk loadChunk(int par1, int par2)

{

return provideChunk(par1, par2);

}

public Chunk provideChunk(int par1, int par2)

{

this.rand.setSeed(par1 * 341873128712L + par2 * 132897987541L);

byte[] var3 = new byte[32768];

generateTerrain(par1, par2, var3);

this.biomesForGeneration = this.worldObj.getWorldChunkManager().loadBlockGeneratorData(this.biomesForGeneration, par1 * 16, par2 * 16, 16, 16);

replaceBlocksForBiome(par1, par2, var3, this.biomesForGeneration);

this.caveGenerator.generate(this, this.worldObj, par1, par2, var3);

this.ravineGenerator.generate(this, this.worldObj, par1, par2, var3);

if (this.mapFeaturesEnabled)

{

this.mineshaftGenerator.generate(this, this.worldObj, par1, par2, var3);

this.villageGenerator.generate(this, this.worldObj, par1, par2, var3);

this.strongholdGenerator.generate(this, this.worldObj, par1, par2, var3);

this.scatteredFeatureGenerator.generate(this, this.worldObj, par1, par2, var3);

}

Chunk var4 = new Chunk(this.worldObj, var3, par1, par2);

byte[] var5 = var4.getBiomeArray();

for (int var6 = 0; var6 < var5.length; var6++)

{

var5[var6] = ((byte)this.biomesForGeneration[var6].biomeID);

}

var4.generateSkylightMap();

return var4;

}

 

public boolean chunkExists(int par1, int par2)

{

return true;

}

public void populate(IChunkProvider par1IChunkProvider, int par2, int par3)

{

net.minecraft.block.BlockSand.fallInstantly = true;

int var4 = par2 * 16;

int var5 = par3 * 16;

BiomeGenBase var6 = this.worldObj.getBiomeGenForCoords(var4 + 16, var5 + 16);

this.rand.setSeed(this.worldObj.getSeed());

long var7 = this.rand.nextLong() / 2L * 2L + 1L;

long var9 = this.rand.nextLong() / 2L * 2L + 1L;

this.rand.setSeed(par2 * var7 + par3 * var9 ^ this.worldObj.getSeed());

boolean var11 = false;

if (this.mapFeaturesEnabled)

{

this.mineshaftGenerator.generateStructuresInChunk(this.worldObj, this.rand, par2, par3);

var11 = this.villageGenerator.generateStructuresInChunk(this.worldObj, this.rand, par2, par3);

this.strongholdGenerator.generateStructuresInChunk(this.worldObj, this.rand, par2, par3);

this.scatteredFeatureGenerator.generateStructuresInChunk(this.worldObj, this.rand, par2, par3);

}

if ((!var11) && (this.rand.nextInt(4) == 0))

{

int var12 = var4 + this.rand.nextInt(16) + 8;

int var13 = this.rand.nextInt(128);

int var14 = var5 + this.rand.nextInt(16) + 8;

new WorldGenLakesLoZ(Block.waterStill.blockID).generate(this.worldObj, this.rand, var12, var13, var14);

}

var6.decorate(this.worldObj, this.rand, var4, var5);

SpawnerAnimals.performWorldGenSpawning(this.worldObj, var6, var4 + 8, var5 + 8, 16, 16, this.rand);

var4 += 8;

var5 += 8;

for (int var12 = 0; var12 < 16; var12++)

{

for (int var13 = 0; var13 < 16; var13++)

{

int var14 = this.worldObj.getPrecipitationHeight(var4 + var12, var5 + var13);

if (this.worldObj.isBlockFreezable(var12 + var4, var14 - 1, var13 + var5))

{

        this.worldObj.setBlock(var12 + var4, var14 - 1, var13 + var5, Block.ice.blockID);

}

if (this.worldObj.canSnowAt(var12 + var4, var14, var13 + var5))

{

        this.worldObj.setBlock(var12 + var4, var14, var13 + var5, Block.snow.blockID);

}

}

}

net.minecraft.block.BlockSand.fallInstantly = false;

}

public boolean saveChunks(boolean par1, IProgressUpdate par2IProgressUpdate)

{

return true;

}

public boolean unload100OldestChunks()

{

return false;

}

public boolean canSave()

{

return true;

}

public String makeString()

{

return "RandomLevelSource";

}

public List getPossibleCreatures(EnumCreatureType par1EnumCreatureType, int par2, int par3, int par4)

{

BiomeGenBase var5 = this.worldObj.getBiomeGenForCoords(par2, par4);

return var5 == null ? null : var5.getSpawnableList(par1EnumCreatureType);

}

public ChunkPosition findClosestStructure(World par1World, String par2Str, int par3, int par4, int par5)

{

return ("Stronghold".equals(par2Str)) && (this.strongholdGenerator != null) ? this.strongholdGenerator.getNearestInstance(par1World, par3, par4, par5) : null;

}

public int getLoadedChunkCount() {

return 0;

}

public boolean unloadQueuedChunks()

{

return false;

}

 

@Override

public void saveExtraData(){

 

}

@Override

public void recreateStructures(int i, int j) {

// TODO Auto-generated method stub

 

}

 

}

 

 

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