Posted September 13, 201213 yr please help me with this, ive got the files done but i cant get it to work MapGenCavesWarp.java package mod.warp; import java.util.Random; import net.minecraft.src.Block; import net.minecraft.src.MapGenBase; import net.minecraft.src.MathHelper; import net.minecraft.src.World; public class MapGenCavesWarp extends MapGenBase { /** * Generates a larger initial cave node than usual. Called 25% of the time. */ protected void generateLargeCaveNode(long par1, int par3, int par4, byte[] par5ArrayOfByte, double par6, double par8, double par10) { this.generateCaveNode(par1, par3, par4, par5ArrayOfByte, par6, par8, par10, 1.0F + this.rand.nextFloat() * 6.0F, 0.0F, 0.0F, -1, -1, 0.5D); } /** * Generates a node in the current cave system recursion tree. */ protected void generateCaveNode(long par1, int par3, int par4, byte[] par5ArrayOfByte, double par6, double par8, double par10, float par12, float par13, float par14, int par15, int par16, double par17) { double var19 = (double)(par3 * 16 + ; double var21 = (double)(par4 * 16 + ; float var23 = 0.0F; float var24 = 0.0F; Random var25 = new Random(par1); if (par16 <= 0) { int var26 = this.range * 16 - 16; par16 = var26 - var25.nextInt(var26 / 4); } boolean var54 = false; if (par15 == -1) { par15 = par16 / 2; var54 = true; } int var27 = var25.nextInt(par16 / 2) + par16 / 4; for (boolean var28 = var25.nextInt(6) == 0; par15 < par16; ++par15) { double var29 = 1.5D + (double)(MathHelper.sin((float)par15 * (float)Math.PI / (float)par16) * par12 * 1.0F); double var31 = var29 * par17; float var33 = MathHelper.cos(par14); float var34 = MathHelper.sin(par14); par6 += (double)(MathHelper.cos(par13) * var33); par8 += (double)var34; par10 += (double)(MathHelper.sin(par13) * var33); if (var28) { par14 *= 0.92F; } else { par14 *= 0.7F; } par14 += var24 * 0.1F; par13 += var23 * 0.1F; var24 *= 0.9F; var23 *= 0.75F; var24 += (var25.nextFloat() - var25.nextFloat()) * var25.nextFloat() * 2.0F; var23 += (var25.nextFloat() - var25.nextFloat()) * var25.nextFloat() * 4.0F; if (!var54 && par15 == var27 && par12 > 1.0F && par16 > 0) { this.generateCaveNode(var25.nextLong(), par3, par4, par5ArrayOfByte, par6, par8, par10, var25.nextFloat() * 0.5F + 0.5F, par13 - ((float)Math.PI / 2F), par14 / 3.0F, par15, par16, 1.0D); this.generateCaveNode(var25.nextLong(), par3, par4, par5ArrayOfByte, par6, par8, par10, var25.nextFloat() * 0.5F + 0.5F, par13 + ((float)Math.PI / 2F), par14 / 3.0F, par15, par16, 1.0D); return; } if (var54 || var25.nextInt(4) != 0) { double var35 = par6 - var19; double var37 = par10 - var21; double var39 = (double)(par16 - par15); double var41 = (double)(par12 + 2.0F + 16.0F); if (var35 * var35 + var37 * var37 - var39 * var39 > var41 * var41) { return; } if (par6 >= var19 - 16.0D - var29 * 2.0D && par10 >= var21 - 16.0D - var29 * 2.0D && par6 <= var19 + 16.0D + var29 * 2.0D && par10 <= var21 + 16.0D + var29 * 2.0D) { int var55 = MathHelper.floor_double(par6 - var29) - par3 * 16 - 1; int var36 = MathHelper.floor_double(par6 + var29) - par3 * 16 + 1; int var57 = MathHelper.floor_double(par8 - var31) - 1; int var38 = MathHelper.floor_double(par8 + var31) + 1; int var56 = MathHelper.floor_double(par10 - var29) - par4 * 16 - 1; int var40 = MathHelper.floor_double(par10 + var29) - par4 * 16 + 1; if (var55 < 0) { var55 = 0; } if (var36 > 16) { var36 = 16; } if (var57 < 1) { var57 = 1; } if (var38 > 120) { var38 = 120; } if (var56 < 0) { var56 = 0; } if (var40 > 16) { var40 = 16; } boolean var58 = false; int var42; int var45; for (var42 = var55; !var58 && var42 < var36; ++var42) { for (int var43 = var56; !var58 && var43 < var40; ++var43) { for (int var44 = var38 + 1; !var58 && var44 >= var57 - 1; --var44) { var45 = (var42 * 16 + var43) * 128 + var44; if (var44 >= 0 && var44 < 128) { if (par5ArrayOfByte[var45] == Block.waterMoving.blockID || par5ArrayOfByte[var45] == Block.waterStill.blockID) { var58 = true; } if (var44 != var57 - 1 && var42 != var55 && var42 != var36 - 1 && var43 != var56 && var43 != var40 - 1) { var44 = var57; } } } } } if (!var58) { for (var42 = var55; var42 < var36; ++var42) { double var59 = ((double)(var42 + par3 * 16) + 0.5D - par6) / var29; for (var45 = var56; var45 < var40; ++var45) { double var46 = ((double)(var45 + par4 * 16) + 0.5D - par10) / var29; int var48 = (var42 * 16 + var45) * 128 + var38; boolean var49 = false; if (var59 * var59 + var46 * var46 < 1.0D) { for (int var50 = var38 - 1; var50 >= var57; --var50) { double var51 = ((double)var50 + 0.5D - par8) / var31; if (var51 > -0.7D && var59 * var59 + var51 * var51 + var46 * var46 < 1.0D) { byte var53 = par5ArrayOfByte[var48]; if (var53 == WarpCraft.warpStoneBlock.blockID) { var49 = true; } if (var53 == WarpCraft.warpStoneBlock.blockID || var53 == Block.dirt.blockID || var53 == Block.grass.blockID) { if (var50 < 10) { par5ArrayOfByte[var48] = (byte)Block.lavaMoving.blockID; } else { par5ArrayOfByte[var48] = 0; if (var49 && par5ArrayOfByte[var48 - 1] == Block.dirt.blockID) { par5ArrayOfByte[var48 - 1] = this.worldObj.getBiomeGenForCoords(var42 + par3 * 16, var45 + par4 * 16).topBlock; } } } } --var48; } } } } if (var54) { break; } } } } } } /** * Recursively called by generate() (generate) and optionally by itself. */ protected void recursiveGenerate(World par1World, int par2, int par3, int par4, int par5, byte[] par6ArrayOfByte) { int var7 = this.rand.nextInt(this.rand.nextInt(this.rand.nextInt(40) + 1) + 1); if (this.rand.nextInt(15) != 0) { var7 = 0; } for (int var8 = 0; var8 < var7; ++var8) { double var9 = (double)(par2 * 16 + this.rand.nextInt(16)); double var11 = (double)this.rand.nextInt(this.rand.nextInt(120) + ; double var13 = (double)(par3 * 16 + this.rand.nextInt(16)); int var15 = 1; if (this.rand.nextInt(4) == 0) { this.generateLargeCaveNode(this.rand.nextLong(), par4, par5, par6ArrayOfByte, var9, var11, var13); var15 += this.rand.nextInt(4); } for (int var16 = 0; var16 < var15; ++var16) { float var17 = this.rand.nextFloat() * (float)Math.PI * 2.0F; float var18 = (this.rand.nextFloat() - 0.5F) * 2.0F / 8.0F; float var19 = this.rand.nextFloat() * 2.0F + this.rand.nextFloat(); if (this.rand.nextInt(10) == 0) { var19 *= this.rand.nextFloat() * this.rand.nextFloat() * 3.0F + 1.0F; } this.generateCaveNode(this.rand.nextLong(), par4, par5, par6ArrayOfByte, var9, var11, var13, var19, var17, var18, 0, 0, 1.0D); } } } } ChunkProviderWarp.java package mod.warp; import java.util.List; import java.util.Random; import net.minecraft.src.BiomeGenBase; import net.minecraft.src.Block; import net.minecraft.src.BlockSand; import net.minecraft.src.Chunk; import net.minecraft.src.ChunkPosition; import net.minecraft.src.EnumCreatureType; import net.minecraft.src.IChunkProvider; import net.minecraft.src.IProgressUpdate; import net.minecraft.src.MapGenBase; import net.minecraft.src.MapGenCaves; import net.minecraft.src.MapGenCavesHell; import net.minecraft.src.MapGenRavine; import net.minecraft.src.MapGenScatteredFeature; import net.minecraft.src.MapGenStronghold; import net.minecraft.src.MathHelper; import net.minecraft.src.NoiseGeneratorOctaves; import net.minecraft.src.SpawnerAnimals; import net.minecraft.src.World; import net.minecraft.src.WorldGenDungeons; import net.minecraft.src.WorldGenFire; import net.minecraft.src.WorldGenFlowers; import net.minecraft.src.WorldGenGlowStone1; import net.minecraft.src.WorldGenHellLava; import net.minecraft.src.WorldGenLakes; public class ChunkProviderWarp implements IChunkProvider { /** RNG. */ private Random rand; /** A NoiseGeneratorOctaves used in generating terrain */ private NoiseGeneratorOctaves noiseGen1; /** A NoiseGeneratorOctaves used in generating terrain */ private NoiseGeneratorOctaves noiseGen2; /** A NoiseGeneratorOctaves used in generating terrain */ private NoiseGeneratorOctaves noiseGen3; /** A NoiseGeneratorOctaves used in generating terrain */ private NoiseGeneratorOctaves noiseGen4; /** A NoiseGeneratorOctaves used in generating terrain */ public NoiseGeneratorOctaves noiseGen5; /** A NoiseGeneratorOctaves used in generating terrain */ public NoiseGeneratorOctaves noiseGen6; public NoiseGeneratorOctaves mobSpawnerNoise; /** Reference to the World object. */ private World worldObj; /** are map structures going to be generated (e.g. strongholds) */ private final boolean mapFeaturesEnabled; /** Holds the overall noise array used in chunk generation */ private double[] noiseArray; private double[] stoneNoise = new double[256]; private MapGenBase caveGenerator = new MapGenCavesWarp(); /** Holds StronghoFld Generator */ private MapGenStronghold strongholdGenerator = new MapGenStronghold(); private MapGenVillagesWarp villageswarpGenerator = new MapGenVillagesWarp(0); /** Holds Village Generator */ /** Holds Mineshaft Generator */ private MapGenScatteredFeature scatteredFeatureGenerator = new MapGenScatteredFeature(); /** Holds ravine generator */ private MapGenBase ravineGenerator = new MapGenRavine(); /** The biomes that are used to generate the chunk */ private BiomeGenBase[] biomesForGeneration; /** A double array that hold terrain noise from noiseGen3 */ double[] noise3; /** A double array that hold terrain noise */ double[] noise1; /** A double array that hold terrain noise from noiseGen2 */ double[] noise2; /** A double array that hold terrain noise from noiseGen5 */ double[] noise5; /** A double array that holds terrain noise from noiseGen6 */ double[] noise6; /** * Used to store the 5x5 parabolic field that is used during terrain generation. */ float[] parabolicField; int[][] field_73219_j = new int[32][32]; public ChunkProviderWarp(World par1World, long par2, boolean par4) { this.worldObj = par1World; this.mapFeaturesEnabled = true; 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, ; this.noiseGen4 = new NoiseGeneratorOctaves(this.rand, 4); this.noiseGen5 = new NoiseGeneratorOctaves(this.rand, 10); this.noiseGen6 = new NoiseGeneratorOctaves(this.rand, 16); this.mobSpawnerNoise = new NoiseGeneratorOctaves(this.rand, ; } /** * 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 var4 = 4; byte var5 = 16; byte var6 = 63; int var7 = var4 + 1; byte var8 = 17; int var9 = var4 + 1; this.biomesForGeneration = this.worldObj.getWorldChunkManager().getBiomesForGeneration(this.biomesForGeneration, par1 * 4 - 2, par2 * 4 - 2, var7 + 5, var9 + 5); this.noiseArray = this.initializeNoiseField(this.noiseArray, par1 * var4, 0, par2 * var4, var7, var8, var9); for (int var10 = 0; var10 < var4; ++var10) { for (int var11 = 0; var11 < var4; ++var11) { for (int var12 = 0; var12 < var5; ++var12) { double var13 = 0.125D; double var15 = this.noiseArray[((var10 + 0) * var9 + var11 + 0) * var8 + var12 + 0]; double var17 = this.noiseArray[((var10 + 0) * var9 + var11 + 1) * var8 + var12 + 0]; double var19 = this.noiseArray[((var10 + 1) * var9 + var11 + 0) * var8 + var12 + 0]; double var21 = this.noiseArray[((var10 + 1) * var9 + var11 + 1) * var8 + var12 + 0]; double var23 = (this.noiseArray[((var10 + 0) * var9 + var11 + 0) * var8 + var12 + 1] - var15) * var13; double var25 = (this.noiseArray[((var10 + 0) * var9 + var11 + 1) * var8 + var12 + 1] - var17) * var13; double var27 = (this.noiseArray[((var10 + 1) * var9 + var11 + 0) * var8 + var12 + 1] - var19) * var13; double var29 = (this.noiseArray[((var10 + 1) * var9 + var11 + 1) * var8 + var12 + 1] - var21) * var13; for (int var31 = 0; var31 < 8; ++var31) { double var32 = 0.25D; double var34 = var15; double var36 = var17; double var38 = (var19 - var15) * var32; double var40 = (var21 - var17) * var32; for (int var42 = 0; var42 < 4; ++var42) { int var43 = var42 + var10 * 4 << 11 | 0 + var11 * 4 << 7 | var12 * 8 + var31; short var44 = 128; var43 -= var44; double var45 = 0.25D; double var49 = (var36 - var34) * var45; double var47 = var34 - var49; for (int var51 = 0; var51 < 4; ++var51) { if ((var47 += var49) > 0.0D) { par3ArrayOfByte[var43 += var44] = (byte)WarpCraft.warpStoneBlock.blockID; } else if (var12 * 8 + var31 < var6) { par3ArrayOfByte[var43 += var44] = (byte)Block.waterStill.blockID; } else { par3ArrayOfByte[var43 += var44] = 0; } } var34 += var38; var36 += var40; } var15 += var23; var17 += var25; var19 += var27; var21 += var29; } } } } } /** * Replaces the stone that was placed in with blocks that match the biome */ 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)Block.bedrock.blockID; } else { byte var18 = par3ArrayOfByte[var17]; if (var18 == 0) { var13 = -1; } else if (var18 != WarpCraft.warpStoneBlock.blockID) { if (var13 == -1) { if (var12 == 0) { var14 = 0; var15 = (byte)WarpCraft.warpStoneBlock.blockID; } else if (var16 >= var5 - 4 && var16 <= var5 + 1) { var14 = var10.topBlock; var15 = var10.fillerBlock; } 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; } } } } } } } } /** * loads or generates the chunk at the chunk location specified */ public Chunk loadChunk(int par1, int par2) { return this.provideChunk(par1, par2); } /** * Will return back a chunk, if it doesn't exist and its not a MP client it will generates all the blocks for the * specified chunk from the map seed and chunk seed */ public Chunk provideChunk(int par1, int par2) { BlockWarpStone warpstoneblock = WarpCraft.warpStoneBlock; this.rand.setSeed((long)par1 * 341873128712L + (long)par2 * 132897987541L); byte[] var3 = new byte[32768]; this.generateTerrain(par1, par2, var3); this.biomesForGeneration = this.worldObj.getWorldChunkManager().loadBlockGeneratorData(this.biomesForGeneration, par1 * 16, par2 * 16, 16, 16); this.replaceBlocksForBiome(par1, par2, var3, this.biomesForGeneration); byte[] warpstoneblock1 = new byte[32768]; this.caveGenerator.generate(this, this.worldObj, par1, par2, warpstoneblock1); this.ravineGenerator.generate(this, this.worldObj, par1, par2, var3); if (this.mapFeaturesEnabled) { this.villageswarpGenerator.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(); var4.generateSkylightMap(); return var4; } /** * generates a subset of the level's terrain data. Takes 7 arguments: the [empty] noise array, the position, and the * size. */ private double[] initializeNoiseField(double[] par1ArrayOfDouble, int par2, int par3, int par4, int par5, int par6, int par7) { if (par1ArrayOfDouble == null) { par1ArrayOfDouble = new double[par5 * par6 * par7]; } if (this.parabolicField == null) { this.parabolicField = new float[25]; for (int var8 = -2; var8 <= 2; ++var8) { for (int var9 = -2; var9 <= 2; ++var9) { float var10 = 10.0F / MathHelper.sqrt_float((float)(var8 * var8 + var9 * var9) + 0.2F); this.parabolicField[var8 + 2 + (var9 + 2) * 5] = var10; } } } double var44 = 684.412D; double var45 = 684.412D; this.noise5 = this.noiseGen5.generateNoiseOctaves(this.noise5, par2, par4, par5, par7, 1.121D, 1.121D, 0.5D); this.noise6 = this.noiseGen6.generateNoiseOctaves(this.noise6, par2, par4, par5, par7, 200.0D, 200.0D, 0.5D); this.noise3 = this.noiseGen3.generateNoiseOctaves(this.noise3, par2, par3, par4, par5, par6, par7, var44 / 80.0D, var45 / 160.0D, var44 / 80.0D); this.noise1 = this.noiseGen1.generateNoiseOctaves(this.noise1, par2, par3, par4, par5, par6, par7, var44, var45, var44); this.noise2 = this.noiseGen2.generateNoiseOctaves(this.noise2, par2, par3, par4, par5, par6, par7, var44, var45, var44); boolean var43 = false; boolean var42 = false; int var12 = 0; int var13 = 0; for (int var14 = 0; var14 < par5; ++var14) { for (int var15 = 0; var15 < par7; ++var15) { float var16 = 0.0F; float var17 = 0.0F; float var18 = 0.0F; byte var19 = 2; BiomeGenBase var20 = this.biomesForGeneration[var14 + 2 + (var15 + 2) * (par5 + 5)]; for (int var21 = -var19; var21 <= var19; ++var21) { for (int var22 = -var19; var22 <= var19; ++var22) { BiomeGenBase var23 = this.biomesForGeneration[var14 + var21 + 2 + (var15 + var22 + 2) * (par5 + 5)]; float var24 = this.parabolicField[var21 + 2 + (var22 + 2) * 5] / (var23.minHeight + 2.0F); if (var23.minHeight > var20.minHeight) { var24 /= 2.0F; } var16 += var23.maxHeight * var24; var17 += var23.minHeight * var24; var18 += var24; } } var16 /= var18; var17 /= var18; var16 = var16 * 0.9F + 0.1F; var17 = (var17 * 4.0F - 1.0F) / 8.0F; double var47 = this.noise6[var13] / 8000.0D; if (var47 < 0.0D) { var47 = -var47 * 0.3D; } var47 = var47 * 3.0D - 2.0D; if (var47 < 0.0D) { var47 /= 2.0D; if (var47 < -1.0D) { var47 = -1.0D; } var47 /= 1.4D; var47 /= 2.0D; } else { if (var47 > 1.0D) { var47 = 1.0D; } var47 /= 8.0D; } ++var13; for (int var46 = 0; var46 < par6; ++var46) { double var48 = (double)var17; double var26 = (double)var16; var48 += var47 * 0.2D; var48 = var48 * (double)par6 / 16.0D; double var28 = (double)par6 / 2.0D + var48 * 4.0D; double var30 = 0.0D; double var32 = ((double)var46 - var28) * 12.0D * 128.0D / 128.0D / var26; if (var32 < 0.0D) { var32 *= 4.0D; } double var34 = this.noise1[var12] / 512.0D; double var36 = this.noise2[var12] / 512.0D; double var38 = (this.noise3[var12] / 10.0D + 1.0D) / 2.0D; if (var38 < 0.0D) { var30 = var34; } else if (var38 > 1.0D) { var30 = var36; } else { var30 = var34 + (var36 - var34) * var38; } var30 -= var32; if (var46 > par6 - 4) { double var40 = (double)((float)(var46 - (par6 - 4)) / 3.0F); var30 = var30 * (1.0D - var40) + -10.0D * var40; } par1ArrayOfDouble[var12] = var30; ++var12; } } } return par1ArrayOfDouble; } /** * Checks to see if a chunk exists at x, y */ public boolean chunkExists(int par1, int par2) { return true; } /** * Populates chunk with ores etc etc */ public void populate(IChunkProvider par1IChunkProvider, int par2, int par3) { 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((long)par2 * var7 + (long)par3 * var9 ^ this.worldObj.getSeed()); boolean var11 = false; if (this.mapFeaturesEnabled) { this.villageswarpGenerator.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); } int var12; int var13; int var14; if (!var11 && this.rand.nextInt(4) == 0) { var12 = var4 + this.rand.nextInt(16) + 8; var13 = this.rand.nextInt(128); var14 = var5 + this.rand.nextInt(16) + 8; (new WorldGenLakes(Block.waterStill.blockID)).generate(this.worldObj, this.rand, var12, var13, var14); } if (!var11 && this.rand.nextInt( == 0) { var12 = var4 + this.rand.nextInt(16) + 8; var13 = this.rand.nextInt(this.rand.nextInt(120) + ; var14 = var5 + this.rand.nextInt(16) + 8; if (var13 < 63 || this.rand.nextInt(10) == 0) { (new WorldGenLakes(Block.waterStill.blockID)).generate(this.worldObj, this.rand, var12, var13, var14); } } for (var12 = 0; var12 < 8; ++var12) { var13 = var4 + this.rand.nextInt(16) + 8; var14 = this.rand.nextInt(128); int var15 = var5 + this.rand.nextInt(16) + 8; if ((new WorldGenDungeons()).generate(this.worldObj, this.rand, var13, var14, var15)) { ; } } 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 (var12 = 0; var12 < 16; ++var12) { for (var13 = 0; var13 < 16; ++var13) { var14 = this.worldObj.getPrecipitationHeight(var4 + var12, var5 + var13); if (this.worldObj.isBlockFreezable(var12 + var4, var14 - 1, var13 + var5)) { this.worldObj.setBlockWithNotify(var12 + var4, var14 - 1, var13 + var5, Block.ice.blockID); } if (this.worldObj.canSnowAt(var12 + var4, var14, var13 + var5)) { this.worldObj.setBlockWithNotify(var12 + var4, var14, var13 + var5, Block.snow.blockID); } } } if (this.rand.nextInt(1) == 0) { var12 = var4 + this.rand.nextInt(16) + 8; var13 = this.rand.nextInt(128); var14 = var5 + this.rand.nextInt(16) + 8; (new WorldGenWarpBush()).generate(this.worldObj, this.rand, var12, var13, var14); } WorldGenTreesWarp worldgentreeswarp = new WorldGenTreesWarp(); { var12 = var4 + this.rand.nextInt(16) + 8; var14 = var5 + this.rand.nextInt(16) + 8; var13 = this.rand.nextInt(128); worldgentreeswarp.generate(this.worldObj, this.rand, var12, var13, var14); } BlockSand.fallInstantly = false; } /** * Two modes of operation: if passed true, save all Chunks in one go. If passed false, save up to two chunks. * Return true if all chunks have been saved. */ public boolean saveChunks(boolean par1, IProgressUpdate par2IProgressUpdate) { return true; } /** * Unloads the 100 oldest chunks from memory, due to a bug with chunkSet.add() never being called it thinks the list * is always empty and will not remove any chunks. */ public boolean unload100OldestChunks() { return false; } /** * Returns if the IChunkProvider supports saving. */ public boolean canSave() { return true; } /** * Converts the instance data to a readable string. */ public String makeString() { return "RandomLevelSource"; } /** * Returns a list of creatures of the specified type that can spawn at the given location. */ 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); } /** * Returns the location of the closest structure of the specified type. If not found returns null. */ 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 16; } }
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