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Make Chunk Generator Have Less Height


tiffit
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How Would I make a chunk generator generate with less noise for the noise. I don't want it to generate mountains or anything like that.

package tiffit.JASM.worldProvider;

import java.util.ArrayList;
import java.util.List;
import java.util.Random;

import net.minecraft.block.state.IBlockState;
import net.minecraft.entity.EnumCreatureType;
import net.minecraft.init.Blocks;
import net.minecraft.util.math.BlockPos;
import net.minecraft.util.math.MathHelper;
import net.minecraft.world.World;
import net.minecraft.world.WorldType;
import net.minecraft.world.biome.BiomeGenBase;
import net.minecraft.world.biome.BiomeGenBase.SpawnListEntry;
import net.minecraft.world.chunk.Chunk;
import net.minecraft.world.chunk.ChunkPrimer;
import net.minecraft.world.chunk.IChunkGenerator;
import net.minecraft.world.gen.ChunkProviderSettings;
import net.minecraft.world.gen.NoiseGeneratorOctaves;
import net.minecraft.world.gen.NoiseGeneratorPerlin;
import net.minecraftforge.event.terraingen.InitNoiseGensEvent.ContextOverworld;
import net.minecraftforge.event.terraingen.TerrainGen;
import tiffit.JASM.JASMBlocks;

public class MoonChunkGenerator implements IChunkGenerator {

   protected static final IBlockState moonRock = JASMBlocks.moonRock.getDefaultState();
    private final Random rand;
    private NoiseGeneratorOctaves octavePerlin1;
    private NoiseGeneratorOctaves octavePerlin2;
    private NoiseGeneratorOctaves octavePerlin;
    private NoiseGeneratorPerlin perlinHeight;
    public NoiseGeneratorOctaves octaveScale;
    public NoiseGeneratorOctaves octaveDepth;
    public NoiseGeneratorOctaves octaveForest;
    private final World worldObj;
    private final double[] heightMap;
    private final float[] float_array;
    private ChunkProviderSettings settings;
    private IBlockState oceanBlock = Blocks.stone.getDefaultState();
    private double[] biomeArray = new double[256];
    private BiomeGenBase[] biomesForGeneration;
    double[] field_185986_e;
    double[] field_185987_f;
    double[] field_185988_g;
    double[] field_185989_h;

    public MoonChunkGenerator(World world, long seed, String data){
        this.worldObj = world;
        this.rand = new Random(seed);
        this.octavePerlin1 = new NoiseGeneratorOctaves(rand, 16);
        this.octavePerlin2 = new NoiseGeneratorOctaves(rand, 16);
        this.octavePerlin = new NoiseGeneratorOctaves(rand, ;
        this.perlinHeight = new NoiseGeneratorPerlin(rand, 4);
        this.octaveScale = new NoiseGeneratorOctaves(rand, 10);
        this.octaveDepth = new NoiseGeneratorOctaves(rand, 16);
        this.octaveForest = new NoiseGeneratorOctaves(rand, ;
        this.heightMap = new double[825];
        this.float_array = new float[25];

        for (int i = -2; i <= 2; ++i)
        {
            for (int j = -2; j <= 2; ++j)
            {
                float f = 10.0F / MathHelper.sqrt_float((float)(i * i + j * j) + 0.2F);
                this.float_array[i + 2 + (j + 2) * 5] = f;
            }
        }

        if (data != null){
        	ChunkProviderSettings.Factory factory = ChunkProviderSettings.Factory.jsonToFactory(data);
            this.settings = factory.func_177864_b();
            world.setSeaLevel(this.settings.seaLevel);
        }
        
        ContextOverworld ctx =
                new ContextOverworld(octavePerlin1, octavePerlin2, octavePerlin, perlinHeight, octaveScale, octaveDepth, octaveForest);
        ctx = TerrainGen.getModdedNoiseGenerators(world, this.rand, ctx);
        this.octavePerlin1 = ctx.getLPerlin1();
        this.octavePerlin2 = ctx.getLPerlin2();
        this.octavePerlin = ctx.getPerlin();
        this.perlinHeight = ctx.getHeight();
        this.octaveScale = ctx.getScale();
        this.octaveDepth = ctx.getDepth();
        this.octaveForest = ctx.getForest();
    }

    public void setBlocksInChunk(int x, int z, ChunkPrimer primer)
    {
        this.biomesForGeneration = this.worldObj.getBiomeProvider().getBiomesForGeneration(this.biomesForGeneration, x * 4 - 2, z * 4 - 2, 10, 10);
        this.generateHeightmap(x * 4, 0, z * 4);

        for (int i = 0; i < 4; ++i)
        {
            int j = i * 5;
            int k = (i + 1) * 5;

            for (int l = 0; l < 4; ++l)
            {
                int i1 = (j + l) * 33;
                int j1 = (j + l + 1) * 33;
                int k1 = (k + l) * 33;
                int l1 = (k + l + 1) * 33;

                for (int i2 = 0; i2 < 32; ++i2)
                {
                    double d0 = 0.125D;
                    double d1 = this.heightMap[i1 + i2];
                    double d2 = this.heightMap[j1 + i2];
                    double d3 = this.heightMap[k1 + i2];
                    double d4 = this.heightMap[l1 + i2];
                    double d5 = (this.heightMap[i1 + i2 + 1] - d1) * d0;
                    double d6 = (this.heightMap[j1 + i2 + 1] - d2) * d0;
                    double d7 = (this.heightMap[k1 + i2 + 1] - d3) * d0;
                    double d8 = (this.heightMap[l1 + i2 + 1] - d4) * d0;

                    for (int j2 = 0; j2 < 8; ++j2)
                    {
                        double d9 = 0.25D;
                        double d10 = d1;
                        double d11 = d2;
                        double d12 = (d3 - d1) * d9;
                        double d13 = (d4 - d2) * d9;

                        for (int k2 = 0; k2 < 4; ++k2)
                        {
                            double d14 = 0.25D;
                            double d16 = (d11 - d10) * d14;
                            double lvt_45_1_ = d10 - d16;

                            for (int l2 = 0; l2 < 4; ++l2)
                            {
                                if ((lvt_45_1_ += d16) > 0.0D)
                                {
                                    primer.setBlockState(i * 4 + k2, i2 * 8 + j2, l * 4 + l2, moonRock);
                                }
                                else if (i2 * 8 + j2 < this.settings.seaLevel)
                                {
                                    primer.setBlockState(i * 4 + k2, i2 * 8 + j2, l * 4 + l2, moonRock);
                                }
                            }

                            d10 += d12;
                            d11 += d13;
                        }

                        d1 += d5;
                        d2 += d6;
                        d3 += d7;
                        d4 += d8;
                    }
                }
            }
        }
    }

    public void replaceBiomeBlocks(int x, int z, ChunkPrimer primer, BiomeGenBase[] biomesIn){
        if (!net.minecraftforge.event.ForgeEventFactory.onReplaceBiomeBlocks(this, x, z, primer, this.worldObj)) return;
        double d0 = 0.03125D;
        this.biomeArray = this.perlinHeight.func_151599_a(this.biomeArray, (double)(x * 16), (double)(z * 16), 16, 16, d0 * 2.0D, d0 * 2.0D, 1.0D);

        for (int i = 0; i < 16; ++i)
        {
            for (int j = 0; j < 16; ++j)
            {
                BiomeGenBase biomegenbase = biomesIn[j + i * 16];
                biomegenbase.genTerrainBlocks(this.worldObj, this.rand, primer, x * 16 + i, z * 16 + j, this.biomeArray[j + i * 16]);
            }
        }
    }

    public Chunk provideChunk(int x, int z){
        this.rand.setSeed((long)x * 341873128712L + (long)z * 132897987541L);
        ChunkPrimer chunkprimer = new ChunkPrimer();
        this.setBlocksInChunk(x, z, chunkprimer);
        this.biomesForGeneration = this.worldObj.getBiomeProvider().loadBlockGeneratorData(this.biomesForGeneration, x * 16, z * 16, 16, 16);
        this.replaceBiomeBlocks(x, z, chunkprimer, this.biomesForGeneration);

        Chunk chunk = new Chunk(this.worldObj, chunkprimer, x, z);
        byte[] abyte = chunk.getBiomeArray();

        for (int i = 0; i < abyte.length; ++i)
        {
            abyte[i] = (byte)BiomeGenBase.getIdForBiome(this.biomesForGeneration[i]);
        }

        chunk.generateSkylightMap();
        return chunk;
    }

    private void generateHeightmap(int p_185978_1_, int p_185978_2_, int p_185978_3_){
        this.field_185989_h = this.octaveDepth.generateNoiseOctaves(this.field_185989_h, p_185978_1_, p_185978_3_, 5, 5, (double)this.settings.depthNoiseScaleX, (double)this.settings.depthNoiseScaleZ, (double)this.settings.depthNoiseScaleExponent);
        float f = this.settings.coordinateScale;
        float f1 = this.settings.heightScale;
        this.field_185986_e = this.octavePerlin.generateNoiseOctaves(this.field_185986_e, p_185978_1_, p_185978_2_, p_185978_3_, 5, 33, 5, (double)(f / this.settings.mainNoiseScaleX), (double)(f1 / this.settings.mainNoiseScaleY), (double)(f / this.settings.mainNoiseScaleZ));
        this.field_185987_f = this.octavePerlin1.generateNoiseOctaves(this.field_185987_f, p_185978_1_, p_185978_2_, p_185978_3_, 5, 33, 5, (double)f, (double)f1, (double)f);
        this.field_185988_g = this.octavePerlin2.generateNoiseOctaves(this.field_185988_g, p_185978_1_, p_185978_2_, p_185978_3_, 5, 33, 5, (double)f, (double)f1, (double)f);
        p_185978_3_ = 0;
        p_185978_1_ = 0;
        int i = 0;
        int j = 0;

        for (int k = 0; k < 5; ++k)
        {
            for (int l = 0; l < 5; ++l)
            {
                float f2 = 0.0F;
                float f3 = 0.0F;
                float f4 = 0.0F;
                int i1 = 2;
                BiomeGenBase biomegenbase = this.biomesForGeneration[k + 2 + (l + 2) * 10];

                for (int j1 = -i1; j1 <= i1; ++j1)
                {
                    for (int k1 = -i1; k1 <= i1; ++k1)
                    {
                        BiomeGenBase biomegenbase1 = this.biomesForGeneration[k + j1 + 2 + (l + k1 + 2) * 10];
                        float f5 = this.settings.biomeDepthOffSet + biomegenbase1.getBaseHeight() * this.settings.biomeDepthWeight;
                        float f6 = this.settings.biomeScaleOffset + biomegenbase1.getHeightVariation() * this.settings.biomeScaleWeight;

                        float f7 = this.float_array[j1 + 2 + (k1 + 2) * 5] / (f5 + 2.0F);

                        if (biomegenbase1.getBaseHeight() > biomegenbase.getBaseHeight())
                        {
                            f7 /= 2.0F;
                        }

                        f2 += f6 * f7;
                        f3 += f5 * f7;
                        f4 += f7;
                    }
                }

                f2 = f2 / f4;
                f3 = f3 / f4;
                f2 = f2 * 0.9F + 0.1F;
                f3 = (f3 * 4.0F - 1.0F) / 8.0F;
                double d7 = this.field_185989_h[j] / 8000.0D;

                if (d7 < 0.0D)
                {
                    d7 = -d7 * 0.3D;
                }

                d7 = d7 * 3.0D - 2.0D;

                if (d7 < 0.0D)
                {
                    d7 = d7 / 2.0D;

                    if (d7 < -1.0D)
                    {
                        d7 = -1.0D;
                    }

                    d7 = d7 / 1.4D;
                    d7 = d7 / 2.0D;
                }
                else
                {
                    if (d7 > 1.0D)
                    {
                        d7 = 1.0D;
                    }

                    d7 = d7 / 8.0D;
                }

                ++j;
                double d8 = (double)f3;
                double d9 = (double)f2;
                d8 = d8 + d7 * 0.2D;
                d8 = d8 * (double)this.settings.baseSize / 8.0D;
                double d0 = (double)this.settings.baseSize + d8 * 4.0D;

                for (int l1 = 0; l1 < 33; ++l1)
                {
                    double d1 = ((double)l1 - d0) * (double)this.settings.stretchY * 128.0D / 256.0D / d9;

                    if (d1 < 0.0D)
                    {
                        d1 *= 4.0D;
                    }

                    double d2 = this.field_185987_f[i] / (double)this.settings.lowerLimitScale;
                    double d3 = this.field_185988_g[i] / (double)this.settings.upperLimitScale;
                    double d4 = (this.field_185986_e[i] / 10.0D + 1.0D) / 2.0D;
                    double d5 = MathHelper.denormalizeClamp(d2, d3, d4) - d1;

                    if (l1 > 29)
                    {
                        double d6 = (double)((float)(l1 - 29) / 3.0F);
                        d5 = d5 * (1.0D - d6) + -10.0D * d6;
                    }

                    this.heightMap[i] = d5;
                    ++i;
                }
            }
        }
    }

    public void populate(int x, int z){
    }

    public boolean generateStructures(Chunk chunkIn, int x, int z){
        return false;
    }

    public List<SpawnListEntry> getPossibleCreatures(EnumCreatureType creatureType, BlockPos pos){
        return new ArrayList<SpawnListEntry>();
    }

    public BlockPos getStrongholdGen(World worldIn, String structureName, BlockPos position)
    {
    	return null;
    }

    public void recreateStructures(Chunk chunkIn, int x, int z)
    {
    } 
}

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I wonder what these do.

this.perlinHeight = new NoiseGeneratorPerlin(rand, 4);

(double)this.settings.stretchY

float f5 = this.settings.biomeDepthOffSet + biomegenbase1.getBaseHeight() * this.settings.biomeDepthWeight;

float f6 = this.settings.biomeScaleOffset + biomegenbase1.getHeightVariation() * this.settings.biomeScaleWeight;

 

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Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

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