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I'm an idiot. Forget you ever saw this. Turns out in my biome code I was using my reference blocks instead of my ModBlocks. Whoops.

I've been having some trouble with onReplaceBiomeBlocks and replaceBiomeBlocks and have been unable to detect exactly what is going wrong. The code being used is recycled from a mod I created (but never posted) which worked in 1.9. Did anything drastic change in that time period?

 

I decided to check the vanilla code for replaceBiomeBlocks but I simply ran into another issue.

 

Against my expectations the mod is having trouble loading the initial chunks.

 

Loading the dimension will work up until it begins loading the actual chunks. One of the errors had to deal with this:

Spoiler

if (j == 0 && iblockstate1.getBlock() == Blocks.SAND && k > 1)

 {
          j = rand.nextInt(4) + Math.max(0, j1 - 63);
          iblockstate1 = iblockstate1.getValue(BlockSand.VARIANT) == BlockSand.EnumType.RED_SAND ? RED_SANDSTONE : SANDSTONE;

 }

 

I do apologize for the messiness of the code; I am relatively new to modding, and any help would be appreciated.

 

The ParadiseChunkGenerator

Spoiler

package com.commander.mgln.world;

import java.awt.List;
import java.util.Random;

import javax.annotation.Nullable;

import com.google.common.collect.ImmutableList;
import com.commander.mgln.init.ModBiomes;

import net.minecraft.entity.EnumCreatureType;
import net.minecraft.util.math.BlockPos;
import net.minecraft.world.World;
import net.minecraft.world.WorldEntitySpawner;
import net.minecraft.world.biome.Biome;
import net.minecraft.world.biome.Biome.SpawnListEntry;
import net.minecraft.world.chunk.Chunk;
import net.minecraft.world.chunk.ChunkPrimer;
import net.minecraft.world.chunk.IChunkGenerator;
import net.minecraft.world.gen.MapGenBase;
import net.minecraft.world.gen.MapGenCaves;
import net.minecraftforge.event.terraingen.TerrainGen;

class ParadiseChunkGenerator implements IChunkGenerator 
{

    private final World worldObj;
    private Random random;
    private Biome[] biomesForGeneration;

    private MapGenBase caveGenerator = new MapGenCaves();
    private ParadiseTerrainGenerator terraingen = new ParadiseTerrainGenerator();

    public ParadiseChunkGenerator(World worldObj) 
    {
        this.worldObj = worldObj;
        long seed = worldObj.getSeed();
        this.random = new Random((seed + 516) * 314);
        terraingen.setup(worldObj, random);
    }

    @Override
    public Chunk provideChunk(int x, int z) 
    {
        ChunkPrimer chunkprimer = new ChunkPrimer();

        // Setup biomes for terraingen
        this.biomesForGeneration = this.worldObj.getBiomeProvider().getBiomesForGeneration(this.biomesForGeneration, x * 4 - 2, z * 4 - 2, 10, 10);
        terraingen.setBiomesForGeneration(biomesForGeneration);
        terraingen.generate(x, z, chunkprimer);

        // Setup biomes again for actual biome decoration
        this.biomesForGeneration = this.worldObj.getBiomeProvider().getBiomesForGeneration(this.biomesForGeneration, x * 16, z * 16, 16, 16);
        // This will replace stone with the biome specific stones
        terraingen.replaceBiomeBlocks(x, z, chunkprimer, biomesForGeneration);
        Chunk chunk = new Chunk(this.worldObj, chunkprimer, x, z);

        byte[] biomeArray = chunk.getBiomeArray();
        for (int i = 0; i < biomeArray.length; ++i) 
        {
            biomeArray = (byte)Biome.getIdForBiome(biomesForGeneration);
        }

        chunk.generateSkylightMap();
        return chunk;
    }

    @Override
    public void populate(int x, int z) 
    {
        int i = x * 16;
        int j = z * 16;
        BlockPos blockpos = new BlockPos(i, 0, j);
        Biome biome = ModBiomes.paradise;

        // Make sure animals appropriate to the biome spawn here when the chunk is generated
        WorldEntitySpawner.performWorldGenSpawning(this.worldObj, biome, i + 8, j + 8, 16, 16, this.random);
    }

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

    @Override
    public java.util.List<Biome.SpawnListEntry> getPossibleCreatures(EnumCreatureType creatureType, BlockPos pos) 
    {
        return null;
    }

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

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

    }
}

The ParadiseTerrainGenerator

Spoiler

package com.commander.mgln.world;

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

import net.minecraft.block.BlockSand;
import net.minecraft.block.material.Material;
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.biome.Biome;
import net.minecraft.world.biome.Biome.SpawnListEntry;
import net.minecraft.world.chunk.Chunk;
import net.minecraft.world.chunk.ChunkPrimer;
import net.minecraft.world.chunk.IChunkGenerator;
import net.minecraft.world.chunk.storage.ExtendedBlockStorage;
import net.minecraft.world.gen.NoiseGeneratorOctaves;
import net.minecraft.world.gen.NoiseGeneratorPerlin;
import net.minecraftforge.event.terraingen.PopulateChunkEvent;
import net.minecraftforge.fml.common.eventhandler.SubscribeEvent;

public class ParadiseTerrainGenerator
{
    private World world;
    private Random random;

    private final double[] heightMap;
    private double[] mainNoiseRegion;
    private double[] minLimitRegion;
    private double[] maxLimitRegion;
    private double[] depthRegion;

    private NoiseGeneratorOctaves minLimitPerlinNoise;
    private NoiseGeneratorOctaves maxLimitPerlinNoise;
    private NoiseGeneratorOctaves mainPerlinNoise;
    private NoiseGeneratorPerlin surfaceNoise;

    // A NoiseGeneratorOctaves used in generating terrain
    private NoiseGeneratorOctaves depthNoise;

    private final float[] biomeWeights;
    private double[] depthBuffer = new double[256];

    private Biome[] biomesForGeneration;
    private World worldObj;

    public ParadiseTerrainGenerator() 
    {
        this.heightMap = new double[825];

        this.biomeWeights = new float[25];
        for (int j = -2; j <= 2; ++j)
        {
            for (int k = -2; k <= 2; ++k) 
            {
                float f = 10.0F / MathHelper.sqrt_float((j * j + k * k) + 0.2F);
                this.biomeWeights[j + 2 + (k + 2) * 5] = f;
            }
        }
    }

    public void setBiomesForGeneration(Biome[] biomesForGeneration) 
    {
        this.biomesForGeneration = biomesForGeneration;
    }

    public void setup(World world, Random rand) 
    {
        this.world = world;
        this.random = rand;

        this.minLimitPerlinNoise = new NoiseGeneratorOctaves(rand, 16);
        this.maxLimitPerlinNoise = new NoiseGeneratorOctaves(rand, 16);
        this.mainPerlinNoise = new NoiseGeneratorOctaves(rand, 8);
        this.surfaceNoise = new NoiseGeneratorPerlin(rand, 4);
        NoiseGeneratorOctaves noiseGen5 = new NoiseGeneratorOctaves(rand, 10);
        this.depthNoise = new NoiseGeneratorOctaves(rand, 16);
        NoiseGeneratorOctaves mobSpawnerNoise = new NoiseGeneratorOctaves(rand, 8);

        net.minecraftforge.event.terraingen.InitNoiseGensEvent.ContextOverworld ctx =
                new net.minecraftforge.event.terraingen.InitNoiseGensEvent.ContextOverworld(minLimitPerlinNoise,
                    maxLimitPerlinNoise, mainPerlinNoise, surfaceNoise, noiseGen5, depthNoise, mobSpawnerNoise);
        ctx = net.minecraftforge.event.terraingen.TerrainGen.getModdedNoiseGenerators(world, rand, ctx);
        this.minLimitPerlinNoise = ctx.getLPerlin1();
        this.maxLimitPerlinNoise = ctx.getLPerlin2();
        this.mainPerlinNoise = ctx.getPerlin();
        this.surfaceNoise = ctx.getHeight();
        this.depthNoise = ctx.getDepth();
    }
    private void generateHeightmap(int chunkX4, int chunkY4, int chunkZ4) 
    {
        this.depthRegion = this.depthNoise.generateNoiseOctaves(this.depthRegion, chunkX4, chunkZ4, 5, 5, 200.0D, 200.0D, 0.5D);
        this.mainNoiseRegion = this.mainPerlinNoise.generateNoiseOctaves(this.mainNoiseRegion, chunkX4, chunkY4, chunkZ4, 5, 33, 5, 8.55515D, 4.277575D, 8.55515D);
        this.minLimitRegion = this.minLimitPerlinNoise.generateNoiseOctaves(this.minLimitRegion, chunkX4, chunkY4, chunkZ4, 5, 33, 5, 684.412D, 684.412D, 684.412D);
        this.maxLimitRegion = this.maxLimitPerlinNoise.generateNoiseOctaves(this.maxLimitRegion, chunkX4, chunkY4, chunkZ4, 5, 33, 5, 684.412D, 684.412D, 684.412D);
        int l = 0;
        int i1 = 0;

        for (int j1 = 0; j1 < 5; ++j1) 
        {
            for (int k1 = 0; k1 < 5; ++k1) 
            {
                float f = 0.0F;
                float f1 = 0.0F;
                float f2 = 0.0F;
                byte b0 = 2;

                for (int l1 = -b0; l1 <= b0; ++l1) 
                {
                    for (int i2 = -b0; i2 <= b0; ++i2) 
                    {
                        Biome biome = this.biomesForGeneration[j1 + 2 + (k1 + 2) * 10];
                        float baseHeight = biome.getBaseHeight();
                        float variation = biome.getHeightVariation();

                        float f5 = biomeWeights[l1 + 2 + (i2 + 2) * 5] / (baseHeight + 2.0F);
                        f += variation * f5;
                        f1 += baseHeight * f5;
                        f2 += f5;
                    }
                }

                f /= f2;
                f1 /= f2;
                f = f * 0.9F + 0.1F;
                f1 = (f1 * 4.0F - 1.0F) / 8.0F;
                double d12 = this.depthRegion[i1] / 8000.0D;

                if (d12 < 0.0D) 
                {
                    d12 = -d12 * 0.3D;
                }

                d12 = d12 * 3.0D - 2.0D;

                if (d12 < 0.0D) 
                {
                    d12 /= 2.0D;

                    if (d12 < -1.0D) 
                    {
                        d12 = -1.0D;
                    }

                    d12 /= 1.4D;
                    d12 /= 2.0D;
                } 
                else 
                {
                    if (d12 > 1.0D) 
                    {
                        d12 = 1.0D;
                    }

                    d12 /= 8.0D;
                }

                ++i1;
                double d13 = f1;
                double d14 = f;
                d13 += d12 * 0.2D;
                d13 = d13 * 8.5D / 8.0D;
                double d5 = 8.5D + d13 * 4.0D;

                for (int j2 = 0; j2 < 33; ++j2) 
                {
                    double d6 = (j2 - d5) * 12.0D * 128.0D / 256.0D / d14;

                    if (d6 < 0.0D) {
                        d6 *= 4.0D;
                    }

                    double d7 = this.minLimitRegion[l] / 512.0D;
                    double d8 = this.maxLimitRegion[l] / 512.0D;
                    double d9 = (this.mainNoiseRegion[l] / 10.0D + 1.0D) / 2.0D;
                    double d10 = MathHelper.denormalizeClamp(d7, d8, d9) - d6;

                    if (j2 > 29) {
                        double d11 = ((j2 - 29) / 3.0F);
                        d10 = d10 * (1.0D - d11) + -10.0D * d11;
                    }

                    this.heightMap[l] = d10;
                    ++l;
                }
            }
        }
    }
    public void generate(int chunkX, int chunkZ, ChunkPrimer primer) 
    {
        generateHeightmap(chunkX * 4, 0, chunkZ * 4);

        byte waterLevel = 1;
        for (int x4 = 0; x4 < 4; ++x4) 
        {
            int l = x4 * 5;
            int i1 = (x4 + 1) * 5;

            for (int z4 = 0; z4 < 4; ++z4) 
            {
                int k1 = (l + z4) * 33;
                int l1 = (l + z4 + 1) * 33;
                int i2 = (i1 + z4) * 33;
                int j2 = (i1 + z4 + 1) * 33;

                for (int height32 = 0; height32 < 32; ++height32) 
                {
                    double d0 = 0.125D;
                    double d1 = heightMap[k1 + height32];
                    double d2 = heightMap[l1 + height32];
                    double d3 = heightMap[i2 + height32];
                    double d4 = heightMap[j2 + height32];
                    double d5 = (heightMap[k1 + height32 + 1] - d1) * d0;
                    double d6 = (heightMap[l1 + height32 + 1] - d2) * d0;
                    double d7 = (heightMap[i2 + height32 + 1] - d3) * d0;
                    double d8 = (heightMap[j2 + height32 + 1] - d4) * d0;

                    for (int h = 0; h < 8; ++h) 
                    {
                        double d9 = 0.25D;
                        double d10 = d1;
                        double d11 = d2;
                        double d12 = (d3 - d1) * d9;
                        double d13 = (d4 - d2) * d9;
                        int height = (height32 * 8) + h;

                        for (int x = 0; x < 4; ++x) 
                        {
                            double d14 = 0.25D;
                            double d16 = (d11 - d10) * d14;
                            double d15 = d10 - d16;

                            for (int z = 0; z < 4; ++z) 
                            {
                                if (height < 2) 
                                {
                                    primer.setBlockState(x4 * 4 + x, height32 * 8 + h, z4 * 4 + z, Blocks.BEDROCK.getDefaultState());
                                } 
                                else if ((d15 += d16) > 0.0D) 
                                {
                                    primer.setBlockState(x4 * 4 + x, height32 * 8 + h, z4 * 4 + z, Blocks.STONE.getDefaultState());
                                }
                            }

                            d10 += d12;
                            d11 += d13;
                        }

                        d1 += d5;
                        d2 += d6;
                        d3 += d7;
                        d4 += d8;
                    }
                }
            }
        }
    }
    public void replaceBiomeBlocks(int x, int z, ChunkPrimer primer, Biome[] biomesIn)
    {
        if (!net.minecraftforge.event.ForgeEventFactory.onReplaceBiomeBlocks((IChunkGenerator) this, x, z, primer, this.worldObj)) return;
        double d0 = 0.03125D;
        this.depthBuffer = this.surfaceNoise.getRegion(this.depthBuffer, (double)(x * 16), (double)(z * 16), 16, 16, 0.0625D, 0.0625D, 1.0D);

        for (int i = 0; i < 16; ++i)
        {
            for (int j = 0; j < 16; ++j)
            {
                Biome biome = biomesIn[j + i * 16];
                biome.genTerrainBlocks(this.worldObj, this.random, primer, x * 16 + i, z * 16 + j, this.depthBuffer[j + i * 16]);
            }
        }
    }
}

Thank you for reading. I hope the issue can be resolved without distress.

Edited by CommanderNeville
Added extra details

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