Jump to content

Recommended Posts

Posted

so i found this weird problem during a custom world generation that i cant generate over 128 Y pos correctly. i wrote a Chunk Provider Class that has creates two parts to the chunk the overworld styled that is supposed to to gen below 128 and the Skylands that gens above 128. and i get both the byte arrays that hold the block information and add the two arrays together so the the first half is taken up by the overworld and the second half is taken by skylands. now it generates stuff over 128 but its an exactly the same as whats generated under 128 and not the custom generation it should be. i know the skylands function generates correctly and i know so does the overworld but anytime the array sent to the chunk is higher then 32768 it doesnt look at what is in the end of the array. I have found a way to get past this problem but it can take an up wards of 1 second per chunk to generate so im wondering if there is a better way to do this. 

 

p.s i know my explanation sucks but i cant think of a better way of saying it.

Posted

Could I see Your code? that's a very interesting idea

Yes and i even got it working. forge added a Constructor to Chunk that allows for greater then 128 generation.

it needs some work to be used by a mod but feel free to take anything you want from it. like if you just want skylands code take the generateTerrainSkylands and the initializeNoiseFieldSkyland functions. also if you have any questions just ask.

 

ChunkProvider

 

 

package Iamshortman.GridMod.Common.TheGrid;

import static net.minecraftforge.event.terraingen.InitMapGenEvent.EventType.CAVE;
import static net.minecraftforge.event.terraingen.InitMapGenEvent.EventType.MINESHAFT;
import static net.minecraftforge.event.terraingen.InitMapGenEvent.EventType.RAVINE;
import static net.minecraftforge.event.terraingen.InitMapGenEvent.EventType.SCATTERED_FEATURE;
import static net.minecraftforge.event.terraingen.InitMapGenEvent.EventType.STRONGHOLD;
import static net.minecraftforge.event.terraingen.InitMapGenEvent.EventType.VILLAGE;
import static net.minecraftforge.event.terraingen.PopulateChunkEvent.Populate.EventType.DUNGEON;
import static net.minecraftforge.event.terraingen.PopulateChunkEvent.Populate.EventType.ICE;
import static net.minecraftforge.event.terraingen.PopulateChunkEvent.Populate.EventType.LAKE;
import static net.minecraftforge.event.terraingen.PopulateChunkEvent.Populate.EventType.LAVA;

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

import cpw.mods.fml.common.IWorldGenerator;

import Iamshortman.GridMod.GridCraft;

import net.minecraft.block.Block;
import net.minecraft.block.BlockSand;
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.chunk.storage.ExtendedBlockStorage;
import net.minecraft.world.gen.MapGenBase;
import net.minecraft.world.gen.MapGenCaves;
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.WorldGenDungeons;
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.PopulateChunkEvent;
import net.minecraftforge.event.terraingen.TerrainGen;

public class ChunkProviderTheGrid 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 MapGenCaves();


    /** Holds Village Generator */
    private MapGenVillage villageGenerator = new MapGenVillage();

    /** 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];
    {
        //caveGenerator = TerrainGen.getModdedMapGen(caveGenerator, CAVE);
        //villageGenerator = (MapGenVillage) TerrainGen.getModdedMapGen(villageGenerator, VILLAGE);
        //scatteredFeatureGenerator = (MapGenScatteredFeature) TerrainGen.getModdedMapGen(scatteredFeatureGenerator, SCATTERED_FEATURE);
        //ravineGenerator = TerrainGen.getModdedMapGen(ravineGenerator, RAVINE);
    }
    
    public ChunkProviderTheGrid(World par1World, long par2, boolean par4)
    {
        this.worldObj = par1World;
        this.mapFeaturesEnabled = par4;
        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, ;
    }

    
    
    
public void generateTerrainSkylands(int par1, int par2, short[] var3)
{
	byte byte0 = 2;
	int k = byte0 + 1;
	byte byte1 = 33;
	int l = byte0 + 1;

	this.noiseArray = this.initializeNoiseFieldSkyland(this.noiseArray, par1 * byte0, 0, par2 * byte0, k, byte1, l);
	for (int i1 = 0; i1 < byte0; i1++)
		for (int j1 = 0; j1 < byte0; j1++)
			for (int k1 = 0; k1 < 32; k1++)
			{
				double d = 0.0D;
				double d1 = this.noiseArray[(((i1 + 0) * l + (j1 + 0)) * byte1 + (k1 + 0))];
				double d2 = this.noiseArray[(((i1 + 0) * l + (j1 + 1)) * byte1 + (k1 + 0))];
				double d3 = this.noiseArray[(((i1 + 1) * l + (j1 + 0)) * byte1 + (k1 + 0))];
				double d4 = this.noiseArray[(((i1 + 1) * l + (j1 + 1)) * byte1 + (k1 + 0))];
				double d5 = (this.noiseArray[(((i1 + 0) * l + (j1 + 0)) * byte1 + (k1 + 1))] - d1) * d;
				double d6 = (this.noiseArray[(((i1 + 0) * l + (j1 + 1)) * byte1 + (k1 + 1))] - d2) * d;
				double d7 = (this.noiseArray[(((i1 + 1) * l + (j1 + 0)) * byte1 + (k1 + 1))] - d3) * d;
				double d8 = (this.noiseArray[(((i1 + 1) * l + (j1 + 1)) * byte1 + (k1 + 1))] - d4) * d;
				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;
						char c = '';
						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 = Block.stone.blockID;
							}
							var3[j2] = (short) (l2);
							j2 += c;
							d15 += d16;
						}

						d10 += d12;
						d11 += d13;
					}

					d1 += d5;
					d2 += d6;
					d3 += d7;
					d4 += d8;
				}
			}
}
    
    
    /**
     * 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, short[] var2)
    {
        byte b0 = 4;
        byte b1 = 16;
        byte b2 = 63;
        int k = b0 + 1;
        byte b3 = 17;
        int l = b0 + 1;
        this.biomesForGeneration = this.worldObj.getWorldChunkManager().getBiomesForGeneration(this.biomesForGeneration, par1, par2, k + 5, l + 5);

        this.noiseArray = this.initializeNoiseField(this.noiseArray, par1 * b0, 0, par2 * b0, k, b3, l);

        for (int i1 = 0; i1 < b0; ++i1)
        {
            for (int j1 = 0; j1 < b0; ++j1)
            {
                for (int k1 = 0; k1 < b1; ++k1)
                {
                    double d0 = 0.0D;
                    double d1 = this.noiseArray[((i1 + 0) * l + j1 + 0) * b3 + k1 + 0];
                    double d2 = this.noiseArray[((i1 + 0) * l + j1 + 1) * b3 + k1 + 0];
                    double d3 = this.noiseArray[((i1 + 1) * l + j1 + 0) * b3 + k1 + 0];
                    double d4 = this.noiseArray[((i1 + 1) * l + j1 + 1) * b3 + k1 + 0];
                    double d5 = (this.noiseArray[((i1 + 0) * l + j1 + 0) * b3 + k1 + 1] - d1) * d0;
                    double d6 = (this.noiseArray[((i1 + 0) * l + j1 + 1) * b3 + k1 + 1] - d2) * d0;
                    double d7 = (this.noiseArray[((i1 + 1) * l + j1 + 0) * b3 + k1 + 1] - d3) * d0;
                    double d8 = (this.noiseArray[((i1 + 1) * l + j1 + 1) * b3 + k1 + 1] - d4) * d0;

                    for (int l1 = 0; l1 < 8; ++l1)
                    {
                        double d9 = 0.25D;
                        double d10 = d1;
                        double d11 = d2;
                        double d12 = (d3 - d1) * d9;
                        double d13 = (d4 - d2) * d9;

                        for (int i2 = 0; i2 < 4; ++i2)
                        {
                            int j2 = i2 + i1 * 4 << 11 | 0 + j1 * 4 << 7 | k1 * 8 + l1;
                            short short1 = 128;
                            j2 -= short1;
                            double d14 = 0.25D;
                            double d15 = (d11 - d10) * d14;
                            double d16 = d10 - d15;

                            for (int k2 = 0; k2 < 4; ++k2)
                            {
                                if ((d16 += d15) > 0.0D)
                                {
                                    var2[j2 += short1] = (byte)Block.stone.blockID;
                                }
                                else if (k1 * 8 + l1 < b2)
                                {
                                    var2[j2 += short1] = (byte)Block.waterStill.blockID;
                                }
                                else
                                {
                                    var2[j2 += short1] = 0;
                                }
                            }

                            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)
    {

        if (par1ArrayOfDouble == null)
        {
            par1ArrayOfDouble = new double[par5 * par6 * par7];
        }

        if (this.parabolicField == null)
        {
            this.parabolicField = new float[25];

            for (int k1 = -2; k1 <= 2; ++k1)
            {
                for (int l1 = -2; l1 <= 2; ++l1)
                {
                    float f = 10.0F / MathHelper.sqrt_float((float)(k1 * k1 + l1 * l1) + 0.2F);
                    this.parabolicField[k1 + 2 + (l1 + 2) * 5] = f;
                }
            }
        }

        double d0 = 684.412D;
        double d1 = 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, d0 / 80.0D, d1 / 160.0D, d0 / 80.0D);
        this.noise1 = this.noiseGen1.generateNoiseOctaves(this.noise1, par2, par3, par4, par5, par6, par7, d0, d1, d0);
        this.noise2 = this.noiseGen2.generateNoiseOctaves(this.noise2, par2, par3, par4, par5, par6, par7, d0, d1, d0);
        boolean flag = false;
        boolean flag1 = false;
        int i2 = 0;
        int j2 = 0;

        for (int k2 = 0; k2 < par5; ++k2)
        {
            for (int l2 = 0; l2 < par7; ++l2)
            {
                float f1 = 0.0F;
                float f2 = 0.0F;
                float f3 = 0.0F;
                byte b0 = 2;
                BiomeGenBase biomegenbase = this.biomesForGeneration[k2 + 2 + (l2 + 2) * (par5 + 5)];

                for (int i3 = -b0; i3 <= b0; ++i3)
                {
                    for (int j3 = -b0; j3 <= b0; ++j3)
                    {
                        BiomeGenBase biomegenbase1 = this.biomesForGeneration[k2 + i3 + 2 + (l2 + j3 + 2) * (par5 + 5)];
                        float f4 = this.parabolicField[i3 + 2 + (j3 + 2) * 5] / (biomegenbase1.minHeight + 2.0F);

                        if (biomegenbase1.minHeight > biomegenbase.minHeight)
                        {
                            f4 /= 2.0F;
                        }

                        f1 += biomegenbase1.maxHeight * f4;
                        f2 += biomegenbase1.minHeight * f4;
                        f3 += f4;
                    }
                }

                f1 /= f3;
                f2 /= f3;
                f1 = f1 * 0.9F + 0.1F;
                f2 = (f2 * 4.0F - 1.0F) / 8.0F;
                double d2 = this.noise6[j2] / 8000.0D;

                if (d2 < 0.0D)
                {
                    d2 = -d2 * 0.3D;
                }

                d2 = d2 * 3.0D - 2.0D;

                if (d2 < 0.0D)
                {
                    d2 /= 2.0D;

                    if (d2 < -1.0D)
                    {
                        d2 = -1.0D;
                    }

                    d2 /= 1.4D;
                    d2 /= 2.0D;
                }
                else
                {
                    if (d2 > 1.0D)
                    {
                        d2 = 1.0D;
                    }

                    d2 /= 8.0D;
                }

                ++j2;

                for (int k3 = 0; k3 < par6; ++k3)
                {
                    double d3 = (double)f2;
                    double d4 = (double)f1;
                    d3 += d2 * 0.2D;
                    d3 = d3 * (double)par6 / 16.0D;
                    double d5 = (double)par6 / 2.0D + d3 * 4.0D;
                    double d6 = 0.0D;
                    double d7 = ((double)k3 - d5) * 12.0D * 128.0D / 128.0D / d4;

                    if (d7 < 0.0D)
                    {
                        d7 *= 4.0D;
                    }

                    double d8 = this.noise1[i2] / 512.0D;
                    double d9 = this.noise2[i2] / 512.0D;
                    double d10 = (this.noise3[i2] / 10.0D + 1.0D) / 2.0D;

                    if (d10 < 0.0D)
                    {
                        d6 = d8;
                    }
                    else if (d10 > 1.0D)
                    {
                        d6 = d9;
                    }
                    else
                    {
                        d6 = d8 + (d9 - d8) * d10;
                    }

                    d6 -= d7;

                    if (k3 > par6 - 4)
                    {
                        double d11 = (double)((float)(k3 - (par6 - 4)) / 3.0F);
                        d6 = d6 * (1.0D - d11) + -10.0D * d11;
                    }

                    par1ArrayOfDouble[i2] = d6;
                    ++i2;
                }
            }
        }

        return par1ArrayOfDouble;
    }

/**
     * Replaces the stone that was placed in with blocks that match the biome
     */
    public void replaceBlocksForBiome(int par1, int par2, short[] var2, BiomeGenBase[] par4ArrayOfBiomeGenBase)
    {


        byte b0 = 63;
        double d0 = 0.03125D;
        this.stoneNoise = this.noiseGen4.generateNoiseOctaves(this.stoneNoise, par1 * 16, par2 * 16, 0, 16, 16, 1, d0 * 2.0D, d0 * 2.0D, d0 * 2.0D);

        for (int k = 0; k < 16; ++k)
        {
            for (int l = 0; l < 16; ++l)
            {
                BiomeGenBase biomegenbase = par4ArrayOfBiomeGenBase[l + k * 16];
                float f = biomegenbase.getFloatTemperature();
                int i1 = (int)(this.stoneNoise[k + l * 16] / 3.0D + 3.0D + this.rand.nextDouble() * 0.25D);
                int j1 = -1;
                short b1 = biomegenbase.topBlock;
                short b2 = biomegenbase.fillerBlock;

                for (int k1 = 127; k1 >= 0; --k1)
                {
                    int l1 = (l * 16 + k) * 128 + k1;

                    if (k1 <= 0 + this.rand.nextInt(5))
                    {
                        var2[l1] = (short) Block.bedrock.blockID;
                    }
                    else
                    {
                        short b3 = var2[l1];

                        if (b3 == 0)
                        {
                            j1 = -1;
                        }
                        else if (b3 == Block.stone.blockID)
                        {
                            if (j1 == -1)
                            {
                                if (i1 <= 0)
                                {
                                    b1 = 0;
                                    b2 = (short) Block.stone.blockID;
                                }
                                else if (k1 >= b0 - 4 && k1 <= b0 + 1)
                                {
                                    b1 = biomegenbase.topBlock;
                                    b2 = biomegenbase.fillerBlock;
                                }

                                if (k1 < b0 && b1 == 0)
                                {
                                    if (f < 0.15F)
                                    {
                                        b1 = (byte)Block.ice.blockID;
                                    }
                                    else
                                    {
                                        b1 = (byte)Block.waterStill.blockID;
                                    }
                                }

                                j1 = i1;

                                if (k1 >= b0 - 1)
                                {
                                    var2[l1] = b1;
                                }
                                else
                                {
                                    var2[l1] = b2;
                                }
                            }
                            else if (j1 > 0)
                            {
                                --j1;
                                var2[l1] = b2;

                                if (j1 == 0 && b2 == Block.sand.blockID)
                                {
                                    j1 = this.rand.nextInt(4);
                                    b2 = (byte)Block.sandStone.blockID;
                                }
                            }
                        }
                    }
                }
            }
        }
    }

public void replaceBlocksForBiomeSkylands(int par1, int par2, short[] ids, BiomeGenBase[] par4ArrayOfBiomeGenBase)
{

	byte b0 = 0;
	double d0 = 0.03125D;
	this.stoneNoise = this.noiseGen4.generateNoiseOctaves(this.stoneNoise, par1 * 16, par2 * 16, 0, 16, 16, 1, d0 * 2.0D, d0 * 2.0D, d0 * 2.0D);

	for (int k = 0; k < 16; ++k)
	{
		for (int l = 0; l < 16; ++l)
		{
			BiomeGenBase biomegenbase = par4ArrayOfBiomeGenBase[l + k * 16];
			float f = biomegenbase.getFloatTemperature();
			int i1 = (int) (this.stoneNoise[k + l * 16] / 3.0D + 3.0D + this.rand.nextDouble() * 0.25D);
			int j1 = -1;
			short b1 = biomegenbase.topBlock;
			short b2 = biomegenbase.fillerBlock;

			for (int k1 = 127; k1 >= 0; --k1)
			{
				int l1 = (l * 16 + k) * 128 + k1;

				short b3 = ids[l1];

				if (b3 == 0)
				{
					j1 = -1;
				}
				else if (b3 == Block.stone.blockID)
				{
					if (j1 == -1)
					{
						if (i1 <= 0)
						{
							b1 = 0;
							b2 = (short) Block.stone.blockID;
						}
						else if (k1 >= b0 - 4 && k1 <= b0 + 1)
						{
							b1 = biomegenbase.topBlock;
							b2 = biomegenbase.fillerBlock;
						}

						if (k1 < b0 && b1 == 0)
						{
							if (f < 0.15F)
							{
								b1 = (short) Block.ice.blockID;
							}
							else
							{
								b1 = (short) Block.waterStill.blockID;
							}
						}

						j1 = i1;

						if (k1 >= b0 - 1)
						{
							ids[l1] = b1;
						}
						else
						{
							ids[l1] = b2;
						}
					}
					else if (j1 > 0)
					{
						--j1;
						ids[l1] = b2;

						if (j1 == 0 && b2 == Block.sand.blockID)
						{
							j1 = this.rand.nextInt(4);
							b2 = (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)
    {
        this.rand.setSeed((long)par1 * 341873128712L + (long)par2 * 132897987541L);
        this.biomesForGeneration = this.worldObj.getWorldChunkManager().loadBlockGeneratorData(this.biomesForGeneration, par1 * 16, par2 * 16, 16, 16);
        
        short[] var2 = new short[32768];
        this.generateTerrain(par1, par2, var2);
        this.replaceBlocksForBiome(par1, par2, var2, this.biomesForGeneration);
        
        short[] var3 = new short[32768];
        this.generateTerrainSkylands(par1, par2, var3);
        //this.replaceBlocksForBiomeSkylands(par1, par2, var3, this.biomesForGeneration);

        short[] ids = new short[32768 * 2];
        
        for (int y = 0; y < 128; ++y)
        {
            for (int z = 0; z < 16; ++z)
            {
                for (int x = 0; x < 16; ++x)
                {
                    int idx = y << 8 | z << 4 | x;
                    int idx2 = x << 11 | z << 7 | y;
                    ids[idx] = var2[idx2];
                    ids[idx + 32768] = var3[idx2];
                }
            }
        }
        
        byte[] meta = new byte[32768 * 2];
        for(int i = 0; i < meta.length; i++)
        {
        	meta[i] = 0;
        }
        
        Chunk var4 = new Chunk(this.worldObj, ids, meta, par1, par2);
        
        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[] initializeNoiseFieldSkyland (double[] par1ArrayOfDouble, int i, int j, int k, int l, int i1, int j1)
    {
        if(par1ArrayOfDouble == null)
        {
            par1ArrayOfDouble = new double[l * i1 * j1];
        }
        double d = 684.41200000000003D;
        double d1 = 684.41200000000003D;
        noise5 = noiseGen5.generateNoiseOctaves(noise5, i, k, l, j1, 1.121D, 1.121D, 0.5D);
        noise6 = noiseGen6.generateNoiseOctaves(noise6, i, k, l, j1, 200D, 200D, 0.5D);
        d *= 2D;
        noise3 = noiseGen3.generateNoiseOctaves(noise3, i, j, k, l, i1, j1, d / 80D, d1 / 160D, d / 80D);
        noise1 = noiseGen1.generateNoiseOctaves(noise1, i, j, k, l, i1, j1, d, d1, d);
        noise2 = noiseGen2.generateNoiseOctaves(noise2, i, j, k, l, i1, j1, d, d1, d);
        int k1 = 0;
        int l1 = 0;
        int i2 = 16 / l;
        for(int j2 = 0; j2 < l; j2++)
        {
            int k2 = j2 * i2 + i2 / 2;
            for(int l2 = 0; l2 < j1; l2++)
            {
                int i3 = l2 * i2 + i2 / 2;
                double d4 = 1.0D;
                d4 *= d4;
                d4 *= d4;
                d4 = 1.0D - d4;
                double d5 = (noise5[l1] + 256D) / 512D;
                d5 *= d4;
                if(d5 > 1.0D)
                {
                    d5 = 1.0D;
                }
                double d6 = noise6[l1] / 8000D;
                if(d6 < 0.0D)
                {
                    d6 = -d6 * 0.29999999999999999D;
                }
                d6 = d6 * 3D - 2D;
                if(d6 > 1.0D)
                {
                    d6 = 1.0D;
                }
                d6 /= 8D;
                d6 = 0.0D;
                if(d5 < 0.0D)
                {
                    d5 = 0.0D;
                }
                d5 += 0.5D;
                d6 = (d6 * (double)i1) / 16D;
                l1++;
                double d7 = (double)i1 / 2D;
                for(int j3 = 0; j3 < i1; j3++)
                {
                    double d8 = 0.0D;
                    double d9 = (((double)j3 - d7) * 8D) / d5;
                    if(d9 < 0.0D)
                    {
                        d9 *= -1D;
                    }
                    double d10 = noise1[k1] / 512D;
                    double d11 = noise2[k1] / 512D;
                    double d12 = (noise3[k1] / 10D + 1.0D) / 2D;
                    if(d12 < 0.0D)
                    {
                        d8 = d10;
                    } else
                    if(d12 > 1.0D)
                    {
                        d8 = d11;
                    } else
                    {
                        d8 = d10 + (d11 - d10) * d12;
                    }
                    d8 -= 8D;
                    int k3 = 32;
                    if(j3 > i1 - k3)
                    {
                        double d13 = (float)(j3 - (i1 - k3)) / ((float)k3 - 1.0F);
                        d8 = d8 * (1.0D - d13) + -30D * d13;
                    }
                    k3 = 8;
                    if(j3 < k3)
                    {
                        double d14 = (float)(k3 - j3) / ((float)k3 - 1.0F);
                        d8 = d8 * (1.0D - d14) + -30D * d14;
                    }
                    par1ArrayOfDouble[k1] = d8;
                    k1++;
                }

            }

        }

        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)
    {


    }

    /**
     * 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)
    {
        return null;
    }

    /**
     * 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)
    {
    	//TODO Make this work for things like IO towers.
        return null;
    }

    public int getLoadedChunkCount()
    {
        return 0;
    }

    public void recreateStructures(int par1, int par2)
    {
        if (this.mapFeaturesEnabled)
        {
            //this.villageGenerator.generate(this, this.worldObj, par1, par2, (byte[])null);
        }
    }

@Override
public boolean unloadQueuedChunks()
{
	return false;
}

}

 

 

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • Hello! I have been having a problem with Forgematica, Embeddium, Oculus, and create. I wanted to download litematica so I could see which blocks are in my creative mode build, so that I could collect them all in survival. However, litematica is a fabric mod. I found a port called forgematica, which I added (along with it's dependency) to my mods folder. I loaded into a new world, and built a structure. Then, I added a part from the create mod, and the game crashed instantly, with exit code -1. Thanks for any help! Crash Report and mods list: https://pastebin.com/rtzh6LAi
    • To say that losing 40,000 BTC was a devastating blow would be an understatement. It was an emotional and financial crisis that left me feeling hopeless and utterly lost. For weeks, I was trapped in a whirlwind of regret, second-guessing every decision that led me to that point. The fear that I would never be able to recover such a significant sum of cryptocurrency consumed me, and with each passing day, my despair deepened. I had all but given up on ever regaining my wealth. Then I happened to stumble onto Tech Cyber Force Recovery. In the beginning, I was hesitant. It looked too good to be true: could someone get back so much of their lost Bitcoin? After trying several different approaches and programs without success, I was hesitant to put my trust in another recovery agency. However, I changed my mind after reading Tech Cyber Force Recovery's stellar reviews and reputation. Reaching out to their team was a risk I made. They were courteous and professional from the first time I got in touch with them. I felt like I wasn't just another case to be solved by the staff at Tech Cyber Force Recovery; they truly cared about getting me my lost Bitcoin back. They listened carefully to my circumstances and guided me through each stage, giving me succinct and understandable explanations as I went. Their passion gave me new hope, and their openness instantly made me feel better. As the recovery process began, I still had my doubts, but I knew I had placed my trust in the right hands. The Tech Cyber Force Recovery team kept me informed and updated on their progress, ensuring I never felt in the dark. Despite the complexity of my case, they worked tirelessly, and their expertise became evident at every turn. The level of professionalism and attention to detail they demonstrated throughout the process was beyond impressive. And then, after what felt like an eternity of anticipation, the moment I had been waiting for arrived. I received the news that my 40,000 BTC had been successfully recovered. It was hard to believe at first—it felt like a dream. The weight that had been dragging me down for so long was suddenly lifted, and I could breathe again. The financial loss I had feared would define my future was no longer a reality. I can’t fully express the emotions I felt during that moment. It was a mix of relief, joy, and an overwhelming sense of gratitude. I had gone from a place of utter despair to a complete resurgence of wealth, both emotionally and financially. The Tech Cyber Force Recovery team didn’t just restore my Bitcoin—they restored my faith in the possibility of recovery and gave me back something far more valuable: peace of mind. I will urge anyone in this same predicament to.  
    • Have you found a modder for this vehicle project? Because it will be really hard and I want to know that hero who can create all this
    • and what?????????
  • Topics

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.