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I have a custom dimension working, trees generate, grass, dirt, stone, everything works and looks great, but ever since I got the stone working i've been getting terrible lag spikes every few seconds. Before I got the custom stone to generate and replace the regular stone I wasn't having these problems. Any help would be great, just can't seem to fix this one. :P

 

Here is my ChunkProvider Class:

package ZoneSeek.common.worldgen.Prehistoric;
import java.util.List;
import java.util.Random;
import ZoneSeek.common.blocks.BlocksHelper;
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.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;
public class ChunkProviderPrehistoric 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 Stronghold Generator */
private MapGenStronghold strongholdGenerator = new MapGenStronghold();
/** Holds Village Generator */
private MapGenVillage villageGenerator = new MapGenVillage();
/** Holds Mineshaft Generator */
private MapGenMineshaft mineshaftGenerator = new MapGenMineshaft();
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 ChunkProviderPrehistoric(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, ;
}
/**
  * 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) BlocksHelper.PrehistoricStone.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 == (byte) BlocksHelper.PrehistoricStone.blockID) {
       if (var13 == -1) {
        if (var12 <= -20) {
         var14 = 0;
         var15 = (byte) BlocksHelper.PrehistoricStone.blockID;
        } else if (var16 >= var5 - -16 && 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 == BlocksHelper.PrehistoricSand.blockID) {
         var13 = this.rand.nextInt(4);
         var15 = (byte) BlocksHelper.PrehistoricStone.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);
  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);
  //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;
}
/**
  * 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.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);
  }
  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.lavaStill.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.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);
    }
   }
  }
  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 biomegenbase = this.worldObj.getBiomeGenForCoords(par2, par4);
        return biomegenbase == null ? null  : biomegenbase.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 10;
}
public void func_82695_e(int par1, int par2) {
  if (this.mapFeaturesEnabled) {
   //this.mineshaftGenerator.generate(this, this.worldObj, par1, par2, (byte[]) null);
   //this.villageGenerator.generate(this, this.worldObj, par1, par2, (byte[]) null);
   //this.strongholdGenerator.generate(this, this.worldObj, par1, par2, (byte[]) null);
   //this.scatteredFeatureGenerator.generate(this, this.worldObj, par1, par2, (byte[]) null);
  }
}
@Override
public void recreateStructures(int var1, int var2) {
  // TODO Auto-generated method stub
}
@Override
public boolean unloadQueuedChunks() {
  // TODO Auto-generated method stub
  return true;
}
}

 

http://gw.minecraftforge.net/2XE6

 

Thanks in advance to anyone who can help me :)

Posted

Just guessing here but looks like you place down the Prehistoric stone in the gennerateterrain function, and also looks like you are placing it into the replaceblocksforbiome.  Try replacing the replaceblocksforbiome with the normal default code, then only replacing the default stone with your stone and see if the lag disappears.

Posted

Just guessing here but looks like you place down the Prehistoric stone in the gennerateterrain function, and also looks like you are placing it into the replaceblocksforbiome.  Try replacing the replaceblocksforbiome with the normal default code, then only replacing the default stone with your stone and see if the lag disappears.

 

Okay I did that, but then the whole dimension is only the custom stone, no lag though. I have actually since posting the original post resolved the lag somewhat, however then when I go to add trees there is lag again. Then I changed the way the trees generate and it got better but still lag spikes. Here is my new code, with two types of trees spawning and the custom stone and not too much lag. At this point i'm not sure what is causing the lag, either the stone still or the trees. Any suggestions to optimize it more? It currently (the dimension) has only one biome which contains tall trees (think red oak) and willow trees (has lots of leaves that droop down... like a willow tree ;) ) and the land is massive chunks separated by water. I've been messing around with it a lot and can't seem to get it all to work without lag, as far as my code goes do you know a better way of controlling the amount of trees that spawn? Also on a side note, I can't seem to get tall grass to spawn in the dimension as well as some mobs, (my EntityTameable mobs don't but others do). Thanks for your help! :) Really appreciate you taking the time to respond to my questions.  :)

 

http://gw.minecraftforge.net/PmEV

package ZoneSeek.common.worldgen.Prehistoric;

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

import ZoneSeek.common.blocks.BlocksHelper;
import ZoneSeek.common.worldgen.WorldGenPrehistoricTallGrass;
import ZoneSeek.common.worldgen.WorldGenPrehistoricTree;
import ZoneSeek.common.worldgen.WorldGenPrehistoricTree2;
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.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.MapGenCaves;
import net.minecraft.world.gen.NoiseGeneratorOctaves;
import net.minecraft.world.gen.feature.WorldGenLakes;
import net.minecraft.world.gen.feature.WorldGenerator;
import net.minecraftforge.common.MinecraftForge;
import net.minecraftforge.event.terraingen.TerrainGen;
import net.minecraftforge.event.terraingen.PopulateChunkEvent.Post;
import net.minecraftforge.event.terraingen.PopulateChunkEvent.Pre;
import net.minecraftforge.event.terraingen.PopulateChunkEvent.Populate.EventType;

public class ChunkProviderPrehistoric 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 final WorldGenerator PrehistoricTree;
    private final WorldGenerator PrehistoricTree2;
    private World worldObj;
    private double[] noiseArray;
    private double[] stoneNoise = new double[256];
    private MapGenBase caveGenerator = new MapGenCaves();
    private BiomeGenBase[] biomesForGeneration;
    
    double[] noise3;
    double[] noise1;
    double[] noise2;
    double[] noise5;
    double[] noise6;
    float[] field_35388_l;
    int[][] field_914_i = new int[32][32];

    public ChunkProviderPrehistoric(World var1, long var2)
    {
        this.worldObj = var1;
        this.rand = new Random(var2);
        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, ;
        this.PrehistoricTree = new WorldGenPrehistoricTree(false);
        this.PrehistoricTree2 = new WorldGenPrehistoricTree2();

    }
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;
						int 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) {
								if(var43 + var44 >= par3ArrayOfByte.length)
									continue;
								par3ArrayOfByte[var43 += var44] = (byte) BlocksHelper.PrehistoricStone.blockID;
							} else if (var12 * 8 + var31 < var6) {
								if(var43 + var44 >= par3ArrayOfByte.length)
									continue;
								par3ArrayOfByte[var43 += var44] = (byte) Block.waterStill.blockID;
							} else {
								par3ArrayOfByte[var43 += var44] = 0;
							}
						}

						var34 += var38;
						var36 += var40;
					}

					var15 += var23;
					var17 += var25;
					var19 += var27;
					var21 += var29;
				}
			}
		}
	}
}

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 == (byte) BlocksHelper.PrehistoricStone.blockID) {
						if (var13 == -1) {
							if (var12 <= 0) {
								var14 = 0;
								var15 = (byte) BlocksHelper.PrehistoricStone.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) BlocksHelper.PrehistoricSand.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 == (byte) BlocksHelper.PrehistoricSand.blockID) {
								var13 = this.rand.nextInt(4);
								var15 = (byte) BlocksHelper.PrehistoricStone.blockID;
							}
						}
					}
				}
			}
		}
	}
}

    /**
     * loads or generates the chunk at the chunk location specified
     */
    public Chunk loadChunk(int var1, int var2)
    {
        return this.provideChunk(var1, var2);
    }

    /**
     * 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 var1, int var2)
    {
        this.rand.setSeed((long)var1 * 341873128712L + (long)var2 * 132897987541L);
        byte[] var3 = new byte[32768];
        this.generateTerrain(var1, var2, var3);
        this.biomesForGeneration = this.worldObj.getWorldChunkManager().loadBlockGeneratorData(this.biomesForGeneration, var1 * 16, var2 * 16, 16, 16);
        this.replaceBlocksForBiome(var1, var2, var3, this.biomesForGeneration);
        this.caveGenerator.generate(this, this.worldObj, var1, var2, var3);
        Chunk var4 = new Chunk(this.worldObj, var3, var1, var2);
        byte[] var5 = var4.getBiomeArray();

        for (int var6 = 0; var6 < var5.length; ++var6)
        {
            var5[var6] = (byte)this.biomesForGeneration[var6].biomeID;
        }

        var4.generateSkylightMap();
        return var4;
    }

    private double[] initializeNoiseField(double[] var1, int var2, int var3, int var4, int var5, int var6, int var7)
    {
        if (var1 == null)
        {
            var1 = new double[var5 * var6 * var7];
        }

        if (this.field_35388_l == null)
        {
            this.field_35388_l = 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.field_35388_l[var8 + 2 + (var9 + 2) * 5] = var10;
                }
            }
        }

        double var44 = 684.412D;
        double var45 = 684.412D;
        this.noise5 = this.noiseGen5.generateNoiseOctaves(this.noise5, var2, var4, var5, var7, 1.121D, 1.121D, 0.5D);
        this.noise6 = this.noiseGen6.generateNoiseOctaves(this.noise6, var2, var4, var5, var7, 200.0D, 200.0D, 0.5D);
        this.noise3 = this.noiseGen3.generateNoiseOctaves(this.noise3, var2, var3, var4, var5, var6, var7, var44 / 80.0D, var45 / 160.0D, var44 / 80.0D);
        this.noise1 = this.noiseGen1.generateNoiseOctaves(this.noise1, var2, var3, var4, var5, var6, var7, var44, var45, var44);
        this.noise2 = this.noiseGen2.generateNoiseOctaves(this.noise2, var2, var3, var4, var5, var6, var7, var44, var45, var44);
        boolean var12 = false;
        boolean var13 = false;
        int var14 = 0;
        int var15 = 0;

        for (int var16 = 0; var16 < var5; ++var16)
        {
            for (int var17 = 0; var17 < var7; ++var17)
            {
                float var18 = 0.0F;
                float var19 = 0.0F;
                float var20 = 0.0F;
                byte var21 = 2;
                BiomeGenBase var22 = this.biomesForGeneration[var16 + 2 + (var17 + 2) * (var5 + 5)];

                for (int var23 = -var21; var23 <= var21; ++var23)
                {
                    for (int var24 = -var21; var24 <= var21; ++var24)
                    {
                        BiomeGenBase var25 = this.biomesForGeneration[var16 + var23 + 2 + (var17 + var24 + 2) * (var5 + 5)];
                        float var26 = this.field_35388_l[var23 + 2 + (var24 + 2) * 5] / (var25.minHeight + 2.0F);

                        if (var25.minHeight > var22.minHeight)
                        {
                            var26 /= 2.0F;
                        }

                        var18 += var25.maxHeight * var26;
                        var19 += var25.minHeight * var26;
                        var20 += var26;
                    }
                }

                var18 /= var20;
                var19 /= var20;
                var18 = var18 * 0.9F + 0.1F;
                var19 = (var19 * 4.0F - 1.0F) / 8.0F;
                double var47 = this.noise6[var15] / 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;
                }

                ++var15;

                for (int var46 = 0; var46 < var6; ++var46)
                {
                    double var48 = (double)var19;
                    double var28 = (double)var18;
                    var48 += var47 * 0.2D;
                    var48 = var48 * (double)var6 / 16.0D;
                    double var30 = (double)var6 / 2.0D + var48 * 4.0D;
                    double var32 = 0.0D;
                    double var34 = ((double)var46 - var30) * 12.0D * 128.0D / 128.0D / var28;

                    if (var34 < 0.0D)
                    {
                        var34 *= 4.0D;
                    }

                    double var36 = this.noise1[var14] / 512.0D;
                    double var38 = this.noise2[var14] / 512.0D;
                    double var40 = (this.noise3[var14] / 10.0D + 1.0D) / 2.0D;

                    if (var40 < 0.0D)
                    {
                        var32 = var36;
                    }
                    else if (var40 > 1.0D)
                    {
                        var32 = var38;
                    }
                    else
                    {
                        var32 = var36 + (var38 - var36) * var40;
                    }

                    var32 -= var34;

                    if (var46 > var6 - 4)
                    {
                        double var42 = (double)((float)(var46 - (var6 - 4)) / 3.0F);
                        var32 = var32 * (1.0D - var42) + -10.0D * var42;
                    }

                    var1[var14] = var32;
                    ++var14;
                }
            }
        }

        return var1;
    }

    /**
     * Checks to see if a chunk exists at x, y
     */
    public boolean chunkExists(int var1, int var2)
    {
        return true;
    }

    /**
     * Populates chunk with ores etc etc
     */
    public void populate(IChunkProvider var1, int var2, int var3)
    {
        BlockSand.fallInstantly = true;
        int var4 = var2 * 16;
        int var5 = var3 * 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)var2 * var7 + (long)var3 * var9 ^ this.worldObj.getSeed());
        boolean var11 = false;
        MinecraftForge.EVENT_BUS.post(new Pre(var1, this.worldObj, this.rand, var2, var3, var11));
        int var13;
        int var14;

        if (TerrainGen.populate(var1, this.worldObj, this.rand, var2, var3, var11, EventType.LAKE) && !var11 && this.rand.nextInt(4) == 0)
        {
            int 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);
        }

        int var15;
        int var12;

        for (var15 = 0; var15 < 1; ++var15)
        {
            var12 = var4 + this.rand.nextInt(16) + 8;
            var13 = 212;
            var14 = var5 + this.rand.nextInt(16) + 8;
            (new WorldGenPrehistoricTree2()).generate(this.worldObj, this.rand, var12, var13, var14);
        }

        
        WorldGenPrehistoricTree var17 = new WorldGenPrehistoricTree(false, 30, 0, 0, false);
        //WorldGenPrehistoricTree2 var151 = new WorldGenPrehistoricTree2();
        
        int var21;
        int var20;

        for (int var19 = 0; var19 < 2; ++var19)
        {
            int var18 = var4 + this.rand.nextInt(16);
            var21 = var5 + this.rand.nextInt(16);
            var20 = this.worldObj.getHeightValue(var18, var21);
            var17.generate(this.worldObj, this.rand, var18, var20, var21);
            //var151.generate(this.worldObj, this.rand, var18, var20, var21);
        }

        

        MinecraftForge.EVENT_BUS.post(new Post(var1, this.worldObj, this.rand, var2, var3, var11));
        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 var1, IProgressUpdate var2)
    {
        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 var1, int var2, int var3, int var4)
    {
        BiomeGenBase var5 = this.worldObj.getBiomeGenForCoords(var2, var4);
        return var5 == null ? null : var5.getSpawnableList(var1);
    }

    /**
     * Returns the location of the closest structure of the specified type. If not found returns null.
     */
    public ChunkPosition findClosestStructure(World var1, String var2, int var3, int var4, int var5)
    {
        return null;
    }

    public int getLoadedChunkCount()
    {
        return 20;
    }

    public void recreateStructures(int var1, int var2) {}

@Override
public boolean unloadQueuedChunks() {
	// TODO Auto-generated method stub
	return false;
}
}

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Terms And Conditions Of Using The Temu Coupon 100€ Off In 2025 Understanding the terms and conditions for our Temu coupon code 100€ off free shipping and the latest Temu coupon code 100€ off is essential to ensure a smooth and successful redemption. We've made these terms as user-friendly as possible, prioritizing your convenience and savings. Here are the key terms and conditions for using our coupon code: No Expiration Date: We are delighted to confirm that our coupon code ALB496107 does not have any expiration date. This means you can use it anytime you want, offering you complete flexibility in your shopping plans. Valid for Both New and Existing Users: This code is inclusive! Whether you are a brand-new customer to Temu or have been shopping with them for a while, you are eligible to use our coupon code. Valid Across European Nations: Our coupon code is widely valid for users in European Nations, including Germany, France, Italy, Switzerland, Spain, and many others, ensuring a broad reach for savings. No Minimum Purchase Requirements: One of the most advantageous aspects of our Temu coupon code ALB496107 is that there are no minimum purchase requirements. You don't need to spend a specific amount to unlock your 100€ discount. One Code Per Order/User (as per Temu's standard policy): While the code offers a substantial discount, standard Temu policy typically allows one coupon code application per order. However, the 100€ benefit might be delivered as a bundle for multiple uses. Subject to Temu's General Terms of Service: While our code is robust, its usage is always subject to Temu's overarching terms of service, which are standard for any platform. Final Note: Use The Latest Temu Coupon Code 100€ Off We hope this comprehensive guide has empowered you to maximize your savings on Temu. Utilizing the Temu coupon code 100€ off is a straightforward and highly effective way to significantly reduce your shopping costs. Don't miss out on this fantastic opportunity to get more for less. We encourage you to embrace the incredible value offered by the Temu coupon 100€ off and enjoy your smart shopping experience today! FAQs Of Temu 100€ Off Coupon  Is the ALB496107 Temu coupon code valid for all products? Yes, our ALB496107 Temu coupon code is generally valid across a wide range of products available on the Temu app and website. While specific exclusions might apply to certain heavily discounted items or categories set by Temu, for the most part, you can apply this code to almost anything you wish to purchase. Can I combine the 100€ off coupon with other Temu promotions? Typically, Temu allows only one coupon code per order. However, the 100€ off benefit through ALB496107 might come as a bundle, letting you save on multiple purchases. Also, it can often be used on top of existing sale prices and percentage discounts already offered by Temu.  What if my Temu 100€ off coupon code isn't working? If your Temu 100€ off coupon code isn't working, first double-check that you've entered ALB496107 correctly. Ensure there are no typos or extra spaces. If the issue persists, verify that your order meets any specific criteria (though our code generally has no minimum). You can also try clearing your app cache or browser cookies.  Does the 100€ off Temu coupon apply to shipping fees? The 100€ off from the ALB496107 coupon code primarily applies as a discount to the product total in your cart. However, as an added benefit, this specific coupon often comes bundled with free shipping offers for European nations, effectively reducing your overall cost by covering both product price and delivery.  How often is the Temu 100€ off coupon available? The Temu 100€ off coupon, particularly our ALB496107 code, is a generous and recurring offer for our users. While other high-value coupons may appear periodically, our code is designed to be a consistent source of significant savings, available without an expiration date for both new and existing customers across Europe.
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