DimDoors/StevenDimDoors/mod_pocketDim/LimboGenerator.java
2013-02-17 21:46:16 -05:00

440 lines
No EOL
16 KiB
Java

package StevenDimDoors.mod_pocketDim;
import java.util.List;
import java.util.Random;
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.ChunkProviderGenerate;
import net.minecraft.world.gen.MapGenBase;
import net.minecraft.world.gen.MapGenRavine;
import net.minecraft.world.gen.NoiseGeneratorOctaves;
import net.minecraft.world.gen.feature.MapGenScatteredFeature;
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;
public class LimboGenerator extends ChunkProviderGenerate implements IChunkProvider
{
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;
public World world;
private final byte[] field_82700_c = new byte[256];
private final byte[] field_82698_d = new byte[256];
/** 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 = false;
/** Holds the overall noise array used in chunk generation */
private double[] noiseArray;
private double[] stoneNoise = new double[256];
private MapGenBase caveGenerator = new CustomCaveGen();
/** 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 = new BiomeGenBase[1];
/** 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);
}
public LimboGenerator(World par1World, long par2)
{
super(par1World, par2, false);
//par2 = 90899090;
this.rand = new Random(par2);
this.noiseGen1 = new NoiseGeneratorOctaves(this.rand, 16); //base terrain
this.noiseGen2 = new NoiseGeneratorOctaves(this.rand, 16); //hillyness
this.noiseGen3 = new NoiseGeneratorOctaves(this.rand, 80); //seems to adjust the size of features, how stretched things are -default 8
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, 8);
NoiseGeneratorOctaves[] noiseGens = {noiseGen1, noiseGen2, noiseGen3, noiseGen4, noiseGen5, noiseGen6, mobSpawnerNoise};
// noiseGens = TerrainGen.getModdedNoiseGenerators(par1World, this.rand, noiseGens);
this.noiseGen1 = noiseGens[0];
this.noiseGen2 = noiseGens[1];
this.noiseGen3 = noiseGens[2];
this.noiseGen4 = noiseGens[3];
this.noiseGen5 = noiseGens[4];
this.noiseGen6 = noiseGens[5];
this.mobSpawnerNoise = noiseGens[6];
// TODO Auto-generated constructor stub
this.worldObj=par1World;
}
@Override
public boolean chunkExists(int var1, int var2) {
// TODO Auto-generated method stub
return super.chunkExists(var1, var2);
}
@Override
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.caveGenerator.generate(this, this.worldObj, par1, par2, var3);
Chunk var4 = new Chunk(this.worldObj, var3, par1, par2);
var4.generateSkylightMap();
return var4;
}
@Override
public Chunk loadChunk(int var1, int var2) {
// TODO Auto-generated method stub
return super.provideChunk(var1, var2);
}
@Override
public void populate(IChunkProvider var1, int var2, int var3) {
// TODO Auto-generated method stub
}
@Override
public boolean saveChunks(boolean var1, IProgressUpdate var2) {
// TODO Auto-generated method stub
return super.saveChunks(var1, var2);
}
private double[] initializeNoiseField(double[] par1ArrayOfDouble, int par2, int par3, int par4, int par5, int par6, int par7)
{
ChunkProviderEvent.InitNoiseField event = new ChunkProviderEvent.InitNoiseField(this, par1ArrayOfDouble, par2, par3, par4, par5, par6, par7);
MinecraftForge.EVENT_BUS.post(event);
if (event.getResult() == Result.DENY) return event.noisefield;
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 = 884.412D; //large values here create spiky land. add a 0, good -default 884
double var45 = 9840.412D; //large values here make sheets- default - 684
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)
{
float var24 = this.parabolicField[var21 + 2 + (var22 + 2) * 5] / (BiomeGenBase.plains.minHeight + 9.0F);
//this adjusts the height of the terrain
var16 += BiomeGenBase.plains.maxHeight * var24+4;
var17 += BiomeGenBase.plains.minHeight * var24-1;
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;
}
public void generateTerrain(int par1, int par2, byte[] par3ArrayOfByte)
{
byte var4 = 4;
byte var5 = 16;
byte var6 = 16;
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)mod_pocketDim.blockLimboID;
}
else if (var12 * 8 + var31 < var6)
{
par3ArrayOfByte[var43 += var44] = (byte)mod_pocketDim.blockDimWallPermID;
}
else
{
par3ArrayOfByte[var43 += var44] = 0;
}
}
var34 += var38;
var36 += var40;
}
var15 += var23;
var17 += var25;
var19 += var27;
var21 += var29;
}
}
}
}
}
@Override
public boolean unload100OldestChunks() {
// TODO Auto-generated method stub
return super.unload100OldestChunks();
}
@Override
public boolean canSave() {
// TODO Auto-generated method stub
return super.canSave();
}
@Override
public String makeString() {
// TODO Auto-generated method stub
return super.makeString();
}
@Override
public List getPossibleCreatures(EnumCreatureType var1, int var2, int var3,
int var4) {
// TODO Auto-generated method stub
return null;
}
@Override
public ChunkPosition findClosestStructure(World var1, String var2,
int var3, int var4, int var5) {
// TODO Auto-generated method stub
return null;
}
@Override
public int getLoadedChunkCount() {
// TODO Auto-generated method stub
return super.getLoadedChunkCount();
}
@Override
public void recreateStructures(int var1, int var2) {
// TODO Auto-generated method stub
}
}