8acee98b8f
Last (?) update pass. AE2 can be launched and used (?) in game. Rendering system changed again and again - rendering is NOT working, to be rewritten and CAN be done a lot simpler.
113 lines
2.7 KiB
Java
113 lines
2.7 KiB
Java
/*
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* This file is part of Applied Energistics 2.
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* Copyright (c) 2013 - 2014, AlgorithmX2, All rights reserved.
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*
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* Applied Energistics 2 is free software: you can redistribute it and/or modify
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* it under the terms of the GNU Lesser General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* Applied Energistics 2 is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public License
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* along with Applied Energistics 2. If not, see <http://www.gnu.org/licenses/lgpl>.
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*/
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package appeng.spatial;
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import java.util.ArrayList;
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import java.util.List;
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import net.minecraft.block.Block;
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import net.minecraft.entity.EnumCreatureType;
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import net.minecraft.util.math.BlockPos;
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import net.minecraft.world.World;
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import net.minecraft.world.chunk.Chunk;
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import net.minecraft.world.gen.ChunkProviderOverworld;
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import appeng.api.AEApi;
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import appeng.core.AEConfig;
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public class StorageChunkProvider extends ChunkProviderOverworld
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{
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private static final int SQUARE_CHUNK_SIZE = 256;
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private static final Block[] BLOCKS;
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static
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{
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BLOCKS = new Block[255 * SQUARE_CHUNK_SIZE];
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for( final Block matrixFrameBlock : AEApi.instance().definitions().blocks().matrixFrame().maybeBlock().asSet() )
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{
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for( int x = 0; x < BLOCKS.length; x++ )
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{
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BLOCKS[x] = matrixFrameBlock;
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}
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}
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}
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private final World world;
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public StorageChunkProvider( final World world, final long i )
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{
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super( world, i, false, null );
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this.world = world;
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}
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@Override
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public Chunk provideChunk( final int x, final int z )
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{
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final Chunk chunk = new Chunk( this.world, x, z );
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final byte[] biomes = chunk.getBiomeArray();
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final AEConfig config = AEConfig.instance;
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for( int k = 0; k < biomes.length; ++k )
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{
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biomes[k] = (byte) config.storageBiomeID;
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}
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if( !chunk.isTerrainPopulated() )
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{
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chunk.setTerrainPopulated( true );
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chunk.resetRelightChecks();
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}
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return chunk;
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}
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@Override
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public void populate( final int par2, final int par3 )
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{
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}
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@Override
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public List getPossibleCreatures( final EnumCreatureType creatureType, final BlockPos pos )
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{
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return new ArrayList();
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}
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@Override
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public boolean generateStructures( Chunk chunkIn, int x, int z )
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{
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return false;
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}
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@Override
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public BlockPos getStrongholdGen( World worldIn, String structureName, BlockPos position )
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{
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return null;
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}
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@Override
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public void recreateStructures( Chunk chunkIn, int x, int z )
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{
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}
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}
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