    001package net.minecraft.world.gen;
    002
    003import java.util.List;
    004import java.util.Random;
    005import net.minecraft.block.Block;
    006import net.minecraft.block.BlockSand;
    007import net.minecraft.entity.EnumCreatureType;
    008import net.minecraft.util.IProgressUpdate;
    009import net.minecraft.util.MathHelper;
    010import net.minecraft.world.ChunkPosition;
    011import net.minecraft.world.SpawnerAnimals;
    012import net.minecraft.world.World;
    013import net.minecraft.world.biome.BiomeGenBase;
    014import net.minecraft.world.chunk.Chunk;
    015import net.minecraft.world.chunk.IChunkProvider;
    016import net.minecraft.world.gen.feature.MapGenScatteredFeature;
    017import net.minecraft.world.gen.feature.WorldGenDungeons;
    018import net.minecraft.world.gen.feature.WorldGenLakes;
    019import net.minecraft.world.gen.structure.MapGenMineshaft;
    020import net.minecraft.world.gen.structure.MapGenStronghold;
    021import net.minecraft.world.gen.structure.MapGenVillage;
    022
    023import static net.minecraftforge.event.terraingen.InitMapGenEvent.EventType.*;
    024import static net.minecraftforge.event.terraingen.PopulateChunkEvent.Populate.EventType.*;
    025import net.minecraftforge.common.*;
    026import net.minecraftforge.event.Event.*;
    027import net.minecraftforge.event.terraingen.*;
    028
    029public class ChunkProviderGenerate implements IChunkProvider
    030{
    031    /** RNG. */
    032    private Random rand;
    033
    034    /** A NoiseGeneratorOctaves used in generating terrain */
    035    private NoiseGeneratorOctaves noiseGen1;
    036
    037    /** A NoiseGeneratorOctaves used in generating terrain */
    038    private NoiseGeneratorOctaves noiseGen2;
    039
    040    /** A NoiseGeneratorOctaves used in generating terrain */
    041    private NoiseGeneratorOctaves noiseGen3;
    042
    043    /** A NoiseGeneratorOctaves used in generating terrain */
    044    private NoiseGeneratorOctaves noiseGen4;
    045
    046    /** A NoiseGeneratorOctaves used in generating terrain */
    047    public NoiseGeneratorOctaves noiseGen5;
    048
    049    /** A NoiseGeneratorOctaves used in generating terrain */
    050    public NoiseGeneratorOctaves noiseGen6;
    051    public NoiseGeneratorOctaves mobSpawnerNoise;
    052
    053    /** Reference to the World object. */
    054    private World worldObj;
    055
    056    /** are map structures going to be generated (e.g. strongholds) */
    057    private final boolean mapFeaturesEnabled;
    058
    059    /** Holds the overall noise array used in chunk generation */
    060    private double[] noiseArray;
    061    private double[] stoneNoise = new double[256];
    062    private MapGenBase caveGenerator = new MapGenCaves();
    063
    064    /** Holds Stronghold Generator */
    065    private MapGenStronghold strongholdGenerator = new MapGenStronghold();
    066
    067    /** Holds Village Generator */
    068    private MapGenVillage villageGenerator = new MapGenVillage();
    069
    070    /** Holds Mineshaft Generator */
    071    private MapGenMineshaft mineshaftGenerator = new MapGenMineshaft();
    072    private MapGenScatteredFeature scatteredFeatureGenerator = new MapGenScatteredFeature();
    073
    074    /** Holds ravine generator */
    075    private MapGenBase ravineGenerator = new MapGenRavine();
    076
    077    /** The biomes that are used to generate the chunk */
    078    private BiomeGenBase[] biomesForGeneration;
    079
    080    /** A double array that hold terrain noise from noiseGen3 */
    081    double[] noise3;
    082
    083    /** A double array that hold terrain noise */
    084    double[] noise1;
    085
    086    /** A double array that hold terrain noise from noiseGen2 */
    087    double[] noise2;
    088
    089    /** A double array that hold terrain noise from noiseGen5 */
    090    double[] noise5;
    091
    092    /** A double array that holds terrain noise from noiseGen6 */
    093    double[] noise6;
    094
    095    /**
    096     * Used to store the 5x5 parabolic field that is used during terrain generation.
    097     */
    098    float[] parabolicField;
    099    int[][] field_73219_j = new int[32][32];
    100
    101    {
    102        caveGenerator = TerrainGen.getModdedMapGen(caveGenerator, CAVE);
    103        strongholdGenerator = (MapGenStronghold) TerrainGen.getModdedMapGen(strongholdGenerator, STRONGHOLD);
    104        villageGenerator = (MapGenVillage) TerrainGen.getModdedMapGen(villageGenerator, VILLAGE);
    105        mineshaftGenerator = (MapGenMineshaft) TerrainGen.getModdedMapGen(mineshaftGenerator, MINESHAFT);
    106        scatteredFeatureGenerator = (MapGenScatteredFeature) TerrainGen.getModdedMapGen(scatteredFeatureGenerator, SCATTERED_FEATURE);
    107        ravineGenerator = TerrainGen.getModdedMapGen(ravineGenerator, RAVINE);
    108    }
    109
    110    public ChunkProviderGenerate(World par1World, long par2, boolean par4)
    111    {
    112        this.worldObj = par1World;
    113        this.mapFeaturesEnabled = par4;
    114        this.rand = new Random(par2);
    115        this.noiseGen1 = new NoiseGeneratorOctaves(this.rand, 16);
    116        this.noiseGen2 = new NoiseGeneratorOctaves(this.rand, 16);
    117        this.noiseGen3 = new NoiseGeneratorOctaves(this.rand, 8);
    118        this.noiseGen4 = new NoiseGeneratorOctaves(this.rand, 4);
    119        this.noiseGen5 = new NoiseGeneratorOctaves(this.rand, 10);
    120        this.noiseGen6 = new NoiseGeneratorOctaves(this.rand, 16);
    121        this.mobSpawnerNoise = new NoiseGeneratorOctaves(this.rand, 8);
    122
    123        NoiseGeneratorOctaves[] noiseGens = {noiseGen1, noiseGen2, noiseGen3, noiseGen4, noiseGen5, noiseGen6, mobSpawnerNoise};
    124        noiseGens = TerrainGen.getModdedNoiseGenerators(par1World, this.rand, noiseGens);
    125        this.noiseGen1 = noiseGens[0];
    126        this.noiseGen2 = noiseGens[1];
    127        this.noiseGen3 = noiseGens[2];
    128        this.noiseGen4 = noiseGens[3];
    129        this.noiseGen5 = noiseGens[4];
    130        this.noiseGen6 = noiseGens[5];
    131        this.mobSpawnerNoise = noiseGens[6];
    132    }
    133
    134    /**
    135     * Generates the shape of the terrain for the chunk though its all stone though the water is frozen if the
    136     * temperature is low enough
    137     */
    138    public void generateTerrain(int par1, int par2, byte[] par3ArrayOfByte)
    139    {
    140        byte var4 = 4;
    141        byte var5 = 16;
    142        byte var6 = 63;
    143        int var7 = var4 + 1;
    144        byte var8 = 17;
    145        int var9 = var4 + 1;
    146        this.biomesForGeneration = this.worldObj.getWorldChunkManager().getBiomesForGeneration(this.biomesForGeneration, par1 * 4 - 2, par2 * 4 - 2, var7 + 5, var9 + 5);
    147        this.noiseArray = this.initializeNoiseField(this.noiseArray, par1 * var4, 0, par2 * var4, var7, var8, var9);
    148
    149        for (int var10 = 0; var10 < var4; ++var10)
    150        {
    151            for (int var11 = 0; var11 < var4; ++var11)
    152            {
    153                for (int var12 = 0; var12 < var5; ++var12)
    154                {
    155                    double var13 = 0.125D;
    156                    double var15 = this.noiseArray[((var10 + 0) * var9 + var11 + 0) * var8 + var12 + 0];
    157                    double var17 = this.noiseArray[((var10 + 0) * var9 + var11 + 1) * var8 + var12 + 0];
    158                    double var19 = this.noiseArray[((var10 + 1) * var9 + var11 + 0) * var8 + var12 + 0];
    159                    double var21 = this.noiseArray[((var10 + 1) * var9 + var11 + 1) * var8 + var12 + 0];
    160                    double var23 = (this.noiseArray[((var10 + 0) * var9 + var11 + 0) * var8 + var12 + 1] - var15) * var13;
    161                    double var25 = (this.noiseArray[((var10 + 0) * var9 + var11 + 1) * var8 + var12 + 1] - var17) * var13;
    162                    double var27 = (this.noiseArray[((var10 + 1) * var9 + var11 + 0) * var8 + var12 + 1] - var19) * var13;
    163                    double var29 = (this.noiseArray[((var10 + 1) * var9 + var11 + 1) * var8 + var12 + 1] - var21) * var13;
    164
    165                    for (int var31 = 0; var31 < 8; ++var31)
    166                    {
    167                        double var32 = 0.25D;
    168                        double var34 = var15;
    169                        double var36 = var17;
    170                        double var38 = (var19 - var15) * var32;
    171                        double var40 = (var21 - var17) * var32;
    172
    173                        for (int var42 = 0; var42 < 4; ++var42)
    174                        {
    175                            int var43 = var42 + var10 * 4 << 11 | 0 + var11 * 4 << 7 | var12 * 8 + var31;
    176                            short var44 = 128;
    177                            var43 -= var44;
    178                            double var45 = 0.25D;
    179                            double var49 = (var36 - var34) * var45;
    180                            double var47 = var34 - var49;
    181
    182                            for (int var51 = 0; var51 < 4; ++var51)
    183                            {
    184                                if ((var47 += var49) > 0.0D)
    185                                {
    186                                    par3ArrayOfByte[var43 += var44] = (byte)Block.stone.blockID;
    187                                }
    188                                else if (var12 * 8 + var31 < var6)
    189                                {
    190                                    par3ArrayOfByte[var43 += var44] = (byte)Block.waterStill.blockID;
    191                                }
    192                                else
    193                                {
    194                                    par3ArrayOfByte[var43 += var44] = 0;
    195                                }
    196                            }
    197
    198                            var34 += var38;
    199                            var36 += var40;
    200                        }
    201
    202                        var15 += var23;
    203                        var17 += var25;
    204                        var19 += var27;
    205                        var21 += var29;
    206                    }
    207                }
    208            }
    209        }
    210    }
    211
    212    /**
    213     * Replaces the stone that was placed in with blocks that match the biome
    214     */
    215    public void replaceBlocksForBiome(int par1, int par2, byte[] par3ArrayOfByte, BiomeGenBase[] par4ArrayOfBiomeGenBase)
    216    {
    217        ChunkProviderEvent.ReplaceBiomeBlocks event = new ChunkProviderEvent.ReplaceBiomeBlocks(this, par1, par2, par3ArrayOfByte, par4ArrayOfBiomeGenBase);
    218        MinecraftForge.EVENT_BUS.post(event);
    219        if (event.getResult() == Result.DENY) return;
    220
    221        byte var5 = 63;
    222        double var6 = 0.03125D;
    223        this.stoneNoise = this.noiseGen4.generateNoiseOctaves(this.stoneNoise, par1 * 16, par2 * 16, 0, 16, 16, 1, var6 * 2.0D, var6 * 2.0D, var6 * 2.0D);
    224
    225        for (int var8 = 0; var8 < 16; ++var8)
    226        {
    227            for (int var9 = 0; var9 < 16; ++var9)
    228            {
    229                BiomeGenBase var10 = par4ArrayOfBiomeGenBase[var9 + var8 * 16];
    230                float var11 = var10.getFloatTemperature();
    231                int var12 = (int)(this.stoneNoise[var8 + var9 * 16] / 3.0D + 3.0D + this.rand.nextDouble() * 0.25D);
    232                int var13 = -1;
    233                byte var14 = var10.topBlock;
    234                byte var15 = var10.fillerBlock;
    235
    236                for (int var16 = 127; var16 >= 0; --var16)
    237                {
    238                    int var17 = (var9 * 16 + var8) * 128 + var16;
    239
    240                    if (var16 <= 0 + this.rand.nextInt(5))
    241                    {
    242                        par3ArrayOfByte[var17] = (byte)Block.bedrock.blockID;
    243                    }
    244                    else
    245                    {
    246                        byte var18 = par3ArrayOfByte[var17];
    247
    248                        if (var18 == 0)
    249                        {
    250                            var13 = -1;
    251                        }
    252                        else if (var18 == Block.stone.blockID)
    253                        {
    254                            if (var13 == -1)
    255                            {
    256                                if (var12 <= 0)
    257                                {
    258                                    var14 = 0;
    259                                    var15 = (byte)Block.stone.blockID;
    260                                }
    261                                else if (var16 >= var5 - 4 && var16 <= var5 + 1)
    262                                {
    263                                    var14 = var10.topBlock;
    264                                    var15 = var10.fillerBlock;
    265                                }
    266
    267                                if (var16 < var5 && var14 == 0)
    268                                {
    269                                    if (var11 < 0.15F)
    270                                    {
    271                                        var14 = (byte)Block.ice.blockID;
    272                                    }
    273                                    else
    274                                    {
    275                                        var14 = (byte)Block.waterStill.blockID;
    276                                    }
    277                                }
    278
    279                                var13 = var12;
    280
    281                                if (var16 >= var5 - 1)
    282                                {
    283                                    par3ArrayOfByte[var17] = var14;
    284                                }
    285                                else
    286                                {
    287                                    par3ArrayOfByte[var17] = var15;
    288                                }
    289                            }
    290                            else if (var13 > 0)
    291                            {
    292                                --var13;
    293                                par3ArrayOfByte[var17] = var15;
    294
    295                                if (var13 == 0 && var15 == Block.sand.blockID)
    296                                {
    297                                    var13 = this.rand.nextInt(4);
    298                                    var15 = (byte)Block.sandStone.blockID;
    299                                }
    300                            }
    301                        }
    302                    }
    303                }
    304            }
    305        }
    306    }
    307
    308    /**
    309     * loads or generates the chunk at the chunk location specified
    310     */
    311    public Chunk loadChunk(int par1, int par2)
    312    {
    313        return this.provideChunk(par1, par2);
    314    }
    315
    316    /**
    317     * Will return back a chunk, if it doesn't exist and its not a MP client it will generates all the blocks for the
    318     * specified chunk from the map seed and chunk seed
    319     */
    320    public Chunk provideChunk(int par1, int par2)
    321    {
    322        this.rand.setSeed((long)par1 * 341873128712L + (long)par2 * 132897987541L);
    323        byte[] var3 = new byte[32768];
    324        this.generateTerrain(par1, par2, var3);
    325        this.biomesForGeneration = this.worldObj.getWorldChunkManager().loadBlockGeneratorData(this.biomesForGeneration, par1 * 16, par2 * 16, 16, 16);
    326        this.replaceBlocksForBiome(par1, par2, var3, this.biomesForGeneration);
    327        this.caveGenerator.generate(this, this.worldObj, par1, par2, var3);
    328        this.ravineGenerator.generate(this, this.worldObj, par1, par2, var3);
    329
    330        if (this.mapFeaturesEnabled)
    331        {
    332            this.mineshaftGenerator.generate(this, this.worldObj, par1, par2, var3);
    333            this.villageGenerator.generate(this, this.worldObj, par1, par2, var3);
    334            this.strongholdGenerator.generate(this, this.worldObj, par1, par2, var3);
    335            this.scatteredFeatureGenerator.generate(this, this.worldObj, par1, par2, var3);
    336        }
    337
    338        Chunk var4 = new Chunk(this.worldObj, var3, par1, par2);
    339        byte[] var5 = var4.getBiomeArray();
    340
    341        for (int var6 = 0; var6 < var5.length; ++var6)
    342        {
    343            var5[var6] = (byte)this.biomesForGeneration[var6].biomeID;
    344        }
    345
    346        var4.generateSkylightMap();
    347        return var4;
    348    }
    349
    350    /**
    351     * generates a subset of the level's terrain data. Takes 7 arguments: the [empty] noise array, the position, and the
    352     * size.
    353     */
    354    private double[] initializeNoiseField(double[] par1ArrayOfDouble, int par2, int par3, int par4, int par5, int par6, int par7)
    355    {
    356        ChunkProviderEvent.InitNoiseField event = new ChunkProviderEvent.InitNoiseField(this, par1ArrayOfDouble, par2, par3, par4, par5, par6, par7);
    357        MinecraftForge.EVENT_BUS.post(event);
    358        if (event.getResult() == Result.DENY) return event.noisefield;
    359
    360        if (par1ArrayOfDouble == null)
    361        {
    362            par1ArrayOfDouble = new double[par5 * par6 * par7];
    363        }
    364
    365        if (this.parabolicField == null)
    366        {
    367            this.parabolicField = new float[25];
    368
    369            for (int var8 = -2; var8 <= 2; ++var8)
    370            {
    371                for (int var9 = -2; var9 <= 2; ++var9)
    372                {
    373                    float var10 = 10.0F / MathHelper.sqrt_float((float)(var8 * var8 + var9 * var9) + 0.2F);
    374                    this.parabolicField[var8 + 2 + (var9 + 2) * 5] = var10;
    375                }
    376            }
    377        }
    378
    379        double var44 = 684.412D;
    380        double var45 = 684.412D;
    381        this.noise5 = this.noiseGen5.generateNoiseOctaves(this.noise5, par2, par4, par5, par7, 1.121D, 1.121D, 0.5D);
    382        this.noise6 = this.noiseGen6.generateNoiseOctaves(this.noise6, par2, par4, par5, par7, 200.0D, 200.0D, 0.5D);
    383        this.noise3 = this.noiseGen3.generateNoiseOctaves(this.noise3, par2, par3, par4, par5, par6, par7, var44 / 80.0D, var45 / 160.0D, var44 / 80.0D);
    384        this.noise1 = this.noiseGen1.generateNoiseOctaves(this.noise1, par2, par3, par4, par5, par6, par7, var44, var45, var44);
    385        this.noise2 = this.noiseGen2.generateNoiseOctaves(this.noise2, par2, par3, par4, par5, par6, par7, var44, var45, var44);
    386        boolean var43 = false;
    387        boolean var42 = false;
    388        int var12 = 0;
    389        int var13 = 0;
    390
    391        for (int var14 = 0; var14 < par5; ++var14)
    392        {
    393            for (int var15 = 0; var15 < par7; ++var15)
    394            {
    395                float var16 = 0.0F;
    396                float var17 = 0.0F;
    397                float var18 = 0.0F;
    398                byte var19 = 2;
    399                BiomeGenBase var20 = this.biomesForGeneration[var14 + 2 + (var15 + 2) * (par5 + 5)];
    400
    401                for (int var21 = -var19; var21 <= var19; ++var21)
    402                {
    403                    for (int var22 = -var19; var22 <= var19; ++var22)
    404                    {
    405                        BiomeGenBase var23 = this.biomesForGeneration[var14 + var21 + 2 + (var15 + var22 + 2) * (par5 + 5)];
    406                        float var24 = this.parabolicField[var21 + 2 + (var22 + 2) * 5] / (var23.minHeight + 2.0F);
    407
    408                        if (var23.minHeight > var20.minHeight)
    409                        {
    410                            var24 /= 2.0F;
    411                        }
    412
    413                        var16 += var23.maxHeight * var24;
    414                        var17 += var23.minHeight * var24;
    415                        var18 += var24;
    416                    }
    417                }
    418
    419                var16 /= var18;
    420                var17 /= var18;
    421                var16 = var16 * 0.9F + 0.1F;
    422                var17 = (var17 * 4.0F - 1.0F) / 8.0F;
    423                double var47 = this.noise6[var13] / 8000.0D;
    424
    425                if (var47 < 0.0D)
    426                {
    427                    var47 = -var47 * 0.3D;
    428                }
    429
    430                var47 = var47 * 3.0D - 2.0D;
    431
    432                if (var47 < 0.0D)
    433                {
    434                    var47 /= 2.0D;
    435
    436                    if (var47 < -1.0D)
    437                    {
    438                        var47 = -1.0D;
    439                    }
    440
    441                    var47 /= 1.4D;
    442                    var47 /= 2.0D;
    443                }
    444                else
    445                {
    446                    if (var47 > 1.0D)
    447                    {
    448                        var47 = 1.0D;
    449                    }
    450
    451                    var47 /= 8.0D;
    452                }
    453
    454                ++var13;
    455
    456                for (int var46 = 0; var46 < par6; ++var46)
    457                {
    458                    double var48 = (double)var17;
    459                    double var26 = (double)var16;
    460                    var48 += var47 * 0.2D;
    461                    var48 = var48 * (double)par6 / 16.0D;
    462                    double var28 = (double)par6 / 2.0D + var48 * 4.0D;
    463                    double var30 = 0.0D;
    464                    double var32 = ((double)var46 - var28) * 12.0D * 128.0D / 128.0D / var26;
    465
    466                    if (var32 < 0.0D)
    467                    {
    468                        var32 *= 4.0D;
    469                    }
    470
    471                    double var34 = this.noise1[var12] / 512.0D;
    472                    double var36 = this.noise2[var12] / 512.0D;
    473                    double var38 = (this.noise3[var12] / 10.0D + 1.0D) / 2.0D;
    474
    475                    if (var38 < 0.0D)
    476                    {
    477                        var30 = var34;
    478                    }
    479                    else if (var38 > 1.0D)
    480                    {
    481                        var30 = var36;
    482                    }
    483                    else
    484                    {
    485                        var30 = var34 + (var36 - var34) * var38;
    486                    }
    487
    488                    var30 -= var32;
    489
    490                    if (var46 > par6 - 4)
    491                    {
    492                        double var40 = (double)((float)(var46 - (par6 - 4)) / 3.0F);
    493                        var30 = var30 * (1.0D - var40) + -10.0D * var40;
    494                    }
    495
    496                    par1ArrayOfDouble[var12] = var30;
    497                    ++var12;
    498                }
    499            }
    500        }
    501
    502        return par1ArrayOfDouble;
    503    }
    504
    505    /**
    506     * Checks to see if a chunk exists at x, y
    507     */
    508    public boolean chunkExists(int par1, int par2)
    509    {
    510        return true;
    511    }
    512
    513    /**
    514     * Populates chunk with ores etc etc
    515     */
    516    public void populate(IChunkProvider par1IChunkProvider, int par2, int par3)
    517    {
    518        BlockSand.fallInstantly = true;
    519        int var4 = par2 * 16;
    520        int var5 = par3 * 16;
    521        BiomeGenBase var6 = this.worldObj.getBiomeGenForCoords(var4 + 16, var5 + 16);
    522        this.rand.setSeed(this.worldObj.getSeed());
    523        long var7 = this.rand.nextLong() / 2L * 2L + 1L;
    524        long var9 = this.rand.nextLong() / 2L * 2L + 1L;
    525        this.rand.setSeed((long)par2 * var7 + (long)par3 * var9 ^ this.worldObj.getSeed());
    526        boolean var11 = false;
    527
    528        MinecraftForge.EVENT_BUS.post(new PopulateChunkEvent.Pre(par1IChunkProvider, worldObj, rand, par2, par3, var11));
    529
    530        if (this.mapFeaturesEnabled)
    531        {
    532            this.mineshaftGenerator.generateStructuresInChunk(this.worldObj, this.rand, par2, par3);
    533            var11 = this.villageGenerator.generateStructuresInChunk(this.worldObj, this.rand, par2, par3);
    534            this.strongholdGenerator.generateStructuresInChunk(this.worldObj, this.rand, par2, par3);
    535            this.scatteredFeatureGenerator.generateStructuresInChunk(this.worldObj, this.rand, par2, par3);
    536        }
    537
    538        int var12;
    539        int var13;
    540        int var14;
    541
    542        if (TerrainGen.populate(par1IChunkProvider, worldObj, rand, par2, par3, var11, LAKE) &&
    543                !var11 && this.rand.nextInt(4) == 0)
    544        {
    545            var12 = var4 + this.rand.nextInt(16) + 8;
    546            var13 = this.rand.nextInt(128);
    547            var14 = var5 + this.rand.nextInt(16) + 8;
    548            (new WorldGenLakes(Block.waterStill.blockID)).generate(this.worldObj, this.rand, var12, var13, var14);
    549        }
    550
    551        if (TerrainGen.populate(par1IChunkProvider, worldObj, rand, par2, par3, var11, LAVA) &&
    552                !var11 && this.rand.nextInt(8) == 0)
    553        {
    554            var12 = var4 + this.rand.nextInt(16) + 8;
    555            var13 = this.rand.nextInt(this.rand.nextInt(120) + 8);
    556            var14 = var5 + this.rand.nextInt(16) + 8;
    557
    558            if (var13 < 63 || this.rand.nextInt(10) == 0)
    559            {
    560                (new WorldGenLakes(Block.lavaStill.blockID)).generate(this.worldObj, this.rand, var12, var13, var14);
    561            }
    562        }
    563
    564        boolean doGen = TerrainGen.populate(par1IChunkProvider, worldObj, rand, par2, par3, var11, DUNGEON);
    565        for (var12 = 0; doGen && var12 < 8; ++var12)
    566        {
    567            var13 = var4 + this.rand.nextInt(16) + 8;
    568            var14 = this.rand.nextInt(128);
    569            int var15 = var5 + this.rand.nextInt(16) + 8;
    570
    571            if ((new WorldGenDungeons()).generate(this.worldObj, this.rand, var13, var14, var15))
    572            {
    573                ;
    574            }
    575        }
    576
    577        var6.decorate(this.worldObj, this.rand, var4, var5);
    578        SpawnerAnimals.performWorldGenSpawning(this.worldObj, var6, var4 + 8, var5 + 8, 16, 16, this.rand);
    579        var4 += 8;
    580        var5 += 8;
    581
    582        doGen = TerrainGen.populate(par1IChunkProvider, worldObj, rand, par2, par3, var11, ICE);
    583        for (var12 = 0; doGen && var12 < 16; ++var12)
    584        {
    585            for (var13 = 0; var13 < 16; ++var13)
    586            {
    587                var14 = this.worldObj.getPrecipitationHeight(var4 + var12, var5 + var13);
    588
    589                if (this.worldObj.isBlockFreezable(var12 + var4, var14 - 1, var13 + var5))
    590                {
    591                    this.worldObj.setBlockWithNotify(var12 + var4, var14 - 1, var13 + var5, Block.ice.blockID);
    592                }
    593
    594                if (this.worldObj.canSnowAt(var12 + var4, var14, var13 + var5))
    595                {
    596                    this.worldObj.setBlockWithNotify(var12 + var4, var14, var13 + var5, Block.snow.blockID);
    597                }
    598            }
    599        }
    600
    601        MinecraftForge.EVENT_BUS.post(new PopulateChunkEvent.Post(par1IChunkProvider, worldObj, rand, par2, par3, var11));
    602
    603        BlockSand.fallInstantly = false;
    604    }
    605
    606    /**
    607     * Two modes of operation: if passed true, save all Chunks in one go.  If passed false, save up to two chunks.
    608     * Return true if all chunks have been saved.
    609     */
    610    public boolean saveChunks(boolean par1, IProgressUpdate par2IProgressUpdate)
    611    {
    612        return true;
    613    }
    614
    615    /**
    616     * Unloads the 100 oldest chunks from memory, due to a bug with chunkSet.add() never being called it thinks the list
    617     * is always empty and will not remove any chunks.
    618     */
    619    public boolean unload100OldestChunks()
    620    {
    621        return false;
    622    }
    623
    624    /**
    625     * Returns if the IChunkProvider supports saving.
    626     */
    627    public boolean canSave()
    628    {
    629        return true;
    630    }
    631
    632    /**
    633     * Converts the instance data to a readable string.
    634     */
    635    public String makeString()
    636    {
    637        return "RandomLevelSource";
    638    }
    639
    640    /**
    641     * Returns a list of creatures of the specified type that can spawn at the given location.
    642     */
    643    public List getPossibleCreatures(EnumCreatureType par1EnumCreatureType, int par2, int par3, int par4)
    644    {
    645        BiomeGenBase var5 = this.worldObj.getBiomeGenForCoords(par2, par4);
    646        return var5 == null ? null : (var5 == BiomeGenBase.swampland && par1EnumCreatureType == EnumCreatureType.monster && this.scatteredFeatureGenerator.hasStructureAt(par2, par3, par4) ? this.scatteredFeatureGenerator.getScatteredFeatureSpawnList() : var5.getSpawnableList(par1EnumCreatureType));
    647    }
    648
    649    /**
    650     * Returns the location of the closest structure of the specified type. If not found returns null.
    651     */
    652    public ChunkPosition findClosestStructure(World par1World, String par2Str, int par3, int par4, int par5)
    653    {
    654        return "Stronghold".equals(par2Str) && this.strongholdGenerator != null ? this.strongholdGenerator.getNearestInstance(par1World, par3, par4, par5) : null;
    655    }
    656
    657    public int getLoadedChunkCount()
    658    {
    659        return 0;
    660    }
    661
    662    public void recreateStructures(int par1, int par2)
    663    {
    664        if (this.mapFeaturesEnabled)
    665        {
    666            this.mineshaftGenerator.generate(this, this.worldObj, par1, par2, (byte[])null);
    667            this.villageGenerator.generate(this, this.worldObj, par1, par2, (byte[])null);
    668            this.strongholdGenerator.generate(this, this.worldObj, par1, par2, (byte[])null);
    669            this.scatteredFeatureGenerator.generate(this, this.worldObj, par1, par2, (byte[])null);
    670        }
    671    }
    672}