    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.world.ChunkPosition;
    010import net.minecraft.world.World;
    011import net.minecraft.world.biome.BiomeGenBase;
    012import net.minecraft.world.chunk.Chunk;
    013import net.minecraft.world.chunk.IChunkProvider;
    014import net.minecraft.world.gen.feature.WorldGenFire;
    015import net.minecraft.world.gen.feature.WorldGenFlowers;
    016import net.minecraft.world.gen.feature.WorldGenGlowStone1;
    017import net.minecraft.world.gen.feature.WorldGenGlowStone2;
    018import net.minecraft.world.gen.feature.WorldGenHellLava;
    019import net.minecraft.world.gen.structure.MapGenNetherBridge;
    020
    021import static net.minecraftforge.event.terraingen.DecorateBiomeEvent.Decorate.EventType.*;
    022import static net.minecraftforge.event.terraingen.InitMapGenEvent.EventType.*;
    023import static net.minecraftforge.event.terraingen.PopulateChunkEvent.Populate.EventType.*;
    024import net.minecraftforge.common.*;
    025import net.minecraftforge.event.Event.*;
    026import net.minecraftforge.event.terraingen.*;
    027
    028public class ChunkProviderHell implements IChunkProvider
    029{
    030    private Random hellRNG;
    031
    032    /** A NoiseGeneratorOctaves used in generating nether terrain */
    033    private NoiseGeneratorOctaves netherNoiseGen1;
    034    private NoiseGeneratorOctaves netherNoiseGen2;
    035    private NoiseGeneratorOctaves netherNoiseGen3;
    036
    037    /** Determines whether slowsand or gravel can be generated at a location */
    038    private NoiseGeneratorOctaves slowsandGravelNoiseGen;
    039
    040    /**
    041     * Determines whether something other than nettherack can be generated at a location
    042     */
    043    private NoiseGeneratorOctaves netherrackExculsivityNoiseGen;
    044    public NoiseGeneratorOctaves netherNoiseGen6;
    045    public NoiseGeneratorOctaves netherNoiseGen7;
    046
    047    /** Is the world that the nether is getting generated. */
    048    private World worldObj;
    049    private double[] noiseField;
    050    public MapGenNetherBridge genNetherBridge = new MapGenNetherBridge();
    051
    052    /**
    053     * Holds the noise used to determine whether slowsand can be generated at a location
    054     */
    055    private double[] slowsandNoise = new double[256];
    056    private double[] gravelNoise = new double[256];
    057
    058    /**
    059     * Holds the noise used to determine whether something other than netherrack can be generated at a location
    060     */
    061    private double[] netherrackExclusivityNoise = new double[256];
    062    private MapGenBase netherCaveGenerator = new MapGenCavesHell();
    063    double[] noiseData1;
    064    double[] noiseData2;
    065    double[] noiseData3;
    066    double[] noiseData4;
    067    double[] noiseData5;
    068
    069    {
    070        genNetherBridge = (MapGenNetherBridge) TerrainGen.getModdedMapGen(genNetherBridge, NETHER_BRIDGE);
    071        netherCaveGenerator = TerrainGen.getModdedMapGen(netherCaveGenerator, NETHER_CAVE);
    072    }
    073
    074    public ChunkProviderHell(World par1World, long par2)
    075    {
    076        this.worldObj = par1World;
    077        this.hellRNG = new Random(par2);
    078        this.netherNoiseGen1 = new NoiseGeneratorOctaves(this.hellRNG, 16);
    079        this.netherNoiseGen2 = new NoiseGeneratorOctaves(this.hellRNG, 16);
    080        this.netherNoiseGen3 = new NoiseGeneratorOctaves(this.hellRNG, 8);
    081        this.slowsandGravelNoiseGen = new NoiseGeneratorOctaves(this.hellRNG, 4);
    082        this.netherrackExculsivityNoiseGen = new NoiseGeneratorOctaves(this.hellRNG, 4);
    083        this.netherNoiseGen6 = new NoiseGeneratorOctaves(this.hellRNG, 10);
    084        this.netherNoiseGen7 = new NoiseGeneratorOctaves(this.hellRNG, 16);
    085
    086        NoiseGeneratorOctaves[] noiseGens = {netherNoiseGen1, netherNoiseGen2, netherNoiseGen3, slowsandGravelNoiseGen, netherrackExculsivityNoiseGen, netherNoiseGen6, netherNoiseGen7};
    087        noiseGens = TerrainGen.getModdedNoiseGenerators(par1World, this.hellRNG, noiseGens);
    088        this.netherNoiseGen1 = noiseGens[0];
    089        this.netherNoiseGen2 = noiseGens[1];
    090        this.netherNoiseGen3 = noiseGens[2];
    091        this.slowsandGravelNoiseGen = noiseGens[3];
    092        this.netherrackExculsivityNoiseGen = noiseGens[4];
    093        this.netherNoiseGen6 = noiseGens[5];
    094        this.netherNoiseGen7 = noiseGens[6];
    095    }
    096
    097    /**
    098     * Generates the shape of the terrain in the nether.
    099     */
    100    public void generateNetherTerrain(int par1, int par2, byte[] par3ArrayOfByte)
    101    {
    102        byte var4 = 4;
    103        byte var5 = 32;
    104        int var6 = var4 + 1;
    105        byte var7 = 17;
    106        int var8 = var4 + 1;
    107        this.noiseField = this.initializeNoiseField(this.noiseField, par1 * var4, 0, par2 * var4, var6, var7, var8);
    108
    109        for (int var9 = 0; var9 < var4; ++var9)
    110        {
    111            for (int var10 = 0; var10 < var4; ++var10)
    112            {
    113                for (int var11 = 0; var11 < 16; ++var11)
    114                {
    115                    double var12 = 0.125D;
    116                    double var14 = this.noiseField[((var9 + 0) * var8 + var10 + 0) * var7 + var11 + 0];
    117                    double var16 = this.noiseField[((var9 + 0) * var8 + var10 + 1) * var7 + var11 + 0];
    118                    double var18 = this.noiseField[((var9 + 1) * var8 + var10 + 0) * var7 + var11 + 0];
    119                    double var20 = this.noiseField[((var9 + 1) * var8 + var10 + 1) * var7 + var11 + 0];
    120                    double var22 = (this.noiseField[((var9 + 0) * var8 + var10 + 0) * var7 + var11 + 1] - var14) * var12;
    121                    double var24 = (this.noiseField[((var9 + 0) * var8 + var10 + 1) * var7 + var11 + 1] - var16) * var12;
    122                    double var26 = (this.noiseField[((var9 + 1) * var8 + var10 + 0) * var7 + var11 + 1] - var18) * var12;
    123                    double var28 = (this.noiseField[((var9 + 1) * var8 + var10 + 1) * var7 + var11 + 1] - var20) * var12;
    124
    125                    for (int var30 = 0; var30 < 8; ++var30)
    126                    {
    127                        double var31 = 0.25D;
    128                        double var33 = var14;
    129                        double var35 = var16;
    130                        double var37 = (var18 - var14) * var31;
    131                        double var39 = (var20 - var16) * var31;
    132
    133                        for (int var41 = 0; var41 < 4; ++var41)
    134                        {
    135                            int var42 = var41 + var9 * 4 << 11 | 0 + var10 * 4 << 7 | var11 * 8 + var30;
    136                            short var43 = 128;
    137                            double var44 = 0.25D;
    138                            double var46 = var33;
    139                            double var48 = (var35 - var33) * var44;
    140
    141                            for (int var50 = 0; var50 < 4; ++var50)
    142                            {
    143                                int var51 = 0;
    144
    145                                if (var11 * 8 + var30 < var5)
    146                                {
    147                                    var51 = Block.lavaStill.blockID;
    148                                }
    149
    150                                if (var46 > 0.0D)
    151                                {
    152                                    var51 = Block.netherrack.blockID;
    153                                }
    154
    155                                par3ArrayOfByte[var42] = (byte)var51;
    156                                var42 += var43;
    157                                var46 += var48;
    158                            }
    159
    160                            var33 += var37;
    161                            var35 += var39;
    162                        }
    163
    164                        var14 += var22;
    165                        var16 += var24;
    166                        var18 += var26;
    167                        var20 += var28;
    168                    }
    169                }
    170            }
    171        }
    172    }
    173
    174    /**
    175     * name based on ChunkProviderGenerate
    176     */
    177    public void replaceBlocksForBiome(int par1, int par2, byte[] par3ArrayOfByte)
    178    {
    179        ChunkProviderEvent.ReplaceBiomeBlocks event = new ChunkProviderEvent.ReplaceBiomeBlocks(this, par1, par2, par3ArrayOfByte, null);
    180        MinecraftForge.EVENT_BUS.post(event);
    181        if (event.getResult() == Result.DENY) return;
    182
    183        byte var4 = 64;
    184        double var5 = 0.03125D;
    185        this.slowsandNoise = this.slowsandGravelNoiseGen.generateNoiseOctaves(this.slowsandNoise, par1 * 16, par2 * 16, 0, 16, 16, 1, var5, var5, 1.0D);
    186        this.gravelNoise = this.slowsandGravelNoiseGen.generateNoiseOctaves(this.gravelNoise, par1 * 16, 109, par2 * 16, 16, 1, 16, var5, 1.0D, var5);
    187        this.netherrackExclusivityNoise = this.netherrackExculsivityNoiseGen.generateNoiseOctaves(this.netherrackExclusivityNoise, par1 * 16, par2 * 16, 0, 16, 16, 1, var5 * 2.0D, var5 * 2.0D, var5 * 2.0D);
    188
    189        for (int var7 = 0; var7 < 16; ++var7)
    190        {
    191            for (int var8 = 0; var8 < 16; ++var8)
    192            {
    193                boolean var9 = this.slowsandNoise[var7 + var8 * 16] + this.hellRNG.nextDouble() * 0.2D > 0.0D;
    194                boolean var10 = this.gravelNoise[var7 + var8 * 16] + this.hellRNG.nextDouble() * 0.2D > 0.0D;
    195                int var11 = (int)(this.netherrackExclusivityNoise[var7 + var8 * 16] / 3.0D + 3.0D + this.hellRNG.nextDouble() * 0.25D);
    196                int var12 = -1;
    197                byte var13 = (byte)Block.netherrack.blockID;
    198                byte var14 = (byte)Block.netherrack.blockID;
    199
    200                for (int var15 = 127; var15 >= 0; --var15)
    201                {
    202                    int var16 = (var8 * 16 + var7) * 128 + var15;
    203
    204                    if (var15 < 127 - this.hellRNG.nextInt(5) && var15 > 0 + this.hellRNG.nextInt(5))
    205                    {
    206                        byte var17 = par3ArrayOfByte[var16];
    207
    208                        if (var17 == 0)
    209                        {
    210                            var12 = -1;
    211                        }
    212                        else if (var17 == Block.netherrack.blockID)
    213                        {
    214                            if (var12 == -1)
    215                            {
    216                                if (var11 <= 0)
    217                                {
    218                                    var13 = 0;
    219                                    var14 = (byte)Block.netherrack.blockID;
    220                                }
    221                                else if (var15 >= var4 - 4 && var15 <= var4 + 1)
    222                                {
    223                                    var13 = (byte)Block.netherrack.blockID;
    224                                    var14 = (byte)Block.netherrack.blockID;
    225
    226                                    if (var10)
    227                                    {
    228                                        var13 = (byte)Block.gravel.blockID;
    229                                    }
    230
    231                                    if (var10)
    232                                    {
    233                                        var14 = (byte)Block.netherrack.blockID;
    234                                    }
    235
    236                                    if (var9)
    237                                    {
    238                                        var13 = (byte)Block.slowSand.blockID;
    239                                    }
    240
    241                                    if (var9)
    242                                    {
    243                                        var14 = (byte)Block.slowSand.blockID;
    244                                    }
    245                                }
    246
    247                                if (var15 < var4 && var13 == 0)
    248                                {
    249                                    var13 = (byte)Block.lavaStill.blockID;
    250                                }
    251
    252                                var12 = var11;
    253
    254                                if (var15 >= var4 - 1)
    255                                {
    256                                    par3ArrayOfByte[var16] = var13;
    257                                }
    258                                else
    259                                {
    260                                    par3ArrayOfByte[var16] = var14;
    261                                }
    262                            }
    263                            else if (var12 > 0)
    264                            {
    265                                --var12;
    266                                par3ArrayOfByte[var16] = var14;
    267                            }
    268                        }
    269                    }
    270                    else
    271                    {
    272                        par3ArrayOfByte[var16] = (byte)Block.bedrock.blockID;
    273                    }
    274                }
    275            }
    276        }
    277    }
    278
    279    /**
    280     * loads or generates the chunk at the chunk location specified
    281     */
    282    public Chunk loadChunk(int par1, int par2)
    283    {
    284        return this.provideChunk(par1, par2);
    285    }
    286
    287    /**
    288     * Will return back a chunk, if it doesn't exist and its not a MP client it will generates all the blocks for the
    289     * specified chunk from the map seed and chunk seed
    290     */
    291    public Chunk provideChunk(int par1, int par2)
    292    {
    293        this.hellRNG.setSeed((long)par1 * 341873128712L + (long)par2 * 132897987541L);
    294        byte[] var3 = new byte[32768];
    295        this.generateNetherTerrain(par1, par2, var3);
    296        this.replaceBlocksForBiome(par1, par2, var3);
    297        this.netherCaveGenerator.generate(this, this.worldObj, par1, par2, var3);
    298        this.genNetherBridge.generate(this, this.worldObj, par1, par2, var3);
    299        Chunk var4 = new Chunk(this.worldObj, var3, par1, par2);
    300        BiomeGenBase[] var5 = this.worldObj.getWorldChunkManager().loadBlockGeneratorData((BiomeGenBase[])null, par1 * 16, par2 * 16, 16, 16);
    301        byte[] var6 = var4.getBiomeArray();
    302
    303        for (int var7 = 0; var7 < var6.length; ++var7)
    304        {
    305            var6[var7] = (byte)var5[var7].biomeID;
    306        }
    307
    308        var4.resetRelightChecks();
    309        return var4;
    310    }
    311
    312    /**
    313     * generates a subset of the level's terrain data. Takes 7 arguments: the [empty] noise array, the position, and the
    314     * size.
    315     */
    316    private double[] initializeNoiseField(double[] par1ArrayOfDouble, int par2, int par3, int par4, int par5, int par6, int par7)
    317    {
    318        ChunkProviderEvent.InitNoiseField event = new ChunkProviderEvent.InitNoiseField(this, par1ArrayOfDouble, par2, par3, par4, par5, par6, par7);
    319        MinecraftForge.EVENT_BUS.post(event);
    320        if (event.getResult() == Result.DENY) return event.noisefield;
    321        if (par1ArrayOfDouble == null)
    322        {
    323            par1ArrayOfDouble = new double[par5 * par6 * par7];
    324        }
    325
    326        double var8 = 684.412D;
    327        double var10 = 2053.236D;
    328        this.noiseData4 = this.netherNoiseGen6.generateNoiseOctaves(this.noiseData4, par2, par3, par4, par5, 1, par7, 1.0D, 0.0D, 1.0D);
    329        this.noiseData5 = this.netherNoiseGen7.generateNoiseOctaves(this.noiseData5, par2, par3, par4, par5, 1, par7, 100.0D, 0.0D, 100.0D);
    330        this.noiseData1 = this.netherNoiseGen3.generateNoiseOctaves(this.noiseData1, par2, par3, par4, par5, par6, par7, var8 / 80.0D, var10 / 60.0D, var8 / 80.0D);
    331        this.noiseData2 = this.netherNoiseGen1.generateNoiseOctaves(this.noiseData2, par2, par3, par4, par5, par6, par7, var8, var10, var8);
    332        this.noiseData3 = this.netherNoiseGen2.generateNoiseOctaves(this.noiseData3, par2, par3, par4, par5, par6, par7, var8, var10, var8);
    333        int var12 = 0;
    334        int var13 = 0;
    335        double[] var14 = new double[par6];
    336        int var15;
    337
    338        for (var15 = 0; var15 < par6; ++var15)
    339        {
    340            var14[var15] = Math.cos((double)var15 * Math.PI * 6.0D / (double)par6) * 2.0D;
    341            double var16 = (double)var15;
    342
    343            if (var15 > par6 / 2)
    344            {
    345                var16 = (double)(par6 - 1 - var15);
    346            }
    347
    348            if (var16 < 4.0D)
    349            {
    350                var16 = 4.0D - var16;
    351                var14[var15] -= var16 * var16 * var16 * 10.0D;
    352            }
    353        }
    354
    355        for (var15 = 0; var15 < par5; ++var15)
    356        {
    357            for (int var36 = 0; var36 < par7; ++var36)
    358            {
    359                double var17 = (this.noiseData4[var13] + 256.0D) / 512.0D;
    360
    361                if (var17 > 1.0D)
    362                {
    363                    var17 = 1.0D;
    364                }
    365
    366                double var19 = 0.0D;
    367                double var21 = this.noiseData5[var13] / 8000.0D;
    368
    369                if (var21 < 0.0D)
    370                {
    371                    var21 = -var21;
    372                }
    373
    374                var21 = var21 * 3.0D - 3.0D;
    375
    376                if (var21 < 0.0D)
    377                {
    378                    var21 /= 2.0D;
    379
    380                    if (var21 < -1.0D)
    381                    {
    382                        var21 = -1.0D;
    383                    }
    384
    385                    var21 /= 1.4D;
    386                    var21 /= 2.0D;
    387                    var17 = 0.0D;
    388                }
    389                else
    390                {
    391                    if (var21 > 1.0D)
    392                    {
    393                        var21 = 1.0D;
    394                    }
    395
    396                    var21 /= 6.0D;
    397                }
    398
    399                var17 += 0.5D;
    400                var21 = var21 * (double)par6 / 16.0D;
    401                ++var13;
    402
    403                for (int var23 = 0; var23 < par6; ++var23)
    404                {
    405                    double var24 = 0.0D;
    406                    double var26 = var14[var23];
    407                    double var28 = this.noiseData2[var12] / 512.0D;
    408                    double var30 = this.noiseData3[var12] / 512.0D;
    409                    double var32 = (this.noiseData1[var12] / 10.0D + 1.0D) / 2.0D;
    410
    411                    if (var32 < 0.0D)
    412                    {
    413                        var24 = var28;
    414                    }
    415                    else if (var32 > 1.0D)
    416                    {
    417                        var24 = var30;
    418                    }
    419                    else
    420                    {
    421                        var24 = var28 + (var30 - var28) * var32;
    422                    }
    423
    424                    var24 -= var26;
    425                    double var34;
    426
    427                    if (var23 > par6 - 4)
    428                    {
    429                        var34 = (double)((float)(var23 - (par6 - 4)) / 3.0F);
    430                        var24 = var24 * (1.0D - var34) + -10.0D * var34;
    431                    }
    432
    433                    if ((double)var23 < var19)
    434                    {
    435                        var34 = (var19 - (double)var23) / 4.0D;
    436
    437                        if (var34 < 0.0D)
    438                        {
    439                            var34 = 0.0D;
    440                        }
    441
    442                        if (var34 > 1.0D)
    443                        {
    444                            var34 = 1.0D;
    445                        }
    446
    447                        var24 = var24 * (1.0D - var34) + -10.0D * var34;
    448                    }
    449
    450                    par1ArrayOfDouble[var12] = var24;
    451                    ++var12;
    452                }
    453            }
    454        }
    455
    456        return par1ArrayOfDouble;
    457    }
    458
    459    /**
    460     * Checks to see if a chunk exists at x, y
    461     */
    462    public boolean chunkExists(int par1, int par2)
    463    {
    464        return true;
    465    }
    466
    467    /**
    468     * Populates chunk with ores etc etc
    469     */
    470    public void populate(IChunkProvider par1IChunkProvider, int par2, int par3)
    471    {
    472        BlockSand.fallInstantly = true;
    473
    474        MinecraftForge.EVENT_BUS.post(new PopulateChunkEvent.Pre(par1IChunkProvider, worldObj, hellRNG, par2, par3, false));
    475
    476        int var4 = par2 * 16;
    477        int var5 = par3 * 16;
    478        this.genNetherBridge.generateStructuresInChunk(this.worldObj, this.hellRNG, par2, par3);
    479        int var6;
    480        int var7;
    481        int var8;
    482        int var9;
    483
    484        boolean doGen = TerrainGen.populate(par1IChunkProvider, worldObj, hellRNG, par2, par3, false, NETHER_LAVA);
    485        for (var6 = 0; doGen && var6 < 8; ++var6)
    486        {
    487            var7 = var4 + this.hellRNG.nextInt(16) + 8;
    488            var8 = this.hellRNG.nextInt(120) + 4;
    489            var9 = var5 + this.hellRNG.nextInt(16) + 8;
    490            (new WorldGenHellLava(Block.lavaMoving.blockID)).generate(this.worldObj, this.hellRNG, var7, var8, var9);
    491        }
    492
    493        var6 = this.hellRNG.nextInt(this.hellRNG.nextInt(10) + 1) + 1;
    494        int var10;
    495
    496        doGen = TerrainGen.populate(par1IChunkProvider, worldObj, hellRNG, par2, par3, false, FIRE);
    497        for (var7 = 0; doGen && var7 < var6; ++var7)
    498        {
    499            var8 = var4 + this.hellRNG.nextInt(16) + 8;
    500            var9 = this.hellRNG.nextInt(120) + 4;
    501            var10 = var5 + this.hellRNG.nextInt(16) + 8;
    502            (new WorldGenFire()).generate(this.worldObj, this.hellRNG, var8, var9, var10);
    503        }
    504
    505        var6 = this.hellRNG.nextInt(this.hellRNG.nextInt(10) + 1);
    506
    507        doGen = TerrainGen.populate(par1IChunkProvider, worldObj, hellRNG, par2, par3, false, GLOWSTONE);
    508        for (var7 = 0; doGen && var7 < var6; ++var7)
    509        {
    510            var8 = var4 + this.hellRNG.nextInt(16) + 8;
    511            var9 = this.hellRNG.nextInt(120) + 4;
    512            var10 = var5 + this.hellRNG.nextInt(16) + 8;
    513            (new WorldGenGlowStone1()).generate(this.worldObj, this.hellRNG, var8, var9, var10);
    514        }
    515
    516        for (var7 = 0; doGen && var7 < 10; ++var7)
    517        {
    518            var8 = var4 + this.hellRNG.nextInt(16) + 8;
    519            var9 = this.hellRNG.nextInt(128);
    520            var10 = var5 + this.hellRNG.nextInt(16) + 8;
    521            (new WorldGenGlowStone2()).generate(this.worldObj, this.hellRNG, var8, var9, var10);
    522        }
    523
    524        MinecraftForge.EVENT_BUS.post(new DecorateBiomeEvent.Pre(worldObj, hellRNG, var4, var5));
    525
    526        doGen = TerrainGen.decorate(worldObj, hellRNG, var4, var5, SHROOM);
    527        if (doGen && this.hellRNG.nextInt(1) == 0)
    528        {
    529            var7 = var4 + this.hellRNG.nextInt(16) + 8;
    530            var8 = this.hellRNG.nextInt(128);
    531            var9 = var5 + this.hellRNG.nextInt(16) + 8;
    532            (new WorldGenFlowers(Block.mushroomBrown.blockID)).generate(this.worldObj, this.hellRNG, var7, var8, var9);
    533        }
    534
    535        if (doGen && this.hellRNG.nextInt(1) == 0)
    536        {
    537            var7 = var4 + this.hellRNG.nextInt(16) + 8;
    538            var8 = this.hellRNG.nextInt(128);
    539            var9 = var5 + this.hellRNG.nextInt(16) + 8;
    540            (new WorldGenFlowers(Block.mushroomRed.blockID)).generate(this.worldObj, this.hellRNG, var7, var8, var9);
    541        }
    542
    543        MinecraftForge.EVENT_BUS.post(new DecorateBiomeEvent.Post(worldObj, hellRNG, var4, var5));
    544        MinecraftForge.EVENT_BUS.post(new PopulateChunkEvent.Post(par1IChunkProvider, worldObj, hellRNG, par2, par3, false));
    545
    546        BlockSand.fallInstantly = false;
    547    }
    548
    549    /**
    550     * Two modes of operation: if passed true, save all Chunks in one go.  If passed false, save up to two chunks.
    551     * Return true if all chunks have been saved.
    552     */
    553    public boolean saveChunks(boolean par1, IProgressUpdate par2IProgressUpdate)
    554    {
    555        return true;
    556    }
    557
    558    /**
    559     * Unloads the 100 oldest chunks from memory, due to a bug with chunkSet.add() never being called it thinks the list
    560     * is always empty and will not remove any chunks.
    561     */
    562    public boolean unload100OldestChunks()
    563    {
    564        return false;
    565    }
    566
    567    /**
    568     * Returns if the IChunkProvider supports saving.
    569     */
    570    public boolean canSave()
    571    {
    572        return true;
    573    }
    574
    575    /**
    576     * Converts the instance data to a readable string.
    577     */
    578    public String makeString()
    579    {
    580        return "HellRandomLevelSource";
    581    }
    582
    583    /**
    584     * Returns a list of creatures of the specified type that can spawn at the given location.
    585     */
    586    public List getPossibleCreatures(EnumCreatureType par1EnumCreatureType, int par2, int par3, int par4)
    587    {
    588        if (par1EnumCreatureType == EnumCreatureType.monster && this.genNetherBridge.hasStructureAt(par2, par3, par4))
    589        {
    590            return this.genNetherBridge.getSpawnList();
    591        }
    592        else
    593        {
    594            BiomeGenBase var5 = this.worldObj.getBiomeGenForCoords(par2, par4);
    595            return var5 == null ? null : var5.getSpawnableList(par1EnumCreatureType);
    596        }
    597    }
    598
    599    /**
    600     * Returns the location of the closest structure of the specified type. If not found returns null.
    601     */
    602    public ChunkPosition findClosestStructure(World par1World, String par2Str, int par3, int par4, int par5)
    603    {
    604        return null;
    605    }
    606
    607    public int getLoadedChunkCount()
    608    {
    609        return 0;
    610    }
    611
    612    public void recreateStructures(int par1, int par2)
    613    {
    614        this.genNetherBridge.generate(this, this.worldObj, par1, par2, (byte[])null);
    615    }
    616}