    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 b0 = 4;
    141        byte b1 = 16;
    142        byte b2 = 63;
    143        int k = b0 + 1;
    144        byte b3 = 17;
    145        int l = b0 + 1;
    146        this.biomesForGeneration = this.worldObj.getWorldChunkManager().getBiomesForGeneration(this.biomesForGeneration, par1 * 4 - 2, par2 * 4 - 2, k + 5, l + 5);
    147        this.noiseArray = this.initializeNoiseField(this.noiseArray, par1 * b0, 0, par2 * b0, k, b3, l);
    148
    149        for (int i1 = 0; i1 < b0; ++i1)
    150        {
    151            for (int j1 = 0; j1 < b0; ++j1)
    152            {
    153                for (int k1 = 0; k1 < b1; ++k1)
    154                {
    155                    double d0 = 0.125D;
    156                    double d1 = this.noiseArray[((i1 + 0) * l + j1 + 0) * b3 + k1 + 0];
    157                    double d2 = this.noiseArray[((i1 + 0) * l + j1 + 1) * b3 + k1 + 0];
    158                    double d3 = this.noiseArray[((i1 + 1) * l + j1 + 0) * b3 + k1 + 0];
    159                    double d4 = this.noiseArray[((i1 + 1) * l + j1 + 1) * b3 + k1 + 0];
    160                    double d5 = (this.noiseArray[((i1 + 0) * l + j1 + 0) * b3 + k1 + 1] - d1) * d0;
    161                    double d6 = (this.noiseArray[((i1 + 0) * l + j1 + 1) * b3 + k1 + 1] - d2) * d0;
    162                    double d7 = (this.noiseArray[((i1 + 1) * l + j1 + 0) * b3 + k1 + 1] - d3) * d0;
    163                    double d8 = (this.noiseArray[((i1 + 1) * l + j1 + 1) * b3 + k1 + 1] - d4) * d0;
    164
    165                    for (int l1 = 0; l1 < 8; ++l1)
    166                    {
    167                        double d9 = 0.25D;
    168                        double d10 = d1;
    169                        double d11 = d2;
    170                        double d12 = (d3 - d1) * d9;
    171                        double d13 = (d4 - d2) * d9;
    172
    173                        for (int i2 = 0; i2 < 4; ++i2)
    174                        {
    175                            int j2 = i2 + i1 * 4 << 11 | 0 + j1 * 4 << 7 | k1 * 8 + l1;
    176                            short short1 = 128;
    177                            j2 -= short1;
    178                            double d14 = 0.25D;
    179                            double d15 = (d11 - d10) * d14;
    180                            double d16 = d10 - d15;
    181
    182                            for (int k2 = 0; k2 < 4; ++k2)
    183                            {
    184                                if ((d16 += d15) > 0.0D)
    185                                {
    186                                    par3ArrayOfByte[j2 += short1] = (byte)Block.stone.blockID;
    187                                }
    188                                else if (k1 * 8 + l1 < b2)
    189                                {
    190                                    par3ArrayOfByte[j2 += short1] = (byte)Block.waterStill.blockID;
    191                                }
    192                                else
    193                                {
    194                                    par3ArrayOfByte[j2 += short1] = 0;
    195                                }
    196                            }
    197
    198                            d10 += d12;
    199                            d11 += d13;
    200                        }
    201
    202                        d1 += d5;
    203                        d2 += d6;
    204                        d3 += d7;
    205                        d4 += d8;
    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 b0 = 63;
    222        double d0 = 0.03125D;
    223        this.stoneNoise = this.noiseGen4.generateNoiseOctaves(this.stoneNoise, par1 * 16, par2 * 16, 0, 16, 16, 1, d0 * 2.0D, d0 * 2.0D, d0 * 2.0D);
    224
    225        for (int k = 0; k < 16; ++k)
    226        {
    227            for (int l = 0; l < 16; ++l)
    228            {
    229                BiomeGenBase biomegenbase = par4ArrayOfBiomeGenBase[l + k * 16];
    230                float f = biomegenbase.getFloatTemperature();
    231                int i1 = (int)(this.stoneNoise[k + l * 16] / 3.0D + 3.0D + this.rand.nextDouble() * 0.25D);
    232                int j1 = -1;
    233                byte b1 = biomegenbase.topBlock;
    234                byte b2 = biomegenbase.fillerBlock;
    235
    236                for (int k1 = 127; k1 >= 0; --k1)
    237                {
    238                    int l1 = (l * 16 + k) * 128 + k1;
    239
    240                    if (k1 <= 0 + this.rand.nextInt(5))
    241                    {
    242                        par3ArrayOfByte[l1] = (byte)Block.bedrock.blockID;
    243                    }
    244                    else
    245                    {
    246                        byte b3 = par3ArrayOfByte[l1];
    247
    248                        if (b3 == 0)
    249                        {
    250                            j1 = -1;
    251                        }
    252                        else if (b3 == Block.stone.blockID)
    253                        {
    254                            if (j1 == -1)
    255                            {
    256                                if (i1 <= 0)
    257                                {
    258                                    b1 = 0;
    259                                    b2 = (byte)Block.stone.blockID;
    260                                }
    261                                else if (k1 >= b0 - 4 && k1 <= b0 + 1)
    262                                {
    263                                    b1 = biomegenbase.topBlock;
    264                                    b2 = biomegenbase.fillerBlock;
    265                                }
    266
    267                                if (k1 < b0 && b1 == 0)
    268                                {
    269                                    if (f < 0.15F)
    270                                    {
    271                                        b1 = (byte)Block.ice.blockID;
    272                                    }
    273                                    else
    274                                    {
    275                                        b1 = (byte)Block.waterStill.blockID;
    276                                    }
    277                                }
    278
    279                                j1 = i1;
    280
    281                                if (k1 >= b0 - 1)
    282                                {
    283                                    par3ArrayOfByte[l1] = b1;
    284                                }
    285                                else
    286                                {
    287                                    par3ArrayOfByte[l1] = b2;
    288                                }
    289                            }
    290                            else if (j1 > 0)
    291                            {
    292                                --j1;
    293                                par3ArrayOfByte[l1] = b2;
    294
    295                                if (j1 == 0 && b2 == Block.sand.blockID)
    296                                {
    297                                    j1 = this.rand.nextInt(4);
    298                                    b2 = (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[] abyte = new byte[32768];
    324        this.generateTerrain(par1, par2, abyte);
    325        this.biomesForGeneration = this.worldObj.getWorldChunkManager().loadBlockGeneratorData(this.biomesForGeneration, par1 * 16, par2 * 16, 16, 16);
    326        this.replaceBlocksForBiome(par1, par2, abyte, this.biomesForGeneration);
    327        this.caveGenerator.generate(this, this.worldObj, par1, par2, abyte);
    328        this.ravineGenerator.generate(this, this.worldObj, par1, par2, abyte);
    329
    330        if (this.mapFeaturesEnabled)
    331        {
    332            this.mineshaftGenerator.generate(this, this.worldObj, par1, par2, abyte);
    333            this.villageGenerator.generate(this, this.worldObj, par1, par2, abyte);
    334            this.strongholdGenerator.generate(this, this.worldObj, par1, par2, abyte);
    335            this.scatteredFeatureGenerator.generate(this, this.worldObj, par1, par2, abyte);
    336        }
    337
    338        Chunk chunk = new Chunk(this.worldObj, abyte, par1, par2);
    339        byte[] abyte1 = chunk.getBiomeArray();
    340
    341        for (int k = 0; k < abyte1.length; ++k)
    342        {
    343            abyte1[k] = (byte)this.biomesForGeneration[k].biomeID;
    344        }
    345
    346        chunk.generateSkylightMap();
    347        return chunk;
    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 k1 = -2; k1 <= 2; ++k1)
    370            {
    371                for (int l1 = -2; l1 <= 2; ++l1)
    372                {
    373                    float f = 10.0F / MathHelper.sqrt_float((float)(k1 * k1 + l1 * l1) + 0.2F);
    374                    this.parabolicField[k1 + 2 + (l1 + 2) * 5] = f;
    375                }
    376            }
    377        }
    378
    379        double d0 = 684.412D;
    380        double d1 = 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, d0 / 80.0D, d1 / 160.0D, d0 / 80.0D);
    384        this.noise1 = this.noiseGen1.generateNoiseOctaves(this.noise1, par2, par3, par4, par5, par6, par7, d0, d1, d0);
    385        this.noise2 = this.noiseGen2.generateNoiseOctaves(this.noise2, par2, par3, par4, par5, par6, par7, d0, d1, d0);
    386        boolean flag = false;
    387        boolean flag1 = false;
    388        int i2 = 0;
    389        int j2 = 0;
    390
    391        for (int k2 = 0; k2 < par5; ++k2)
    392        {
    393            for (int l2 = 0; l2 < par7; ++l2)
    394            {
    395                float f1 = 0.0F;
    396                float f2 = 0.0F;
    397                float f3 = 0.0F;
    398                byte b0 = 2;
    399                BiomeGenBase biomegenbase = this.biomesForGeneration[k2 + 2 + (l2 + 2) * (par5 + 5)];
    400
    401                for (int i3 = -b0; i3 <= b0; ++i3)
    402                {
    403                    for (int j3 = -b0; j3 <= b0; ++j3)
    404                    {
    405                        BiomeGenBase biomegenbase1 = this.biomesForGeneration[k2 + i3 + 2 + (l2 + j3 + 2) * (par5 + 5)];
    406                        float f4 = this.parabolicField[i3 + 2 + (j3 + 2) * 5] / (biomegenbase1.minHeight + 2.0F);
    407
    408                        if (biomegenbase1.minHeight > biomegenbase.minHeight)
    409                        {
    410                            f4 /= 2.0F;
    411                        }
    412
    413                        f1 += biomegenbase1.maxHeight * f4;
    414                        f2 += biomegenbase1.minHeight * f4;
    415                        f3 += f4;
    416                    }
    417                }
    418
    419                f1 /= f3;
    420                f2 /= f3;
    421                f1 = f1 * 0.9F + 0.1F;
    422                f2 = (f2 * 4.0F - 1.0F) / 8.0F;
    423                double d2 = this.noise6[j2] / 8000.0D;
    424
    425                if (d2 < 0.0D)
    426                {
    427                    d2 = -d2 * 0.3D;
    428                }
    429
    430                d2 = d2 * 3.0D - 2.0D;
    431
    432                if (d2 < 0.0D)
    433                {
    434                    d2 /= 2.0D;
    435
    436                    if (d2 < -1.0D)
    437                    {
    438                        d2 = -1.0D;
    439                    }
    440
    441                    d2 /= 1.4D;
    442                    d2 /= 2.0D;
    443                }
    444                else
    445                {
    446                    if (d2 > 1.0D)
    447                    {
    448                        d2 = 1.0D;
    449                    }
    450
    451                    d2 /= 8.0D;
    452                }
    453
    454                ++j2;
    455
    456                for (int k3 = 0; k3 < par6; ++k3)
    457                {
    458                    double d3 = (double)f2;
    459                    double d4 = (double)f1;
    460                    d3 += d2 * 0.2D;
    461                    d3 = d3 * (double)par6 / 16.0D;
    462                    double d5 = (double)par6 / 2.0D + d3 * 4.0D;
    463                    double d6 = 0.0D;
    464                    double d7 = ((double)k3 - d5) * 12.0D * 128.0D / 128.0D / d4;
    465
    466                    if (d7 < 0.0D)
    467                    {
    468                        d7 *= 4.0D;
    469                    }
    470
    471                    double d8 = this.noise1[i2] / 512.0D;
    472                    double d9 = this.noise2[i2] / 512.0D;
    473                    double d10 = (this.noise3[i2] / 10.0D + 1.0D) / 2.0D;
    474
    475                    if (d10 < 0.0D)
    476                    {
    477                        d6 = d8;
    478                    }
    479                    else if (d10 > 1.0D)
    480                    {
    481                        d6 = d9;
    482                    }
    483                    else
    484                    {
    485                        d6 = d8 + (d9 - d8) * d10;
    486                    }
    487
    488                    d6 -= d7;
    489
    490                    if (k3 > par6 - 4)
    491                    {
    492                        double d11 = (double)((float)(k3 - (par6 - 4)) / 3.0F);
    493                        d6 = d6 * (1.0D - d11) + -10.0D * d11;
    494                    }
    495
    496                    par1ArrayOfDouble[i2] = d6;
    497                    ++i2;
    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 k = par2 * 16;
    520        int l = par3 * 16;
    521        BiomeGenBase biomegenbase = this.worldObj.getBiomeGenForCoords(k + 16, l + 16);
    522        this.rand.setSeed(this.worldObj.getSeed());
    523        long i1 = this.rand.nextLong() / 2L * 2L + 1L;
    524        long j1 = this.rand.nextLong() / 2L * 2L + 1L;
    525        this.rand.setSeed((long)par2 * i1 + (long)par3 * j1 ^ this.worldObj.getSeed());
    526        boolean flag = false;
    527
    528        MinecraftForge.EVENT_BUS.post(new PopulateChunkEvent.Pre(par1IChunkProvider, worldObj, rand, par2, par3, flag));
    529
    530        if (this.mapFeaturesEnabled)
    531        {
    532            this.mineshaftGenerator.generateStructuresInChunk(this.worldObj, this.rand, par2, par3);
    533            flag = 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 k1;
    539        int l1;
    540        int i2;
    541
    542        if (TerrainGen.populate(par1IChunkProvider, worldObj, rand, par2, par3, flag, LAKE) &&
    543                !flag && this.rand.nextInt(4) == 0)
    544        {
    545            k1 = k + this.rand.nextInt(16) + 8;
    546            l1 = this.rand.nextInt(128);
    547            i2 = l + this.rand.nextInt(16) + 8;
    548            (new WorldGenLakes(Block.waterStill.blockID)).generate(this.worldObj, this.rand, k1, l1, i2);
    549        }
    550
    551        if (TerrainGen.populate(par1IChunkProvider, worldObj, rand, par2, par3, flag, LAVA) &&
    552                !flag && this.rand.nextInt(8) == 0)
    553        {
    554            k1 = k + this.rand.nextInt(16) + 8;
    555            l1 = this.rand.nextInt(this.rand.nextInt(120) + 8);
    556            i2 = l + this.rand.nextInt(16) + 8;
    557
    558            if (l1 < 63 || this.rand.nextInt(10) == 0)
    559            {
    560                (new WorldGenLakes(Block.lavaStill.blockID)).generate(this.worldObj, this.rand, k1, l1, i2);
    561            }
    562        }
    563
    564        boolean doGen = TerrainGen.populate(par1IChunkProvider, worldObj, rand, par2, par3, flag, DUNGEON);
    565        for (k1 = 0; doGen && k1 < 8; ++k1)
    566        {
    567            l1 = k + this.rand.nextInt(16) + 8;
    568            i2 = this.rand.nextInt(128);
    569            int j2 = l + this.rand.nextInt(16) + 8;
    570
    571            if ((new WorldGenDungeons()).generate(this.worldObj, this.rand, l1, i2, j2))
    572            {
    573                ;
    574            }
    575        }
    576
    577        biomegenbase.decorate(this.worldObj, this.rand, k, l);
    578        SpawnerAnimals.performWorldGenSpawning(this.worldObj, biomegenbase, k + 8, l + 8, 16, 16, this.rand);
    579        k += 8;
    580        l += 8;
    581
    582        doGen = TerrainGen.populate(par1IChunkProvider, worldObj, rand, par2, par3, flag, ICE);
    583        for (k1 = 0; doGen && k1 < 16; ++k1)
    584        {
    585            for (l1 = 0; l1 < 16; ++l1)
    586            {
    587                i2 = this.worldObj.getPrecipitationHeight(k + k1, l + l1);
    588
    589                if (this.worldObj.isBlockFreezable(k1 + k, i2 - 1, l1 + l))
    590                {
    591                    this.worldObj.setBlockAndMetadataWithNotify(k1 + k, i2 - 1, l1 + l, Block.ice.blockID, 0, 2);
    592                }
    593
    594                if (this.worldObj.canSnowAt(k1 + k, i2, l1 + l))
    595                {
    596                    this.worldObj.setBlockAndMetadataWithNotify(k1 + k, i2, l1 + l, Block.snow.blockID, 0, 2);
    597                }
    598            }
    599        }
    600
    601        MinecraftForge.EVENT_BUS.post(new PopulateChunkEvent.Post(par1IChunkProvider, worldObj, rand, par2, par3, flag));
    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 chunks that are marked to be unloaded. This is not guaranteed to unload every such chunk.
    617     */
    618    public boolean unloadQueuedChunks()
    619    {
    620        return false;
    621    }
    622
    623    /**
    624     * Returns if the IChunkProvider supports saving.
    625     */
    626    public boolean canSave()
    627    {
    628        return true;
    629    }
    630
    631    /**
    632     * Converts the instance data to a readable string.
    633     */
    634    public String makeString()
    635    {
    636        return "RandomLevelSource";
    637    }
    638
    639    /**
    640     * Returns a list of creatures of the specified type that can spawn at the given location.
    641     */
    642    public List getPossibleCreatures(EnumCreatureType par1EnumCreatureType, int par2, int par3, int par4)
    643    {
    644        BiomeGenBase biomegenbase = this.worldObj.getBiomeGenForCoords(par2, par4);
    645        return biomegenbase == null ? null : (biomegenbase == BiomeGenBase.swampland && par1EnumCreatureType == EnumCreatureType.monster && this.scatteredFeatureGenerator.hasStructureAt(par2, par3, par4) ? this.scatteredFeatureGenerator.getScatteredFeatureSpawnList() : biomegenbase.getSpawnableList(par1EnumCreatureType));
    646    }
    647
    648    /**
    649     * Returns the location of the closest structure of the specified type. If not found returns null.
    650     */
    651    public ChunkPosition findClosestStructure(World par1World, String par2Str, int par3, int par4, int par5)
    652    {
    653        return "Stronghold".equals(par2Str) && this.strongholdGenerator != null ? this.strongholdGenerator.getNearestInstance(par1World, par3, par4, par5) : null;
    654    }
    655
    656    public int getLoadedChunkCount()
    657    {
    658        return 0;
    659    }
    660
    661    public void recreateStructures(int par1, int par2)
    662    {
    663        if (this.mapFeaturesEnabled)
    664        {
    665            this.mineshaftGenerator.generate(this, this.worldObj, par1, par2, (byte[])null);
    666            this.villageGenerator.generate(this, this.worldObj, par1, par2, (byte[])null);
    667            this.strongholdGenerator.generate(this, this.worldObj, par1, par2, (byte[])null);
    668            this.scatteredFeatureGenerator.generate(this, this.worldObj, par1, par2, (byte[])null);
    669        }
    670    }
    671}