001 package net.minecraft.src;
002
003 import java.util.List;
004 import java.util.Random;
005
006 public class ChunkProviderEnd implements IChunkProvider
007 {
008 private Random endRNG;
009 private NoiseGeneratorOctaves noiseGen1;
010 private NoiseGeneratorOctaves noiseGen2;
011 private NoiseGeneratorOctaves noiseGen3;
012 public NoiseGeneratorOctaves noiseGen4;
013 public NoiseGeneratorOctaves noiseGen5;
014 private World endWorld;
015 private double[] densities;
016
017 /** The biomes that are used to generate the chunk */
018 private BiomeGenBase[] biomesForGeneration;
019 double[] noiseData1;
020 double[] noiseData2;
021 double[] noiseData3;
022 double[] noiseData4;
023 double[] noiseData5;
024 int[][] field_73203_h = new int[32][32];
025
026 public ChunkProviderEnd(World par1World, long par2)
027 {
028 this.endWorld = par1World;
029 this.endRNG = new Random(par2);
030 this.noiseGen1 = new NoiseGeneratorOctaves(this.endRNG, 16);
031 this.noiseGen2 = new NoiseGeneratorOctaves(this.endRNG, 16);
032 this.noiseGen3 = new NoiseGeneratorOctaves(this.endRNG, 8);
033 this.noiseGen4 = new NoiseGeneratorOctaves(this.endRNG, 10);
034 this.noiseGen5 = new NoiseGeneratorOctaves(this.endRNG, 16);
035 }
036
037 public void generateTerrain(int par1, int par2, byte[] par3ArrayOfByte, BiomeGenBase[] par4ArrayOfBiomeGenBase)
038 {
039 byte var5 = 2;
040 int var6 = var5 + 1;
041 byte var7 = 33;
042 int var8 = var5 + 1;
043 this.densities = this.initializeNoiseField(this.densities, par1 * var5, 0, par2 * var5, var6, var7, var8);
044
045 for (int var9 = 0; var9 < var5; ++var9)
046 {
047 for (int var10 = 0; var10 < var5; ++var10)
048 {
049 for (int var11 = 0; var11 < 32; ++var11)
050 {
051 double var12 = 0.25D;
052 double var14 = this.densities[((var9 + 0) * var8 + var10 + 0) * var7 + var11 + 0];
053 double var16 = this.densities[((var9 + 0) * var8 + var10 + 1) * var7 + var11 + 0];
054 double var18 = this.densities[((var9 + 1) * var8 + var10 + 0) * var7 + var11 + 0];
055 double var20 = this.densities[((var9 + 1) * var8 + var10 + 1) * var7 + var11 + 0];
056 double var22 = (this.densities[((var9 + 0) * var8 + var10 + 0) * var7 + var11 + 1] - var14) * var12;
057 double var24 = (this.densities[((var9 + 0) * var8 + var10 + 1) * var7 + var11 + 1] - var16) * var12;
058 double var26 = (this.densities[((var9 + 1) * var8 + var10 + 0) * var7 + var11 + 1] - var18) * var12;
059 double var28 = (this.densities[((var9 + 1) * var8 + var10 + 1) * var7 + var11 + 1] - var20) * var12;
060
061 for (int var30 = 0; var30 < 4; ++var30)
062 {
063 double var31 = 0.125D;
064 double var33 = var14;
065 double var35 = var16;
066 double var37 = (var18 - var14) * var31;
067 double var39 = (var20 - var16) * var31;
068
069 for (int var41 = 0; var41 < 8; ++var41)
070 {
071 int var42 = var41 + var9 * 8 << 11 | 0 + var10 * 8 << 7 | var11 * 4 + var30;
072 short var43 = 128;
073 double var44 = 0.125D;
074 double var46 = var33;
075 double var48 = (var35 - var33) * var44;
076
077 for (int var50 = 0; var50 < 8; ++var50)
078 {
079 int var51 = 0;
080
081 if (var46 > 0.0D)
082 {
083 var51 = Block.whiteStone.blockID;
084 }
085
086 par3ArrayOfByte[var42] = (byte)var51;
087 var42 += var43;
088 var46 += var48;
089 }
090
091 var33 += var37;
092 var35 += var39;
093 }
094
095 var14 += var22;
096 var16 += var24;
097 var18 += var26;
098 var20 += var28;
099 }
100 }
101 }
102 }
103 }
104
105 public void replaceBlocksForBiome(int par1, int par2, byte[] par3ArrayOfByte, BiomeGenBase[] par4ArrayOfBiomeGenBase)
106 {
107 for (int var5 = 0; var5 < 16; ++var5)
108 {
109 for (int var6 = 0; var6 < 16; ++var6)
110 {
111 byte var7 = 1;
112 int var8 = -1;
113 byte var9 = (byte)Block.whiteStone.blockID;
114 byte var10 = (byte)Block.whiteStone.blockID;
115
116 for (int var11 = 127; var11 >= 0; --var11)
117 {
118 int var12 = (var6 * 16 + var5) * 128 + var11;
119 byte var13 = par3ArrayOfByte[var12];
120
121 if (var13 == 0)
122 {
123 var8 = -1;
124 }
125 else if (var13 == Block.stone.blockID)
126 {
127 if (var8 == -1)
128 {
129 if (var7 <= 0)
130 {
131 var9 = 0;
132 var10 = (byte)Block.whiteStone.blockID;
133 }
134
135 var8 = var7;
136
137 if (var11 >= 0)
138 {
139 par3ArrayOfByte[var12] = var9;
140 }
141 else
142 {
143 par3ArrayOfByte[var12] = var10;
144 }
145 }
146 else if (var8 > 0)
147 {
148 --var8;
149 par3ArrayOfByte[var12] = var10;
150 }
151 }
152 }
153 }
154 }
155 }
156
157 /**
158 * loads or generates the chunk at the chunk location specified
159 */
160 public Chunk loadChunk(int par1, int par2)
161 {
162 return this.provideChunk(par1, par2);
163 }
164
165 /**
166 * Will return back a chunk, if it doesn't exist and its not a MP client it will generates all the blocks for the
167 * specified chunk from the map seed and chunk seed
168 */
169 public Chunk provideChunk(int par1, int par2)
170 {
171 this.endRNG.setSeed((long)par1 * 341873128712L + (long)par2 * 132897987541L);
172 byte[] var3 = new byte[32768];
173 this.biomesForGeneration = this.endWorld.getWorldChunkManager().loadBlockGeneratorData(this.biomesForGeneration, par1 * 16, par2 * 16, 16, 16);
174 this.generateTerrain(par1, par2, var3, this.biomesForGeneration);
175 this.replaceBlocksForBiome(par1, par2, var3, this.biomesForGeneration);
176 Chunk var4 = new Chunk(this.endWorld, var3, par1, par2);
177 byte[] var5 = var4.getBiomeArray();
178
179 for (int var6 = 0; var6 < var5.length; ++var6)
180 {
181 var5[var6] = (byte)this.biomesForGeneration[var6].biomeID;
182 }
183
184 var4.generateSkylightMap();
185 return var4;
186 }
187
188 /**
189 * generates a subset of the level's terrain data. Takes 7 arguments: the [empty] noise array, the position, and the
190 * size.
191 */
192 private double[] initializeNoiseField(double[] par1ArrayOfDouble, int par2, int par3, int par4, int par5, int par6, int par7)
193 {
194 if (par1ArrayOfDouble == null)
195 {
196 par1ArrayOfDouble = new double[par5 * par6 * par7];
197 }
198
199 double var8 = 684.412D;
200 double var10 = 684.412D;
201 this.noiseData4 = this.noiseGen4.generateNoiseOctaves(this.noiseData4, par2, par4, par5, par7, 1.121D, 1.121D, 0.5D);
202 this.noiseData5 = this.noiseGen5.generateNoiseOctaves(this.noiseData5, par2, par4, par5, par7, 200.0D, 200.0D, 0.5D);
203 var8 *= 2.0D;
204 this.noiseData1 = this.noiseGen3.generateNoiseOctaves(this.noiseData1, par2, par3, par4, par5, par6, par7, var8 / 80.0D, var10 / 160.0D, var8 / 80.0D);
205 this.noiseData2 = this.noiseGen1.generateNoiseOctaves(this.noiseData2, par2, par3, par4, par5, par6, par7, var8, var10, var8);
206 this.noiseData3 = this.noiseGen2.generateNoiseOctaves(this.noiseData3, par2, par3, par4, par5, par6, par7, var8, var10, var8);
207 int var12 = 0;
208 int var13 = 0;
209
210 for (int var14 = 0; var14 < par5; ++var14)
211 {
212 for (int var15 = 0; var15 < par7; ++var15)
213 {
214 double var16 = (this.noiseData4[var13] + 256.0D) / 512.0D;
215
216 if (var16 > 1.0D)
217 {
218 var16 = 1.0D;
219 }
220
221 double var18 = this.noiseData5[var13] / 8000.0D;
222
223 if (var18 < 0.0D)
224 {
225 var18 = -var18 * 0.3D;
226 }
227
228 var18 = var18 * 3.0D - 2.0D;
229 float var20 = (float)(var14 + par2 - 0) / 1.0F;
230 float var21 = (float)(var15 + par4 - 0) / 1.0F;
231 float var22 = 100.0F - MathHelper.sqrt_float(var20 * var20 + var21 * var21) * 8.0F;
232
233 if (var22 > 80.0F)
234 {
235 var22 = 80.0F;
236 }
237
238 if (var22 < -100.0F)
239 {
240 var22 = -100.0F;
241 }
242
243 if (var18 > 1.0D)
244 {
245 var18 = 1.0D;
246 }
247
248 var18 /= 8.0D;
249 var18 = 0.0D;
250
251 if (var16 < 0.0D)
252 {
253 var16 = 0.0D;
254 }
255
256 var16 += 0.5D;
257 var18 = var18 * (double)par6 / 16.0D;
258 ++var13;
259 double var23 = (double)par6 / 2.0D;
260
261 for (int var25 = 0; var25 < par6; ++var25)
262 {
263 double var26 = 0.0D;
264 double var28 = ((double)var25 - var23) * 8.0D / var16;
265
266 if (var28 < 0.0D)
267 {
268 var28 *= -1.0D;
269 }
270
271 double var30 = this.noiseData2[var12] / 512.0D;
272 double var32 = this.noiseData3[var12] / 512.0D;
273 double var34 = (this.noiseData1[var12] / 10.0D + 1.0D) / 2.0D;
274
275 if (var34 < 0.0D)
276 {
277 var26 = var30;
278 }
279 else if (var34 > 1.0D)
280 {
281 var26 = var32;
282 }
283 else
284 {
285 var26 = var30 + (var32 - var30) * var34;
286 }
287
288 var26 -= 8.0D;
289 var26 += (double)var22;
290 byte var36 = 2;
291 double var37;
292
293 if (var25 > par6 / 2 - var36)
294 {
295 var37 = (double)((float)(var25 - (par6 / 2 - var36)) / 64.0F);
296
297 if (var37 < 0.0D)
298 {
299 var37 = 0.0D;
300 }
301
302 if (var37 > 1.0D)
303 {
304 var37 = 1.0D;
305 }
306
307 var26 = var26 * (1.0D - var37) + -3000.0D * var37;
308 }
309
310 var36 = 8;
311
312 if (var25 < var36)
313 {
314 var37 = (double)((float)(var36 - var25) / ((float)var36 - 1.0F));
315 var26 = var26 * (1.0D - var37) + -30.0D * var37;
316 }
317
318 par1ArrayOfDouble[var12] = var26;
319 ++var12;
320 }
321 }
322 }
323
324 return par1ArrayOfDouble;
325 }
326
327 /**
328 * Checks to see if a chunk exists at x, y
329 */
330 public boolean chunkExists(int par1, int par2)
331 {
332 return true;
333 }
334
335 /**
336 * Populates chunk with ores etc etc
337 */
338 public void populate(IChunkProvider par1IChunkProvider, int par2, int par3)
339 {
340 BlockSand.fallInstantly = true;
341 int var4 = par2 * 16;
342 int var5 = par3 * 16;
343 BiomeGenBase var6 = this.endWorld.getBiomeGenForCoords(var4 + 16, var5 + 16);
344 var6.decorate(this.endWorld, this.endWorld.rand, var4, var5);
345 BlockSand.fallInstantly = false;
346 }
347
348 /**
349 * Two modes of operation: if passed true, save all Chunks in one go. If passed false, save up to two chunks.
350 * Return true if all chunks have been saved.
351 */
352 public boolean saveChunks(boolean par1, IProgressUpdate par2IProgressUpdate)
353 {
354 return true;
355 }
356
357 /**
358 * Unloads the 100 oldest chunks from memory, due to a bug with chunkSet.add() never being called it thinks the list
359 * is always empty and will not remove any chunks.
360 */
361 public boolean unload100OldestChunks()
362 {
363 return false;
364 }
365
366 /**
367 * Returns if the IChunkProvider supports saving.
368 */
369 public boolean canSave()
370 {
371 return true;
372 }
373
374 /**
375 * Converts the instance data to a readable string.
376 */
377 public String makeString()
378 {
379 return "RandomLevelSource";
380 }
381
382 /**
383 * Returns a list of creatures of the specified type that can spawn at the given location.
384 */
385 public List getPossibleCreatures(EnumCreatureType par1EnumCreatureType, int par2, int par3, int par4)
386 {
387 BiomeGenBase var5 = this.endWorld.getBiomeGenForCoords(par2, par4);
388 return var5 == null ? null : var5.getSpawnableList(par1EnumCreatureType);
389 }
390
391 /**
392 * Returns the location of the closest structure of the specified type. If not found returns null.
393 */
394 public ChunkPosition findClosestStructure(World par1World, String par2Str, int par3, int par4, int par5)
395 {
396 return null;
397 }
398
399 public int getLoadedChunkCount()
400 {
401 return 0;
402 }
403 }