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[chemicraft/ChemiCraftNext.git] / src / asia / tcrs / ccnp / chemicraftnext / core / other / ChunkProviderChemical.java
1 package asia.tcrs.ccnp.chemicraftnext.core.other;
2
3 import static net.minecraftforge.event.terraingen.InitMapGenEvent.EventType.*;
4 import static net.minecraftforge.event.terraingen.PopulateChunkEvent.Populate.EventType.*;
5
6 import java.util.List;
7 import java.util.Random;
8
9 import net.minecraft.block.Block;
10 import net.minecraft.block.BlockSand;
11 import net.minecraft.entity.EnumCreatureType;
12 import net.minecraft.util.IProgressUpdate;
13 import net.minecraft.util.MathHelper;
14 import net.minecraft.world.ChunkPosition;
15 import net.minecraft.world.SpawnerAnimals;
16 import net.minecraft.world.World;
17 import net.minecraft.world.biome.BiomeGenBase;
18 import net.minecraft.world.chunk.Chunk;
19 import net.minecraft.world.chunk.IChunkProvider;
20 import net.minecraft.world.gen.MapGenBase;
21 import net.minecraft.world.gen.MapGenCaves;
22 import net.minecraft.world.gen.MapGenRavine;
23 import net.minecraft.world.gen.NoiseGeneratorOctaves;
24 import net.minecraft.world.gen.feature.MapGenScatteredFeature;
25 import net.minecraft.world.gen.feature.WorldGenDungeons;
26 import net.minecraft.world.gen.feature.WorldGenLakes;
27 import net.minecraft.world.gen.structure.MapGenMineshaft;
28 import net.minecraft.world.gen.structure.MapGenStronghold;
29 import net.minecraft.world.gen.structure.MapGenVillage;
30 import net.minecraftforge.common.MinecraftForge;
31 import net.minecraftforge.event.Event.Result;
32 import net.minecraftforge.event.terraingen.ChunkProviderEvent;
33 import net.minecraftforge.event.terraingen.PopulateChunkEvent;
34 import net.minecraftforge.event.terraingen.TerrainGen;
35
36 public class ChunkProviderChemical implements IChunkProvider
37 {
38         /** RNG. */
39         private Random rand;
40
41         /** A NoiseGeneratorOctaves used in generating terrain */
42         private NoiseGeneratorOctaves noiseGen1;
43
44         /** A NoiseGeneratorOctaves used in generating terrain */
45         private NoiseGeneratorOctaves noiseGen2;
46
47         /** A NoiseGeneratorOctaves used in generating terrain */
48         private NoiseGeneratorOctaves noiseGen3;
49
50         /** A NoiseGeneratorOctaves used in generating terrain */
51         private NoiseGeneratorOctaves noiseGen4;
52
53         /** A NoiseGeneratorOctaves used in generating terrain */
54         public NoiseGeneratorOctaves noiseGen5;
55
56         /** A NoiseGeneratorOctaves used in generating terrain */
57         public NoiseGeneratorOctaves noiseGen6;
58         public NoiseGeneratorOctaves mobSpawnerNoise;
59
60         /** Reference to the World object. */
61         private World worldObj;
62
63         /** are map structures going to be generated (e.g. strongholds) */
64         private final boolean mapFeaturesEnabled;
65
66         /** Holds the overall noise array used in chunk generation */
67         private double[] noiseArray;
68         private double[] stoneNoise = new double[256];
69         private MapGenBase caveGenerator = new MapGenCaves();
70
71         /** Holds Stronghold Generator */
72         private MapGenStronghold strongholdGenerator = new MapGenStronghold();
73
74         /** Holds Village Generator */
75         private MapGenVillage villageGenerator = new MapGenVillage();
76
77         /** Holds Mineshaft Generator */
78         private MapGenMineshaft mineshaftGenerator = new MapGenMineshaft();
79         private MapGenScatteredFeature scatteredFeatureGenerator = new MapGenScatteredFeature();
80
81         /** Holds ravine generator */
82         private MapGenBase ravineGenerator = new MapGenRavine();
83
84         /** The biomes that are used to generate the chunk */
85         private BiomeGenBase[] biomesForGeneration;
86
87         /** A double array that hold terrain noise from noiseGen3 */
88         double[] noise3;
89
90         /** A double array that hold terrain noise */
91         double[] noise1;
92
93         /** A double array that hold terrain noise from noiseGen2 */
94         double[] noise2;
95
96         /** A double array that hold terrain noise from noiseGen5 */
97         double[] noise5;
98
99         /** A double array that holds terrain noise from noiseGen6 */
100         double[] noise6;
101
102         /**
103          * Used to store the 5x5 parabolic field that is used during terrain generation.
104          */
105         float[] parabolicField;
106         int[][] field_73219_j = new int[32][32];
107
108         {
109                 caveGenerator = TerrainGen.getModdedMapGen(caveGenerator, CAVE);
110                 strongholdGenerator = (MapGenStronghold) TerrainGen.getModdedMapGen(strongholdGenerator, STRONGHOLD);
111                 villageGenerator = (MapGenVillage) TerrainGen.getModdedMapGen(villageGenerator, VILLAGE);
112                 mineshaftGenerator = (MapGenMineshaft) TerrainGen.getModdedMapGen(mineshaftGenerator, MINESHAFT);
113                 scatteredFeatureGenerator = (MapGenScatteredFeature) TerrainGen.getModdedMapGen(scatteredFeatureGenerator, SCATTERED_FEATURE);
114                 ravineGenerator = TerrainGen.getModdedMapGen(ravineGenerator, RAVINE);
115         }
116
117         public ChunkProviderChemical(World par1World, long par2, boolean par4)
118         {
119                 this.worldObj = par1World;
120                 this.mapFeaturesEnabled = par4;
121                 this.rand = new Random(par2);
122                 this.noiseGen1 = new NoiseGeneratorOctaves(this.rand, 16);
123                 this.noiseGen2 = new NoiseGeneratorOctaves(this.rand, 16);
124                 this.noiseGen3 = new NoiseGeneratorOctaves(this.rand, 8);
125                 this.noiseGen4 = new NoiseGeneratorOctaves(this.rand, 4);
126                 this.noiseGen5 = new NoiseGeneratorOctaves(this.rand, 10);
127                 this.noiseGen6 = new NoiseGeneratorOctaves(this.rand, 16);
128                 this.mobSpawnerNoise = new NoiseGeneratorOctaves(this.rand, 8);
129
130                 NoiseGeneratorOctaves[] noiseGens = {noiseGen1, noiseGen2, noiseGen3, noiseGen4, noiseGen5, noiseGen6, mobSpawnerNoise};
131                 noiseGens = TerrainGen.getModdedNoiseGenerators(par1World, this.rand, noiseGens);
132                 this.noiseGen1 = noiseGens[0];
133                 this.noiseGen2 = noiseGens[1];
134                 this.noiseGen3 = noiseGens[2];
135                 this.noiseGen4 = noiseGens[3];
136                 this.noiseGen5 = noiseGens[4];
137                 this.noiseGen6 = noiseGens[5];
138                 this.mobSpawnerNoise = noiseGens[6];
139         }
140
141         /**
142          * Generates the shape of the terrain for the chunk though its all stone though the water is frozen if the
143          * temperature is low enough
144          */
145         public void generateTerrain(int par1, int par2, byte[] par3ArrayOfByte)
146         {
147                 byte var4 = 4;
148                 byte var5 = 16;
149                 byte var6 = 63;
150                 int var7 = var4 + 1;
151                 byte var8 = 17;
152                 int var9 = var4 + 1;
153                 this.biomesForGeneration = this.worldObj.getWorldChunkManager().getBiomesForGeneration(this.biomesForGeneration, par1 * 4 - 2, par2 * 4 - 2, var7 + 5, var9 + 5);
154                 this.noiseArray = this.initializeNoiseField(this.noiseArray, par1 * var4, 0, par2 * var4, var7, var8, var9);
155
156                 for (int var10 = 0; var10 < var4; ++var10)
157                 {
158                         for (int var11 = 0; var11 < var4; ++var11)
159                         {
160                                 for (int var12 = 0; var12 < var5; ++var12)
161                                 {
162                                         double var13 = 0.125D;
163                                         double var15 = this.noiseArray[((var10 + 0) * var9 + var11 + 0) * var8 + var12 + 0];
164                                         double var17 = this.noiseArray[((var10 + 0) * var9 + var11 + 1) * var8 + var12 + 0];
165                                         double var19 = this.noiseArray[((var10 + 1) * var9 + var11 + 0) * var8 + var12 + 0];
166                                         double var21 = this.noiseArray[((var10 + 1) * var9 + var11 + 1) * var8 + var12 + 0];
167                                         double var23 = (this.noiseArray[((var10 + 0) * var9 + var11 + 0) * var8 + var12 + 1] - var15) * var13;
168                                         double var25 = (this.noiseArray[((var10 + 0) * var9 + var11 + 1) * var8 + var12 + 1] - var17) * var13;
169                                         double var27 = (this.noiseArray[((var10 + 1) * var9 + var11 + 0) * var8 + var12 + 1] - var19) * var13;
170                                         double var29 = (this.noiseArray[((var10 + 1) * var9 + var11 + 1) * var8 + var12 + 1] - var21) * var13;
171
172                                         for (int var31 = 0; var31 < 8; ++var31)
173                                         {
174                                                 double var32 = 0.25D;
175                                                 double var34 = var15;
176                                                 double var36 = var17;
177                                                 double var38 = (var19 - var15) * var32;
178                                                 double var40 = (var21 - var17) * var32;
179
180                                                 for (int var42 = 0; var42 < 4; ++var42)
181                                                 {
182                                                         int var43 = var42 + var10 * 4 << 11 | 0 + var11 * 4 << 7 | var12 * 8 + var31;
183                                                         short var44 = 128;
184                                                         var43 -= var44;
185                                                         double var45 = 0.25D;
186                                                         double var49 = (var36 - var34) * var45;
187                                                         double var47 = var34 - var49;
188
189                                                         for (int var51 = 0; var51 < 4; ++var51)
190                                                         {
191                                                                 if ((var47 += var49) > 0.0D)
192                                                                 {
193                                                                         par3ArrayOfByte[var43 += var44] = (byte)Block.stone.blockID;
194                                                                 }
195                                                                 else if (var12 * 8 + var31 < var6)
196                                                                 {
197                                                                         //par3ArrayOfByte[var43 += var44] = (byte)Block.waterStill.blockID;
198                                                                 }
199                                                                 else
200                                                                 {
201                                                                         par3ArrayOfByte[var43 += var44] = 0;
202                                                                 }
203                                                         }
204
205                                                         var34 += var38;
206                                                         var36 += var40;
207                                                 }
208
209                                                 var15 += var23;
210                                                 var17 += var25;
211                                                 var19 += var27;
212                                                 var21 += var29;
213                                         }
214                                 }
215                         }
216                 }
217         }
218
219         /**
220          * Replaces the stone that was placed in with blocks that match the biome
221          */
222         public void replaceBlocksForBiome(int par1, int par2, byte[] par3ArrayOfByte, BiomeGenBase[] par4ArrayOfBiomeGenBase)
223         {
224                 ChunkProviderEvent.ReplaceBiomeBlocks event = new ChunkProviderEvent.ReplaceBiomeBlocks(this, par1, par2, par3ArrayOfByte, par4ArrayOfBiomeGenBase);
225                 MinecraftForge.EVENT_BUS.post(event);
226                 if (event.getResult() == Result.DENY) return;
227
228                 byte var5 = 63;
229                 double var6 = 0.03125D;
230                 this.stoneNoise = this.noiseGen4.generateNoiseOctaves(this.stoneNoise, par1 * 16, par2 * 16, 0, 16, 16, 1, var6 * 2.0D, var6 * 2.0D, var6 * 2.0D);
231
232                 for (int var8 = 0; var8 < 16; ++var8)
233                 {
234                         for (int var9 = 0; var9 < 16; ++var9)
235                         {
236                                 BiomeGenBase var10 = par4ArrayOfBiomeGenBase[var9 + var8 * 16];
237                                 float var11 = var10.getFloatTemperature();
238                                 int var12 = (int)(this.stoneNoise[var8 + var9 * 16] / 3.0D + 3.0D + this.rand.nextDouble() * 0.25D);
239                                 int var13 = -1;
240                                 byte var14 = var10.topBlock;
241                                 byte var15 = var10.fillerBlock;
242
243                                 for (int var16 = 127; var16 >= 0; --var16)
244                                 {
245                                         int var17 = (var9 * 16 + var8) * 128 + var16;
246
247                                         if (var16 <= 0 + this.rand.nextInt(5))
248                                         {
249                                                 par3ArrayOfByte[var17] = (byte)Block.bedrock.blockID;
250                                         }
251                                         else
252                                         {
253                                                 byte var18 = par3ArrayOfByte[var17];
254
255                                                 if (var18 == 0)
256                                                 {
257                                                         var13 = -1;
258                                                 }
259                                                 else if (var18 == Block.stone.blockID)
260                                                 {
261                                                         if (var13 == -1)
262                                                         {
263                                                                 if (var12 <= 0)
264                                                                 {
265                                                                         var14 = 0;
266                                                                         var15 = (byte)Block.stone.blockID;
267                                                                 }
268                                                                 else if (var16 >= var5 - 4 && var16 <= var5 + 1)
269                                                                 {
270                                                                         var14 = var10.topBlock;
271                                                                         var15 = var10.fillerBlock;
272                                                                 }
273
274                                                                 if (var16 < var5 && var14 == 0)
275                                                                 {
276                                                                         if (var11 < 0.15F)
277                                                                         {
278                                                                                 //var14 = (byte)Block.ice.blockID;
279                                                                         }
280                                                                         else
281                                                                         {
282                                                                                 //var14 = (byte)Block.waterStill.blockID;
283                                                                         }
284                                                                 }
285
286                                                                 var13 = var12;
287
288                                                                 if (var16 >= var5 - 1)
289                                                                 {
290                                                                         par3ArrayOfByte[var17] = var14;
291                                                                 }
292                                                                 else
293                                                                 {
294                                                                         par3ArrayOfByte[var17] = var15;
295                                                                 }
296                                                         }
297                                                         else if (var13 > 0)
298                                                         {
299                                                                 --var13;
300                                                                 par3ArrayOfByte[var17] = var15;
301
302                                                                 if (var13 == 0 && var15 == Block.sand.blockID)
303                                                                 {
304                                                                         var13 = this.rand.nextInt(4);
305                                                                         var15 = (byte)Block.sandStone.blockID;
306                                                                 }
307                                                         }
308                                                 }
309                                         }
310                                 }
311                         }
312                 }
313         }
314
315         /**
316          * loads or generates the chunk at the chunk location specified
317          */
318         public Chunk loadChunk(int par1, int par2)
319         {
320                 return this.provideChunk(par1, par2);
321         }
322
323         /**
324          * Will return back a chunk, if it doesn't exist and its not a MP client it will generates all the blocks for the
325          * specified chunk from the map seed and chunk seed
326          */
327         public Chunk provideChunk(int par1, int par2)
328         {
329                 this.rand.setSeed((long)par1 * 341873128712L + (long)par2 * 132897987541L);
330                 byte[] var3 = new byte[32768];
331                 this.generateTerrain(par1, par2, var3);
332                 this.biomesForGeneration = this.worldObj.getWorldChunkManager().loadBlockGeneratorData(this.biomesForGeneration, par1 * 16, par2 * 16, 16, 16);
333                 this.replaceBlocksForBiome(par1, par2, var3, this.biomesForGeneration);
334                 this.caveGenerator.generate(this, this.worldObj, par1, par2, var3);
335                 this.ravineGenerator.generate(this, this.worldObj, par1, par2, var3);
336
337                 if (this.mapFeaturesEnabled)
338                 {
339                         this.mineshaftGenerator.generate(this, this.worldObj, par1, par2, var3);
340                         this.villageGenerator.generate(this, this.worldObj, par1, par2, var3);
341                         this.strongholdGenerator.generate(this, this.worldObj, par1, par2, var3);
342                         this.scatteredFeatureGenerator.generate(this, this.worldObj, par1, par2, var3);
343                 }
344
345                 Chunk var4 = new Chunk(this.worldObj, var3, par1, par2);
346                 byte[] var5 = var4.getBiomeArray();
347
348                 for (int var6 = 0; var6 < var5.length; ++var6)
349                 {
350                         var5[var6] = (byte)this.biomesForGeneration[var6].biomeID;
351                 }
352
353                 var4.generateSkylightMap();
354                 return var4;
355         }
356
357         /**
358          * generates a subset of the level's terrain data. Takes 7 arguments: the [empty] noise array, the position, and the
359          * size.
360          */
361         private double[] initializeNoiseField(double[] par1ArrayOfDouble, int par2, int par3, int par4, int par5, int par6, int par7)
362         {
363                 ChunkProviderEvent.InitNoiseField event = new ChunkProviderEvent.InitNoiseField(this, par1ArrayOfDouble, par2, par3, par4, par5, par6, par7);
364                 MinecraftForge.EVENT_BUS.post(event);
365                 if (event.getResult() == Result.DENY) return event.noisefield;
366
367                 if (par1ArrayOfDouble == null)
368                 {
369                         par1ArrayOfDouble = new double[par5 * par6 * par7];
370                 }
371
372                 if (this.parabolicField == null)
373                 {
374                         this.parabolicField = new float[25];
375
376                         for (int var8 = -2; var8 <= 2; ++var8)
377                         {
378                                 for (int var9 = -2; var9 <= 2; ++var9)
379                                 {
380                                         float var10 = 10.0F / MathHelper.sqrt_float((float)(var8 * var8 + var9 * var9) + 0.2F);
381                                         this.parabolicField[var8 + 2 + (var9 + 2) * 5] = var10;
382                                 }
383                         }
384                 }
385
386                 double var44 = 684.412D;
387                 double var45 = 684.412D;
388                 this.noise5 = this.noiseGen5.generateNoiseOctaves(this.noise5, par2, par4, par5, par7, 1.121D, 1.121D, 0.5D);
389                 this.noise6 = this.noiseGen6.generateNoiseOctaves(this.noise6, par2, par4, par5, par7, 200.0D, 200.0D, 0.5D);
390                 this.noise3 = this.noiseGen3.generateNoiseOctaves(this.noise3, par2, par3, par4, par5, par6, par7, var44 / 80.0D, var45 / 160.0D, var44 / 80.0D);
391                 this.noise1 = this.noiseGen1.generateNoiseOctaves(this.noise1, par2, par3, par4, par5, par6, par7, var44, var45, var44);
392                 this.noise2 = this.noiseGen2.generateNoiseOctaves(this.noise2, par2, par3, par4, par5, par6, par7, var44, var45, var44);
393                 boolean var43 = false;
394                 boolean var42 = false;
395                 int var12 = 0;
396                 int var13 = 0;
397
398                 for (int var14 = 0; var14 < par5; ++var14)
399                 {
400                         for (int var15 = 0; var15 < par7; ++var15)
401                         {
402                                 float var16 = 0.0F;
403                                 float var17 = 0.0F;
404                                 float var18 = 0.0F;
405                                 byte var19 = 2;
406                                 BiomeGenBase var20 = this.biomesForGeneration[var14 + 2 + (var15 + 2) * (par5 + 5)];
407
408                                 for (int var21 = -var19; var21 <= var19; ++var21)
409                                 {
410                                         for (int var22 = -var19; var22 <= var19; ++var22)
411                                         {
412                                                 BiomeGenBase var23 = this.biomesForGeneration[var14 + var21 + 2 + (var15 + var22 + 2) * (par5 + 5)];
413                                                 float var24 = this.parabolicField[var21 + 2 + (var22 + 2) * 5] / (var23.minHeight + 2.0F);
414
415                                                 if (var23.minHeight > var20.minHeight)
416                                                 {
417                                                         var24 /= 2.0F;
418                                                 }
419
420                                                 var16 += var23.maxHeight * var24;
421                                                 var17 += var23.minHeight * var24;
422                                                 var18 += var24;
423                                         }
424                                 }
425
426                                 var16 /= var18;
427                                 var17 /= var18;
428                                 var16 = var16 * 0.9F + 0.1F;
429                                 var17 = (var17 * 4.0F - 1.0F) / 8.0F;
430                                 double var47 = this.noise6[var13] / 8000.0D;
431
432                                 if (var47 < 0.0D)
433                                 {
434                                         var47 = -var47 * 0.3D;
435                                 }
436
437                                 var47 = var47 * 3.0D - 2.0D;
438
439                                 if (var47 < 0.0D)
440                                 {
441                                         var47 /= 2.0D;
442
443                                         if (var47 < -1.0D)
444                                         {
445                                                 var47 = -1.0D;
446                                         }
447
448                                         var47 /= 1.4D;
449                                         var47 /= 2.0D;
450                                 }
451                                 else
452                                 {
453                                         if (var47 > 1.0D)
454                                         {
455                                                 var47 = 1.0D;
456                                         }
457
458                                         var47 /= 8.0D;
459                                 }
460
461                                 ++var13;
462
463                                 for (int var46 = 0; var46 < par6; ++var46)
464                                 {
465                                         double var48 = (double)var17;
466                                         double var26 = (double)var16;
467                                         var48 += var47 * 0.2D;
468                                         var48 = var48 * (double)par6 / 16.0D;
469                                         double var28 = (double)par6 / 2.0D + var48 * 4.0D;
470                                         double var30 = 0.0D;
471                                         double var32 = ((double)var46 - var28) * 12.0D * 128.0D / 128.0D / var26;
472
473                                         if (var32 < 0.0D)
474                                         {
475                                                 var32 *= 4.0D;
476                                         }
477
478                                         double var34 = this.noise1[var12] / 512.0D;
479                                         double var36 = this.noise2[var12] / 512.0D;
480                                         double var38 = (this.noise3[var12] / 10.0D + 1.0D) / 2.0D;
481
482                                         if (var38 < 0.0D)
483                                         {
484                                                 var30 = var34;
485                                         }
486                                         else if (var38 > 1.0D)
487                                         {
488                                                 var30 = var36;
489                                         }
490                                         else
491                                         {
492                                                 var30 = var34 + (var36 - var34) * var38;
493                                         }
494
495                                         var30 -= var32;
496
497                                         if (var46 > par6 - 4)
498                                         {
499                                                 double var40 = (double)((float)(var46 - (par6 - 4)) / 3.0F);
500                                                 var30 = var30 * (1.0D - var40) + -10.0D * var40;
501                                         }
502
503                                         par1ArrayOfDouble[var12] = var30;
504                                         ++var12;
505                                 }
506                         }
507                 }
508
509                 return par1ArrayOfDouble;
510         }
511
512         /**
513          * Checks to see if a chunk exists at x, y
514          */
515         public boolean chunkExists(int par1, int par2)
516         {
517                 return true;
518         }
519
520         /**
521          * Populates chunk with ores etc etc
522          */
523         public void populate(IChunkProvider par1IChunkProvider, int par2, int par3)
524         {
525                 BlockSand.fallInstantly = true;
526                 int var4 = par2 * 16;
527                 int var5 = par3 * 16;
528                 BiomeGenBase var6 = this.worldObj.getBiomeGenForCoords(var4 + 16, var5 + 16);
529                 this.rand.setSeed(this.worldObj.getSeed());
530                 long var7 = this.rand.nextLong() / 2L * 2L + 1L;
531                 long var9 = this.rand.nextLong() / 2L * 2L + 1L;
532                 this.rand.setSeed((long)par2 * var7 + (long)par3 * var9 ^ this.worldObj.getSeed());
533                 boolean var11 = false;
534
535                 MinecraftForge.EVENT_BUS.post(new PopulateChunkEvent.Pre(par1IChunkProvider, worldObj, rand, par2, par3, var11));
536
537                 if (this.mapFeaturesEnabled)
538                 {
539                         this.mineshaftGenerator.generateStructuresInChunk(this.worldObj, this.rand, par2, par3);
540                         var11 = this.villageGenerator.generateStructuresInChunk(this.worldObj, this.rand, par2, par3);
541                         this.strongholdGenerator.generateStructuresInChunk(this.worldObj, this.rand, par2, par3);
542                         this.scatteredFeatureGenerator.generateStructuresInChunk(this.worldObj, this.rand, par2, par3);
543                 }
544
545                 int var12;
546                 int var13;
547                 int var14;
548
549                 if (TerrainGen.populate(par1IChunkProvider, worldObj, rand, par2, par3, var11, LAKE) &&
550                                 !var11 && this.rand.nextInt(4) == 0)
551                 {
552                         var12 = var4 + this.rand.nextInt(16) + 8;
553                         var13 = this.rand.nextInt(128);
554                         var14 = var5 + this.rand.nextInt(16) + 8;
555                         //(new WorldGenLakes(Block.waterStill.blockID)).generate(this.worldObj, this.rand, var12, var13, var14);
556                 }
557
558                 if (TerrainGen.populate(par1IChunkProvider, worldObj, rand, par2, par3, var11, LAVA) &&
559                                 !var11 && this.rand.nextInt(8) == 0)
560                 {
561                         var12 = var4 + this.rand.nextInt(16) + 8;
562                         var13 = this.rand.nextInt(this.rand.nextInt(120) + 8);
563                         var14 = var5 + this.rand.nextInt(16) + 8;
564
565                         if (var13 < 63 || this.rand.nextInt(10) == 0)
566                         {
567                                 (new WorldGenLakes(Block.lavaStill.blockID)).generate(this.worldObj, this.rand, var12, var13, var14);
568                         }
569                 }
570
571                 boolean doGen = TerrainGen.populate(par1IChunkProvider, worldObj, rand, par2, par3, var11, DUNGEON);
572                 for (var12 = 0; doGen && var12 < 8; ++var12)
573                 {
574                         var13 = var4 + this.rand.nextInt(16) + 8;
575                         var14 = this.rand.nextInt(128);
576                         int var15 = var5 + this.rand.nextInt(16) + 8;
577
578                         if ((new WorldGenDungeons()).generate(this.worldObj, this.rand, var13, var14, var15))
579                         {
580                                 ;
581                         }
582                 }
583
584                 var6.decorate(this.worldObj, this.rand, var4, var5);
585                 SpawnerAnimals.performWorldGenSpawning(this.worldObj, var6, var4 + 8, var5 + 8, 16, 16, this.rand);
586                 var4 += 8;
587                 var5 += 8;
588
589                 doGen = TerrainGen.populate(par1IChunkProvider, worldObj, rand, par2, par3, var11, ICE);
590                 for (var12 = 0; doGen && var12 < 16; ++var12)
591                 {
592                         for (var13 = 0; var13 < 16; ++var13)
593                         {
594                                 var14 = this.worldObj.getPrecipitationHeight(var4 + var12, var5 + var13);
595
596                                 if (this.worldObj.isBlockFreezable(var12 + var4, var14 - 1, var13 + var5))
597                                 {
598                                         this.worldObj.setBlock(var12 + var4, var14 - 1, var13 + var5, Block.ice.blockID);
599                                 }
600
601                                 if (this.worldObj.canSnowAt(var12 + var4, var14, var13 + var5))
602                                 {
603                                         this.worldObj.setBlock(var12 + var4, var14, var13 + var5, Block.snow.blockID);
604                                 }
605                         }
606                 }
607
608                 MinecraftForge.EVENT_BUS.post(new PopulateChunkEvent.Post(par1IChunkProvider, worldObj, rand, par2, par3, var11));
609
610                 BlockSand.fallInstantly = false;
611         }
612
613         /**
614          * Two modes of operation: if passed true, save all Chunks in one go.  If passed false, save up to two chunks.
615          * Return true if all chunks have been saved.
616          */
617         public boolean saveChunks(boolean par1, IProgressUpdate par2IProgressUpdate)
618         {
619                 return true;
620         }
621
622         /**
623          * Unloads the 100 oldest chunks from memory, due to a bug with chunkSet.add() never being called it thinks the list
624          * is always empty and will not remove any chunks.
625          */
626         public boolean unload100OldestChunks()
627         {
628                 return false;
629         }
630
631         /**
632          * Returns if the IChunkProvider supports saving.
633          */
634         public boolean canSave()
635         {
636                 return true;
637         }
638
639         /**
640          * Converts the instance data to a readable string.
641          */
642         public String makeString()
643         {
644                 return "RandomLevelSource";
645         }
646
647         /**
648          * Returns a list of creatures of the specified type that can spawn at the given location.
649          */
650         public List getPossibleCreatures(EnumCreatureType par1EnumCreatureType, int par2, int par3, int par4)
651         {
652                 BiomeGenBase var5 = this.worldObj.getBiomeGenForCoords(par2, par4);
653                 return var5 == null ? null : (var5 == BiomeGenBase.swampland && par1EnumCreatureType == EnumCreatureType.monster && this.scatteredFeatureGenerator.hasStructureAt(par2, par3, par4) ? this.scatteredFeatureGenerator.getScatteredFeatureSpawnList() : var5.getSpawnableList(par1EnumCreatureType));
654         }
655
656         /**
657          * Returns the location of the closest structure of the specified type. If not found returns null.
658          */
659         public ChunkPosition findClosestStructure(World par1World, String par2Str, int par3, int par4, int par5)
660         {
661                 return "Stronghold".equals(par2Str) && this.strongholdGenerator != null ? this.strongholdGenerator.getNearestInstance(par1World, par3, par4, par5) : null;
662         }
663
664         public int getLoadedChunkCount()
665         {
666                 return 0;
667         }
668
669         public void recreateStructures(int par1, int par2)
670         {
671                 if (this.mapFeaturesEnabled)
672                 {
673                         this.mineshaftGenerator.generate(this, this.worldObj, par1, par2, (byte[])null);
674                         this.villageGenerator.generate(this, this.worldObj, par1, par2, (byte[])null);
675                         this.strongholdGenerator.generate(this, this.worldObj, par1, par2, (byte[])null);
676                         this.scatteredFeatureGenerator.generate(this, this.worldObj, par1, par2, (byte[])null);
677                 }
678         }
679
680         @Override
681         public boolean unloadQueuedChunks() {
682                 return false;
683         }
684
685         @Override
686         public void func_104112_b() {
687                 // TODO Auto-generated method stub
688                 
689         }
690
691 }