BiomesOPlenty/src/minecraft/biomesoplenty/world/WorldChunkManagerBOP.java

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2013-05-07 18:08:35 +00:00
package biomesoplenty.world;
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import java.util.ArrayList;
import java.util.List;
import java.util.Random;
import net.minecraft.world.ChunkPosition;
import net.minecraft.world.World;
import net.minecraft.world.WorldType;
import net.minecraft.world.biome.BiomeCache;
import net.minecraft.world.biome.BiomeGenBase;
import net.minecraft.world.biome.WorldChunkManager;
import net.minecraft.world.gen.layer.GenLayer;
import net.minecraft.world.gen.layer.IntCache;
import biomesoplenty.api.Biomes;
import com.google.common.base.Optional;
public class WorldChunkManagerBOP extends WorldChunkManager
{
private GenLayer genBiomes;
/** A GenLayer containing the indices into BiomeGenBase.biomeList[] */
private GenLayer biomeIndexLayer;
/** The BiomeCache object for this world. */
private BiomeCache biomeCache;
/** A list of biomes that the player can spawn in. */
private List<BiomeGenBase> biomesToSpawnIn;
protected WorldChunkManagerBOP()
{
this.biomeCache = new BiomeCache(this);
this.biomesToSpawnIn = new ArrayList<BiomeGenBase>();
this.biomesToSpawnIn.add(BiomeGenBase.forest);
this.biomesToSpawnIn.add(BiomeGenBase.plains);
this.biomesToSpawnIn.add(BiomeGenBase.taiga);
this.biomesToSpawnIn.add(BiomeGenBase.taigaHills);
this.biomesToSpawnIn.add(BiomeGenBase.forestHills);
this.biomesToSpawnIn.add(BiomeGenBase.jungle);
this.biomesToSpawnIn.add(BiomeGenBase.jungleHills);
addSpawnBiomes(Biomes.alps);
addSpawnBiomes(Biomes.arctic);
addSpawnBiomes(Biomes.badlands);
addSpawnBiomes(Biomes.bambooForest);
addSpawnBiomes(Biomes.bayou);
addSpawnBiomes(Biomes.birchForest);
addSpawnBiomes(Biomes.bog);
addSpawnBiomes(Biomes.borealForest);
addSpawnBiomes(Biomes.chaparral);
addSpawnBiomes(Biomes.cherryBlossomGrove);
addSpawnBiomes(Biomes.coniferousForest);
addSpawnBiomes(Biomes.coniferousForestSnow);
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addSpawnBiomes(Biomes.crag);
addSpawnBiomes(Biomes.deadForest);
addSpawnBiomes(Biomes.deadForestSnow);
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addSpawnBiomes(Biomes.deciduousForest);
addSpawnBiomes(Biomes.drylands);
addSpawnBiomes(Biomes.dunes);
addSpawnBiomes(Biomes.frostForest);
addSpawnBiomes(Biomes.glacier);
addSpawnBiomes(Biomes.grassland);
addSpawnBiomes(Biomes.grove);
addSpawnBiomes(Biomes.heathland);
addSpawnBiomes(Biomes.highland);
addSpawnBiomes(Biomes.lushDesert);
addSpawnBiomes(Biomes.lushSwamp);
addSpawnBiomes(Biomes.mangrove);
addSpawnBiomes(Biomes.mapleWoods);
addSpawnBiomes(Biomes.marsh);
addSpawnBiomes(Biomes.meadow);
addSpawnBiomes(Biomes.mesa);
addSpawnBiomes(Biomes.mountain);
addSpawnBiomes(Biomes.oasis);
addSpawnBiomes(Biomes.orchard);
addSpawnBiomes(Biomes.pasture);
addSpawnBiomes(Biomes.prairie);
addSpawnBiomes(Biomes.quagmire);
addSpawnBiomes(Biomes.rainforest);
addSpawnBiomes(Biomes.redwoodForest);
addSpawnBiomes(Biomes.savanna);
addSpawnBiomes(Biomes.scrubland);
addSpawnBiomes(Biomes.seasonalForest);
addSpawnBiomes(Biomes.shrubland);
addSpawnBiomes(Biomes.steppe);
addSpawnBiomes(Biomes.temperateRainforest);
addSpawnBiomes(Biomes.tropicalRainforest);
addSpawnBiomes(Biomes.tropics);
addSpawnBiomes(Biomes.tundra);
addSpawnBiomes(Biomes.volcano);
addSpawnBiomes(Biomes.wetland);
addSpawnBiomes(Biomes.woodland);
addSpawnBiomes(Biomes.forestNew);
addSpawnBiomes(Biomes.plainsNew);
addSpawnBiomes(Biomes.taigaNew);
addSpawnBiomes(Biomes.jungleNew);
}
public WorldChunkManagerBOP(long par1, WorldType par3WorldType)
{
this();
GenLayer[] var4 = GenLayer.initializeAllBiomeGenerators(par1, par3WorldType);
this.genBiomes = (GenLayer) var4[0];
this.biomeIndexLayer = (GenLayer) var4[1];
}
public WorldChunkManagerBOP(World par1World)
{
this(par1World.getSeed(), par1World.getWorldInfo().getTerrainType());
}
/**
* Gets the list of valid biomes for the player to spawn in.
*/
public List<BiomeGenBase> getBiomesToSpawnIn()
{
return this.biomesToSpawnIn;
}
/**
* Returns the BiomeGenBase related to the x, z position on the world.
*/
public BiomeGenBase getBiomeGenAt(int par1, int par2)
{
return this.biomeCache.getBiomeGenAt(par1, par2);
}
/**
* Returns a list of rainfall values for the specified blocks. Args: listToReuse, x, z, width, length.
*/
public float[] getRainfall(float[] par1ArrayOfFloat, int par2, int par3, int par4, int par5)
{
IntCache.resetIntCache();
if (par1ArrayOfFloat == null || par1ArrayOfFloat.length < par4 * par5)
{
par1ArrayOfFloat = new float[par4 * par5];
}
int[] var6 = this.biomeIndexLayer.getInts(par2, par3, par4, par5);
for (int var7 = 0; var7 < par4 * par5; ++var7)
{
float var8 = (float)BiomeGenBase.biomeList[var6[var7]].getIntRainfall() / 65536.0F;
if (var8 > 1.0F)
{
var8 = 1.0F;
}
par1ArrayOfFloat[var7] = var8;
}
return par1ArrayOfFloat;
}
/**
* Return an adjusted version of a given temperature based on the y height
*/
public float getTemperatureAtHeight(float par1, int par2)
{
return par1;
}
/**
* Returns a list of temperatures to use for the specified blocks. Args: listToReuse, x, y, width, length
*/
public float[] getTemperatures(float[] par1ArrayOfFloat, int par2, int par3, int par4, int par5)
{
IntCache.resetIntCache();
if (par1ArrayOfFloat == null || par1ArrayOfFloat.length < par4 * par5)
{
par1ArrayOfFloat = new float[par4 * par5];
}
int[] var6 = this.biomeIndexLayer.getInts(par2, par3, par4, par5);
for (int var7 = 0; var7 < par4 * par5; ++var7)
{
float var8 = (float)BiomeGenBase.biomeList[var6[var7]].getIntTemperature() / 65536.0F;
if (var8 > 1.0F)
{
var8 = 1.0F;
}
par1ArrayOfFloat[var7] = var8;
}
return par1ArrayOfFloat;
}
/**
* Returns an array of biomes for the location input.
*/
public BiomeGenBase[] getBiomesForGeneration(BiomeGenBase[] par1ArrayOfBiomeGenBase, int par2, int par3, int par4, int par5)
{
IntCache.resetIntCache();
if (par1ArrayOfBiomeGenBase == null || par1ArrayOfBiomeGenBase.length < par4 * par5)
{
par1ArrayOfBiomeGenBase = new BiomeGenBase[par4 * par5];
}
int[] var6 = this.genBiomes.getInts(par2, par3, par4, par5);
for (int var7 = 0; var7 < par4 * par5; ++var7)
{
par1ArrayOfBiomeGenBase[var7] = BiomeGenBase.biomeList[var6[var7]];
}
return par1ArrayOfBiomeGenBase;
}
/**
* Returns biomes to use for the blocks and loads the other data like temperature and humidity onto the
* WorldChunkManager Args: oldBiomeList, x, z, width, depth
*/
public BiomeGenBase[] loadBlockGeneratorData(BiomeGenBase[] par1ArrayOfBiomeGenBase, int par2, int par3, int par4, int par5)
{
return this.getBiomeGenAt(par1ArrayOfBiomeGenBase, par2, par3, par4, par5, true);
}
/**
* Return a list of biomes for the specified blocks. Args: listToReuse, x, y, width, length, cacheFlag (if false,
* don't check biomeCache to avoid infinite loop in BiomeCacheBlock)
*/
public BiomeGenBase[] getBiomeGenAt(BiomeGenBase[] par1ArrayOfBiomeGenBase, int par2, int par3, int par4, int par5, boolean par6)
{
IntCache.resetIntCache();
if (par1ArrayOfBiomeGenBase == null || par1ArrayOfBiomeGenBase.length < par4 * par5)
{
par1ArrayOfBiomeGenBase = new BiomeGenBase[par4 * par5];
}
if (par6 && par4 == 16 && par5 == 16 && (par2 & 15) == 0 && (par3 & 15) == 0)
{
BiomeGenBase[] var9 = this.biomeCache.getCachedBiomes(par2, par3);
System.arraycopy(var9, 0, par1ArrayOfBiomeGenBase, 0, par4 * par5);
return par1ArrayOfBiomeGenBase;
}
else
{
int[] var7 = this.biomeIndexLayer.getInts(par2, par3, par4, par5);
for (int var8 = 0; var8 < par4 * par5; ++var8)
{
par1ArrayOfBiomeGenBase[var8] = BiomeGenBase.biomeList[var7[var8]];
}
return par1ArrayOfBiomeGenBase;
}
}
/**
* checks given Chunk's Biomes against List of allowed ones
*/
@SuppressWarnings("rawtypes")
public boolean areBiomesViable(int par1, int par2, int par3, List par4List)
{
IntCache.resetIntCache();
int var5 = par1 - par3 >> 2;
int var6 = par2 - par3 >> 2;
int var7 = par1 + par3 >> 2;
int var8 = par2 + par3 >> 2;
int var9 = var7 - var5 + 1;
int var10 = var8 - var6 + 1;
int[] var11 = this.genBiomes.getInts(var5, var6, var9, var10);
for (int var12 = 0; var12 < var9 * var10; ++var12)
{
BiomeGenBase var13 = BiomeGenBase.biomeList[var11[var12]];
if (!par4List.contains(var13))
{
return false;
}
}
return true;
}
/**
* Finds a valid position within a range, that is in one of the listed biomes. Searches {par1,par2} +-par3 blocks.
* Strongly favors positive y positions.
*/
@SuppressWarnings("rawtypes")
public ChunkPosition findBiomePosition(int par1, int par2, int par3, List par4List, Random par5Random)
{
IntCache.resetIntCache();
int var6 = par1 - par3 >> 2;
int var7 = par2 - par3 >> 2;
int var8 = par1 + par3 >> 2;
int var9 = par2 + par3 >> 2;
int var10 = var8 - var6 + 1;
int var11 = var9 - var7 + 1;
int[] var12 = this.genBiomes.getInts(var6, var7, var10, var11);
ChunkPosition var13 = null;
int var14 = 0;
for (int var15 = 0; var15 < var12.length; ++var15)
{
int var16 = var6 + var15 % var10 << 2;
int var17 = var7 + var15 / var10 << 2;
BiomeGenBase var18 = BiomeGenBase.biomeList[var12[var15]];
if (par4List.contains(var18) && (var13 == null || par5Random.nextInt(var14 + 1) == 0))
{
var13 = new ChunkPosition(var16, 0, var17);
++var14;
}
}
return var13;
}
/**
* Calls the WorldChunkManager's biomeCache.cleanupCache()
*/
public void cleanupCache()
{
this.biomeCache.cleanupCache();
}
private void addSpawnBiomes(Optional<? extends BiomeGenBase> biome)
{
if (biome.isPresent())
this.biomesToSpawnIn.add(biome.get());
}
}