use of net.minecraft.world.chunk.storage.ExtendedBlockStorage in project Valkyrien-Warfare-Revamped by ValkyrienWarfare.
the class PhysicsObject method assembleShip.
private void assembleShip(EntityPlayer player, SpatialDetector detector, BlockPos centerInWorld) {
MutableBlockPos pos = new MutableBlockPos();
TIntIterator iter = detector.foundSet.iterator();
int radiusNeeded = 1;
while (iter.hasNext()) {
int i = iter.next();
detector.setPosWithRespectTo(i, BlockPos.ORIGIN, pos);
int xRad = Math.abs(pos.getX() >> 4);
int zRad = Math.abs(pos.getZ() >> 4);
radiusNeeded = Math.max(Math.max(zRad, xRad), radiusNeeded + 1);
}
// radiusNeeded = Math.max(radiusNeeded, 5);
iter = detector.foundSet.iterator();
radiusNeeded = Math.min(radiusNeeded, ValkyrienWarfareMod.chunkManager.getManagerForWorld(wrapper.worldObj).maxChunkRadius);
// System.out.println(radiusNeeded);
claimNewChunks(radiusNeeded);
claimedChunks = new Chunk[(ownedChunks.radius * 2) + 1][(ownedChunks.radius * 2) + 1];
claimedChunksEntries = new PlayerChunkMapEntry[(ownedChunks.radius * 2) + 1][(ownedChunks.radius * 2) + 1];
for (int x = ownedChunks.minX; x <= ownedChunks.maxX; x++) {
for (int z = ownedChunks.minZ; z <= ownedChunks.maxZ; z++) {
Chunk chunk = new Chunk(worldObj, x, z);
injectChunkIntoWorld(chunk, x, z, true);
claimedChunks[x - ownedChunks.minX][z - ownedChunks.minZ] = chunk;
}
}
//Prevents weird shit from spawning at the edges of a ship
replaceOuterChunksWithAir();
VKChunkCache = new VWChunkCache(worldObj, claimedChunks);
int minChunkX = claimedChunks[0][0].xPosition;
int minChunkZ = claimedChunks[0][0].zPosition;
refrenceBlockPos = getRegionCenter();
centerCoord = new Vector(refrenceBlockPos.getX(), refrenceBlockPos.getY(), refrenceBlockPos.getZ());
createPhysicsCalculations();
//The ship just got build, how can it not be the latest?
physicsProcessor.isShipPastBuild90 = true;
BlockPos centerDifference = refrenceBlockPos.subtract(centerInWorld);
while (iter.hasNext()) {
int i = iter.next();
detector.setPosWithRespectTo(i, centerInWorld, pos);
IBlockState state = detector.cache.getBlockState(pos);
TileEntity worldTile = detector.cache.getTileEntity(pos);
pos.setPos(pos.getX() + centerDifference.getX(), pos.getY() + centerDifference.getY(), pos.getZ() + centerDifference.getZ());
ownedChunks.chunkOccupiedInLocal[(pos.getX() >> 4) - minChunkX][(pos.getZ() >> 4) - minChunkZ] = true;
Chunk chunkToSet = claimedChunks[(pos.getX() >> 4) - minChunkX][(pos.getZ() >> 4) - minChunkZ];
int storageIndex = pos.getY() >> 4;
if (chunkToSet.storageArrays[storageIndex] == chunkToSet.NULL_BLOCK_STORAGE) {
chunkToSet.storageArrays[storageIndex] = new ExtendedBlockStorage(storageIndex << 4, true);
}
chunkToSet.storageArrays[storageIndex].set(pos.getX() & 15, pos.getY() & 15, pos.getZ() & 15, state);
if (worldTile != null) {
NBTTagCompound tileEntNBT = new NBTTagCompound();
tileEntNBT = worldTile.writeToNBT(tileEntNBT);
// Change the Block position to be inside of the Ship
tileEntNBT.setInteger("x", pos.getX());
tileEntNBT.setInteger("y", pos.getY());
tileEntNBT.setInteger("z", pos.getZ());
//Fuck this old code
// TileEntity newInstance = VKChunkCache.getTileEntity(pos);
// newInstance.readFromNBT(tileEntNBT);
TileEntity newInstance = TileEntity.create(worldObj, tileEntNBT);
newInstance.validate();
Class tileClass = newInstance.getClass();
Field[] fields = tileClass.getDeclaredFields();
for (Field field : fields) {
try {
field.setAccessible(true);
Object o = field.get(newInstance);
if (o != null) {
if (o instanceof BlockPos) {
BlockPos inTilePos = (BlockPos) o;
int hash = detector.getHashWithRespectTo(inTilePos.getX(), inTilePos.getY(), inTilePos.getZ(), detector.firstBlock);
if (detector.foundSet.contains(hash)) {
if (!(o instanceof MutableBlockPos)) {
inTilePos = inTilePos.add(centerDifference.getX(), centerDifference.getY(), centerDifference.getZ());
field.set(newInstance, inTilePos);
} else {
MutableBlockPos mutable = (MutableBlockPos) o;
mutable.setPos(inTilePos.getX() + centerDifference.getX(), inTilePos.getY() + centerDifference.getY(), inTilePos.getZ() + centerDifference.getZ());
}
}
}
}
} catch (IllegalArgumentException e) {
e.printStackTrace();
} catch (IllegalAccessException e) {
e.printStackTrace();
}
}
worldObj.setTileEntity(newInstance.getPos(), newInstance);
newInstance.markDirty();
}
// chunkCache.setBlockState(pos, state);
// worldObj.setBlockState(pos, state);
}
iter = detector.foundSet.iterator();
short[][] changes = new short[claimedChunks.length][claimedChunks[0].length];
while (iter.hasNext()) {
int i = iter.next();
// BlockPos respectTo = detector.getPosWithRespectTo(i, centerInWorld);
detector.setPosWithRespectTo(i, centerInWorld, pos);
// detector.cache.setBlockState(pos, Blocks.air.getDefaultState());
// TODO: Get this to update on clientside as well, you bastard!
TileEntity tile = worldObj.getTileEntity(pos);
if (tile != null) {
tile.invalidate();
}
worldObj.setBlockState(pos, Blocks.AIR.getDefaultState(), 2);
}
for (int x = ownedChunks.minX; x <= ownedChunks.maxX; x++) {
for (int z = ownedChunks.minZ; z <= ownedChunks.maxZ; z++) {
claimedChunks[x - ownedChunks.minX][z - ownedChunks.minZ].isTerrainPopulated = true;
// claimedChunks[x - ownedChunks.minX][z - ownedChunks.minZ].generateSkylightMap();
// claimedChunks[x-ownedChunks.minX][z-ownedChunks.minZ].checkLight();
}
}
detectBlockPositions();
//TODO: This fixes the lighting, but it adds lag; maybe remove this
for (int x = ownedChunks.minX; x <= ownedChunks.maxX; x++) {
for (int z = ownedChunks.minZ; z <= ownedChunks.maxZ; z++) {
// claimedChunks[x - ownedChunks.minX][z - ownedChunks.minZ].isTerrainPopulated = true;
claimedChunks[x - ownedChunks.minX][z - ownedChunks.minZ].generateSkylightMap();
claimedChunks[x - ownedChunks.minX][z - ownedChunks.minZ].checkLight();
}
}
coordTransform = new CoordTransformObject(this);
physicsProcessor.processInitialPhysicsData();
physicsProcessor.updateParentCenterOfMass();
}
use of net.minecraft.world.chunk.storage.ExtendedBlockStorage in project Valkyrien-Warfare-Revamped by ValkyrienWarfare.
the class WorldPhysicsCollider method updatePotentialCollisionCache.
private void updatePotentialCollisionCache() {
final AxisAlignedBB collisionBB = parent.collisionBB.expand(expansion, expansion, expansion).addCoord(calculator.linearMomentum.X * calculator.invMass, calculator.linearMomentum.Y * calculator.invMass, calculator.linearMomentum.Z * calculator.invMass);
ticksSinceCacheUpdate = 0D;
//in the same tick
if (Math.random() > .5) {
ticksSinceCacheUpdate -= .05D;
}
// cachedPotentialHits = new ArrayList<BlockPos>();
cachedPotentialHits = new TIntArrayList();
// Ship is outside of world blockSpace, just skip this all together
if (collisionBB.maxY < 0 || collisionBB.minY > 255) {
// internalCachedPotentialHits = new BlockPos[0];
return;
}
//Has a -1 on the minY value, I hope this helps with preventing things from falling through the floor
final BlockPos min = new BlockPos(collisionBB.minX, Math.max(collisionBB.minY - 1, 0), collisionBB.minZ);
final BlockPos max = new BlockPos(collisionBB.maxX, Math.min(collisionBB.maxY, 255), collisionBB.maxZ);
centerPotentialHit = new BlockPos((min.getX() + max.getX()) / 2D, (min.getY() + max.getY()) / 2D, (min.getZ() + max.getZ()) / 2D);
final ChunkCache cache = parent.surroundingWorldChunksCache;
final Vector inLocal = new Vector();
int maxX, maxY, maxZ, localX, localY, localZ, x, y, z, chunkX, chunkZ;
double rangeCheck = 1.8D;
if (ValkyrienWarfareMod.highAccuracyCollisions) {
rangeCheck = 3D;
}
Chunk chunk, chunkIn;
ExtendedBlockStorage extendedblockstorage;
IBlockState state, localState;
int chunkMinX = min.getX() >> 4;
int chunkMaxX = (max.getX() >> 4) + 1;
int storageMinY = min.getY() >> 4;
int storageMaxY = (max.getY() >> 4) + 1;
int chunkMinZ = min.getZ() >> 4;
int chunkMaxZ = (max.getZ() >> 4) + 1;
int storageY;
int mmX = min.getX(), mmY = min.getY(), mmZ = min.getZ(), mxX = max.getX(), mxY = max.getY(), mxZ = max.getZ();
Vector inBody = new Vector();
Vector speedInBody = new Vector();
for (chunkX = chunkMinX; chunkX < chunkMaxX; chunkX++) {
for (chunkZ = chunkMinZ; chunkZ < chunkMaxZ; chunkZ++) {
int arrayChunkX = chunkX - cache.chunkX;
int arrayChunkZ = chunkZ - cache.chunkZ;
if (!(arrayChunkX < 0 || arrayChunkZ < 0 || arrayChunkX > cache.chunkArray.length - 1 || arrayChunkZ > cache.chunkArray[0].length - 1)) {
chunk = cache.chunkArray[arrayChunkX][arrayChunkZ];
for (storageY = storageMinY; storageY < storageMaxY; storageY++) {
extendedblockstorage = chunk.storageArrays[storageY];
if (extendedblockstorage != null) {
int minStorageX = chunkX << 4;
int minStorageY = storageY << 4;
int minStorageZ = chunkZ << 4;
int maxStorageX = minStorageX + 16;
int maxStorageY = minStorageY + 16;
int maxStorageZ = minStorageZ + 16;
minStorageX = Math.max(minStorageX, mmX);
minStorageY = Math.max(minStorageY, mmY);
minStorageZ = Math.max(minStorageZ, mmZ);
maxStorageX = Math.min(maxStorageX, mxX);
maxStorageY = Math.min(maxStorageY, mxY);
maxStorageZ = Math.min(maxStorageZ, mxZ);
for (x = minStorageX; x < maxStorageX; x++) {
for (y = minStorageY; y < maxStorageY; y++) {
for (z = minStorageZ; z < maxStorageZ; z++) {
state = extendedblockstorage.get(x & 15, y & 15, z & 15);
if (state.getMaterial().isSolid()) {
inLocal.X = x + .5D;
inLocal.Y = y + .5D;
inLocal.Z = z + .5D;
parent.coordTransform.fromGlobalToLocal(inLocal);
inBody.setSubtraction(inLocal, parent.centerCoord);
parent.physicsProcessor.setVectorToVelocityAtPoint(inBody, speedInBody);
speedInBody.multiply(-parent.physicsProcessor.physRawSpeed);
if (ValkyrienWarfareMod.highAccuracyCollisions) {
speedInBody.multiply(20D);
}
// System.out.println(speedInBody);
int minX, minY, minZ;
if (speedInBody.X > 0) {
minX = MathHelper.floor_double(inLocal.X - rangeCheck);
maxX = MathHelper.floor_double(inLocal.X + rangeCheck + speedInBody.X);
} else {
minX = MathHelper.floor_double(inLocal.X - rangeCheck + speedInBody.X);
maxX = MathHelper.floor_double(inLocal.X + rangeCheck);
}
if (speedInBody.Y > 0) {
minY = MathHelper.floor_double(inLocal.Y - rangeCheck);
maxY = MathHelper.floor_double(inLocal.Y + rangeCheck + speedInBody.Y);
} else {
minY = MathHelper.floor_double(inLocal.Y - rangeCheck + speedInBody.Y);
maxY = MathHelper.floor_double(inLocal.Y + rangeCheck);
}
if (speedInBody.Z > 0) {
minZ = MathHelper.floor_double(inLocal.Z - rangeCheck);
maxZ = MathHelper.floor_double(inLocal.Z + rangeCheck + speedInBody.Z);
} else {
minZ = MathHelper.floor_double(inLocal.Z - rangeCheck + speedInBody.Z);
maxZ = MathHelper.floor_double(inLocal.Z + rangeCheck);
}
/** The Old Way of doing things; approx. 33% slower overall when running this code instead of new
for (localX = minX; localX < maxX; localX++) {
for (localZ = minZ; localZ < maxZ; localZ++) {
for (localY = minY; localY < maxY; localY++) {
if (parent.ownsChunk(localX >> 4, localZ >> 4)) {
chunkIn = parent.VKChunkCache.getChunkAt(localX >> 4, localZ >> 4);
localState = chunkIn.getBlockState(localX, localY, localZ);
if (localState.getMaterial().isSolid()) {
cachedPotentialHits.add(SpatialDetector.getHashWithRespectTo(x, y, z, centerPotentialHit));
localX = localY = localZ = Integer.MAX_VALUE - 420;
}
}
}
}
}
**/
int shipChunkMinX = minX >> 4;
int shipChunkMinY = Math.max(minY >> 4, 0);
int shipChunkMinZ = minZ >> 4;
int shipChunkMaxX = maxX >> 4;
int shipChunkMaxY = Math.min(maxY >> 4, 15);
int shipChunkMaxZ = maxZ >> 4;
shipChunkMaxX++;
shipChunkMaxY++;
shipChunkMaxZ++;
if (shipChunkMaxZ - shipChunkMinZ > 200 || shipChunkMaxX - shipChunkMinX > 200) {
System.err.println("Wtf. This fucking error");
return;
}
testForNearbyBlocks: for (int shipChunkX = shipChunkMinX; shipChunkX < shipChunkMaxX; shipChunkX++) {
for (int shipChunkZ = shipChunkMinZ; shipChunkZ < shipChunkMaxZ; shipChunkZ++) {
if (parent.ownsChunk(shipChunkX, shipChunkZ)) {
chunkIn = parent.VKChunkCache.getChunkAt(shipChunkX, shipChunkZ);
for (int shipChunkYStorage = shipChunkMinY; shipChunkYStorage < shipChunkMaxY; shipChunkYStorage++) {
ExtendedBlockStorage storage = chunkIn.storageArrays[shipChunkYStorage];
if (storage != null) {
int shipStorageMinX = shipChunkX << 4;
int shipStorageMinY = shipChunkYStorage << 4;
int shipStorageMinZ = shipChunkZ << 4;
int shipStorageMaxX = shipStorageMinX + 16;
int shipStorageMaxY = shipStorageMinY + 16;
int shipStorageMaxZ = shipStorageMinZ + 16;
shipStorageMinX = Math.max(shipStorageMinX, minX);
shipStorageMinY = Math.max(shipStorageMinY, minY);
shipStorageMinZ = Math.max(shipStorageMinZ, minZ);
shipStorageMaxX = Math.min(shipStorageMaxX, maxX);
shipStorageMaxY = Math.min(shipStorageMaxY, maxY);
shipStorageMaxZ = Math.min(shipStorageMaxZ, maxZ);
for (localX = shipStorageMinX; localX < shipStorageMaxX; localX++) {
for (localY = shipStorageMinY; localY < shipStorageMaxY; localY++) {
for (localZ = shipStorageMinZ; localZ < shipStorageMaxZ; localZ++) {
localState = chunkIn.getBlockState(localX, localY, localZ);
if (localState.getMaterial().isSolid()) {
cachedPotentialHits.add(SpatialDetector.getHashWithRespectTo(x, y, z, centerPotentialHit));
break testForNearbyBlocks;
}
}
}
}
}
}
}
}
}
}
}
}
}
}
}
}
}
}
/**
for (x = min.getX(); x <= max.getX(); x++) {
for (z = min.getZ(); z < max.getZ(); z++) {
chunkX = (x >> 4) - cache.chunkX;
chunkZ = (z >> 4) - cache.chunkZ;
if (!(chunkX < 0 || chunkZ < 0 || chunkX > cache.chunkArray.length - 1 || chunkZ > cache.chunkArray[0].length - 1)) {
chunk = cache.chunkArray[chunkX][chunkZ];
for (y = min.getY(); y < max.getY(); y++) {
extendedblockstorage = chunk.storageArrays[y >> 4];
if (extendedblockstorage != null) {
state = extendedblockstorage.get(x & 15, y & 15, z & 15);
if (state.getMaterial().isSolid()) {
inLocal.X = x + .5D;
inLocal.Y = y + .5D;
inLocal.Z = z + .5D;
parent.coordTransform.fromGlobalToLocal(inLocal);
maxX = (int) Math.floor(inLocal.X + rangeCheck);
maxY = (int) Math.floor(inLocal.Y + rangeCheck);
maxZ = (int) Math.floor(inLocal.Z + rangeCheck);
for (localX = MathHelper.floor_double(inLocal.X - rangeCheck); localX < maxX; localX++) {
for (localZ = MathHelper.floor_double(inLocal.Z - rangeCheck); localZ < maxZ; localZ++) {
for (localY = MathHelper.floor_double(inLocal.Y - rangeCheck); localY < maxY; localY++) {
if (parent.ownsChunk(localX >> 4, localZ >> 4)) {
chunkIn = parent.VKChunkCache.getChunkAt(localX >> 4, localZ >> 4);
localState = chunkIn.getBlockState(localX, localY, localZ);
if (localState.getMaterial().isSolid()) {
cachedPotentialHits.add(SpatialDetector.getHashWithRespectTo(x, y, z, centerPotentialHit));
localX = localY = localZ = Integer.MAX_VALUE - 420;
}
}
}
}
}
}
}
}
}
}
}
**/
cachedPotentialHits.shuffle(rand);
}
use of net.minecraft.world.chunk.storage.ExtendedBlockStorage in project Valkyrien-Warfare-Revamped by ValkyrienWarfare.
the class WorldPhysicsCollider method processPotentialCollisionsAccurately.
// Runs through the cache ArrayList, checking each possible BlockPos for SOLID blocks that can collide, if it finds any it will
// move to the next method
//TODO: Optimize from here, this is taking 10x the processing time of updating collision cache!
private void processPotentialCollisionsAccurately() {
final MutableBlockPos localCollisionPos = new MutableBlockPos();
final Vector inWorld = new Vector();
int minX, minY, minZ, maxX, maxY, maxZ, x, y, z;
final double rangeCheck = .65D;
TIntIterator intIterator = cachedPotentialHits.iterator();
while (intIterator.hasNext()) {
// Converts the int to a mutablePos
SpatialDetector.setPosWithRespectTo(intIterator.next(), centerPotentialHit, mutablePos);
inWorld.X = mutablePos.getX() + .5;
inWorld.Y = mutablePos.getY() + .5;
inWorld.Z = mutablePos.getZ() + .5;
parent.coordTransform.fromGlobalToLocal(inWorld);
minX = MathHelper.floor_double(inWorld.X - rangeCheck);
minY = MathHelper.floor_double(inWorld.Y - rangeCheck);
minZ = MathHelper.floor_double(inWorld.Z - rangeCheck);
maxX = MathHelper.floor_double(inWorld.X + rangeCheck);
maxY = MathHelper.floor_double(inWorld.Y + rangeCheck);
maxZ = MathHelper.floor_double(inWorld.Z + rangeCheck);
/**
* Something here is causing the game to freeze :/
*/
int minChunkX = minX >> 4;
int minChunkY = minY >> 4;
int minChunkZ = minZ >> 4;
int maxChunkX = maxX >> 4;
int maxChunkY = maxY >> 4;
int maxChunkZ = maxZ >> 4;
entireLoop: if (!(minChunkY > 15 || maxChunkY < 0)) {
for (int chunkX = minChunkX; chunkX <= maxChunkX; chunkX++) {
for (int chunkZ = minChunkZ; chunkZ <= maxChunkZ; chunkZ++) {
if (parent.ownsChunk(chunkX, chunkZ)) {
final Chunk chunkIn = parent.VKChunkCache.getChunkAt(chunkX, chunkZ);
int minXToCheck = chunkX << 4;
int maxXToCheck = minXToCheck + 15;
int minZToCheck = chunkZ << 4;
int maxZToCheck = minZToCheck + 15;
minXToCheck = Math.max(minXToCheck, minX);
maxXToCheck = Math.min(maxXToCheck, maxX);
minZToCheck = Math.max(minZToCheck, minZ);
maxZToCheck = Math.min(maxZToCheck, maxZ);
for (int chunkY = minChunkY; chunkY <= maxChunkY; chunkY++) {
ExtendedBlockStorage storage = chunkIn.storageArrays[chunkY];
if (storage != null) {
int minYToCheck = chunkY << 4;
int maxYToCheck = minYToCheck + 15;
minYToCheck = Math.max(minYToCheck, minY);
maxYToCheck = Math.min(maxYToCheck, maxY);
for (x = minXToCheck; x <= maxXToCheck; x++) {
for (z = minZToCheck; z <= maxZToCheck; z++) {
for (y = minYToCheck; y <= maxYToCheck; y++) {
final IBlockState state = storage.get(x & 15, y & 15, z & 15);
if (state.getMaterial().isSolid()) {
localCollisionPos.setPos(x, y, z);
boolean brokeAWorldBlock = handleLikelyCollision(mutablePos, localCollisionPos, parent.surroundingWorldChunksCache.getBlockState(mutablePos), state);
if (brokeAWorldBlock) {
int positionRemoved = SpatialDetector.getHashWithRespectTo(mutablePos.getX(), mutablePos.getY(), mutablePos.getZ(), centerPotentialHit);
cachedHitsToRemove.add(positionRemoved);
break entireLoop;
}
}
}
}
}
}
}
}
}
}
}
//The old way of doing things
/*for (x = minX; x <= maxX; x++) {
for (z = minZ; z <= maxZ; z++) {
if (parent.ownsChunk(x >> 4, z >> 4)) {
for (y = minY; y <= maxY; y++) {
final Chunk chunkIn = parent.VKChunkCache.getChunkAt(x >> 4, z >> 4);
final IBlockState state = chunkIn.getBlockState(x, y, z);
if (state.getMaterial().isSolid()) {
localCollisionPos.setPos(x, y, z);
handleLikelyCollision(mutablePos, localCollisionPos, parent.surroundingWorldChunksCache.getBlockState(mutablePos), state);
}
}
}
}
}*/
}
}
use of net.minecraft.world.chunk.storage.ExtendedBlockStorage in project Engine by VoltzEngine-Project.
the class AbstractChunkProvider method setBlock.
/**
* Places a block inside of the chunks extends block storage
* <p>
* This will also set the light level if the block has a light level.
*
* @param chunk - chunk to edit
* @param y - y level to place the block at
* @param x - chunk internal x pos 0 to 15
* @param z - chunk internal z pos 0 to 15
* @param block - block to place
* @param meta - meta to place
*/
protected final void setBlock(Chunk chunk, int x, int y, int z, Block block, int meta) {
final int l = y >> 4;
ExtendedBlockStorage extendedblockstorage = chunk.getBlockStorageArray()[l];
if (extendedblockstorage == null) {
extendedblockstorage = new ExtendedBlockStorage((y / 16) * 16, !this.worldObj.provider.hasNoSky);
chunk.getBlockStorageArray()[l] = extendedblockstorage;
}
extendedblockstorage.func_150818_a(x, y & 15, z, block);
if (meta >= 0 && meta < 16) {
extendedblockstorage.setExtBlockMetadata(x, y & 15, z, meta);
}
if (block.getLightValue() > 0) {
extendedblockstorage.setExtBlocklightValue(x, y & 15, z, block.getLightValue());
}
}
use of net.minecraft.world.chunk.storage.ExtendedBlockStorage in project Engine by VoltzEngine-Project.
the class ChunkProviderEmpty method provideChunk.
/**
* Will return back a chunk, if it doesn't exist and its not a MP client it will generates all the blocks for the
* specified chunk from the map seed and chunk seed
*/
@Override
public Chunk provideChunk(int chunkX, int chunkZ) {
Chunk chunk = new Chunk(this.worldObj, chunkX, chunkZ);
int spawnChunkX = this.worldObj.getSpawnPoint().posX >> 4;
int spawnChunkZ = this.worldObj.getSpawnPoint().posZ >> 4;
int y_base = 70;
//Init spawn if it has not already been created
if (spawnChunkX == chunkX && spawnChunkZ == chunkZ) {
generateSpawnCenter(chunk, chunkX, chunkZ, y_base);
} else if (spawnChunkX + 1 == chunkX && spawnChunkZ == chunkZ || spawnChunkX - 1 == chunkX && spawnChunkZ == chunkZ) {
generateXBridge(chunk, chunkX, chunkZ, y_base);
} else if (spawnChunkX == chunkX && spawnChunkZ + 1 == chunkZ || spawnChunkX == chunkX && spawnChunkZ - 1 == chunkZ) {
generateZBridge(chunk, chunkX, chunkZ, y_base);
} else if (spawnChunkX + 2 == chunkX && spawnChunkZ == chunkZ) {
generatePlatform(chunk, chunkX, chunkZ, y_base);
ExtendedBlockStorage extendedblockstorage = chunk.getBlockStorageArray()[y_base >> 4];
extendedblockstorage.func_150818_a(15, (y_base + 11) & 15, 8, Blocks.command_block);
} else if (spawnChunkX - 2 == chunkX && spawnChunkZ == chunkZ) {
generatePlatform(chunk, chunkX, chunkZ, y_base);
ExtendedBlockStorage extendedblockstorage = chunk.getBlockStorageArray()[y_base >> 4];
extendedblockstorage.func_150818_a(0, (y_base + 11) & 15, 8, Blocks.command_block);
} else if (spawnChunkX == chunkX && spawnChunkZ + 2 == chunkZ) {
generatePlatform(chunk, chunkX, chunkZ, y_base);
ExtendedBlockStorage extendedblockstorage = chunk.getBlockStorageArray()[y_base >> 4];
extendedblockstorage.func_150818_a(8, (y_base + 11) & 15, 15, Blocks.command_block);
} else if (spawnChunkX == chunkX && spawnChunkZ - 2 == chunkZ) {
generatePlatform(chunk, chunkX, chunkZ, y_base);
ExtendedBlockStorage extendedblockstorage = chunk.getBlockStorageArray()[y_base >> 4];
extendedblockstorage.func_150818_a(8, (y_base + 11) & 15, 0, Blocks.command_block);
} else if (spawnChunkX + 4 == chunkX && spawnChunkZ == chunkZ) {
lazyGenerateIsland("chunkFlat", chunkX << 4, y_base, chunkZ << 4);
} else if (spawnChunkX - 4 == chunkX && spawnChunkZ == chunkZ) {
lazyGenerateIsland("tree", chunkX << 4, y_base, chunkZ << 4);
} else if (spawnChunkX == chunkX && spawnChunkZ + 4 == chunkZ) {
lazyGenerateIsland("stonebrickPlatform", chunkX << 4, y_base, chunkZ << 4);
} else if (spawnChunkX == chunkX && spawnChunkZ - 4 == chunkZ) {
//lazyGenerateIsland("chunkFlat", chunkX << 4, 33, chunkZ << 4);
}
//Not sure if we need to call this before biome
chunk.generateSkylightMap();
//Set biome ID for chunk
byte[] abyte1 = chunk.getBiomeArray();
Arrays.fill(abyte1, (byte) 1);
chunk.generateSkylightMap();
return chunk;
}
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