private void generateBlocks(ChunkPrimer primer, int chunkX, int chunkZ) { // TODO: replace with some actual non-superflat terrain generation for (int localX = 0; localX < CHUNK_SIZE; localX++) { for (int localZ = 0; localZ < CHUNK_SIZE; localZ++) { primer.setBlockState(localX, 0, localZ, BlockStates.BEDROCK); for (int blockY = 1; blockY < 64; blockY++) { IBlockState state = BlockStates.STONE; if (blockY == 63) { state = BlockStates.GRASS; } else if (blockY >= 60) { state = BlockStates.DIRT; } primer.setBlockState(localX, blockY, localZ, state); } } } }
public void genTerrainBlocks(World worldIn, Random rand, ChunkPrimer chunkPrimerIn, int x, int z, double noiseVal) { this.topBlock = Blocks.GRASS.getDefaultState(); this.fillerBlock = Blocks.DIRT.getDefaultState(); if ((noiseVal < -1.0D || noiseVal > 2.0D) && this.type == BiomeHills.Type.MUTATED) { this.topBlock = Blocks.GRAVEL.getDefaultState(); this.fillerBlock = Blocks.GRAVEL.getDefaultState(); } else if (noiseVal > 1.0D && this.type != BiomeHills.Type.EXTRA_TREES) { this.topBlock = Blocks.STONE.getDefaultState(); this.fillerBlock = Blocks.STONE.getDefaultState(); } this.generateBiomeTerrain(worldIn, rand, chunkPrimerIn, x, z, noiseVal); }
/** * Generates the chunk at the specified position, from scratch */ public Chunk generateChunk(int x, int z) { this.rand.setSeed((long)x * 341873128712L + (long)z * 132897987541L); ChunkPrimer chunkprimer = new ChunkPrimer(); this.setBlocksInChunk(x, z, chunkprimer); this.replaceBiomeBlocks(x, z, chunkprimer, PontusBiomeProvider.biomeFromPosition(x, z)); this.caveGenerator.generate(this.world, x, z, chunkprimer); this.ravineGenerator.generate(this.world, x, z, chunkprimer); NoodleEvent event = new NoodleEvent(this, world, x, z, chunkprimer); MinecraftForge.EVENT_BUS.post(event); chunkprimer = event.getPrimer(); Chunk chunk = new Chunk(this.world, chunkprimer, x, z); chunk.generateSkylightMap(); return chunk; }
public Chunk provideChunk(int x, int z) { this.rand.setSeed((long)x * 341873128712L + (long)z * 132897987541L); ChunkPrimer chunkprimer = new ChunkPrimer(); this.biomesForGeneration = this.worldObj.getBiomeProvider().getBiomes(this.biomesForGeneration, x * 16, z * 16, 16, 16); this.setBlocksInChunk(x, z, chunkprimer); this.buildSurfaces(chunkprimer); if (this.mapFeaturesEnabled) { this.endCityGen.generate(this.worldObj, x, z, chunkprimer); } Chunk chunk = new Chunk(this.worldObj, chunkprimer, x, z); byte[] abyte = chunk.getBiomeArray(); for (int i = 0; i < abyte.length; ++i) { abyte[i] = (byte)Biome.getIdForBiome(this.biomesForGeneration[i]); } chunk.generateSkylightMap(); return chunk; }
public void generate(IChunkProvider chunkProviderIn, World worldIn, int x, int z, ChunkPrimer chunkPrimerIn) { int i = this.range; this.worldObj = worldIn; this.rand.setSeed(worldIn.getSeed()); long j = this.rand.nextLong(); long k = this.rand.nextLong(); for (int l = x - i; l <= x + i; ++l) { for (int i1 = z - i; i1 <= z + i; ++i1) { long j1 = (long)l * j; long k1 = (long)i1 * k; this.rand.setSeed(j1 ^ k1 ^ worldIn.getSeed()); this.recursiveGenerate(worldIn, l, i1, x, z, chunkPrimerIn); } } }
public void genTerrainBlocks(World worldIn, Random rand, ChunkPrimer chunkPrimerIn, int p_180622_4_, int p_180622_5_, double p_180622_6_) { this.topBlock = Blocks.grass.getDefaultState(); this.fillerBlock = Blocks.dirt.getDefaultState(); if (p_180622_6_ > 1.75D) { this.topBlock = Blocks.stone.getDefaultState(); this.fillerBlock = Blocks.stone.getDefaultState(); } else if (p_180622_6_ > -0.5D) { this.topBlock = Blocks.dirt.getDefaultState().withProperty(BlockDirt.VARIANT, BlockDirt.DirtType.COARSE_DIRT); } this.generateBiomeTerrain(worldIn, rand, chunkPrimerIn, p_180622_4_, p_180622_5_, p_180622_6_); }
public void genTerrainBlocks(World worldIn, Random rand, ChunkPrimer chunkPrimerIn, int p_180622_4_, int p_180622_5_, double p_180622_6_) { if (this.field_150644_aH == 1 || this.field_150644_aH == 2) { this.topBlock = Blocks.grass.getDefaultState(); this.fillerBlock = Blocks.dirt.getDefaultState(); if (p_180622_6_ > 1.75D) { this.topBlock = Blocks.dirt.getDefaultState().withProperty(BlockDirt.VARIANT, BlockDirt.DirtType.COARSE_DIRT); } else if (p_180622_6_ > -0.95D) { this.topBlock = Blocks.dirt.getDefaultState().withProperty(BlockDirt.VARIANT, BlockDirt.DirtType.PODZOL); } } this.generateBiomeTerrain(worldIn, rand, chunkPrimerIn, p_180622_4_, p_180622_5_, p_180622_6_); }
public void genTerrainBlocks(World worldIn, Random rand, ChunkPrimer chunkPrimerIn, int p_180622_4_, int p_180622_5_, double p_180622_6_) { this.topBlock = Blocks.grass.getDefaultState(); this.fillerBlock = Blocks.dirt.getDefaultState(); if ((p_180622_6_ < -1.0D || p_180622_6_ > 2.0D) && this.field_150638_aH == this.field_150637_aG) { this.topBlock = Blocks.gravel.getDefaultState(); this.fillerBlock = Blocks.gravel.getDefaultState(); } else if (p_180622_6_ > 1.0D && this.field_150638_aH != this.field_150636_aF) { this.topBlock = Blocks.stone.getDefaultState(); this.fillerBlock = Blocks.stone.getDefaultState(); } this.generateBiomeTerrain(worldIn, rand, chunkPrimerIn, p_180622_4_, p_180622_5_, p_180622_6_); }
public void genTerrainBlocks(World worldIn, Random rand, ChunkPrimer chunkPrimerIn, int x, int z, double noiseVal) { this.topBlock = Blocks.GRASS.getDefaultState(); this.fillerBlock = Blocks.DIRT.getDefaultState(); if (noiseVal > 1.75D) { this.topBlock = Blocks.STONE.getDefaultState(); this.fillerBlock = Blocks.STONE.getDefaultState(); } else if (noiseVal > -0.5D) { this.topBlock = Blocks.DIRT.getDefaultState().withProperty(BlockDirt.VARIANT, BlockDirt.DirtType.COARSE_DIRT); } this.generateBiomeTerrain(worldIn, rand, chunkPrimerIn, x, z, noiseVal); }
/** * Digs out the current block, default implementation removes stone, filler, and top block * Sets the block to lava if y is less then 10, and air other wise. * If setting to air, it also checks to see if we've broken the surface and if so * tries to make the floor the biome's top block * * @param data Block data array * @param index Pre-calculated index into block data * @param x local X position * @param y local Y position * @param z local Z position * @param chunkX Chunk X position * @param chunkZ Chunk Y position * @param foundTop True if we've encountered the biome's top block. Ideally if we've broken the surface. */ protected void digBlock(ChunkPrimer data, int x, int y, int z, int chunkX, int chunkZ, boolean foundTop, IBlockState state, IBlockState up) { net.minecraft.world.biome.Biome biome = worldObj.getBiome(new BlockPos(x + chunkX * 16, 0, z + chunkZ * 16)); IBlockState top = biome.topBlock; IBlockState filler = biome.fillerBlock; if (this.canReplaceBlock(state, up) || state.getBlock() == top.getBlock() || state.getBlock() == filler.getBlock()) { if (y - 1 < 10) { data.setBlockState(x, y, z, BLK_LAVA); } else { data.setBlockState(x, y, z, BLK_AIR); if (foundTop && data.getBlockState(x, y - 1, z).getBlock() == filler.getBlock()) { data.setBlockState(x, y - 1, z, top.getBlock().getDefaultState()); } } } }
public void generate(World worldIn, int x, int z, ChunkPrimer primer) { int i = this.range; this.worldObj = worldIn; this.rand.setSeed(worldIn.getSeed()); long j = this.rand.nextLong(); long k = this.rand.nextLong(); for (int l = x - i; l <= x + i; ++l) { for (int i1 = z - i; i1 <= z + i; ++i1) { long j1 = (long)l * j; long k1 = (long)i1 * k; this.rand.setSeed(j1 ^ k1 ^ worldIn.getSeed()); this.recursiveGenerate(worldIn, l, i1, x, z, primer); } } }
/** * Recursively called by generate() */ protected void recursiveGenerate(World worldIn, int chunkX, int chunkZ, int p_180701_4_, int p_180701_5_, ChunkPrimer chunkPrimerIn) { if (this.rand.nextInt(50) == 0) { double d0 = (double)(chunkX * 16 + this.rand.nextInt(16)); double d1 = (double)(this.rand.nextInt(this.rand.nextInt(40) + 8) + 20); double d2 = (double)(chunkZ * 16 + this.rand.nextInt(16)); int i = 1; for (int j = 0; j < i; ++j) { float f = this.rand.nextFloat() * (float)Math.PI * 2.0F; float f1 = (this.rand.nextFloat() - 0.5F) * 2.0F / 8.0F; float f2 = (this.rand.nextFloat() * 2.0F + this.rand.nextFloat()) * 2.0F; this.func_180707_a(this.rand.nextLong(), p_180701_4_, p_180701_5_, chunkPrimerIn, d0, d1, d2, f2, f, f1, 0, 0, 3.0D); } } }
/** * Recursively called by generate() */ protected void recursiveGenerate(World worldIn, int chunkX, int chunkZ, int p_180701_4_, int p_180701_5_, ChunkPrimer chunkPrimerIn) { if (this.rand.nextInt(50) == 0) { double d0 = (double)(chunkX * 16 + this.rand.nextInt(16)); double d1 = (double)(this.rand.nextInt(this.rand.nextInt(40) + 8) + 20); double d2 = (double)(chunkZ * 16 + this.rand.nextInt(16)); int i = 1; for (int j = 0; j < 1; ++j) { float f = this.rand.nextFloat() * ((float)Math.PI * 2F); float f1 = (this.rand.nextFloat() - 0.5F) * 2.0F / 8.0F; float f2 = (this.rand.nextFloat() * 2.0F + this.rand.nextFloat()) * 2.0F; this.addTunnel(this.rand.nextLong(), p_180701_4_, p_180701_5_, chunkPrimerIn, d0, d1, d2, f2, f, f1, 0, 0, 3.0D); } } }
/** * 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 */ public Chunk provideChunk(int x, int z) { this.endRNG.setSeed((long)x * 341873128712L + (long)z * 132897987541L); ChunkPrimer chunkprimer = new ChunkPrimer(); this.biomesForGeneration = this.endWorld.getWorldChunkManager().loadBlockGeneratorData(this.biomesForGeneration, x * 16, z * 16, 16, 16); this.func_180520_a(x, z, chunkprimer); this.func_180519_a(chunkprimer); Chunk chunk = new Chunk(this.endWorld, chunkprimer, x, z); byte[] abyte = chunk.getBiomeArray(); for (int i = 0; i < abyte.length; ++i) { abyte[i] = (byte)this.biomesForGeneration[i].biomeID; } chunk.generateSkylightMap(); return chunk; }
/** * Digs out the current block, default implementation removes stone, filler, and top block * Sets the block to lava if y is less then 10, and air other wise. * If setting to air, it also checks to see if we've broken the surface and if so * tries to make the floor the biome's top block * * @param data Block data array * @param index Pre-calculated index into block data * @param x local X position * @param y local Y position * @param z local Z position * @param chunkX Chunk X position * @param chunkZ Chunk Y position * @param foundTop True if we've encountered the biome's top block. Ideally if we've broken the surface. */ protected void digBlock(ChunkPrimer data, int x, int y, int z, int chunkX, int chunkZ, boolean foundTop) { net.minecraft.world.biome.Biome biome = worldObj.getBiome(new BlockPos(x + chunkX * 16, 0, z + chunkZ * 16)); IBlockState state = data.getBlockState(x, y, z); IBlockState top = isExceptionBiome(biome) ? Blocks.GRASS.getDefaultState() : biome.topBlock; IBlockState filler = isExceptionBiome(biome) ? Blocks.DIRT.getDefaultState() : biome.fillerBlock; if (state.getBlock() == Blocks.STONE || state.getBlock() == top.getBlock() || state.getBlock() == filler.getBlock()) { if (y - 1 < 10) { data.setBlockState(x, y, z, FLOWING_LAVA); } else { data.setBlockState(x, y, z, AIR); if (foundTop && data.getBlockState(x, y - 1, z).getBlock() == filler.getBlock()) { data.setBlockState(x, y - 1, z, top.getBlock().getDefaultState()); } } } }
public Chunk provideChunk(int x, int z) { this.rand.setSeed((long)x * 341873128712L + (long)z * 132897987541L); ChunkPrimer chunkprimer = new ChunkPrimer(); this.prepareHeights(x, z, chunkprimer); this.buildSurfaces(x, z, chunkprimer); this.genNetherCaves.generate(this.world, x, z, chunkprimer); if (this.generateStructures) { this.genNetherBridge.generate(this.world, x, z, chunkprimer); } Chunk chunk = new Chunk(this.world, chunkprimer, x, z); Biome[] abiome = this.world.getBiomeProvider().getBiomes((Biome[])null, x * 16, z * 16, 16, 16); byte[] abyte = chunk.getBiomeArray(); for (int i = 0; i < abyte.length; ++i) { abyte[i] = (byte)Biome.getIdForBiome(abiome[i]); } chunk.resetRelightChecks(); return chunk; }
@Override public void genTerrainBlocks(World worldIn, Random rand, ChunkPrimer chunkPrimerIn, int x, int z, double noiseVal) { this.topBlock = Blocks.GRASS.getDefaultState(); this.fillerBlock = Blocks.DIRT.getDefaultState(); double fuzz = MathUtil.getFuzz(x,z, 342453747); if (noiseVal + fuzz * 2 > 1.85) { this.topBlock = Blocks.SAND.getDefaultState(); this.fillerBlock = Blocks.SAND.getDefaultState(); } else if( noiseVal + fuzz * 2 < -1.85) { this.topBlock = Blocks.DIRT.getDefaultState().withProperty(BlockDirt.VARIANT, BlockDirt.DirtType.COARSE_DIRT); this.fillerBlock = Blocks.DIRT.getDefaultState(); } this.generateBiomeTerrain(worldIn, rand, chunkPrimerIn, x, z, noiseVal); }
private static boolean isTopBlock(ChunkPrimer data, int x, int y, int z, int chunkX, int chunkZ) { return false; //net.minecraft.world.biome.Biome biome = world.getBiome(new BlockPos(x + chunkX * 16, 0, z + chunkZ * 16)); //IBlockState state = data.getBlockState(x, y, z); //return (isExceptionBiome(biome) ? Util.isGrass(state.getBlock()) : state.getBlock() == biome.topBlock); }
public Chunk provideChunk(int x, int z) { ChunkPrimer chunkprimer = new ChunkPrimer(); for (int i = 0; i < this.cachedBlockIDs.length; ++i) { IBlockState iblockstate = this.cachedBlockIDs[i]; if (iblockstate != null) { for (int j = 0; j < 16; ++j) { for (int k = 0; k < 16; ++k) { chunkprimer.setBlockState(j, i, k, iblockstate); } } } } for (MapGenBase mapgenbase : this.structureGenerators) { mapgenbase.generate(this.worldObj, x, z, chunkprimer); } Chunk chunk = new Chunk(this.worldObj, chunkprimer, x, z); Biome[] abiome = this.worldObj.getBiomeProvider().getBiomes((Biome[])null, x * 16, z * 16, 16, 16); byte[] abyte = chunk.getBiomeArray(); for (int l = 0; l < abyte.length; ++l) { abyte[l] = (byte)Biome.getIdForBiome(abiome[l]); } chunk.generateSkylightMap(); return chunk; }
public void genTerrainBlocks(World worldIn, Random rand, ChunkPrimer chunkPrimerIn, int p_180622_4_, int p_180622_5_, double p_180622_6_) { double d0 = GRASS_COLOR_NOISE.func_151601_a((double)p_180622_4_ * 0.25D, (double)p_180622_5_ * 0.25D); if (d0 > 0.0D) { int i = p_180622_4_ & 15; int j = p_180622_5_ & 15; for (int k = 255; k >= 0; --k) { if (chunkPrimerIn.getBlockState(j, k, i).getBlock().getMaterial() != Material.air) { if (k == 62 && chunkPrimerIn.getBlockState(j, k, i).getBlock() != Blocks.water) { chunkPrimerIn.setBlockState(j, k, i, Blocks.water.getDefaultState()); if (d0 < 0.12D) { chunkPrimerIn.setBlockState(j, k + 1, i, Blocks.waterlily.getDefaultState()); } } break; } } } this.generateBiomeTerrain(worldIn, rand, chunkPrimerIn, p_180622_4_, p_180622_5_, p_180622_6_); }
/** * 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 */ public Chunk provideChunk(int x, int z) { ChunkPrimer chunkprimer = new ChunkPrimer(); for (int i = 0; i < 16; ++i) { for (int j = 0; j < 16; ++j) { int k = x * 16 + i; int l = z * 16 + j; chunkprimer.setBlockState(i, 60, j, Blocks.barrier.getDefaultState()); IBlockState iblockstate = func_177461_b(k, l); if (iblockstate != null) { chunkprimer.setBlockState(i, 70, j, iblockstate); } } } Chunk chunk = new Chunk(this.world, chunkprimer, x, z); chunk.generateSkylightMap(); BiomeGenBase[] abiomegenbase = this.world.getWorldChunkManager().loadBlockGeneratorData((BiomeGenBase[])null, x * 16, z * 16, 16, 16); byte[] abyte = chunk.getBiomeArray(); for (int i1 = 0; i1 < abyte.length; ++i1) { abyte[i1] = (byte)abiomegenbase[i1].biomeID; } chunk.generateSkylightMap(); return chunk; }
public void recreateStructures(Chunk p_180514_1_, int p_180514_2_, int p_180514_3_) { if (this.settings.useMineShafts && this.mapFeaturesEnabled) { this.mineshaftGenerator.generate(this, this.worldObj, p_180514_2_, p_180514_3_, (ChunkPrimer)null); } if (this.settings.useVillages && this.mapFeaturesEnabled) { this.villageGenerator.generate(this, this.worldObj, p_180514_2_, p_180514_3_, (ChunkPrimer)null); } if (this.settings.useStrongholds && this.mapFeaturesEnabled) { this.strongholdGenerator.generate(this, this.worldObj, p_180514_2_, p_180514_3_, (ChunkPrimer)null); } if (this.settings.useTemples && this.mapFeaturesEnabled) { this.scatteredFeatureGenerator.generate(this, this.worldObj, p_180514_2_, p_180514_3_, (ChunkPrimer)null); } if (this.settings.useMonuments && this.mapFeaturesEnabled) { this.oceanMonumentGenerator.generate(this, this.worldObj, p_180514_2_, p_180514_3_, (ChunkPrimer)null); } }
public void replaceBiomeBlocks(int x, int z, ChunkPrimer primer, Biome[] biomesIn) { double d0 = 0.03125D; this.depthBuffer = this.surfaceNoise.getRegion(this.depthBuffer, (double)(x * 16), (double)(z * 16), 16, 16, 0.0625D, 0.0625D, 1.0D); for (int i = 0; i < 16; ++i) { for (int j = 0; j < 16; ++j) { Biome biome = biomesIn[j + i * 16]; biome.genTerrainBlocks(this.worldObj, this.rand, primer, x * 16 + i, z * 16 + j, this.depthBuffer[j + i * 16]); } } }
/** * Recursively called by generate() */ protected void recursiveGenerate(World worldIn, int chunkX, int chunkZ, int p_180701_4_, int p_180701_5_, ChunkPrimer chunkPrimerIn) { int i = this.rand.nextInt(this.rand.nextInt(this.rand.nextInt(15) + 1) + 1); if (this.rand.nextInt(7) != 0) { i = 0; } for (int j = 0; j < i; ++j) { double d0 = (double)(chunkX * 16 + this.rand.nextInt(16)); double d1 = (double)this.rand.nextInt(this.rand.nextInt(120) + 8); double d2 = (double)(chunkZ * 16 + this.rand.nextInt(16)); int k = 1; if (this.rand.nextInt(4) == 0) { this.addRoom(this.rand.nextLong(), p_180701_4_, p_180701_5_, chunkPrimerIn, d0, d1, d2); k += this.rand.nextInt(4); } for (int l = 0; l < k; ++l) { float f = this.rand.nextFloat() * ((float)Math.PI * 2F); float f1 = (this.rand.nextFloat() - 0.5F) * 2.0F / 8.0F; float f2 = this.rand.nextFloat() * 2.0F + this.rand.nextFloat(); if (this.rand.nextInt(10) == 0) { f2 *= this.rand.nextFloat() * this.rand.nextFloat() * 3.0F + 1.0F; } this.addTunnel(this.rand.nextLong(), p_180701_4_, p_180701_5_, chunkPrimerIn, d0, d1, d2, f2, f, f1, 0, 0, 1.0D); } } }
public void fillChunk(int chunkX, int chunkZ, ChunkPrimer primer) { IBlockState iblockstate = Blocks.STONE.getDefaultState(); for (int iy = 0; iy < 64; ++iy) { for (int ix = 0; ix < 16; ++ix) { for (int iz = 0; iz < 16; ++iz) { primer.setBlockState(ix, iy, iz, iblockstate); } } } }
/** * Recursively called by generate() */ protected void recursiveGenerate(World worldIn, int chunkX, int chunkZ, int p_180701_4_, int p_180701_5_, ChunkPrimer chunkPrimerIn) { int i = this.rand.nextInt(this.rand.nextInt(this.rand.nextInt(15) + 1) + 1); if (this.rand.nextInt(7) != 0) { i = 0; } for (int j = 0; j < i; ++j) { double d0 = (double)(chunkX * 16 + this.rand.nextInt(16)); double d1 = (double)this.rand.nextInt(this.rand.nextInt(120) + 8); double d2 = (double)(chunkZ * 16 + this.rand.nextInt(16)); int k = 1; if (this.rand.nextInt(4) == 0) { this.func_180703_a(this.rand.nextLong(), p_180701_4_, p_180701_5_, chunkPrimerIn, d0, d1, d2); k += this.rand.nextInt(4); } for (int l = 0; l < k; ++l) { float f = this.rand.nextFloat() * (float)Math.PI * 2.0F; float f1 = (this.rand.nextFloat() - 0.5F) * 2.0F / 8.0F; float f2 = this.rand.nextFloat() * 2.0F + this.rand.nextFloat(); if (this.rand.nextInt(10) == 0) { f2 *= this.rand.nextFloat() * this.rand.nextFloat() * 3.0F + 1.0F; } this.func_180702_a(this.rand.nextLong(), p_180701_4_, p_180701_5_, chunkPrimerIn, d0, d1, d2, f2, f, f1, 0, 0, 1.0D); } } }
/** * 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 */ public Chunk provideChunk(int x, int z) { ChunkPrimer chunkprimer = new ChunkPrimer(); for (int i = 0; i < this.cachedBlockIDs.length; ++i) { IBlockState iblockstate = this.cachedBlockIDs[i]; if (iblockstate != null) { for (int j = 0; j < 16; ++j) { for (int k = 0; k < 16; ++k) { chunkprimer.setBlockState(j, i, k, iblockstate); } } } } for (MapGenBase mapgenbase : this.structureGenerators) { mapgenbase.generate(this, this.worldObj, x, z, chunkprimer); } Chunk chunk = new Chunk(this.worldObj, chunkprimer, x, z); BiomeGenBase[] abiomegenbase = this.worldObj.getWorldChunkManager().loadBlockGeneratorData((BiomeGenBase[])null, x * 16, z * 16, 16, 16); byte[] abyte = chunk.getBiomeArray(); for (int l = 0; l < abyte.length; ++l) { abyte[l] = (byte)abiomegenbase[l].biomeID; } chunk.generateSkylightMap(); return chunk; }
public void recreateStructures(Chunk p_180514_1_, int p_180514_2_, int p_180514_3_) { for (MapGenStructure mapgenstructure : this.structureGenerators) { mapgenstructure.generate(this, this.worldObj, p_180514_2_, p_180514_3_, (ChunkPrimer)null); } }