/// <summary> /// Returns a list of integer values generated by this layer. These may be interpreted as temperatures, rainfall /// amounts, or biomeList[] indices based on the particular GenLayer subclass. /// </summary> public override int[] GetInts(int par1, int par2, int par3, int par4) { int[] ai = Parent.GetInts(par1 - 1, par2 - 1, par3 + 2, par4 + 2); int[] ai1 = IntCache.GetIntCache(par3 * par4); for (int i = 0; i < par4; i++) { for (int j = 0; j < par3; j++) { InitChunkSeed(j + par1, i + par2); int k = ai[j + 1 + (i + 1) * (par3 + 2)]; if (k == BiomeGenBase.Swampland.BiomeID && NextInt(6) == 0) { ai1[j + i * par3] = BiomeGenBase.River.BiomeID; continue; } if ((k == BiomeGenBase.Jungle.BiomeID || k == BiomeGenBase.JungleHills.BiomeID) && NextInt(8) == 0) { ai1[j + i * par3] = BiomeGenBase.River.BiomeID; } else { ai1[j + i * par3] = k; } } } return(ai1); }
/// <summary> /// Returns a list of integer values generated by this layer. These may be interpreted as temperatures, rainfall /// amounts, or biomeList[] indices based on the particular GenLayer subclass. /// </summary> public override int[] GetInts(int par1, int par2, int par3, int par4) { int i = par1 - 1; int j = par2 - 1; int k = par3 + 2; int l = par4 + 2; int[] ai = Parent.GetInts(i, j, k, l); int[] ai1 = IntCache.GetIntCache(par3 * par4); for (int i1 = 0; i1 < par4; i1++) { for (int j1 = 0; j1 < par3; j1++) { int k1 = ai[j1 + 0 + (i1 + 0) * k]; int l1 = ai[j1 + 2 + (i1 + 0) * k]; int i2 = ai[j1 + 0 + (i1 + 2) * k]; int j2 = ai[j1 + 2 + (i1 + 2) * k]; int k2 = ai[j1 + 1 + (i1 + 1) * k]; InitChunkSeed(j1 + par1, i1 + par2); if (k2 == 0 && k1 == 0 && l1 == 0 && i2 == 0 && j2 == 0 && NextInt(100) == 0) { ai1[j1 + i1 * par3] = BiomeGenBase.MushroomIsland.BiomeID; } else { ai1[j1 + i1 * par3] = k2; } } } return(ai1); }
/// <summary> /// Returns a list of integer values generated by this layer. These may be interpreted as temperatures, rainfall /// amounts, or biomeList[] indices based on the particular GenLayer subclass. /// </summary> public override int[] GetInts(int par1, int par2, int par3, int par4) { int i = par1 - 1; int j = par2 - 1; int k = par3 + 2; int l = par4 + 2; int[] ai = Parent.GetInts(i, j, k, l); int[] ai1 = IntCache.GetIntCache(par3 * par4); for (int i1 = 0; i1 < par4; i1++) { for (int j1 = 0; j1 < par3; j1++) { int k1 = ai[j1 + 0 + (i1 + 1) * k]; int l1 = ai[j1 + 2 + (i1 + 1) * k]; int i2 = ai[j1 + 1 + (i1 + 0) * k]; int j2 = ai[j1 + 1 + (i1 + 2) * k]; int k2 = ai[j1 + 1 + (i1 + 1) * k]; if (k1 == l1 && i2 == j2) { InitChunkSeed(j1 + par1, i1 + par2); if (NextInt(2) == 0) { k2 = k1; } else { k2 = i2; } } else { if (k1 == l1) { k2 = k1; } if (i2 == j2) { k2 = i2; } } ai1[j1 + i1 * par3] = k2; } } return(ai1); }
/// <summary> /// Returns a list of integer values generated by this layer. These may be interpreted as temperatures, rainfall /// amounts, or biomeList[] indices based on the particular GenLayer subclass. /// </summary> public override int[] GetInts(int par1, int par2, int par3, int par4) { int[] ai = Parent.GetInts(par1, par2, par3, par4); int[] ai1 = IntCache.GetIntCache(par3 * par4); for (int i = 0; i < par4; i++) { for (int j = 0; j < par3; j++) { InitChunkSeed(j + par1, i + par2); ai1[j + i * par3] = ai[j + i * par3] <= 0 ? 0 : NextInt(2) + 2; } } return(ai1); }
/// <summary> /// Returns a list of integer values generated by this layer. These may be interpreted as temperatures, rainfall /// amounts, or biomeList[] indices based on the particular GenLayer subclass. /// </summary> public override int[] GetInts(int par1, int par2, int par3, int par4) { int[] ai = IntCache.GetIntCache(par3 * par4); for (int i = 0; i < par4; i++) { for (int j = 0; j < par3; j++) { InitChunkSeed(par1 + j, par2 + i); ai[j + i * par3] = NextInt(10) != 0 ? 0 : 1; } } if (par1 > -par3 && par1 <= 0 && par2 > -par4 && par2 <= 0) { ai[-par1 + -par2 * par3] = 1; } return(ai); }
/// <summary> /// Returns a list of integer values generated by this layer. These may be interpreted as temperatures, rainfall /// amounts, or biomeList[] indices based on the particular GenLayer subclass. /// </summary> public override int[] GetInts(int par1, int par2, int par3, int par4) { int i = par1 - 1; int j = par2 - 1; int k = par3 + 2; int l = par4 + 2; int[] ai = Parent.GetInts(i, j, k, l); int[] ai1 = IntCache.GetIntCache(par3 * par4); for (int i1 = 0; i1 < par4; i1++) { for (int j1 = 0; j1 < par3; j1++) { int k1 = ai[j1 + 1 + (i1 + 1) * k]; InitChunkSeed(j1 + par1, i1 + par2); if (k1 == 0) { ai1[j1 + i1 * par3] = 0; continue; } int l1 = NextInt(5); if (l1 == 0) { l1 = BiomeGenBase.IcePlains.BiomeID; } else { l1 = 1; } ai1[j1 + i1 * par3] = l1; } } return(ai1); }
/// <summary> /// Returns a list of integer values generated by this layer. These may be interpreted as temperatures, rainfall /// amounts, or biomeList[] indices based on the particular GenLayer subclass. /// </summary> public override int[] GetInts(int par1, int par2, int par3, int par4) { int[] ai = Field_35512_b.GetInts(par1, par2, par3, par4); int[] ai1 = Field_35513_c.GetInts(par1, par2, par3, par4); int[] ai2 = IntCache.GetIntCache(par3 * par4); for (int i = 0; i < par3 * par4; i++) { if (ai[i] == BiomeGenBase.Ocean.BiomeID) { ai2[i] = ai[i]; continue; } if (ai1[i] >= 0) { if (ai[i] == BiomeGenBase.IcePlains.BiomeID) { ai2[i] = BiomeGenBase.FrozenRiver.BiomeID; continue; } if (ai[i] == BiomeGenBase.MushroomIsland.BiomeID || ai[i] == BiomeGenBase.MushroomIslandShore.BiomeID) { ai2[i] = BiomeGenBase.MushroomIslandShore.BiomeID; } else { ai2[i] = ai1[i]; } } else { ai2[i] = ai[i]; } } return(ai2); }
/// <summary> /// Returns a list of integer values generated by this layer. These may be interpreted as temperatures, rainfall /// amounts, or biomeList[] indices based on the particular GenLayer subclass. /// </summary> public override int[] GetInts(int par1, int par2, int par3, int par4) { int i = par1 - 1; int j = par2 - 1; int k = par3 + 2; int l = par4 + 2; int[] ai = Parent.GetInts(i, j, k, l); int[] ai1 = IntCache.GetIntCache(par3 * par4); for (int i1 = 0; i1 < par4; i1++) { for (int j1 = 0; j1 < par3; j1++) { int k1 = ai[j1 + 0 + (i1 + 1) * k]; int l1 = ai[j1 + 2 + (i1 + 1) * k]; int i2 = ai[j1 + 1 + (i1 + 0) * k]; int j2 = ai[j1 + 1 + (i1 + 2) * k]; int k2 = ai[j1 + 1 + (i1 + 1) * k]; if (k2 == 0 || k1 == 0 || l1 == 0 || i2 == 0 || j2 == 0) { ai1[j1 + i1 * par3] = BiomeGenBase.River.BiomeID; continue; } if (k2 != k1 || k2 != i2 || k2 != l1 || k2 != j2) { ai1[j1 + i1 * par3] = BiomeGenBase.River.BiomeID; } else { ai1[j1 + i1 * par3] = -1; } } } return(ai1); }
/// <summary> /// Returns a list of integer values generated by this layer. These may be interpreted as temperatures, rainfall /// amounts, or biomeList[] indices based on the particular GenLayer subclass. /// </summary> public override int[] GetInts(int par1, int par2, int par3, int par4) { int[] ai = Parent.GetInts(par1, par2, par3, par4); int[] ai1 = IntCache.GetIntCache(par3 * par4); for (int i = 0; i < par4; i++) { for (int j = 0; j < par3; j++) { InitChunkSeed(j + par1, i + par2); int k = ai[j + i * par3]; if (k == 0) { ai1[j + i * par3] = 0; continue; } if (k == BiomeGenBase.MushroomIsland.BiomeID) { ai1[j + i * par3] = k; continue; } if (k == 1) { ai1[j + i * par3] = AllowedBiomes[NextInt(AllowedBiomes.Length)].BiomeID; } else { ai1[j + i * par3] = BiomeGenBase.IcePlains.BiomeID; } } } return(ai1); }
/// <summary> /// Returns a list of integer values generated by this layer. These may be interpreted as temperatures, rainfall /// amounts, or biomeList[] indices based on the particular GenLayer subclass. /// </summary> public override int[] GetInts(int par1, int par2, int par3, int par4) { int i = par1 - 1; int j = par2 - 1; int k = par3 + 2; int l = par4 + 2; int[] ai = Parent.GetInts(i, j, k, l); int[] ai1 = IntCache.GetIntCache(par3 * par4); for (int i1 = 0; i1 < par4; i1++) { for (int j1 = 0; j1 < par3; j1++) { int k1 = ai[j1 + 0 + (i1 + 0) * k]; int l1 = ai[j1 + 2 + (i1 + 0) * k]; int i2 = ai[j1 + 0 + (i1 + 2) * k]; int j2 = ai[j1 + 2 + (i1 + 2) * k]; int k2 = ai[j1 + 1 + (i1 + 1) * k]; InitChunkSeed(j1 + par1, i1 + par2); if (k2 == 0 && (k1 != 0 || l1 != 0 || i2 != 0 || j2 != 0)) { int l2 = 1; int i3 = 1; if (k1 != 0 && NextInt(l2++) == 0) { i3 = k1; } if (l1 != 0 && NextInt(l2++) == 0) { i3 = l1; } if (i2 != 0 && NextInt(l2++) == 0) { i3 = i2; } if (j2 != 0 && NextInt(l2++) == 0) { i3 = j2; } if (NextInt(3) == 0) { ai1[j1 + i1 * par3] = i3; continue; } if (i3 == BiomeGenBase.IcePlains.BiomeID) { ai1[j1 + i1 * par3] = BiomeGenBase.FrozenOcean.BiomeID; } else { ai1[j1 + i1 * par3] = 0; } continue; } if (k2 > 0 && (k1 == 0 || l1 == 0 || i2 == 0 || j2 == 0)) { if (NextInt(5) == 0) { if (k2 == BiomeGenBase.IcePlains.BiomeID) { ai1[j1 + i1 * par3] = BiomeGenBase.FrozenOcean.BiomeID; } else { ai1[j1 + i1 * par3] = 0; } } else { ai1[j1 + i1 * par3] = k2; } } else { ai1[j1 + i1 * par3] = k2; } } } return(ai1); }
/// <summary> /// Returns a list of integer values generated by this layer. These may be interpreted as temperatures, rainfall /// amounts, or biomeList[] indices based on the particular GenLayer subclass. /// </summary> public override int[] GetInts(int par1, int par2, int par3, int par4) { int[] ai = Parent.GetInts(par1 - 1, par2 - 1, par3 + 2, par4 + 2); int[] ai1 = IntCache.GetIntCache(par3 * par4); for (int i = 0; i < par4; i++) { for (int j = 0; j < par3; j++) { InitChunkSeed(j + par1, i + par2); int k = ai[j + 1 + (i + 1) * (par3 + 2)]; if (k == BiomeGenBase.MushroomIsland.BiomeID) { int l = ai[j + 1 + ((i + 1) - 1) * (par3 + 2)]; int k1 = ai[j + 1 + 1 + (i + 1) * (par3 + 2)]; int j2 = ai[((j + 1) - 1) + (i + 1) * (par3 + 2)]; int i3 = ai[j + 1 + (i + 1 + 1) * (par3 + 2)]; if (l == BiomeGenBase.Ocean.BiomeID || k1 == BiomeGenBase.Ocean.BiomeID || j2 == BiomeGenBase.Ocean.BiomeID || i3 == BiomeGenBase.Ocean.BiomeID) { ai1[j + i * par3] = BiomeGenBase.MushroomIslandShore.BiomeID; } else { ai1[j + i * par3] = k; } continue; } if (k != BiomeGenBase.Ocean.BiomeID && k != BiomeGenBase.River.BiomeID && k != BiomeGenBase.Swampland.BiomeID && k != BiomeGenBase.ExtremeHills.BiomeID) { int i1 = ai[j + 1 + ((i + 1) - 1) * (par3 + 2)]; int l1 = ai[j + 1 + 1 + (i + 1) * (par3 + 2)]; int k2 = ai[((j + 1) - 1) + (i + 1) * (par3 + 2)]; int j3 = ai[j + 1 + (i + 1 + 1) * (par3 + 2)]; if (i1 == BiomeGenBase.Ocean.BiomeID || l1 == BiomeGenBase.Ocean.BiomeID || k2 == BiomeGenBase.Ocean.BiomeID || j3 == BiomeGenBase.Ocean.BiomeID) { ai1[j + i * par3] = BiomeGenBase.Beach.BiomeID; } else { ai1[j + i * par3] = k; } continue; } if (k == BiomeGenBase.ExtremeHills.BiomeID) { int j1 = ai[j + 1 + ((i + 1) - 1) * (par3 + 2)]; int i2 = ai[j + 1 + 1 + (i + 1) * (par3 + 2)]; int l2 = ai[((j + 1) - 1) + (i + 1) * (par3 + 2)]; int k3 = ai[j + 1 + (i + 1 + 1) * (par3 + 2)]; if (j1 != BiomeGenBase.ExtremeHills.BiomeID || i2 != BiomeGenBase.ExtremeHills.BiomeID || l2 != BiomeGenBase.ExtremeHills.BiomeID || k3 != BiomeGenBase.ExtremeHills.BiomeID) { ai1[j + i * par3] = BiomeGenBase.ExtremeHillsEdge.BiomeID; } else { ai1[j + i * par3] = k; } } else { ai1[j + i * par3] = k; } } } return(ai1); }
/// <summary> /// Returns a list of integer values generated by this layer. These may be interpreted as temperatures, rainfall /// amounts, or biomeList[] indices based on the particular GenLayer subclass. /// </summary> public override int[] GetInts(int par1, int par2, int par3, int par4) { int[] ai = Parent.GetInts(par1 - 1, par2 - 1, par3 + 2, par4 + 2); int[] ai1 = IntCache.GetIntCache(par3 * par4); for (int i = 0; i < par4; i++) { for (int j = 0; j < par3; j++) { InitChunkSeed(j + par1, i + par2); int k = ai[j + 1 + (i + 1) * (par3 + 2)]; if (NextInt(3) == 0) { int l = k; if (k == BiomeGenBase.Desert.BiomeID) { l = BiomeGenBase.DesertHills.BiomeID; } else if (k == BiomeGenBase.Forest.BiomeID) { l = BiomeGenBase.ForestHills.BiomeID; } else if (k == BiomeGenBase.Taiga.BiomeID) { l = BiomeGenBase.TaigaHills.BiomeID; } else if (k == BiomeGenBase.Plains.BiomeID) { l = BiomeGenBase.Forest.BiomeID; } else if (k == BiomeGenBase.IcePlains.BiomeID) { l = BiomeGenBase.IceMountains.BiomeID; } else if (k == BiomeGenBase.Jungle.BiomeID) { l = BiomeGenBase.JungleHills.BiomeID; } if (l != k) { int i1 = ai[j + 1 + ((i + 1) - 1) * (par3 + 2)]; int j1 = ai[j + 1 + 1 + (i + 1) * (par3 + 2)]; int k1 = ai[((j + 1) - 1) + (i + 1) * (par3 + 2)]; int l1 = ai[j + 1 + (i + 1 + 1) * (par3 + 2)]; if (i1 == k && j1 == k && k1 == k && l1 == k) { ai1[j + i * par3] = l; } else { ai1[j + i * par3] = k; } } else { ai1[j + i * par3] = k; } } else { ai1[j + i * par3] = k; } } } return(ai1); }