public ChunkProviderEnd(World par1World, long par2) { Field_40395_h = JavaHelper.ReturnRectangularArray <int>(32, 32); endWorld = par1World; endRNG = new Random((int)par2); noiseGen1 = new NoiseGeneratorOctaves(endRNG, 16); noiseGen2 = new NoiseGeneratorOctaves(endRNG, 16); noiseGen3 = new NoiseGeneratorOctaves(endRNG, 8); NoiseGen4 = new NoiseGeneratorOctaves(endRNG, 10); NoiseGen5 = new NoiseGeneratorOctaves(endRNG, 16); }
public ChunkProviderGenerate(World par1World, long par2, bool par4) { stoneNoise = new double[256]; caveGenerator = new MapGenCaves(); strongholdGenerator = new MapGenStronghold(); villageGenerator = new MapGenVillage(0); mineshaftGenerator = new MapGenMineshaft(); ravineGenerator = new MapGenRavine(); Field_914_i = JavaHelper.ReturnRectangularArray <int>(32, 32); worldObj = par1World; mapFeaturesEnabled = par4; rand = new Random((int)par2); noiseGen1 = new NoiseGeneratorOctaves(rand, 16); noiseGen2 = new NoiseGeneratorOctaves(rand, 16); noiseGen3 = new NoiseGeneratorOctaves(rand, 8); noiseGen4 = new NoiseGeneratorOctaves(rand, 4); NoiseGen5 = new NoiseGeneratorOctaves(rand, 10); NoiseGen6 = new NoiseGeneratorOctaves(rand, 16); MobSpawnerNoise = new NoiseGeneratorOctaves(rand, 8); }
public EntityDragon(World par1World) : base(par1World) { //ORIGINAL LINE: Field_40162_d = new double[64][3]; //JAVA TO C# CONVERTER NOTE: The following call to the 'RectangularArrays' helper class reproduces the rectangular array initialization that is automatic in Java: Field_40162_d = JavaHelper.ReturnRectangularArray <float>(64, 3); Field_40164_e = -1; Field_40173_aw = 0.0F; Field_40172_ax = 0.0F; Field_40163_ay = false; Field_40161_az = false; Field_40178_aA = 0; HealingEnderCrystal = null; DragonPartArray = (new EntityDragonPart[] { DragonPartHead = new EntityDragonPart(this, "head", 6F, 6F), DragonPartBody = new EntityDragonPart(this, "body", 8F, 8F), DragonPartTail1 = new EntityDragonPart(this, "tail", 4F, 4F), DragonPartTail2 = new EntityDragonPart(this, "tail", 4F, 4F), DragonPartTail3 = new EntityDragonPart(this, "tail", 4F, 4F), DragonPartWing1 = new EntityDragonPart(this, "wing", 4F, 4F), DragonPartWing2 = new EntityDragonPart(this, "wing", 4F, 4F) }); MaxHealth = 200; SetEntityHealth(MaxHealth); Texture = "/mob/enderdragon/ender.png"; SetSize(16F, 8F); NoClip = true; isImmuneToFire_Renamed = true; TargetY = 100; IgnoreFrustumCheck = true; }
/// <summary> /// Generates a list of leaf nodes for the tree, to be populated by generateLeaves. /// </summary> public virtual void GenerateLeafNodeList() { Height = (int)((double)HeightLimit * HeightAttenuation); if (Height >= HeightLimit) { Height = HeightLimit - 1; } int i = (int)(1.3819999999999999D + Math.Pow((LeafDensity * (double)HeightLimit) / 13D, 2D)); if (i < 1) { i = 1; } int[][] ai = JavaHelper.ReturnRectangularArray <int>(i * HeightLimit, 4); int j = (BasePos[1] + HeightLimit) - LeafDistanceLimit; int k = 1; int l = BasePos[1] + Height; int i1 = j - BasePos[1]; ai[0][0] = BasePos[0]; ai[0][1] = j; ai[0][2] = BasePos[2]; ai[0][3] = l; j--; while (i1 >= 0) { int j1 = 0; float f = LayerSize(i1); if (f < 0.0F) { j--; i1--; } else { double d = 0.5D; for (; j1 < i; j1++) { double d1 = ScaleWidth * ((double)f * ((double)Rand.NextFloat() + 0.32800000000000001D)); double d2 = (double)Rand.NextFloat() * 2D * Math.PI; int k1 = MathHelper2.Floor_double(d1 * Math.Sin(d2) + (double)BasePos[0] + d); int l1 = MathHelper2.Floor_double(d1 * Math.Cos(d2) + (double)BasePos[2] + d); int[] ai1 = { k1, j, l1 }; int[] ai2 = { k1, j + LeafDistanceLimit, l1 }; if (CheckBlockLine(ai1, ai2) != -1) { continue; } int[] ai3 = { BasePos[0], BasePos[1], BasePos[2] }; double d3 = Math.Sqrt(Math.Pow(Math.Abs(BasePos[0] - ai1[0]), 2D) + Math.Pow(Math.Abs(BasePos[2] - ai1[2]), 2D)); double d4 = d3 * BranchSlope; if ((double)ai1[1] - d4 > (double)l) { ai3[1] = l; } else { ai3[1] = (int)((double)ai1[1] - d4); } if (CheckBlockLine(ai3, ai1) == -1) { ai[k][0] = k1; ai[k][1] = j; ai[k][2] = l1; ai[k][3] = ai3[1]; k++; } } j--; i1--; } } LeafNodes = JavaHelper.ReturnRectangularArray <int>(k, 4); Array.Copy(ai, 0, LeafNodes, 0, k); }
public TexturePortalFX() : base(Block.Portal.BlockIndexInTexture) { PortalTickCounter = 0; PortalTextureData = JavaHelper.ReturnRectangularArray <sbyte>(32, 1024); Random random = new Random(100); for (int i = 0; i < 32; i++) { for (int j = 0; j < 16; j++) { for (int k = 0; k < 16; k++) { float f = 0.0F; for (int l = 0; l < 2; l++) { float f1 = (float)(l * 16) * 0.5F; float f2 = (float)(l * 16) * 0.5F; float f3 = (((float)j - f1) / 16F) * 2.0F; float f4 = (((float)k - f2) / 16F) * 2.0F; if (f3 < -1F) { f3 += 2.0F; } if (f3 >= 1.0F) { f3 -= 2.0F; } if (f4 < -1F) { f4 += 2.0F; } if (f4 >= 1.0F) { f4 -= 2.0F; } float f5 = f3 * f3 + f4 * f4; float f6 = (float)Math.Atan2(f4, f3) + ((((float)i / 32F) * (float)Math.PI * 2.0F - f5 * 10F) + (float)(l * 2)) * (float)(l * 2 - 1); f6 = (MathHelper2.Sin(f6) + 1.0F) / 2.0F; f6 /= f5 + 1.0F; f += f6 * 0.5F; } f += random.NextFloat() * 0.1F; int i1 = (int)(f * 100F + 155F); int j1 = (int)(f * f * 200F + 55F); int k1 = (int)(f * f * f * f * 255F); int l1 = (int)(f * 100F + 155F); int i2 = k * 16 + j; PortalTextureData[i][i2 * 4 + 0] = (sbyte)j1; PortalTextureData[i][i2 * 4 + 1] = (sbyte)k1; PortalTextureData[i][i2 * 4 + 2] = (sbyte)i1; PortalTextureData[i][i2 * 4 + 3] = (sbyte)l1; } } } }