@Override public int[] getBiomesUnZoomed(int[] biomeArray, int x, int z, int x_size, int z_size, OutputType outputType) { this.BiomeArray = this.worldChunkManager.getBiomesForGeneration(this.BiomeArray, x, z, x_size, z_size); if (biomeArray == null || biomeArray.length < x_size * z_size) biomeArray = new int[x_size * z_size]; for (int i = 0; i < x_size * z_size; i++) biomeArray[i] = Biome.getIdForBiome(this.BiomeArray[i]); return biomeArray; }
@Override public Biome[] getBiomesForGeneration(Biome[] biomes, int x, int z, int width, int height) { biomes = original.getBiomesForGeneration(biomes, x, z, width, height); translateList(biomes, x, z, width, height); return biomes; }
public static BiomeInfo getBiomeInfo(LostCityChunkGenerator provider, ChunkCoord coord) { if (!biomeInfoMap.containsKey(coord)) { BiomeInfo info = new BiomeInfo(); int chunkX = coord.getChunkX(); int chunkZ = coord.getChunkZ(); info.biomesForBiomeCheck = provider.worldObj.getBiomeProvider().getBiomesForGeneration(info.biomesForBiomeCheck, (chunkX - 1) * 4 - 2, chunkZ * 4 - 2, 10, 10); biomeInfoMap.put(coord, info); } return biomeInfoMap.get(coord); }
private void generateRoughTerrain(int chunkX, int chunkZ, ChunkPrimer primer) world.getBiomeProvider().getBiomesForGeneration(biomes, chunkX * 4 - 2, chunkZ * 4 - 2, 10, 10); generateHeightMap(chunkX * 4, chunkZ * 4);
Biome[] biomes = worldIn.getBiomeProvider().getBiomesForGeneration((Biome[]) null, startX, startZ, 128 * biomesPerPixel, 128 * biomesPerPixel);
@Override public Chunk generateChunk(int x, int z) { ChunkPrimer chunkprimer = new ChunkPrimer(); // Setup biomes for terraingen this.biomesForGeneration = this.worldObj.getBiomeProvider().getBiomesForGeneration(this.biomesForGeneration, x * 4 - 2, z * 4 - 2, 10, 10); terraingen.setBiomesForGeneration(biomesForGeneration); terraingen.generate(x, z, chunkprimer); // Setup biomes again for actual biome decoration this.biomesForGeneration = this.worldObj.getBiomeProvider().getBiomes(this.biomesForGeneration, x * 16, z * 16, 16, 16); // This will replace stone with the biome specific stones terraingen.replaceBiomeBlocks(x, z, chunkprimer, this, biomesForGeneration); // Generate caves this.caveGenerator.generate(this.worldObj, x, z, chunkprimer); Chunk chunk = new Chunk(this.worldObj, chunkprimer, x, z); byte[] biomeArray = chunk.getBiomeArray(); for (int i = 0; i < biomeArray.length; ++i) { biomeArray[i] = (byte)Biome.getIdForBiome(this.biomesForGeneration[i]); } chunk.generateSkylightMap(); return chunk; }