Working spatial dimensions teleport.
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/*
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* This file is part of Applied Energistics 2.
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* Copyright (c) 2013 - 2014, AlgorithmX2, All rights reserved.
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*
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* Applied Energistics 2 is free software: you can redistribute it and/or modify
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* it under the terms of the GNU Lesser General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* Applied Energistics 2 is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public License
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* along with Applied Energistics 2. If not, see <http://www.gnu.org/licenses/lgpl>.
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*/
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package appeng.spatial;
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import net.minecraft.block.BlockState;
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import net.minecraft.util.math.BlockPos;
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import net.minecraft.world.IWorld;
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import net.minecraft.world.World;
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import net.minecraft.world.biome.provider.BiomeProvider;
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import net.minecraft.world.biome.provider.SingleBiomeProvider;
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import net.minecraft.world.biome.provider.SingleBiomeProviderSettings;
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import net.minecraft.world.chunk.IChunk;
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import net.minecraft.world.gen.ChunkGenerator;
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import appeng.api.AEApi;
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import net.minecraft.world.gen.GenerationSettings;
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import net.minecraft.world.gen.Heightmap;
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import net.minecraft.world.gen.WorldGenRegion;
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public class StorageChunkGenerator extends ChunkGenerator<GenerationSettings>
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{
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private final BlockState defaultBlockState;
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public StorageChunkGenerator(final World world )
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{
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super( world, createBiomeProvider(), createSettings() );
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this.defaultBlockState = AEApi.instance().definitions().blocks().matrixFrame().block().getDefaultState();
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}
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private static BiomeProvider createBiomeProvider() {
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SingleBiomeProviderSettings biomeSettings = new SingleBiomeProviderSettings(null);
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biomeSettings.setBiome(StorageCellBiome.INSTANCE);
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return new SingleBiomeProvider(biomeSettings);
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}
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private static GenerationSettings createSettings() {
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return new GenerationSettings();
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}
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@Override
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public void generateSurface(WorldGenRegion region, IChunk chunk) {
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this.fillChunk( chunk );
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chunk.setModified( false );
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}
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private void fillChunk( IChunk chunk )
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{
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BlockPos.Mutable mutPos = new BlockPos.Mutable();
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for( int cx = 0; cx < 16; cx++ )
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{
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mutPos.setX(cx);
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for( int cz = 0; cz < 16; cz++ )
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{
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// FIXME: It's likely a bad idea to fill Y in the inner-loop given the storage layout of chunks
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mutPos.setZ(cz);
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for( int cy = 0; cy < 256; cy++ )
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{
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mutPos.setY(cy);
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chunk.setBlockState(mutPos, defaultBlockState, false);
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}
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}
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}
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}
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@Override
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public int getGroundHeight() {
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return 0;
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}
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@Override
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public void makeBase(IWorld worldIn, IChunk chunkIn) {
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}
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@Override
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public int func_222529_a(int p_222529_1_, int p_222529_2_, Heightmap.Type heightmapType) {
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return 0;
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}
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@Override
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public void decorate(WorldGenRegion region) {
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// Do not decorate chunks at all
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}
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}
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