/* * This file is part of Applied Energistics 2. * Copyright (c) 2013 - 2014, AlgorithmX2, All rights reserved. * * Applied Energistics 2 is free software: you can redistribute it and/or modify * it under the terms of the GNU Lesser General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * Applied Energistics 2 is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public License * along with Applied Energistics 2. If not, see . */ package appeng.spatial; import java.util.ArrayList; import java.util.List; import net.minecraft.block.Block; import net.minecraft.entity.EnumCreatureType; import net.minecraft.util.BlockPos; import net.minecraft.world.World; import net.minecraft.world.chunk.Chunk; import net.minecraft.world.chunk.IChunkProvider; import net.minecraft.world.gen.ChunkProviderGenerate; import appeng.api.AEApi; import appeng.core.AEConfig; public class StorageChunkProvider extends ChunkProviderGenerate { public static final int SQUARE_CHUNK_SIZE = 256; private static final Block[] BLOCKS; static { BLOCKS = new Block[255 * SQUARE_CHUNK_SIZE]; for( Block matrixFrameBlock : AEApi.instance().definitions().blocks().matrixFrame().maybeBlock().asSet() ) { for( int x = 0; x < BLOCKS.length; x++ ) { BLOCKS[x] = matrixFrameBlock; } } } final World world; public StorageChunkProvider( World world, long i ) { super( world, i, false, null ); this.world = world; } @Override public Chunk provideChunk( int x, int z ) { Chunk chunk = new Chunk( this.world, x, z ); byte[] biomes = chunk.getBiomeArray(); AEConfig config = AEConfig.instance; for( int k = 0; k < biomes.length; ++k ) { biomes[k] = (byte) config.storageBiomeID; } if( !chunk.isTerrainPopulated() ) { chunk.setTerrainPopulated( true ); chunk.resetRelightChecks(); } return chunk; } @Override public void populate( IChunkProvider par1iChunkProvider, int par2, int par3 ) { } @Override public boolean unloadQueuedChunks() { return true; } @Override public List getPossibleCreatures( EnumCreatureType creatureType, BlockPos pos ) { return new ArrayList(); } }