#pragma once #include "../../Level/ChunkSource.h" #include "../Noise/PerlinNoise.h" #include "../Features/LargeFeature.h" #include "../Features/LargeHellCaveFeature.h" #include "../../Level/LevelChunk.h" #include "../Features/HellFireFeature.h" #include "../Features/LightGemFeature.h" #include "../Features/HellPortalFeature.h" #include "../Features/FlowerFeature.h" #include "../Features/HellSpringFeature.h" class ProgressListener; class HellFlatLevelSource : public ChunkSource { public: static const int CHUNK_HEIGHT = 8; static const int CHUNK_WIDTH = 4; private: Random* random; Random* pprandom; private: Level* level; public: HellFlatLevelSource(Level* level, int64_t seed); ~HellFlatLevelSource(); private: void prepareHeights(int xOffs, int zOffs, byteArray blocks); public: void buildSurfaces(int xOffs, int zOffs, byteArray blocks); LevelChunk* create(int x, int z); LevelChunk* getChunk(int xOffs, int zOffs); virtual void lightChunk(LevelChunk* lc); // 4J added public: virtual bool hasChunk(int x, int y); void postProcess(ChunkSource* parent, int xt, int zt); bool save(bool force, ProgressListener* progressListener); bool tick(); bool shouldSave(); std::wstring gatherStats(); virtual std::vector* getMobsAt( MobCategory* mobCategory, int x, int y, int z); virtual TilePos* findNearestMapFeature(Level* level, const std::wstring& featureName, int x, int y, int z); virtual void recreateLogicStructuresForChunk(int chunkX, int chunkZ); };