4jcraft/targets/minecraft/world/level/levelgen/HellRandomLevelSource.h

89 lines
2.6 KiB
C++

#pragma once
#include <stdint.h>
#include <format>
#include <string>
#include <vector>
#include "LargeFeature.h"
#include "LargeHellCaveFeature.h"
#include "minecraft/world/level/biome/Biome.h"
#include "minecraft/world/level/chunk/ChunkSource.h"
#include "minecraft/world/level/chunk/LevelChunk.h"
#include "minecraft/world/level/levelgen/feature/FlowerFeature.h"
#include "minecraft/world/level/levelgen/feature/HellFireFeature.h"
#include "minecraft/world/level/levelgen/feature/HellPortalFeature.h"
#include "minecraft/world/level/levelgen/feature/HellSpringFeature.h"
#include "minecraft/world/level/levelgen/feature/LightGemFeature.h"
#include "minecraft/world/level/levelgen/structure/NetherBridgeFeature.h"
#include "minecraft/world/level/levelgen/synth/PerlinNoise.h"
class ProgressListener;
class LargeFeature;
class Level;
class NetherBridgeFeature;
class PerlinNoise;
class Random;
class HellRandomLevelSource : public ChunkSource {
public:
static const int CHUNK_HEIGHT = 8;
static const int CHUNK_WIDTH = 4;
private:
Random* random;
Random* pprandom; // 4J added
PerlinNoise* lperlinNoise1;
PerlinNoise* lperlinNoise2;
PerlinNoise* perlinNoise1;
PerlinNoise* perlinNoise2;
PerlinNoise* perlinNoise3;
public:
PerlinNoise* scaleNoise;
PerlinNoise* depthNoise;
private:
Level* level;
public:
HellRandomLevelSource(Level* level, int64_t seed);
~HellRandomLevelSource();
NetherBridgeFeature* netherBridgeFeature;
private:
void prepareHeights(int xOffs, int zOffs, std::vector<uint8_t>& blocks);
public:
void buildSurfaces(int xOffs, int zOffs, std::vector<uint8_t>& blocks);
private:
LargeFeature* caveFeature;
public:
LevelChunk* create(int x, int z);
LevelChunk* getChunk(int xOffs, int zOffs);
virtual void lightChunk(LevelChunk* lc); // 4J added
private:
std::vector<double> getHeights(std::vector<double>& buffer, int x, int y,
int z, int xSize, int ySize, int zSize);
public:
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::string gatherStats();
virtual std::vector<Biome::MobSpawnerData*>* getMobsAt(
MobCategory* mobCategory, int x, int y, int z);
virtual TilePos* findNearestMapFeature(Level* level,
const std::string& featureName,
int x, int y, int z);
virtual void recreateLogicStructuresForChunk(int chunkX, int chunkZ);
};