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

114 lines
3 KiB
C++

#pragma once
#include <stdint.h>
#include <format>
#include <string>
#include <vector>
#include "minecraft/world/level/biome/Biome.h"
#include "minecraft/world/level/chunk/ChunkSource.h"
class ProgressListener;
class LargeFeature;
class StrongholdFeature;
class VillageFeature;
class MineShaftFeature;
class PerlinNoise;
class RandomScatteredLargeFeature;
class Level;
class Random;
class RandomLevelSource : public ChunkSource {
public:
static const double SNOW_CUTOFF;
static const double SNOW_SCALE;
static const bool FLOATING_ISLANDS = false;
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* perlinNoise3;
public:
PerlinNoise* scaleNoise;
PerlinNoise* depthNoise;
private:
PerlinNoise* floatingIslandScale;
PerlinNoise* floatingIslandNoise;
public:
PerlinNoise* forestNoise;
private:
Level* level;
const bool generateStructures;
std::vector<float> pows;
public:
RandomLevelSource(Level* level, int64_t seed, bool generateStructures);
~RandomLevelSource();
public:
#ifdef _LARGE_WORLDS
int getMinDistanceToEdge(int xxx, int zzz, int worldSize,
float falloffStart);
#endif
float getHeightFalloff(int xxx, int zzz, int* pEMin);
void prepareHeights(int xOffs, int zOffs, std::vector<uint8_t>& blocks);
public:
void buildSurfaces(int xOffs, int zOffs, std::vector<uint8_t>& blocks,
std::vector<Biome*>& biomes);
private:
LargeFeature* caveFeature;
StrongholdFeature* strongholdFeature;
VillageFeature* villageFeature;
MineShaftFeature* mineShaftFeature;
RandomScatteredLargeFeature* scatteredFeature;
LargeFeature* canyonFeature;
private:
virtual LevelChunk* create(int x, int z);
public:
virtual 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,
std::vector<Biome*>& biomes);
public:
virtual bool hasChunk(int x, int y);
private:
void calcWaterDepths(ChunkSource* parent, int xt, int zt);
public:
virtual void postProcess(ChunkSource* parent, int xt, int zt);
virtual bool save(bool force, ProgressListener* progressListener);
virtual bool tick();
virtual bool shouldSave();
virtual std::string gatherStats();
public:
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);
};