4jcraft/Minecraft.World/WorldGen/Biomes/BiomeSource.h

121 lines
4.3 KiB
C++

#pragma once
#include "Biome.h"
#include "BiomeSource.h"
#include "BiomeCache.h"
#include "../../Headers/net.minecraft.world.level.levelgen.synth.h"
class ChunkPos;
class Level;
class Layer;
class TilePos;
class LevelType;
class BiomeSource {
private:
std::shared_ptr<Layer> layer;
std::shared_ptr<Layer> zoomedLayer;
public:
static const int CACHE_DIAMETER = 256;
private:
BiomeCache* cache;
std::vector<Biome*> playerSpawnBiomes;
protected:
void _init();
void _init(int64_t seed, LevelType* generator);
BiomeSource();
public:
BiomeSource(int64_t seed, LevelType* generator);
BiomeSource(Level* level);
private:
static bool getIsMatch(float* frac); // 4J added
static void getFracs(intArray indices, float* fracs); // 4J added
public:
#ifdef __PSVITA__
static int64_t findSeed(
LevelType* generator,
bool* pServerRunning); // MGH - added pRunning, so we can early out of
// this on Vita as it can take up to 60 secs
// // 4J added
#else
static int64_t findSeed(LevelType* generator); // 4J added
#endif
virtual ~BiomeSource();
public:
std::vector<Biome*> getPlayerSpawnBiomes() { return playerSpawnBiomes; }
virtual Biome* getBiome(ChunkPos* cp);
virtual Biome* getBiome(int x, int z);
// 4J - changed the interface for these methods, mainly for thread safety
virtual float getDownfall(int x, int z) const;
virtual floatArray getDownfallBlock(int x, int z, int w, int h) const;
virtual void getDownfallBlock(floatArray& downfalls, int x, int z, int w,
int h) const;
// 4J - changed the interface for these methods, mainly for thread safety
virtual BiomeCache::Block* getBlockAt(int x, int y);
virtual float getTemperature(int x, int y, int z) const;
float scaleTemp(float temp,
int y) const; // 4J - brought forward from 1.2.3
virtual floatArray getTemperatureBlock(int x, int z, int w, int h) const;
virtual void getTemperatureBlock(floatArray& temperatures, int x, int z,
int w, int h) const;
virtual BiomeArray getRawBiomeBlock(int x, int z, int w, int h) const;
virtual void getRawBiomeBlock(BiomeArray& biomes, int x, int z, int w,
int h) const;
virtual void getRawBiomeIndices(intArray& biomes, int x, int z, int w,
int h) const; // 4J added
virtual BiomeArray getBiomeBlock(int x, int z, int w, int h) const;
virtual void getBiomeBlock(BiomeArray& biomes, int x, int z, int w, int h,
bool useCache) const;
virtual byteArray getBiomeIndexBlock(int x, int z, int w, int h) const;
virtual void getBiomeIndexBlock(byteArray& biomeIndices, int x, int z,
int w, int h, bool useCache) const;
/**
* Checks if an area around a block contains only the specified biomes.
* Useful for placing elements like towns.
*
* This is a bit of a rough check, to make it as fast as possible. To ensure
* NO other biomes, add a margin of at least four blocks to the radius
*/
virtual bool containsOnly(int x, int z, int r, std::vector<Biome*> allowed);
/**
* Checks if an area around a block contains only the specified biome.
* Useful for placing elements like towns.
*
* This is a bit of a rough check, to make it as fast as possible. To ensure
* NO other biomes, add a margin of at least four blocks to the radius
*/
virtual bool containsOnly(int x, int z, int r, Biome* allowed);
/**
* Finds the specified biome within the radius. This will return a random
* position if several are found. This test is fairly rough.
*
* Returns null if the biome wasn't found
*/
virtual TilePos* findBiome(int x, int z, int r, Biome* toFind,
Random* random);
/**
* Finds one of the specified biomes within the radius. This will return a
* random position if several are found. This test is fairly rough.
*
* Returns null if the biome wasn't found
*/
virtual TilePos* findBiome(int x, int z, int r, std::vector<Biome*> allowed,
Random* random);
void update();
};