mirror of
https://github.com/4jcraft/4jcraft.git
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565 lines
22 KiB
C++
565 lines
22 KiB
C++
#include "../../Platform/stdafx.h"
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#include "../../Headers/net.minecraft.world.level.h"
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#include "../../Headers/net.minecraft.world.level.tile.h"
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#include "../../Headers/net.minecraft.world.entity.h"
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#include "../../Headers/net.minecraft.world.level.levelgen.feature.h"
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#include "../../Headers/net.minecraft.world.level.storage.h"
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#include "../Biomes/BiomeSource.h"
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#include "HellRandomLevelSource.h"
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HellRandomLevelSource::HellRandomLevelSource(Level* level, int64_t seed) {
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int xzSize = level->getLevelData()->getXZSize();
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int hellScale = level->getLevelData()->getHellScale();
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m_XZSize = ceil((float)xzSize / hellScale);
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netherBridgeFeature = new NetherBridgeFeature();
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caveFeature = new LargeHellCaveFeature();
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this->level = level;
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random = new Random(seed);
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pprandom = new Random(
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seed); // 4J - added, so that we can have a separate random for doing
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// post-processing in parallel with creation
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lperlinNoise1 = new PerlinNoise(random, 16);
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lperlinNoise2 = new PerlinNoise(random, 16);
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perlinNoise1 = new PerlinNoise(random, 8);
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perlinNoise2 = new PerlinNoise(random, 4);
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perlinNoise3 = new PerlinNoise(random, 4);
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scaleNoise = new PerlinNoise(random, 10);
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depthNoise = new PerlinNoise(random, 16);
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}
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HellRandomLevelSource::~HellRandomLevelSource() {
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delete netherBridgeFeature;
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delete caveFeature;
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delete random;
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delete pprandom; // 4J added
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delete lperlinNoise1;
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delete lperlinNoise2;
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delete perlinNoise1;
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delete perlinNoise2;
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delete perlinNoise3;
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delete scaleNoise;
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delete depthNoise;
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}
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void HellRandomLevelSource::prepareHeights(int xOffs, int zOffs,
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byteArray blocks) {
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int xChunks = 16 / CHUNK_WIDTH;
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int waterHeight = 32;
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int xSize = xChunks + 1;
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int ySize = Level::genDepth / CHUNK_HEIGHT + 1;
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int zSize = xChunks + 1;
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doubleArray buffer; // 4J - used to be declared with class level scope but
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// tidying up for thread safety reasons
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buffer = getHeights(buffer, xOffs * xChunks, 0, zOffs * xChunks, xSize,
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ySize, zSize);
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for (int xc = 0; xc < xChunks; xc++) {
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for (int zc = 0; zc < xChunks; zc++) {
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for (int yc = 0; yc < Level::genDepth / CHUNK_HEIGHT; yc++) {
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double yStep = 1 / (double)CHUNK_HEIGHT;
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double s0 =
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buffer[((xc + 0) * zSize + (zc + 0)) * ySize + (yc + 0)];
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double s1 =
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buffer[((xc + 0) * zSize + (zc + 1)) * ySize + (yc + 0)];
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double s2 =
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buffer[((xc + 1) * zSize + (zc + 0)) * ySize + (yc + 0)];
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double s3 =
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buffer[((xc + 1) * zSize + (zc + 1)) * ySize + (yc + 0)];
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double s0a =
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(buffer[((xc + 0) * zSize + (zc + 0)) * ySize + (yc + 1)] -
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s0) *
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yStep;
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double s1a =
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(buffer[((xc + 0) * zSize + (zc + 1)) * ySize + (yc + 1)] -
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s1) *
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yStep;
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double s2a =
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(buffer[((xc + 1) * zSize + (zc + 0)) * ySize + (yc + 1)] -
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s2) *
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yStep;
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double s3a =
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(buffer[((xc + 1) * zSize + (zc + 1)) * ySize + (yc + 1)] -
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s3) *
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yStep;
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for (int y = 0; y < CHUNK_HEIGHT; y++) {
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double xStep = 1 / (double)CHUNK_WIDTH;
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double _s0 = s0;
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double _s1 = s1;
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double _s0a = (s2 - s0) * xStep;
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double _s1a = (s3 - s1) * xStep;
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for (int x = 0; x < CHUNK_WIDTH; x++) {
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int offs = (x + xc * CHUNK_WIDTH)
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<< Level::genDepthBitsPlusFour |
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(0 + zc * CHUNK_WIDTH)
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<< Level::genDepthBits |
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(yc * CHUNK_HEIGHT + y);
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int step = 1 << Level::genDepthBits;
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double zStep = 1 / (double)CHUNK_WIDTH;
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double val = _s0;
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double vala = (_s1 - _s0) * zStep;
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for (int z = 0; z < CHUNK_WIDTH; z++) {
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int tileId = 0;
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if (yc * CHUNK_HEIGHT + y < waterHeight) {
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tileId = Tile::calmLava_Id;
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}
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if (val > 0) {
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tileId = Tile::netherRack_Id;
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}
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blocks[offs] = (uint8_t)tileId;
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offs += step;
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val += vala;
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}
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_s0 += _s0a;
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_s1 += _s1a;
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}
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s0 += s0a;
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s1 += s1a;
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s2 += s2a;
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s3 += s3a;
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}
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}
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}
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}
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delete[] buffer.data;
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}
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void HellRandomLevelSource::buildSurfaces(int xOffs, int zOffs,
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byteArray blocks) {
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int waterHeight = Level::genDepth - 64;
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double s = 1 / 32.0;
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doubleArray sandBuffer(16 *
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16); // 4J - used to be declared with class level
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// scope but moved here for thread safety
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doubleArray gravelBuffer(16 * 16);
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doubleArray depthBuffer(16 * 16);
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sandBuffer = perlinNoise2->getRegion(sandBuffer, xOffs * 16, zOffs * 16, 0,
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16, 16, 1, s, s, 1);
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gravelBuffer = perlinNoise2->getRegion(gravelBuffer, xOffs * 16, 109,
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zOffs * 16, 16, 1, 16, s, 1, s);
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depthBuffer = perlinNoise3->getRegion(depthBuffer, xOffs * 16, zOffs * 16,
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0, 16, 16, 1, s * 2, s * 2, s * 2);
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for (int x = 0; x < 16; x++) {
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for (int z = 0; z < 16; z++) {
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bool sand =
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(sandBuffer[x + z * 16] + random->nextDouble() * 0.2) > 0;
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bool gravel =
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(gravelBuffer[x + z * 16] + random->nextDouble() * 0.2) > 0;
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int runDepth = (int)(depthBuffer[x + z * 16] / 3 + 3 +
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random->nextDouble() * 0.25);
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int run = -1;
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uint8_t top = (uint8_t)Tile::netherRack_Id;
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uint8_t material = (uint8_t)Tile::netherRack_Id;
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for (int y = Level::genDepthMinusOne; y >= 0; y--) {
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int offs = (z * 16 + x) * Level::genDepth + y;
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// 4J Build walls around the level
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bool blockSet = false;
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if (xOffs <= -(m_XZSize / 2)) {
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if (z - random->nextInt(4) <= 0 ||
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xOffs < -(m_XZSize / 2)) {
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blocks[offs] = (uint8_t)Tile::unbreakable_Id;
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blockSet = true;
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}
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}
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if (zOffs <= -(m_XZSize / 2)) {
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if (x - random->nextInt(4) <= 0 ||
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zOffs < -(m_XZSize / 2)) {
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blocks[offs] = (uint8_t)Tile::unbreakable_Id;
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blockSet = true;
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}
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}
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if (xOffs >= (m_XZSize / 2) - 1) {
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if (z + random->nextInt(4) >= 15 ||
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xOffs > (m_XZSize / 2)) {
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blocks[offs] = (uint8_t)Tile::unbreakable_Id;
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blockSet = true;
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}
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}
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if (zOffs >= (m_XZSize / 2) - 1) {
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if (x + random->nextInt(4) >= 15 ||
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zOffs > (m_XZSize / 2)) {
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blocks[offs] = (uint8_t)Tile::unbreakable_Id;
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blockSet = true;
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}
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}
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if (blockSet) continue;
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// End 4J Extra to build walls around the level
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if (y >= Level::genDepthMinusOne - random->nextInt(5) ||
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y <= 0 + random->nextInt(5)) {
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blocks[offs] = (uint8_t)Tile::unbreakable_Id;
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} else {
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int old = blocks[offs];
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if (old == 0) {
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run = -1;
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} else if (old == Tile::netherRack_Id) {
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if (run == -1) {
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if (runDepth <= 0) {
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top = 0;
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material = (uint8_t)Tile::netherRack_Id;
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} else if (y >= waterHeight - 4 &&
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y <= waterHeight + 1) {
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top = (uint8_t)Tile::netherRack_Id;
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material = (uint8_t)Tile::netherRack_Id;
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if (gravel) top = (uint8_t)Tile::gravel_Id;
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if (gravel)
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material = (uint8_t)Tile::netherRack_Id;
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if (sand) {
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// 4J Stu - Make some nether wart spawn
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// outside of the nether fortresses
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if (random->nextInt(16) == 0) {
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top = (uint8_t)Tile::netherStalk_Id;
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// Place the nether wart on top of the
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// soul sand
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y += 1;
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int genDepthMinusOne = Level::
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genDepthMinusOne; // Take into
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// local int for
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// PS4 as min
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// takes a
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// reference to
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// the const int
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// there and then
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// needs the
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// value to exist
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// for the linker
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y = std::min(y, genDepthMinusOne);
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runDepth += 1;
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offs =
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(z * 16 + x) * Level::genDepth + y;
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} else {
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top = (uint8_t)Tile::soulsand_Id;
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}
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}
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if (sand) material = (uint8_t)Tile::soulsand_Id;
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}
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if (y < waterHeight && top == 0)
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top = (uint8_t)Tile::calmLava_Id;
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run = runDepth;
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// 4J Stu - If sand, then allow adding nether wart
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// at heights below the water level
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if (y >= waterHeight - 1 || sand)
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blocks[offs] = top;
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else
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blocks[offs] = material;
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} else if (run > 0) {
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run--;
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blocks[offs] = material;
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}
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}
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}
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}
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}
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}
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delete[] sandBuffer.data;
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delete[] gravelBuffer.data;
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delete[] depthBuffer.data;
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}
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LevelChunk* HellRandomLevelSource::create(int x, int z) {
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return getChunk(x, z);
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}
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LevelChunk* HellRandomLevelSource::getChunk(int xOffs, int zOffs) {
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random->setSeed(xOffs * 341873128712l + zOffs * 132897987541l);
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// 4J - now allocating this with a physical alloc & bypassing general memory
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// management so that it will get cleanly freed
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int blocksSize = Level::genDepth * 16 * 16;
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uint8_t* tileData = (uint8_t*)XPhysicalAlloc(blocksSize, MAXULONG_PTR, 4096,
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PAGE_READWRITE);
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XMemSet128(tileData, 0, blocksSize);
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byteArray blocks = byteArray(tileData, blocksSize);
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// byteArray blocks = byteArray(16 * level->depth * 16);
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prepareHeights(xOffs, zOffs, blocks);
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buildSurfaces(xOffs, zOffs, blocks);
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caveFeature->apply(this, level, xOffs, zOffs, blocks);
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netherBridgeFeature->apply(this, level, xOffs, zOffs, blocks);
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// 4J - this now creates compressed block data from the blocks array passed
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// in, so needs to be after data is finalised. Also now need to free the
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// passed in blocks as the LevelChunk doesn't use the passed in allocation
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// anymore.
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LevelChunk* levelChunk = new LevelChunk(level, blocks, xOffs, zOffs);
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levelChunk->setCheckAllLight();
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XPhysicalFree(tileData);
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return levelChunk;
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}
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// 4J - removed & moved into its own method from getChunk, so we can call
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// recalcHeightmap after the chunk is added into the cache. Without doing this,
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// then loads of the lightgaps() calls will fail to add any lights, because
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// adding a light checks if the cache has this chunk in. lightgaps also does
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// light 1 block into the neighbouring chunks, and maybe that is somehow enough
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// to get lighting to propagate round the world, but this just doesn't seem
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// right - this isn't a new fault in the 360 version, have checked that java
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// does the same.
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void HellRandomLevelSource::lightChunk(LevelChunk* lc) {
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lc->recalcHeightmap();
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}
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doubleArray HellRandomLevelSource::getHeights(doubleArray buffer, int x, int y,
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int z, int xSize, int ySize,
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int zSize) {
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if (buffer.data == NULL) {
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buffer = doubleArray(xSize * ySize * zSize);
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}
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double s = 1 * 684.412;
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double hs = 1 * 684.412 * 3;
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doubleArray pnr, ar, br, sr, dr, fi,
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fis; // 4J - used to be declared with class level scope but moved here
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// for thread safety
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sr = scaleNoise->getRegion(sr, x, y, z, xSize, 1, zSize, 1.0, 0, 1.0);
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dr = depthNoise->getRegion(dr, x, y, z, xSize, 1, zSize, 100.0, 0, 100.0);
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pnr = perlinNoise1->getRegion(pnr, x, y, z, xSize, ySize, zSize, s / 80.0,
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hs / 60.0, s / 80.0);
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ar = lperlinNoise1->getRegion(ar, x, y, z, xSize, ySize, zSize, s, hs, s);
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br = lperlinNoise2->getRegion(br, x, y, z, xSize, ySize, zSize, s, hs, s);
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int p = 0;
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int pp = 0;
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doubleArray yoffs = doubleArray(ySize);
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for (int yy = 0; yy < ySize; yy++) {
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yoffs[yy] = cos(yy * PI * 6 / (double)ySize) * 2;
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double dd = yy;
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if (yy > ySize / 2) {
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dd = (ySize - 1) - yy;
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}
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if (dd < 4) {
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dd = 4 - dd;
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yoffs[yy] -= dd * dd * dd * 10;
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}
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}
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for (int xx = 0; xx < xSize; xx++) {
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for (int zz = 0; zz < zSize; zz++) {
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double scale = ((sr[pp] + 256.0) / 512);
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if (scale > 1) scale = 1;
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double floating = 0;
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double depth = (dr[pp] / 8000.0);
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if (depth < 0) depth = -depth;
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depth = depth * 3.0 - 3.0;
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if (depth < 0) {
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depth = depth / 2;
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if (depth < -1) depth = -1;
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depth = depth / 1.4;
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depth /= 2;
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scale = 0;
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} else {
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if (depth > 1) depth = 1;
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depth = depth / 6;
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}
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scale = (scale) + 0.5;
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depth = depth * ySize / 16;
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pp++;
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for (int yy = 0; yy < ySize; yy++) {
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double val = 0;
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double yOffs = yoffs[yy];
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double bb = ar[p] / 512;
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double cc = br[p] / 512;
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double v = (pnr[p] / 10 + 1) / 2;
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if (v < 0)
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val = bb;
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else if (v > 1)
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val = cc;
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else
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val = bb + (cc - bb) * v;
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val -= yOffs;
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if (yy > ySize - 4) {
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double slide = (yy - (ySize - 4)) / (4 - 1.0f);
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val = val * (1 - slide) + -10 * slide;
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}
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if (yy < floating) {
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double slide = (floating - yy) / (4);
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if (slide < 0) slide = 0;
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if (slide > 1) slide = 1;
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val = val * (1 - slide) + -10 * slide;
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}
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buffer[p] = val;
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p++;
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}
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}
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}
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delete[] pnr.data;
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delete[] ar.data;
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delete[] br.data;
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delete[] sr.data;
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delete[] dr.data;
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delete[] fi.data;
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delete[] fis.data;
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delete[] yoffs.data;
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return buffer;
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}
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bool HellRandomLevelSource::hasChunk(int x, int y) { return true; }
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void HellRandomLevelSource::postProcess(ChunkSource* parent, int xt, int zt) {
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HeavyTile::instaFall = true;
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int xo = xt * 16;
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int zo = zt * 16;
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// 4J - added. The original java didn't do any setting of the random seed
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// here. We'll be running our postProcess in parallel with getChunk etc. so
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// we need to use a separate random - have used the same initialisation code
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// as used in RandomLevelSource::postProcess to make sure this random value
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// is consistent for each world generation. Also changed all uses of random
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// here to pprandom.
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pprandom->setSeed(level->getSeed());
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int64_t xScale = pprandom->nextLong() / 2 * 2 + 1;
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int64_t zScale = pprandom->nextLong() / 2 * 2 + 1;
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pprandom->setSeed(((xt * xScale) + (zt * zScale)) ^ level->getSeed());
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netherBridgeFeature->postProcess(level, pprandom, xt, zt);
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for (int i = 0; i < 8; i++) {
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int x = xo + pprandom->nextInt(16) + 8;
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int y = pprandom->nextInt(Level::genDepth - 8) + 4;
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int z = zo + pprandom->nextInt(16) + 8;
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HellSpringFeature(Tile::lava_Id, false).place(level, pprandom, x, y, z);
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}
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int count = pprandom->nextInt(pprandom->nextInt(10) + 1) + 1;
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for (int i = 0; i < count; i++) {
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int x = xo + pprandom->nextInt(16) + 8;
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int y = pprandom->nextInt(Level::genDepth - 8) + 4;
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int z = zo + pprandom->nextInt(16) + 8;
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HellFireFeature().place(level, pprandom, x, y, z);
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}
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count = pprandom->nextInt(pprandom->nextInt(10) + 1);
|
|
for (int i = 0; i < count; i++) {
|
|
int x = xo + pprandom->nextInt(16) + 8;
|
|
int y = pprandom->nextInt(Level::genDepth - 8) + 4;
|
|
int z = zo + pprandom->nextInt(16) + 8;
|
|
LightGemFeature().place(level, pprandom, x, y, z);
|
|
}
|
|
|
|
for (int i = 0; i < 10; i++) {
|
|
int x = xo + pprandom->nextInt(16) + 8;
|
|
int y = pprandom->nextInt(Level::genDepth);
|
|
int z = zo + pprandom->nextInt(16) + 8;
|
|
HellPortalFeature().place(level, pprandom, x, y, z);
|
|
}
|
|
|
|
if (pprandom->nextInt(1) == 0) {
|
|
int x = xo + pprandom->nextInt(16) + 8;
|
|
int y = pprandom->nextInt(Level::genDepth);
|
|
int z = zo + pprandom->nextInt(16) + 8;
|
|
FlowerFeature(Tile::mushroom_brown_Id).place(level, pprandom, x, y, z);
|
|
}
|
|
|
|
if (pprandom->nextInt(1) == 0) {
|
|
int x = xo + pprandom->nextInt(16) + 8;
|
|
int y = pprandom->nextInt(Level::genDepth);
|
|
int z = zo + pprandom->nextInt(16) + 8;
|
|
FlowerFeature(Tile::mushroom_red_Id).place(level, pprandom, x, y, z);
|
|
}
|
|
|
|
OreFeature quartzFeature(Tile::netherQuartz_Id, 13, Tile::netherRack_Id);
|
|
for (int i = 0; i < 16; i++) {
|
|
int x = xo + pprandom->nextInt(16);
|
|
int y = pprandom->nextInt(Level::genDepth - 20) + 10;
|
|
int z = zo + pprandom->nextInt(16);
|
|
quartzFeature.place(level, pprandom, x, y, z);
|
|
}
|
|
|
|
for (int i = 0; i < 16; i++) {
|
|
int x = xo + random->nextInt(16);
|
|
int y = random->nextInt(Level::genDepth - 20) + 10;
|
|
int z = zo + random->nextInt(16);
|
|
HellSpringFeature hellSpringFeature(Tile::lava_Id, true);
|
|
hellSpringFeature.place(level, random, x, y, z);
|
|
}
|
|
|
|
HeavyTile::instaFall = false;
|
|
|
|
app.processSchematics(parent->getChunk(xt, zt));
|
|
}
|
|
|
|
bool HellRandomLevelSource::save(bool force,
|
|
ProgressListener* progressListener) {
|
|
return true;
|
|
}
|
|
|
|
bool HellRandomLevelSource::tick() { return false; }
|
|
|
|
bool HellRandomLevelSource::shouldSave() { return true; }
|
|
|
|
std::wstring HellRandomLevelSource::gatherStats() {
|
|
return L"HellRandomLevelSource";
|
|
}
|
|
|
|
std::vector<Biome::MobSpawnerData*>* HellRandomLevelSource::getMobsAt(
|
|
MobCategory* mobCategory, int x, int y, int z) {
|
|
// check if the coordinates is within a netherbridge
|
|
if (mobCategory == MobCategory::monster) {
|
|
if (netherBridgeFeature->isInsideFeature(x, y, z)) {
|
|
return netherBridgeFeature->getBridgeEnemies();
|
|
}
|
|
if ((netherBridgeFeature->isInsideBoundingFeature(x, y, z) &&
|
|
level->getTile(x, y - 1, z) == Tile::netherBrick_Id)) {
|
|
return netherBridgeFeature->getBridgeEnemies();
|
|
}
|
|
}
|
|
|
|
Biome* biome = level->getBiome(x, z);
|
|
if (biome == NULL) {
|
|
return NULL;
|
|
}
|
|
return biome->getMobs(mobCategory);
|
|
}
|
|
|
|
TilePos* HellRandomLevelSource::findNearestMapFeature(
|
|
Level* level, const std::wstring& featureName, int x, int y, int z) {
|
|
return NULL;
|
|
}
|
|
|
|
void HellRandomLevelSource::recreateLogicStructuresForChunk(int chunkX,
|
|
int chunkZ) {
|
|
netherBridgeFeature->apply(this, level, chunkX, chunkZ, NULL);
|
|
} |