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104 lines
2.7 KiB
C++
104 lines
2.7 KiB
C++
#pragma once
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#include "ChunkSource.h"
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class ProgressListener;
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class LargeFeature;
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class StrongholdFeature;
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class VillageFeature;
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class MineShaftFeature;
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class PerlinNoise;
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class RandomScatteredLargeFeature;
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class RandomLevelSource : public ChunkSource {
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public:
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static const double SNOW_CUTOFF;
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static const double SNOW_SCALE;
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static const bool FLOATING_ISLANDS = false;
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static const int CHUNK_HEIGHT = 8;
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static const int CHUNK_WIDTH = 4;
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private:
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Random* random;
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Random* pprandom; // 4J - added
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PerlinNoise* lperlinNoise1;
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PerlinNoise* lperlinNoise2;
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PerlinNoise* perlinNoise1;
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PerlinNoise* perlinNoise3;
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public:
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PerlinNoise* scaleNoise;
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PerlinNoise* depthNoise;
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private:
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PerlinNoise* floatingIslandScale;
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PerlinNoise* floatingIslandNoise;
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public:
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PerlinNoise* forestNoise;
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private:
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Level* level;
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const bool generateStructures;
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floatArray pows;
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public:
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RandomLevelSource(Level* level, int64_t seed, bool generateStructures);
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~RandomLevelSource();
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public:
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#ifdef _LARGE_WORLDS
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int getMinDistanceToEdge(int xxx, int zzz, int worldSize,
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float falloffStart);
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#endif
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float getHeightFalloff(int xxx, int zzz, int* pEMin);
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void prepareHeights(int xOffs, int zOffs, byteArray blocks);
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public:
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void buildSurfaces(int xOffs, int zOffs, byteArray blocks,
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BiomeArray biomes);
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private:
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LargeFeature* caveFeature;
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StrongholdFeature* strongholdFeature;
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VillageFeature* villageFeature;
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MineShaftFeature* mineShaftFeature;
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RandomScatteredLargeFeature* scatteredFeature;
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LargeFeature* canyonFeature;
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private:
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virtual LevelChunk* create(int x, int z);
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public:
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virtual LevelChunk* getChunk(int xOffs, int zOffs);
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virtual void lightChunk(LevelChunk* lc); // 4J added
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private:
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doubleArray getHeights(doubleArray buffer, int x, int y, int z, int xSize,
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int ySize, int zSize, BiomeArray& biomes);
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public:
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virtual bool hasChunk(int x, int y);
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private:
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void calcWaterDepths(ChunkSource* parent, int xt, int zt);
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public:
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virtual void postProcess(ChunkSource* parent, int xt, int zt);
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virtual bool save(bool force, ProgressListener* progressListener);
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virtual bool tick();
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virtual bool shouldSave();
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virtual std::wstring gatherStats();
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public:
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virtual std::vector<Biome::MobSpawnerData*>* getMobsAt(
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MobCategory* mobCategory, int x, int y, int z);
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virtual TilePos* findNearestMapFeature(Level* level,
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const std::wstring& featureName,
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int x, int y, int z);
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virtual void recreateLogicStructuresForChunk(int chunkX, int chunkZ);
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};
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