neoLegacy/Minecraft.World/Biome.h
2026-03-23 03:44:02 +01:00

158 lines
3.9 KiB
C++

#pragma once
using namespace std;
#include "LevelSource.h"
#include "Mob.h"
#include "WeighedRandom.h"
class Feature;
class MobCategory;
class BiomeDecorator;
class TreeFeature;
class BasicTree;
class BirchFeature;
class SwampTreeFeature;
class ChunkRebuildData;
class PerlinNoise;
class Biome
{
friend class ChunkRebuildData;
public:
static void staticCtor();
static Biome *biomes[256];
static Biome *ocean;
static Biome *plains;
static Biome *desert;
static Biome *extremeHills;
static Biome *forest;
static Biome *taiga;
static Biome *swampland;
static Biome *river;
static Biome *hell;
static Biome *sky;
static Biome *frozenOcean;
static Biome *frozenRiver;
static Biome *iceFlats;
static Biome *iceMountains;
static Biome *mushroomIsland;
static Biome *mushroomIslandShore ;
static Biome *beaches;
static Biome *desertHills;
static Biome *forestHills;
static Biome *taigaHills;
static Biome *smallerExtremeHills;
static Biome *jungle;
static Biome *jungleHills;
static Biome *savanna;
static Biome *roofedForest;
static Biome *flowerForest;
static const int BIOME_COUNT = 23; // 4J Stu added
public:
wstring m_name;
int color;
byte topMaterial;
byte material;
int leafColor;
float depth;
float scale;
float temperature;
float downfall;
BiomeDecorator *decorator;
PerlinNoise *m_temperatureNoise;
const int id;
class MobSpawnerData : public WeighedRandomItem
{
public:
eINSTANCEOF mobClass;
int minCount;
int maxCount;
MobSpawnerData(eINSTANCEOF mobClass, int probabilityWeight, int minCount, int maxCount) : WeighedRandomItem(probabilityWeight)
{
this->mobClass = mobClass;
this->minCount = minCount;
this->maxCount = maxCount;
}
};
protected:
vector<MobSpawnerData *> enemies;
vector<MobSpawnerData *> friendlies;
vector<MobSpawnerData *> waterFriendlies;
vector<MobSpawnerData *> friendlies_chicken;
vector<MobSpawnerData *> friendlies_wolf;
vector<MobSpawnerData *> friendlies_mushroomcow;
vector<MobSpawnerData *> ambientFriendlies;
Biome(int id);
virtual ~Biome();
BiomeDecorator *createDecorator();
public:
Biome *setTemperatureAndDownfall(float temp, float downfall);
Biome *setDepthAndScale(float depth, float scale);
bool snowCovered;
bool _hasRain;
// 4J Added
eMinecraftColour m_grassColor;
eMinecraftColour m_foliageColor;
eMinecraftColour m_waterColor;
eMinecraftColour m_skyColor;
Biome *setNoRain();
public:
virtual Feature *getTreeFeature(Random *random);
virtual Feature *getGrassFeature(Random *random);
protected:
Biome *setSnowCovered();
Biome *setName(const wstring &name);
Biome *setLeafColor(int leafColor);
public:
virtual Biome *setColor(int color, bool b = false);
// 4J Added
Biome *setLeafFoliageWaterSkyColor(eMinecraftColour grassColor, eMinecraftColour foliageColor, eMinecraftColour waterColour, eMinecraftColour skyColour);
public:
virtual int getSkyColor(float temp);
vector<MobSpawnerData *> *getMobs(MobCategory *category);
virtual bool hasSnow();
virtual bool hasRain();
virtual bool isHumid();
virtual float getCreatureProbability();
virtual int getDownfallInt();
virtual int getTemperatureInt();
virtual float getDownfall();
virtual float getTemperature();
virtual float getTemperature(int x, int y, int z);
virtual void decorate(Level *level, Random *random, int xo, int zo);
virtual void buildSurfaceAtDefault(Level *level, Random *random, byte* chunkBlocks, int x, int z, double noiseVal);
virtual int getGrassColor();
virtual int getFolageColor();
virtual int getWaterColor();
};