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#pragma once
#include "ChunkSource.h"
#include "PerlinNoise.h"
#include "LargeFeature.h"
#include "LargeHellCaveFeature.h"
#include "LevelChunk.h"
#include "HellFireFeature.h"
#include "LightGemFeature.h"
#include "HellPortalFeature.h"
#include "FlowerFeature.h"
#include "HellSpringFeature.h"
#include "NetherBridgeFeature.h"

class ProgressListener;

class HellRandomLevelSource : public ChunkSource
{
public:
	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 *perlinNoise2;
	PerlinNoise *perlinNoise3;

public:
	PerlinNoise *scaleNoise;
	PerlinNoise *depthNoise;

private:
	Level *level;

public:
	HellRandomLevelSource(Level *level, int64_t seed);
	~HellRandomLevelSource();

	NetherBridgeFeature *netherBridgeFeature;

private:
	void prepareHeights(int xOffs, int zOffs, byteArray blocks);

public:
	void buildSurfaces(int xOffs, int zOffs, byteArray blocks);

private:
	LargeFeature *caveFeature;

public:
	LevelChunk *create(int x, int z);
	LevelChunk *getChunk(int xOffs, int zOffs);
	virtual void lightChunk(LevelChunk *lc);	// 4J added

private:
	doubleArray getHeights(doubleArray buffer, int x, int y, int z, int xSize, int ySize, int zSize);

public:
	bool hasChunk(int x, int y);
	void postProcess(ChunkSource *parent, int xt, int zt);
	bool save(bool force, ProgressListener *progressListener);
	bool tick();
	bool shouldSave();
	wstring gatherStats();

	virtual vector<Biome::MobSpawnerData *> *getMobsAt(MobCategory *mobCategory, int x, int y, int z);
	virtual TilePos *findNearestMapFeature(Level *level, const wstring& featureName, int x, int y, int z);
	virtual void recreateLogicStructuresForChunk(int chunkX, int chunkZ);
};