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#pragma once
#include "ChunkSource.h"
class PerlinNoise;
class TheEndLevelRandomLevelSource : public ChunkSource
{
public:
static const double SNOW_CUTOFF;
static const double SNOW_SCALE;
static const bool FLOATING_ISLANDS;
static const int CHUNK_HEIGHT = 4;
static const int CHUNK_WIDTH = 8;
private:
Random *random;
Random *pprandom;
private:
PerlinNoise *lperlinNoise1;
PerlinNoise *lperlinNoise2;
PerlinNoise *perlinNoise1;
public:
PerlinNoise *scaleNoise;
PerlinNoise *depthNoise;
PerlinNoise *forestNoise;
private:
Level *level;
public:
TheEndLevelRandomLevelSource(Level *level, int64_t seed);
~TheEndLevelRandomLevelSource();
void prepareHeights(int xOffs, int zOffs, byteArray blocks, BiomeArray biomes);
void buildSurfaces(int xOffs, int zOffs, byteArray blocks, BiomeArray biomes);
public:
virtual LevelChunk *create(int x, int z);
virtual LevelChunk *getChunk(int xOffs, int zOffs);
private:
doubleArray getHeights(doubleArray buffer, int x, int y, int z, int xSize, int ySize, int zSize);
public:
virtual bool hasChunk(int x, int y);
private:
void calcWaterDepths(ChunkSource *parent, int xt, int zt);
public:
virtual void postProcess(ChunkSource *parent, int xt, int zt);
virtual bool save(bool force, ProgressListener *progressListener);
virtual bool tick();
virtual bool shouldSave();
virtual wstring gatherStats();
public:
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);
};
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