Files
MinecraftConsoles/Minecraft.World/RandomLevelSource.h
daoge b3feddfef3 feat: TU19 (Dec 2014) Features & Content (#155)
* try to resolve merge conflict

* feat: TU19 (Dec 2014) Features & Content (#32)

* December 2014 files

* Working release build

* Fix compilation issues

* Add sound to Windows64Media

* Add DLC content and force Tutorial DLC

* Revert "Add DLC content and force Tutorial DLC"

This reverts commit 97a4399472.

* Disable broken light packing

* Disable breakpoint during DLC texture map load

Allows DLC loading but the DLC textures are still broken

* Fix post build not working

* ...

* fix vs2022 build

* fix cmake build

---------

Co-authored-by: Loki <lokirautio@gmail.com>
2026-03-03 03:04:10 +08:00

99 lines
2.4 KiB
C++

#pragma once
using namespace std;
#include "ChunkSource.h"
class ProgressListener;
class LargeFeature;
class StrongholdFeature;
class VillageFeature;
class MineShaftFeature;
class PerlinNoise;
class RandomScatteredLargeFeature;
class RandomLevelSource : public ChunkSource
{
public:
static const double SNOW_CUTOFF;
static const double SNOW_SCALE;
static const bool FLOATING_ISLANDS = false;
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 *perlinNoise3;
public:
PerlinNoise *scaleNoise;
PerlinNoise *depthNoise;
private:
PerlinNoise *floatingIslandScale;
PerlinNoise *floatingIslandNoise;
public:
PerlinNoise *forestNoise;
private:
Level *level;
const bool generateStructures;
floatArray pows;
public:
RandomLevelSource(Level *level, __int64 seed, bool generateStructures);
~RandomLevelSource();
public:
#ifdef _LARGE_WORLDS
int getMinDistanceToEdge(int xxx, int zzz, int worldSize, float falloffStart);
#endif
float getHeightFalloff(int xxx, int zzz, int* pEMin);
void prepareHeights(int xOffs, int zOffs, byteArray blocks);
public:
void buildSurfaces(int xOffs, int zOffs, byteArray blocks, BiomeArray biomes);
private:
LargeFeature *caveFeature;
StrongholdFeature *strongholdFeature;
VillageFeature *villageFeature;
MineShaftFeature *mineShaftFeature;
RandomScatteredLargeFeature *scatteredFeature;
LargeFeature *canyonFeature;
private:
virtual LevelChunk *create(int x, int z);
public:
virtual 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, BiomeArray& biomes);
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);
};