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the game where you go into mines and start crafting! but for consoles (forked directly from smartcmd's github)
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2.5 kB · 98 lines
C
at main
123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899#pragma onceusing 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);};