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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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1.4 kB · 52 lines
C
at master
1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253#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"
class ProgressListener;
class HellFlatLevelSource : public ChunkSource{public: static const int CHUNK_HEIGHT = 8; static const int CHUNK_WIDTH = 4;
private: Random *random; Random *pprandom;
private: Level *level;
public: HellFlatLevelSource(Level *level, __int64 seed); ~HellFlatLevelSource();
private: void prepareHeights(int xOffs, int zOffs, byteArray blocks);
public: void buildSurfaces(int xOffs, int zOffs, byteArray blocks);
LevelChunk *create(int x, int z); LevelChunk *getChunk(int xOffs, int zOffs); virtual void lightChunk(LevelChunk *lc); // 4J added
public: virtual 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);};