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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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1.7 kB · 61 lines
C
at master
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#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 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);};