the game where you go into mines and start crafting! but for consoles (forked directly from smartcmd's github)
1#pragma once
2#include "ChunkSource.h"
3#include "PerlinNoise.h"
4#include "LargeFeature.h"
5#include "LargeHellCaveFeature.h"
6#include "LevelChunk.h"
7#include "HellFireFeature.h"
8#include "LightGemFeature.h"
9#include "HellPortalFeature.h"
10#include "FlowerFeature.h"
11#include "HellSpringFeature.h"
12
13class ProgressListener;
14
15class HellFlatLevelSource : public ChunkSource
16{
17public:
18 static const int CHUNK_HEIGHT = 8;
19 static const int CHUNK_WIDTH = 4;
20
21private:
22 Random *random;
23 Random *pprandom;
24
25private:
26 Level *level;
27
28public:
29 HellFlatLevelSource(Level *level, __int64 seed);
30 ~HellFlatLevelSource();
31
32private:
33 void prepareHeights(int xOffs, int zOffs, byteArray blocks);
34
35public:
36 void buildSurfaces(int xOffs, int zOffs, byteArray blocks);
37
38 LevelChunk *create(int x, int z);
39 LevelChunk *getChunk(int xOffs, int zOffs);
40 virtual void lightChunk(LevelChunk *lc); // 4J added
41
42public:
43 virtual bool hasChunk(int x, int y);
44 void postProcess(ChunkSource *parent, int xt, int zt);
45 bool save(bool force, ProgressListener *progressListener);
46 bool tick();
47 bool shouldSave();
48 wstring gatherStats();
49 virtual vector<Biome::MobSpawnerData *> *getMobsAt(MobCategory *mobCategory, int x, int y, int z);
50 virtual TilePos *findNearestMapFeature(Level *level, const wstring& featureName, int x, int y, int z);
51 virtual void recreateLogicStructuresForChunk(int chunkX, int chunkZ);
52};