the game where you go into mines and start crafting! but for consoles (forked directly from smartcmd's github)
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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};