the game where you go into mines and start crafting! but for consoles (forked directly from smartcmd's github)
1#pragma once
2
3#include "ChunkSource.h"
4class PerlinNoise;
5
6class TheEndLevelRandomLevelSource : public ChunkSource
7{
8public:
9 static const double SNOW_CUTOFF;
10 static const double SNOW_SCALE;
11 static const bool FLOATING_ISLANDS;
12
13 static const int CHUNK_HEIGHT = 4;
14 static const int CHUNK_WIDTH = 8;
15private:
16 Random *random;
17 Random *pprandom;
18
19private:
20 PerlinNoise *lperlinNoise1;
21 PerlinNoise *lperlinNoise2;
22 PerlinNoise *perlinNoise1;
23public:
24 PerlinNoise *scaleNoise;
25 PerlinNoise *depthNoise;
26 PerlinNoise *forestNoise;
27
28
29private:
30 Level *level;
31
32public:
33 TheEndLevelRandomLevelSource(Level *level, __int64 seed);
34 ~TheEndLevelRandomLevelSource();
35
36 void prepareHeights(int xOffs, int zOffs, byteArray blocks, BiomeArray biomes);
37 void buildSurfaces(int xOffs, int zOffs, byteArray blocks, BiomeArray biomes);
38
39public:
40 virtual LevelChunk *create(int x, int z);
41 virtual LevelChunk *getChunk(int xOffs, int zOffs);
42
43private:
44 doubleArray getHeights(doubleArray buffer, int x, int y, int z, int xSize, int ySize, int zSize);
45
46public:
47 virtual bool hasChunk(int x, int y);
48private:
49 void calcWaterDepths(ChunkSource *parent, int xt, int zt);
50public:
51 virtual void postProcess(ChunkSource *parent, int xt, int zt);
52 virtual bool save(bool force, ProgressListener *progressListener);
53 virtual bool tick();
54 virtual bool shouldSave();
55 virtual wstring gatherStats();
56
57public:
58 virtual vector<Biome::MobSpawnerData *> *getMobsAt(MobCategory *mobCategory, int x, int y, int z);
59 virtual TilePos *findNearestMapFeature(Level *level, const wstring& featureName, int x, int y, int z);
60 virtual void recreateLogicStructuresForChunk(int chunkX, int chunkZ);
61};