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Minecraft.World/TheEndLevelRandomLevelSource.h
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60
Minecraft.World/TheEndLevelRandomLevelSource.h
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#pragma once
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#include "ChunkSource.h"
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class PerlinNoise;
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class TheEndLevelRandomLevelSource : public ChunkSource
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{
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public:
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static const double SNOW_CUTOFF;
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static const double SNOW_SCALE;
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static const bool FLOATING_ISLANDS;
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static const int CHUNK_HEIGHT = 4;
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static const int CHUNK_WIDTH = 8;
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private:
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Random *random;
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Random *pprandom;
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private:
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PerlinNoise *lperlinNoise1;
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PerlinNoise *lperlinNoise2;
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PerlinNoise *perlinNoise1;
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public:
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PerlinNoise *scaleNoise;
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PerlinNoise *depthNoise;
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PerlinNoise *forestNoise;
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private:
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Level *level;
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public:
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TheEndLevelRandomLevelSource(Level *level, __int64 seed);
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~TheEndLevelRandomLevelSource();
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void prepareHeights(int xOffs, int zOffs, byteArray blocks, BiomeArray biomes);
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void buildSurfaces(int xOffs, int zOffs, byteArray blocks, BiomeArray biomes);
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public:
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virtual LevelChunk *create(int x, int z);
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virtual LevelChunk *getChunk(int xOffs, int zOffs);
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private:
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doubleArray getHeights(doubleArray buffer, int x, int y, int z, int xSize, int ySize, int zSize);
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public:
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virtual bool hasChunk(int x, int y);
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private:
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void calcWaterDepths(ChunkSource *parent, int xt, int zt);
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public:
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virtual void postProcess(ChunkSource *parent, int xt, int zt);
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virtual bool save(bool force, ProgressListener *progressListener);
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virtual bool tick();
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virtual bool shouldSave();
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virtual wstring gatherStats();
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public:
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virtual vector<Biome::MobSpawnerData *> *getMobsAt(MobCategory *mobCategory, int x, int y, int z);
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virtual TilePos *findNearestMapFeature(Level *level, const wstring& featureName, int x, int y, int z);
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};
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