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#pragma once
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#include "ChunkSource.h"
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#include "PerlinNoise.h"
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#include "LargeFeature.h"
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#include "LargeHellCaveFeature.h"
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#include "LevelChunk.h"
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#include "HellFireFeature.h"
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#include "LightGemFeature.h"
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#include "HellPortalFeature.h"
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#include "FlowerFeature.h"
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#include "HellSpringFeature.h"
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class ProgressListener;
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class HellFlatLevelSource : public ChunkSource
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{
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public:
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static const int CHUNK_HEIGHT = 8;
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static const int CHUNK_WIDTH = 4;
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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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Level *level;
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public:
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HellFlatLevelSource(Level *level, __int64 seed);
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~HellFlatLevelSource();
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private:
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void prepareHeights(int xOffs, int zOffs, byteArray blocks);
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public:
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void buildSurfaces(int xOffs, int zOffs, byteArray blocks);
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LevelChunk *create(int x, int z);
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LevelChunk *getChunk(int xOffs, int zOffs);
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virtual void lightChunk(LevelChunk *lc); // 4J added
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public:
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virtual bool hasChunk(int x, int y);
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void postProcess(ChunkSource *parent, int xt, int zt);
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bool save(bool force, ProgressListener *progressListener);
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bool tick();
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bool shouldSave();
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wstring gatherStats();
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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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virtual void recreateLogicStructuresForChunk(int chunkX, int chunkZ);
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};
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