#pragma once #include "Biome.h" #include "BiomeSource.h" #include "BiomeCache.h" #include "net.minecraft.world.level.levelgen.synth.h" class ChunkPos; class Level; class Layer; class TilePos; class LevelType; class BiomeSource { private: shared_ptr layer; shared_ptr zoomedLayer; public: static const int CACHE_DIAMETER = 256; private: BiomeCache *cache; vector playerSpawnBiomes; protected: void _init(); void _init(__int64 seed, LevelType *generator); BiomeSource(); public: BiomeSource(__int64 seed, LevelType *generator); BiomeSource(Level *level); private: static bool getIsMatch(float *frac); // 4J added static void getFracs(intArray indices, float *fracs); // 4J added public: static __int64 findSeed(LevelType *generator); // 4J added ~BiomeSource(); public: vector getPlayerSpawnBiomes() { return playerSpawnBiomes; } virtual Biome *getBiome(ChunkPos *cp); virtual Biome *getBiome(int x, int z); // 4J - changed the interface for these methods, mainly for thread safety virtual float getDownfall(int x, int z) const; virtual floatArray getDownfallBlock(int x, int z, int w, int h) const; virtual void getDownfallBlock(floatArray &downfalls, int x, int z, int w, int h) const; // 4J - changed the interface for these methods, mainly for thread safety virtual BiomeCache::Block *getBlockAt(int x, int y); virtual float getTemperature(int x, int y, int z) const; float scaleTemp(float temp, int y ) const; // 4J - brought forward from 1.2.3 virtual floatArray getTemperatureBlock(int x, int z, int w, int h) const; virtual void getTemperatureBlock(floatArray& temperatures, int x, int z, int w, int h) const; virtual BiomeArray getRawBiomeBlock(int x, int z, int w, int h) const; virtual void getRawBiomeBlock(BiomeArray &biomes, int x, int z, int w, int h) const; virtual void getRawBiomeIndices(intArray &biomes, int x, int z, int w, int h) const; // 4J added virtual BiomeArray getBiomeBlock(int x, int z, int w, int h) const; virtual void getBiomeBlock(BiomeArray& biomes, int x, int z, int w, int h, bool useCache) const; virtual byteArray getBiomeIndexBlock(int x, int z, int w, int h) const; virtual void getBiomeIndexBlock(byteArray& biomeIndices, int x, int z, int w, int h, bool useCache) const; /** * Checks if an area around a block contains only the specified biomes. * Useful for placing elements like towns. * * This is a bit of a rough check, to make it as fast as possible. To ensure * NO other biomes, add a margin of at least four blocks to the radius */ virtual bool containsOnly(int x, int z, int r, vector allowed); /** * Checks if an area around a block contains only the specified biome. * Useful for placing elements like towns. * * This is a bit of a rough check, to make it as fast as possible. To ensure * NO other biomes, add a margin of at least four blocks to the radius */ virtual bool containsOnly(int x, int z, int r, Biome *allowed); /** * Finds the specified biome within the radius. This will return a random * position if several are found. This test is fairly rough. * * Returns null if the biome wasn't found */ virtual TilePos *findBiome(int x, int z, int r, Biome *toFind, Random *random); /** * Finds one of the specified biomes within the radius. This will return a * random position if several are found. This test is fairly rough. * * Returns null if the biome wasn't found */ virtual TilePos *findBiome(int x, int z, int r, vector allowed, Random *random); void update(); };