#include "stdafx.h" #include "SkyIslandDimension.h" #include "net.minecraft.world.level.h" #include "net.minecraft.world.level.biome.h" #include "net.minecraft.world.level.tile.h" #include "net.minecraft.world.level.levelgen.h" void SkyIslandDimension::init() { biomeSource = new FixedBiomeSource(Biome::sky, 0.5f, 0); id = 1; } ChunkSource *SkyIslandDimension::createRandomLevelSource() const { return new SkyIslandRandomLevelSource(level, level->getSeed()); } float SkyIslandDimension::getTimeOfDay(__int64 time, float a) const { return 0.0f; } float *SkyIslandDimension::getSunriseColor(float td, float a) { return NULL; } Vec3 *SkyIslandDimension::getFogColor(float td, float a) const { int fogColor = 0x8080a0; float br = Mth::cos(td * PI * 2) * 2 + 0.5f; if (br < 0.0f) br = 0.0f; if (br > 1.0f) br = 1.0f; float r = ((fogColor >> 16) & 0xff) / 255.0f; float g = ((fogColor >> 8) & 0xff) / 255.0f; float b = ((fogColor) & 0xff) / 255.0f; r *= br * 0.94f + 0.06f; g *= br * 0.94f + 0.06f; b *= br * 0.91f + 0.09f; return Vec3::newTemp(r, g, b); } bool SkyIslandDimension::hasGround() { return false; } float SkyIslandDimension::getCloudHeight() { return 8; } bool SkyIslandDimension::isValidSpawn(int x, int z) const { int topTile = level->getTopTile(x, z); if (topTile == 0) return false; return Tile::tiles[topTile]->material->blocksMotion(); }