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feat: init
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#pragma once
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using namespace std;
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#include "ChunkSource.h"
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class ProgressListener;
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class LargeFeature;
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class StrongholdFeature;
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class VillageFeature;
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class MineShaftFeature;
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class PerlinNoise;
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class FlatLevelSource : 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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Level *level;
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Random *random;
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Random *pprandom;
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boolean generateStructures;
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VillageFeature *villageFeature;// = new VillageFeature(1);
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public:
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FlatLevelSource(Level *level, __int64 seed, bool generateStructures);
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~FlatLevelSource();
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private: void prepareHeights(byteArray blocks);
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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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virtual bool hasChunk(int x, int y);
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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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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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