chore: format Minecraft.World

This commit is contained in:
Tropical
2026-03-13 17:06:56 -05:00
parent bd6284025d
commit 33d0737d1d
1511 changed files with 108661 additions and 115521 deletions

View File

@@ -1,6 +1,5 @@
#pragma once
#include "ChunkSource.h"
class ProgressListener;
@@ -11,8 +10,7 @@ class MineShaftFeature;
class PerlinNoise;
class RandomScatteredLargeFeature;
class RandomLevelSource : public ChunkSource
{
class RandomLevelSource : public ChunkSource {
public:
static const double SNOW_CUTOFF;
static const double SNOW_SCALE;
@@ -21,72 +19,78 @@ public:
static const int CHUNK_WIDTH = 4;
private:
Random *random;
Random *pprandom; // 4J - added
Random* random;
Random* pprandom; // 4J - added
PerlinNoise *lperlinNoise1;
PerlinNoise *lperlinNoise2;
PerlinNoise *perlinNoise1;
PerlinNoise *perlinNoise3;
PerlinNoise* lperlinNoise1;
PerlinNoise* lperlinNoise2;
PerlinNoise* perlinNoise1;
PerlinNoise* perlinNoise3;
public:
PerlinNoise *scaleNoise;
PerlinNoise *depthNoise;
PerlinNoise* scaleNoise;
PerlinNoise* depthNoise;
private:
PerlinNoise *floatingIslandScale;
PerlinNoise *floatingIslandNoise;
PerlinNoise* floatingIslandScale;
PerlinNoise* floatingIslandNoise;
public:
PerlinNoise *forestNoise;
PerlinNoise* forestNoise;
private:
Level *level;
const bool generateStructures;
Level* level;
const bool generateStructures;
floatArray pows;
floatArray pows;
public:
RandomLevelSource(Level *level, __int64 seed, bool generateStructures);
~RandomLevelSource();
RandomLevelSource(Level* level, __int64 seed, bool generateStructures);
~RandomLevelSource();
public:
void prepareHeights(int xOffs, int zOffs, byteArray blocks);
void prepareHeights(int xOffs, int zOffs, byteArray blocks);
public:
void buildSurfaces(int xOffs, int zOffs, byteArray blocks, BiomeArray biomes);
void buildSurfaces(int xOffs, int zOffs, byteArray blocks,
BiomeArray biomes);
private:
LargeFeature *caveFeature;
StrongholdFeature *strongholdFeature;
VillageFeature *villageFeature;
MineShaftFeature *mineShaftFeature;
RandomScatteredLargeFeature *scatteredFeature;
LargeFeature *canyonFeature;
private:
virtual LevelChunk *create(int x, int z);
public:
virtual LevelChunk *getChunk(int xOffs, int zOffs);
virtual void lightChunk(LevelChunk *lc); // 4J added
LargeFeature* caveFeature;
StrongholdFeature* strongholdFeature;
VillageFeature* villageFeature;
MineShaftFeature* mineShaftFeature;
RandomScatteredLargeFeature* scatteredFeature;
LargeFeature* canyonFeature;
private:
doubleArray getHeights(doubleArray buffer, int x, int y, int z, int xSize, int ySize, int zSize, BiomeArray& biomes);
virtual LevelChunk* create(int x, int z);
public:
virtual bool hasChunk(int x, int y);
virtual LevelChunk* getChunk(int xOffs, int zOffs);
virtual void lightChunk(LevelChunk* lc); // 4J added
private:
void calcWaterDepths(ChunkSource *parent, int xt, int zt);
doubleArray getHeights(doubleArray buffer, int x, int y, int z, int xSize,
int ySize, int zSize, BiomeArray& biomes);
public:
virtual void postProcess(ChunkSource *parent, int xt, int zt);
virtual bool save(bool force, ProgressListener *progressListener);
virtual bool hasChunk(int x, int y);
private:
void calcWaterDepths(ChunkSource* parent, int xt, int zt);
public:
virtual void postProcess(ChunkSource* parent, int xt, int zt);
virtual bool save(bool force, ProgressListener* progressListener);
virtual bool tick();
virtual bool shouldSave();
virtual std::wstring gatherStats();
public:
virtual std::vector<Biome::MobSpawnerData *> *getMobsAt(MobCategory *mobCategory, int x, int y, int z);
virtual TilePos *findNearestMapFeature(Level *level, const std::wstring& featureName, int x, int y, int z);
virtual std::vector<Biome::MobSpawnerData*>* getMobsAt(
MobCategory* mobCategory, int x, int y, int z);
virtual TilePos* findNearestMapFeature(Level* level,
const std::wstring& featureName,
int x, int y, int z);
};