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A Minecraft Bedrock Edition server software implementation made in Java from scratch which supports all new features.

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package cn.nukkit.level.biome.impl.extremehills;

import cn.nukkit.api.NewRakNetOnly;
import cn.nukkit.api.PowerNukkitOnly;
import cn.nukkit.api.Since;
import cn.nukkit.blockstate.BlockState;
import cn.nukkit.level.generator.noise.nukkit.f.SimplexF;
import cn.nukkit.math.NukkitRandom;

/**
 * @author DaPorkchop_ (Nukkit Project)
 * 

* make sure this is touching another extreme hills type or it'll look dumb * * very smooth hills with flat areas between */ public class ExtremeHillsMBiome extends ExtremeHillsPlusBiome { private static final BlockState STATE_GRAVEL = BlockState.of(GRAVEL); private static final BlockState STATE_GRASS = BlockState.of(GRASS); private static final SimplexF gravelNoise = new SimplexF(new NukkitRandom(0), 1f, 1 / 4f, 1 / 64f); public ExtremeHillsMBiome() { this(true); } public ExtremeHillsMBiome(boolean tree) { super(tree); this.setBaseHeight(1f); this.setHeightVariation(0.5f); } @Override public String getName() { return "Extreme Hills M"; } @PowerNukkitOnly @Since("1.4.0.0-PN") @Override public BlockState getSurfaceState(int x, int y, int z) { return gravelNoise.noise2D(x, z, true) < -0.75f ? STATE_GRAVEL : STATE_GRASS; } @NewRakNetOnly @Override public int getSurfaceDepth(int x, int y, int z) { return gravelNoise.noise2D(x, z, true) < -0.75f ? 4 : 1; } @NewRakNetOnly @Override public int getGroundDepth(int x, int y, int z) { return gravelNoise.noise2D(x, z, true) < -0.75f ? 0 : 4; } @Override public boolean doesOverhang() { return false; } }





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