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36 lines
1.0 KiB
C#
36 lines
1.0 KiB
C#
// Based on:
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// https://github.com/UnknownShadow200/ClassicalSharp/wiki/Minecraft-Classic-map-generation-algorithm
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using System;
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using System;
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namespace ClassicalSharp.Generator {
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// TODO: figure out how noise functions differ, probably based on rnd.
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public class NotchGenerator {
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int width, height, length;
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int waterLevel;
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short[] CreateHeightmap() {
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Noise n1 = new CombinedNoise(
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new OctaveNoise( 8 ), new OctaveNoise( 8 ) );
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Noise n2 = new CombinedNoise(
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new OctaveNoise( 8 ), new OctaveNoise( 8 ) );
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Noise n3 = new OctaveNoise( 6 );
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int index = 0;
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short[] map = new short[width * length];
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for( int z = 0; z < length; z++ ) {
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for( int x = 0; x < width; x++ ) {
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float hLow = n1.Compute( x * 1.3f, z * 1.3f ) / 6 - 4;
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float hHigh = n2.Compute( x * 1.3f, z * 1.3f ) / 5 + 6;
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float height = n3.Compute( x, z ) > 0 ? hLow : Math.Max( hLow, hHigh );
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if( height < 0 ) height *= 0.8f;
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map[index++] = (short)(height + waterLevel);
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}
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}
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}
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}
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