ClassiCube/ClassicalSharp/Generator/NotchyGenerator.cs
2015-12-05 08:00:17 +11:00

69 lines
2.0 KiB
C#

// Based on:
// https://github.com/UnknownShadow200/ClassicalSharp/wiki/Minecraft-Classic-map-generation-algorithm
// Thanks to Jerralish for originally reverse engineering classic's algorithm, then preparing a high level overview of the algorithm.
// I believe this process adheres to clean room reverse engineering.
using System;
namespace ClassicalSharp.Generator {
// TODO: figure out how noise functions differ, probably based on rnd.
public class NotchyGenerator {
int width, height, length;
int waterLevel;
byte[] blocks;
short[] heightmap;
public byte[] GenerateMap( int width, int height, int length ) {
this.width = width;
this.height = height;
this.length = length;
waterLevel = height / 2;
blocks = new byte[width * height * length];
CreateHeightmap();
CreateStrata();
return null;
}
void CreateHeightmap() {
Noise n1 = new CombinedNoise(
new OctaveNoise( 8 ), new OctaveNoise( 8 ) );
Noise n2 = new CombinedNoise(
new OctaveNoise( 8 ), new OctaveNoise( 8 ) );
Noise n3 = new OctaveNoise( 6 );
int index = 0;
short[] map = new short[width * length];
for( int z = 0; z < length; z++ ) {
for( int x = 0; x < width; x++ ) {
double hLow = n1.Compute( x * 1.3f, z * 1.3f ) / 6 - 4;
double hHigh = n2.Compute( x * 1.3f, z * 1.3f ) / 5 + 6;
double height = n3.Compute( x, z ) > 0 ? hLow : Math.Max( hLow, hHigh );
if( height < 0 ) height *= 0.8f;
map[index++] = (short)(height + waterLevel);
}
}
heightmap = map;
}
void CreateStrata() {
Noise n = new OctaveNoise( 8 );
int mapIndex = 0;
for( int z = 0; z < length; z++ ) {
for( int x = 0; x < width; x++ ) {
int dirtThickness = (int)(n.Compute( x, z ) / 24 - 4);
int dirtHeight = heightmap[mapIndex];
int stoneHeight = dirtHeight + dirtThickness;
for( int y = 0; y < height; y++ ) {
}
mapIndex++;
}
}
}
}
}