/// <summary> /// Construct new drainage map /// </summary> public DrainageMap(Size dimensions, int seed, WorldParameters parameters, HeightMap heightMap) : base(dimensions, seed, parameters) { this.Elevation = heightMap; this.StandardDerivation = new float[dimensions.Width, dimensions.Height]; this.NoiseValues = new float[dimensions.Width, dimensions.Height]; this.DrainageTiles = new Tile[dimensions.Width, dimensions.Height]; this.Generate(); }
/// <summary> /// Construct new rainfall map /// </summary> public RainfallMap(Size dimensions, int seed, WorldParameters parameters, HeightMap elevation) : base(dimensions, seed, parameters) { this.Elevation = elevation; this.RainfallTiles = new Tile[dimensions.Width, dimensions.Height]; this.RainShadow = new float[dimensions.Width, dimensions.Height]; this.NoiseValues = new float[dimensions.Width, dimensions.Height]; this.Generate(); }
/// <summary> /// Construct new resource generator instance /// </summary> public ResourceGenerator(Size dimensions, int seed, TerrainType[,] biomes, WorldParameters parameters) { Biomes = biomes; Seed = seed; Dimensions = dimensions; Parameters = parameters; this.BuildSpawnTables(); this.GenerateResources(); }
/// <summary> /// Create new temperature map /// </summary> public TemperatureMap(Size dimensions, int seed, WorldParameters parameters, HeightMap elevation) : base(dimensions, seed, parameters) { this.TemperatureLevels = new TemperatureLevel[dimensions.Width, dimensions.Height]; this.TemperatureTiles = new Tile[dimensions.Width, dimensions.Height]; this.NoiseValues = new float[dimensions.Width, dimensions.Height]; this.Gradient = new float[dimensions.Width, dimensions.Height]; this.Elevation = elevation; this.Generate(); }
/// <summary> /// Create a new height map. /// </summary> public HeightMap(Size dimensions, int seed, WorldParameters parameters) : base(dimensions, seed, parameters) { this.HeightLevels = new HeightLevel[dimensions.Width, dimensions.Height]; this.Generate(); }