Esempio n. 1
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        public static float GetRiverStrength(BlockCoordinates blockPos, OverworldGeneratorV2 generator)
        {
            int    worldX     = blockPos.X;
            int    worldZ     = blockPos.Z;
            double pX         = worldX;
            double pZ         = worldZ;
            var    jitterData = SimplexData2D.NewDisk();

            //New river curve function. No longer creates worldwide curve correlations along cardinal axes.
            generator.SimplexInstance(1).GetValue((float)worldX / 240.0f, (float)worldZ / 240.0f, jitterData);
            pX += jitterData.GetDeltaX() * generator.RiverLargeBendSize;
            pZ += jitterData.GetDeltaY() * generator.RiverLargeBendSize;

            generator.SimplexInstance(2).GetValue((float)worldX / 80.0f, (float)worldZ / 80.0f, jitterData);
            pX += jitterData.GetDeltaX() * generator.RiverSmallBendSize;
            pZ += jitterData.GetDeltaY() * generator.RiverSmallBendSize;

            pX /= generator.RiverSeperation;
            pZ /= generator.RiverSeperation;

            //New cellular noise.
            double riverFactor = generator.CellularInstance(0).Eval2D(pX, pZ).InteriorValue;

            // the output is a curved function of relative distance from the center, so adjust to make it flatter
            riverFactor = BayesianAdjustment((float)riverFactor, 0.5f);
            if (riverFactor > generator.RiverValleyLevel)
            {
                return(0);
            } // no river effect

            return((float)(riverFactor / generator.RiverValleyLevel - 1d));
        }
Esempio n. 2
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        public float LakePressure(OverworldGeneratorV2 generator, int x, int y, float border, float lakeInterval,
                                  float largeBendSize, float mediumBendSize, float smallBendSize)
        {
            if (!this.Config.AllowScenicLakes)
            {
                return(1f);
            }

            double         pX         = x;
            double         pY         = y;
            ISimplexData2D jitterData = SimplexData2D.NewDisk();

            generator.SimplexInstance(1).GetValue(x / 240.0d, y / 240.0d, jitterData);
            pX += jitterData.GetDeltaX() * largeBendSize;
            pY += jitterData.GetDeltaY() * largeBendSize;

            generator.SimplexInstance(0).GetValue(x / 80.0d, y / 80.0d, jitterData);
            pX += jitterData.GetDeltaX() * mediumBendSize;
            pY += jitterData.GetDeltaY() * mediumBendSize;

            generator.SimplexInstance(4).GetValue(x / 30.0d, y / 30.0d, jitterData);
            pX += jitterData.GetDeltaX() * smallBendSize;
            pY += jitterData.GetDeltaY() * smallBendSize;

            VoronoiResult lakeResults = generator.CellularInstance(0).Eval2D(pX / lakeInterval, pY / lakeInterval);

            return((float)(1.0d - lakeResults.InteriorValue));
        }
        public float MinimumDivisor  = 0;//low divisors can produce excessive rates of change

        public override float Added(OverworldGeneratorV2 generator, float x, float y)
        {
            VoronoiResult points = generator.CellularInstance(1).Eval2D(x / PointWavelength, y / PointWavelength);
            float         raise  = (float)(points.InteriorValue);

            raise = 1.0f - raise;
            //raise = TerrainBase.blendedHillHeight(raise, floor);
            return(raise);
        }
        public override float Added(OverworldGeneratorV2 generator, float x, float y)
        {
            var   evaluateAt = new Vector2(x / PointWavelength, y / PointWavelength);
            var   points     = generator.CellularInstance(1).Eval2D(evaluateAt.X, evaluateAt.Y);
            float raise      = (float)(points.InteriorValue);
            // now we're going to get an adjustment value which will be the same
            // for all points on a given vector from the voronoi basin center
            var   adjustAt     = points.ToLength(evaluateAt, AdjustmentRadius);
            float multiplier   = 1.3f;
            float noZeros      = 0.1f;
            float adjustment   = (float)generator.CellularInstance(2).Eval2D(adjustAt.X, adjustAt.Y).InteriorValue *multiplier + noZeros;
            float reAdjustment = (float)generator.CellularInstance(3).Eval2D(adjustAt.X, adjustAt.Y).InteriorValue *multiplier + noZeros;

            // 0 to 1 which is currently undesirable so increase to average closer to 1
            adjustment = TerrainBase.BayesianAdjustment(adjustment, reAdjustment);
            raise      = TerrainBase.BayesianAdjustment(raise, adjustment);
            return(raise);
        }
Esempio n. 5
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        public static float TerrainVolcano(int x, int y, OverworldGeneratorV2 generator, float border, float baseHeight)
        {
            var simplex       = generator.SimplexInstance(0);
            var cellularNoise = generator.CellularInstance(0);

            float st = 15f - (float)(cellularNoise.Eval2D(x / 500d, y / 500d).ShortestDistance * 42d) +
                       (simplex.GetValue(x / 30f, y / 30f) * 2f);

            float h = st < 0f ? 0f : st;

            h  = h < 0f ? 0f : h;
            h += (h * 0.4f) * ((h * 0.4f) * 2f);

            if (h > 10f)
            {
                float d2 = (h - 10f) / 1.5f > 30f ? 30f : (h - 10f) / 1.5f;
                h += (float)cellularNoise.Eval2D(x / 25D, y / 25D).ShortestDistance *d2;
            }

            h += simplex.GetValue(x / 18f, y / 18f) * 3;
            h += simplex.GetValue(x / 8f, y / 8f) * 2;

            return(baseHeight + h * border);
        }