public WorldGenerator(int seed, int width, int height) { this.seed = seed; this.width = width; this.height = height; // Initialize the terrain-type generators Generators = new Dictionary<NoiseWorldType, INoiseGenerator>(); Generators[NoiseWorldType.Default] = InitializeDefault(); // Initialize the modifiers handler Modifiers = new NoiseModifiers(); }
/// <summary> /// Initializes the noise manager /// </summary> /// <param name="seed">The random seed to use</param> /// <param name="width">The width of the generated results</param> /// <param name="height">The height of the generated results</param> public NoiseManager(int? seed, int width, int height) { // Set the terrain seed this.seed = seed; // Initialize the terrain-type generators Generators = new Dictionary<NoiseGeneratorType, NoiseGenerator>(); Generators[NoiseGeneratorType.Plains] = InitializePlains(width, height); Generators[NoiseGeneratorType.Mountains] = InitializeMountains(width, height); Generators[NoiseGeneratorType.MountainsBase] = InitializeMountainsBase(width, height); Generators[NoiseGeneratorType.Lakes] = InitializeLakes(width, height); Generators[NoiseGeneratorType.Seas] = InitializeSeas(width, height); Generators[NoiseGeneratorType.TerrainSpawners] = InitializeTerrainSpawners(width, height); Generators[NoiseGeneratorType.Custom] = InitializeCustom(width, height); // Initialize the modifiers handler Modifiers = new NoiseModifiers(); }