public override float GenerateNoise(OverworldGeneratorV2 generator, int x, int y, float border, float river) { // ground effect is increased by the multiplier float groundEffectLevel = _groundEffect.Added(generator, (float)x, (float)y); float ridging = _multiplier.Added(generator, (float)x, (float)y); ridging = TerrainBase.BayesianAdjustment(ridging, 2); float result = BaseHeight + ridging * (groundEffectLevel + _heightIncrease.Added(generator, (float)x, (float)y)) + groundEffectLevel; return(TerrainBase.MountainCap(result)); }
public override float GenerateNoise(OverworldGeneratorV2 generator, int passedX, int passedY, float border, float river) { var jitterData = SimplexData2D.NewDisk(); generator.SimplexInstance(1).GetValue(passedX / _jitterWavelength, passedY / _jitterWavelength, jitterData); float x = (float)(passedX + jitterData.GetDeltaX() * _jitterAmplitude); float y = (float)(passedY + jitterData.GetDeltaY() * _jitterAmplitude); float bordercap = (bordercap = border * 3.5f - 2.5f) > 1 ? 1.0f : bordercap; float rivercap = (rivercap = 3f * river) > 1 ? 1.0f : rivercap; float bumpiness = generator.SimplexInstance(2).GetValue(x / _bumpinessWavelength, y / _bumpinessWavelength) * _bumpinessMultiplier; float simplex = _plateau.Added(generator, x, y) * bordercap * rivercap + bumpiness; float added = PlateauUtil.StepIncrease(simplex, _stepStart, _stepFinish, _stepHeight) / border; return(Riverized(BaseHeight + TerrainBase.GetGroundNoise(x, y, _groundNoise, generator), river) + added); }
public static float TerrainGrasslandHills(int x, int y, OverworldGeneratorV2 generator, float river, float vWidth, float vHeight, float hWidth, float hHeight, float bHeight) { float h = generator.SimplexInstance(0).GetValue(x / vWidth, y / vWidth); h = BlendedHillHeight(h, 0.3f); float m = generator.SimplexInstance(1).GetValue(x / hWidth, y / hWidth); m = BlendedHillHeight(m, 0.3f) * h; m *= m; h *= vHeight * river; m *= hHeight * river; h += TerrainBase.GetGroundNoise(x, y, 4f, generator); return(Riverized(generator, bHeight + h, river) + m); }