@Override public int findGroundY(WorldGenerator generator, int blockX, int blockZ) { // calculator the way down there bits double terrainAt = terrainShape.noise(blockX * terrainScale, blockZ * terrainScale) * midRange; double noiseAt = noiseShape.noise(blockX * noiseScale, blockZ * noiseScale) * noiseRange; return NoiseGenerator.floor(terrainAt + noiseAt) + midPoint; }
private int genGroundNoise(final int x, final int z, final int xchunk, final int zchunk) { final double x_calc = ((x + xchunk * 16) + Integer.MAX_VALUE / 2) * 0.003d; final double z_calc = ((z + zchunk * 16) + Integer.MAX_VALUE / 2) * 0.003d; final double temp = n_p.noise_FractionalBrownianMotion(x_calc, z_calc, 0, 6, 0.45f, 1.5f); final double ground = ground_nouise.noise(x_calc, z_calc, 4, 0.25, 0.125) * 33; final double cliff = cliffs.get((x + xchunk * 16) / 250.0f, (z + zchunk * 16) / 250.0f) * 120; double noise = ground + (Math.abs( (n_p.noise_RidgedMultiFractal(x_calc, z_calc, 0, 4, 2.85f, 0.45f, 1.0f)) + (.05f * temp)) * 55); noise = noise - cliff; return (int) Math.round(noise); }