1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255
| using System;
public class PerlinNoise
{
private static int[] permutation = {
151, 160, 137, 91, 90, 15, 131, 13, 201, 95, 96, 53, 194, 233, 7, 225,
140, 36, 103, 30, 69, 142, 8, 99, 37, 240, 21, 10, 23, 190, 6, 148,
247, 120, 234, 75, 0, 26, 197, 62, 94, 252, 219, 203, 117, 35, 11, 32,
57, 177, 33, 88, 237, 149, 56, 87, 174, 20, 125, 136, 171, 168, 68, 175,
74, 165, 71, 134, 139, 48, 27, 166, 77, 146, 158, 231, 83, 111, 229, 122,
60, 211, 133, 230, 220, 105, 92, 41, 55, 46, 245, 40, 244, 102, 143, 54,
65, 25, 63, 161, 1, 216, 80, 73, 209, 76, 132, 187, 208, 89, 18, 169,
200, 196, 135, 130, 116, 188, 159, 86, 164, 100, 109, 198, 173, 186, 3, 64,
52, 217, 226, 250, 124, 123, 5, 202, 38, 147, 118, 126, 255, 82, 85, 212,
207, 206, 59, 227, 47, 16, 58, 17, 182, 189, 28, 42, 223, 183, 170, 213,
119, 248, 152, 2, 44, 154, 163, 70, 221, 153, 101, 155, 167, 43, 172, 9,
129, 22, 39, 253, 19, 98, 108, 110, 79, 113, 224, 232, 178, 185, 112, 104,
218, 246, 97, 228, 251, 34, 242, 193, 238, 210, 144, 12, 191, 179, 162, 241,
81, 51, 145, 235, 249, 14, 239, 107, 49, 192, 214, 31, 181, 199, 106, 157,
184, 84, 204, 176, 115, 121, 50, 45, 127, 4, 150, 254, 138, 236, 205, 93,
222, 114, 67, 29, 24, 72, 243, 141, 128, 195, 78, 66, 215, 61, 156, 180 };
private static int[] p;
static PerlinNoise()
{
p = new int[512];
for (int i = 0; i < 512; i++)
{
p[i] = permutation[i % 256];
}
}
public static double Noise(double x, double y)
{
int X = (int)Math.Floor(x) & 255;
int Y = (int)Math.Floor(y) & 255;
x -= Math.Floor(x);
y -= Math.Floor(y);
double u = Fade(x);
double v = Fade(y);
int A = p[X] + Y;
int B = p[X + 1] + Y;
return Lerp(v,
Lerp(u,
Grad(p[A], x , y),
Grad(p[B], x - 1 , y)),
Lerp(u,
Grad(p[A + 1], x , y - 1),
Grad(p[B + 1], x - 1 , y - 1)));
}
private static double Fade(double t)
{
return t * t * t * (t * (t * 6 - 15) + 10);
}
private static double Lerp(double t , double a , double b)
{
return a + t * (b - a);
}
private static double Grad(int hash , double x , double y)
{
int h = hash & 15;
double u = h < 8 ? x : y;
double v = h < 4 ? y : h == 12 || h == 14 ? x : 0;
return ((h & 1) == 0 ? u : -u) + ((h & 2) == 0 ? v : -v);
}
public static double OctaveNoise(double x, double y)
{
// https://libnoise.sourceforge.net/tutorials/tutorial4.html
int octaves = 6; // Nombre d'octaves pour combiner les bruits de Perlin
double frequency = 1;
double lacunarity = 2.0; // Facteur d'augmentation de la fréquence entre les octaves
double persistence = 0.25; // Facteur de diminution de l'amplitude entre les octaves
double total = 0;
double amplitude = 1;
double maxValue = 0; // Used for normalizing result to [0,1]
for (int i = 0; i < octaves; i++)
{
total += Noise(x * frequency , y * frequency) * amplitude;
maxValue += amplitude;
amplitude *= persistence;
frequency *= lacunarity;
}
return total / maxValue;
}
}
class Program
{
static void Main(string[] args)
{
int width = 100; // Remplacez par la largeur souhaitée de votre carte
int height = 50; // Remplacez par la hauteur souhaitée de votre carte
double[,] elevation = new double[height, width];
for (int y = 0; y < height; y++)
{
for (int x = 0; x < width; x++)
{
double nx = (double)x / width - 0.5;
double ny = (double)y / height - 0.5;
elevation[y, x] = PerlinNoise.OctaveNoise(nx, ny);
//Console.Write(elevation[y, x]+" ");
}
}
//AnalyzeElevation(elevation);
DisplayMap(elevation);
// Maintenant, le tableau "elevation" contient les valeurs d'élévation générées à l'aide du bruit de Perlin avec prise en compte des octaves
// Vous pouvez utiliser ces valeurs pour générer votre terrain ou votre carte selon les besoins
}
/*
static void AnalyzeElevation(double[,] elevation)
{
double min = double.MaxValue;
double max = double.MinValue;
// Trouver les valeurs min et max
for (int y = 0; y < elevation.GetLength(0); y++)
{
for (int x = 0; x < elevation.GetLength(1); x++)
{
if (elevation[y, x] < min) min = elevation[y, x];
if (elevation[y, x] > max) max = elevation[y, x];
}
}
// Initialiser les compteurs pour chaque intervalle
int intervals = (int)((max - min) / 0.01) + 1;
int[] counters = new int[intervals];
// Compter les valeurs dans chaque intervalle
for (int y = 0; y < elevation.GetLength(0); y++)
{
for (int x = 0; x < elevation.GetLength(1); x++)
{
int index = (int)((elevation[y, x] - min) / 0.01);
counters[index]++;
}
}
// Afficher les résultats
for (int i = 0; i < intervals; i++)
{
double intervalStart = min + i * 0.01;
double intervalEnd = intervalStart + 0.01;
Console.WriteLine($"Interval [{intervalStart:F2}, {intervalEnd:F2}): {counters[i]}");
}
}*/
static void DisplayMap(double[,] map)
{
int darkBlueCount = 0;
int blueCount = 0;
int yellowCount = 0;
int greenCount = 0;
int darkGreenCount = 0;
int darkYellowCount = 0;
int darkRedCount = 0;
int whiteCount = 0;
for (int y = 0; y < map.GetLength(0); y++)
{
for (int x = 0; x < map.GetLength(1); x++)
{
double value = map[y, x];
if (value < -0.1)
{
Console.BackgroundColor = ConsoleColor.Cyan;
Console.Write(" ");
Console.ResetColor();
darkBlueCount++;
}
else if (value < -0.03)
{
Console.BackgroundColor = ConsoleColor.Blue;
Console.Write(" ");
Console.ResetColor();
blueCount++;
}
else if (value < 0)
{
Console.BackgroundColor = ConsoleColor.Yellow;
Console.Write(" ");
Console.ResetColor();
yellowCount++;
}
else if (value < 0.03)
{
Console.BackgroundColor = ConsoleColor.Green;
Console.Write(" ");
Console.ResetColor();
greenCount++;
}
else if (value < 0.09)
{
Console.BackgroundColor = ConsoleColor.Green;
Console.ForegroundColor = ConsoleColor.White;
Console.Write("O");
Console.ResetColor();
darkGreenCount++;
}
else if (value < 0.17)
{
Console.BackgroundColor = ConsoleColor.Red;
Console.Write(" ");
Console.ResetColor();
darkYellowCount++;
}
else if (value < 0.22)
{
Console.BackgroundColor = ConsoleColor.Magenta;
Console.Write(" ");
Console.ResetColor();
darkRedCount++;
}
else
{
Console.BackgroundColor = ConsoleColor.White;
Console.Write(" ");
Console.ResetColor();
whiteCount++;
}
}
Console.ResetColor();
Console.WriteLine();
}
// Afficher les compteurs
Console.WriteLine("DarkBlue Count: " + darkBlueCount);
Console.WriteLine("Blue Count: " + blueCount);
Console.WriteLine("Yellow Count: " + yellowCount);
Console.WriteLine("Green Count: " + greenCount);
Console.WriteLine("DarkGreen Count: " + darkGreenCount);
Console.WriteLine("DarkYellow Count: " + darkYellowCount);
Console.WriteLine("DarkRed Count: " + darkRedCount);
Console.WriteLine("DarkWhiteCount Count: " + whiteCount);
}
} |
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