/*
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 * See CONTRIBUTORS.TXT for a full list of copyright holders.
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 * modification, are permitted provided that the following conditions are met:
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 *       notice, this list of conditions and the following disclaimer.
 *     * Redistributions in binary form must reproduce the above copyright
 *       notice, this list of conditions and the following disclaimer in the
 *       documentation and/or other materials provided with the distribution.
 *     * Neither the name of the OpenSimulator Project nor the
 *       names of its contributors may be used to endorse or promote products
 *       derived from this software without specific prior written permission.
 *
 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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 */

using OpenSim.Framework;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;

namespace OpenSim.Region.CoreModules.World.Terrain.FloodBrushes
{
    public class NoiseArea : ITerrainFloodEffect
    {
        #region ITerrainFloodEffect Members

        public void FloodEffect(ITerrainChannel map, bool[,] fillArea, float height, float strength,
            int startX, int endX, int startY, int endY)
        {
            strength *= 0.08f;
            if(strength < 1e-4f)
                return;
            for (int x = startX; x <= endX; x++)
            {
                for (int y = startY; y <= endY; y++)
                {
                    if (fillArea[x, y])
                    {
                        float noise = (float)TerrainUtil.PerlinNoise2D((double) x / map.Width, (double) y / map.Height, 8, 1.0);
                        map[x, y] += noise * strength;
                        if(map[x, y] < 0)
                            map[x, y] = 0;
                    }
                }
            }
        }

        #endregion
    }
}
