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Interface: TileState

Per-tile simulation state — pure physical data, no game resource dependency.

Properties

tileId

ts
readonly tileId: number;

elevation

ts
readonly elevation: number;

Integer band index in [0, N-1] where N is derived from (radius, coreRadiusRatio) via resolveTerrainLevelCount. 0 is the band closest to the core; higher values stack outward. Derived from seeded simplex noise ranked into N equal-frequency bins, so the value space is deterministic, uniform, and decoupled from the raw noise range.

Sea level floats freely inside the same integer space (see BodySimulation.seaLevelElevation) — submerged status is computed live from elevation < seaLevelElevation, never baked here.

Distribué sous la licence indiquée dans le dépôt.