question: returns noise , given coordinates x , y. concode_field_sep float meanWaterLevel concode_elem_sep float moistureLevel concode_elem_sep PerlinNoiseGenerator moistureNoise concode_elem_sep BiomeMap biomeMap concode_elem_sep boolean oneBiome concode_elem_sep long serialVersionUID concode_elem_sep float waterLevel concode_elem_sep float meanMoistureLevel concode_elem_sep PerlinNoiseGenerator elevationNoise concode_elem_sep float frequencies concode_elem_sep Biome chosenBiome concode_field_sep float getMeanMoistureLevel concode_elem_sep PerlinNoiseGenerator getMoistureNoise concode_elem_sep void setRandomNoise concode_elem_sep BiomeMap getBiomeMap concode_elem_sep float getMappedNoise concode_elem_sep float getMoistureLevel concode_elem_sep boolean isOneBiome concode_elem_sep void setOneBiome concode_elem_sep void setWaterLevel concode_elem_sep void setRandomMoistureLevel concode_elem_sep Biome getChosenBiome concode_elem_sep void generateMapWithBiome concode_elem_sep void generateMapWithBiome concode_elem_sep Color setBiome concode_elem_sep float map concode_elem_sep void setMoistureLevel concode_elem_sep Biome getBiome concode_elem_sep void setMeanMoistureLevel concode_elem_sep void setMoistureNoise concode_elem_sep void setRandomWaterLevel concode_elem_sep Biome getBiomeAtCoord concode_elem_sep float[][] generateVals concode_elem_sep Color getColor concode_elem_sep PerlinNoiseGenerator getElevationNoise concode_elem_sep void generateMapWithOneBiome concode_elem_sep void setElevationNoise concode_elem_sep float getWaterLevel concode_elem_sep Color greyScale concode_elem_sep void setChosenBiome concode_elem_sep void transferValues concode_elem_sep float getMeanWaterLevel concode_elem_sep void setMeanWaterLevel
target: float function ( float arg0 , float arg1 , PerlinNoiseGenerator arg2 ) { float loc0 = 0 ; float loc1 = 1 ; float loc2 = 1 ; for ( int loc3 = 0 ; loc3 < frequencies ; loc3 ++ ) { loc0 += loc1 * arg2 . noise2 ( loc2 * arg0 , loc2 * arg1 ) ; loc1 /= 2 ; loc2 += 2 ; } return loc0 ; }