type t = {size : int;cells : float array;top : float;sea : float;
}val generate : seed:int -> size:int -> top:float -> roughness:float -> tval cell : t -> int -> int -> floatval height : t -> float -> float -> floatval clear : t -> (float * float * float) -> (float * float * float) -> booltype kind = | Sea| Sand| Grass| Forest| Rock| Snow
val kind : t -> int -> int -> kindval light : t -> int -> int -> intval color : kind -> int -> int * int * intval random : int -> int -> int -> float