All Classes

Class Description
AbstractRNG
A helper class for implementing IRNG without so much busy-work.
Adjacency
Some classes need detailed information about what cells are considered adjacent to other cells, and may need to construct a customized mapping of cells to their neighbors.
Adjacency.BasicAdjacency  
Adjacency.RotationAdjacency  
Adjacency.ThinWallAdjacency  
AestheticDifference
Used by DetailedMimic to allow different kinds of detail, including differentiating color or map features.
AimLimit
Enum used for common targeting limitations (or lack thereof, in the case of AimLimit.FREE ).
Algorithms<V>
Most of the algorithms that operate on a Graph are defined here, with some specific cases in subclasses.
AOE
Area of Effect interface meant to be implemented by various specific burst, line, flowing, and user-made AOE types.
AreaUtils
Static utilities for use in AOE and anything else that might need HashMaps of Coord keys to Double values.
Arrangement<K>
A bi-directional mapping of objects to positions in an ordering (which this generates), and vice versa.
ArrayTools
Static methods for various frequently-used operations on 1D and 2D arrays.
AStarSearch
Performs A* search to find the shortest path between two Coord points.
AStarSearch.SearchType
The type of heuristic to use.
BalancedPermutations
Based on Martin Roberts' blog post about blue noise point sets, this class generates "balanced" permutations of a specific size with good performance.
BasicCaveGenerator  
BasicRandom32
A low-quality but very fast RNG that has no apparent visual artifacts here; uses Mark Overton's CMR subcycle generator type, but modified to be especially GWT-friendly.
BasicRandom64
A high-quality and very fast RNG that has no apparent visual artifacts here; uses Mark Overton's CMR subcycle generator type, with a multiplication on the output.
BathtubDistribution
An IDistribution that produces results between 0.0 inclusive and 1.0 exclusive, but is much more likely to produce results near 0.0 or 1.0, further from 0.5.
BeamAOE
Beam Area of Effect that affects an slightly expanded (Elias) line from a given origin Coord out to a given length, plus an optional radius of cells around the path of the line, while respecting obstacles in its path and possibly stopping if obstructed.
Beta
Signifies that a public API (public class, method or field) is subject to incompatible changes, or even removal, in a future release.
BinaryHeap<T extends BinaryHeap.Node>
A binary heap that stores nodes which each have a double value and are sorted either lowest first or highest first.
BinaryHeap.Node
A binary heap node.
BlastAOE
An AOE type that has a center and a radius, and will blast outward and somewhat around corners/obstacles, out to the distance specified by radius.
BlueNoise
Provides access to a precalculated, tiling plane of 2D blue noise, that is, noise without high-frequency components, as well as seeded modifications to that tiling blue noise plane that make it have even fewer patterns.
Bresenham
Provides a means to generate Bresenham lines in 2D and 3D.
BurstAOE
An AOE type that has a center and a radius, and uses shadowcasting to create a burst of rays from the center, out to the distance specified by radius.
ByteStringEncoding
An experimental variant on LZSEncoding to encode byte arrays to compressed Strings, and decode them back.
CavesLimitConnectivity  
CavesTinyCorridors  
CellularAutomaton
Created by Tommy Ettinger on 7/3/2017.
ChaosRNG
An RNG that cannot be seeded and should be fairly hard to predict what it will return next.
ClassicNoise
"Classic Perlin" noise, as opposed to the Simplex Noise also created by Ken Perlin (which is produced by SeededNoise; both can be produced by FastNoise).
ClassicRogueMapGenerator
Creates a dungeon in the style of the original Rogue game.
CloudAOE
An AOE type that has a center and a volume, and will randomly expand in all directions until it reaches volume or cannot expand further.
ColoredStringList<T>
An helper class for code that deals with lists of IColoredStrings.
CombinationGenerator<T>
Combination generator for generating all combinations of a given size from the specified set of elements.
ConeAOE
An AOE type that has an origin, a radius, an angle, and a span; it will blast from the origin to a length equal to radius along the angle (in degrees), moving somewhat around corners/obstacles, and also spread a total of span degrees around the angle (a span of 90 will affect a full quadrant, centered on angle).
Config
Part of the JSON that defines a tileset.
ConnectingMapGenerator
A room placing algorithm developed by Rayvolution for his game Fail To Hero, this was simple to implement but delivers complex connectivity.
Connection<V>
The most-commonly-used class that represents an edge between nodes on a Graph.
Connection.DirectedConnection<V>
A Connection that treats A-to-B as a different edge from B-to-A.
Connection.UndirectedConnection<V>
A Connection that treats A-to-B and B-to-A as the same edge.
Converters
Ways to produce concrete implementations of StringConvert for various data structures.
Coord
A 2D coordinate with (constant) x and y fields.
Coord3D
Generic three dimensional coordinate class.
CoordDouble
Coord using double values for x and y instead of int.
CoordPacker
Provides static methods to encode Coords as single primitive ints in various ways, hence the namesake, but also provides advanced methods to encode 2D arrays of various sorts produced by SquidLib in extremely memory-efficient representations, and decode those representations to various types of 2D array on-demand.
CoordPackerZone
A zone constructed by CoordPacker.
CornerCaves  
CosmicNumbering
Like a kind of RNG, but fully deterministic in a way that depends on a "connected" double array.
CostlyGraph
A default setting for a DirectedGraph of Coord vertices where each passable cell has a cost to enter it from any passable neighbor.
CriticalRNG
A type of RNG that can generate values larger or smaller than the normal maximum or minimum, based on a modifier.
CrossHash
64-bit and 32-bit hashing functions that we can rely on staying the same cross-platform.
CrossHash.Curlup
Like Yolk, this is a class for hash functors, each an object with a 64-bit long seed.
CrossHash.Hive
A reasonably-fast hashing function that passes some of SMHasher's quality tests, but neither critically fails nor overwhelmingly succeeds the full SMHasher test battery.
CrossHash.IHasher
An interface that can be used to move the logic for the hashCode() and equals() methods from a class' methods to an implementation of IHasher that certain collections in SquidLib can use.
CrossHash.Lightning
A quick, simple hashing function that seems to have good results.
CrossHash.Mist
A whole cluster of Wisp-like hash functions that sacrifice a small degree of speed, but can be built with up to 128 bits of salt values that help to obscure what hashing function is actually being used.
CrossHash.Water
A fairly fast hashing algorithm in general, Water performs especially well on large arrays, and passes SMHasher's newest and most stringent version of tests.
CrossHash.Wisp
The fastest hash in CrossHash, with middling quality.
CrossHash.Yolk
Like Mist, this is a class for hash functors, each an object with a 64-bit long seed, but it uses about the same algorithm as CrossHash.Water instead of the older, less-robust style Mist uses.
CurvedBoundedDistribution
An IDistribution that allows a parameter to determine how many calls to IRNG.nextDouble() to make and average whenever a double is requested.
CustomDijkstraMap
An alternative to AStarSearch when you want to fully explore a search space, or when you want a gradient floodfill, with customizable rules for what is considered adjacent.
DamerauLevenshteinAlgorithm
The Damerau-Levenshtein Algorithm is an extension to the Levenshtein Algorithm which solves the edit distance problem between a source string and a target string with the following operations: Character Insertion Character Deletion Character Replacement Adjacent Character Swap Note that the adjacent character swap operation is an edit that may be applied when two adjacent characters in the source string match two adjacent characters in the target string, but in reverse order, rather than a general allowance for adjacent character swaps.
DDALine
A fixed-point line-drawing algorithm that should have good performance; may be useful for LOS.
DeckRNG
An RNG variant that has 16 possible grades of value it can produce and shuffles them like a deck of cards.
DefaultDungeon  
DefaultGraph
A default setting for an UndirectedGraph of Coord vertices where all connections have cost 1.
DelaunayTriangulator
A Java implementation of an incremental 2D Delaunay triangulation algorithm.
DelaunayTriangulator.Edge  
DelaunayTriangulator.Triangle  
DenseRoomMapGenerator
Map generator that constructs a large number of overlapping rectangular rooms.
DetailedMimic
Similar to MimicFill, this class can be used to imitate the style of an existing piece of data, but this works on more than just booleans; it can produce similar styles of texture (its original use in SynTex), of map, of item placement, and so on by specifying a different technique for differentiating two int values.
DharmaRNG
An alteration to a RandomnessSource that attempts to produce values that are perceived as fair to an imperfect user.
Dice
Class for emulating various traditional RPG-style dice rolls.
DijkstraMap
An alternative to AStarSearch when you want to fully explore a search space, or when you want a gradient floodfill.
DirectedGraph<V>
A kind of Graph where all connections between vertices are one-way (but a connection may exist that goes from A to B and another connection may go from B to A), and each connection can have a different cost.
DirectedGraphAlgorithms<V>
Algorithms specific to directed graphs, like CostlyGraph, as well as general Algorithms.
Direction
Represents the eight grid directions and the deltaX, deltaY values associated with those directions.
DistributedRNG
An implementation of IRNG that allows specifying a distribution for all random numbers it produces via a IDistribution.SimpleDistribution value.
DiverRNG
A very-high-quality StatefulRandomness that is the fastest 64-bit generator in this library that passes statistical tests and is one-dimensionally equidistributed across all 64-bit outputs.
DividedMazeGenerator
Recursively divided maze.
DungeonBoneGen
Generate a dungeon using Sean T.
DungeonGenerator
The primary way to create a more-complete dungeon, layering different effects and modifications on top of a DungeonBoneGen's dungeon or another dungeon without such effects.
DungeonGenerator.FillEffect
The effects that can be applied to this dungeon.
DungeonUtility
A static class that can be used to modify the char[][] dungeons that other generators produce.
Edge<V>
Abstract superclass of any connection between nodes on a graph.
EditRNG
A subclass of StatefulRNG (and thus RNG) that allows customizing many parts of the random number generation.
Elias
Contains methods to draw anti-aliased lines based on floating-point coordinates.
EnumOrderedMap<K extends Enum<?>,​V>
A simple alternative to EnumMap that has a zero-argument constructor (which makes serialization easier) but is a little less efficient.
EnumOrderedSet<K extends Enum<?>>
A simple Set of Enum items (which are already unique if used in a normal Set) that keeps insertion order.
ExponentialDistribution
An IDistribution that implements the Exponential distribution.
FakeLanguageGen
A text generator for producing sentences and/or words in nonsense languages that fit a theme.
FakeLanguageGen.Alteration  
FakeLanguageGen.Modifier  
FakeLanguageGen.SentenceForm
A simple way to bundle a FakeLanguageGen with the arguments that would be passed to it when calling FakeLanguageGen.sentence(IRNG, int, int, String[], String[], double, int) or one of its overloads.
FantasyPoliticalMapper
When you have a world map as produced by WorldMapGenerator, you may want to fill it with claims by various factions, where each faction may be hand-made and may consist of humans or some fantasy species, such as goblins, elves, or demons.
FantasyPoliticalMapper.Faction
Represents a group that claims territory on a world-map, such as a nation.
FastNoise
A wide range of noise functions that can all be called from one configurable object.
FlawedPointHash
An interface for point hashes that are statistically biased, as well as a holder for inner classes that implement this.
FlawedPointHash.CubeHash
Very similar to FlawedPointHash.QuiltHash, but this doesn't change the pattern in different large squares, and instead repeats a square or cube of symmetric and patterned results over and over (so it can be tiled).
FlawedPointHash.FNVHash
FNV32a is OK as a hash for bytes when used in some hash tables, but it has major issues on its low-order bits when used as a point hash (the high bits aren't much better).
FlawedPointHash.QuiltHash
Extremely flawed if you're using this as a point hash, but meant to be aesthetically interesting, this produces different symmetrical patterns in squares, as if on a quilt.
FlawedPointHash.RugHash
Produces hashes that show strong bias on one axis (usually the later axes matter more) and have nice-looking patterns of dots.
FlawedRandomness
An interface to indicate a RandomnessSource that is intentionally flawed to create output patterns where a truly random sequence would have none.
FlawedRandomness.AddRotate
A flawed randomness source that adds a rotation of its state, to its state, every generation.
FlawedRandomness.BigCounter
A flawed randomness source that depends almost entirely on its starting state for any random-seeming results in its output.
FlowingCaveGenerator
An IDungeonGenerator that distorts and smooths an ordinary dungeon map to make it appear like a cave complex.
FoamNoise
An unusual continuous noise generator that tends to produce organic-looking forms, currently supporting 2D, 3D, 4D and 6D.
FOV
This class provides methods for calculating Field of View in grids.
GapShuffler<T>
Meant to take a fixed-size set of items and produce a shuffled stream of them such that an element is never chosen in quick succession; that is, there should always be a gap between the same item's occurrences.
Garbler
Tools for garbling Strings (making them appear to be gibberish) and degarbling earlier outputs to get the original inputs.
GaussianDistribution
An IDistribution that produces double results with a Gaussian (normal) distribution.
GearRNG
A larger-period generator with 127 bits of state (two longs, one is always odd), a period of 2 to the 127, and what should be slightly better speed than the related OrbitRNG.
GlitchNoise
A noise generator for 1D, 2D, 3D, 4D, or 6D noise that should look "glitchy", with waves of changing values moving through triangular shapes.
GoatRNG
A larger-period generator with 128 bits of state, good speed, and high quality in PractRand testing; it is at least 1-dimensionally equidistributed.
GoldPointHash
A relatively simple IPointHash that multiplies each of the x, y, etc.
Graph<V>
Abstract superclass of actual Graph types, like DirectedGraph and UndirectedGraph.
GreasedRegion
Region encoding of on/off information about areas using bitsets; uncompressed (fatty), but fast (greased lightning).
GreasedZOI
Calculates the Zone of Influence, also known as Zone of Control, for different points on a map.
GridCompression
Very early way of additional compression that can be applied to 2D double and byte arrays.
GrowingTreeMazeGenerator
A maze generator that can be configured using a GrowingTreeMazeGenerator.ChoosingMethod, which can be customized for the app.
GrowingTreeMazeGenerator.ChoosingMethod
A way to configure how GrowingTreeMazeGenerator.generate(ChoosingMethod) places paths through the maze.
GwtIncompatible
An annotation for the GWT compiler.
GWTRNG
An IRNG implementation that is meant to provide random numbers very quickly when targeting GWT but also to produce the same numbers when used on desktop, Android, or other platforms, and that can have its state read as a StatefulRandomness.
HashCommon
Code used internally for hashing OrderedMap, OrderedSet, IntDoubleOrderedMap, Arrangement, and so on.
HashCommon.EnumHasher  
Hashers
Additional implementations of the CrossHash.IHasher interface for more specialized uses, like for use in an OrderedSet or OrderedMap with String keys that should use case-insensitive equality/hashing.
HastyPointHash
A group of similar methods for getting hashes of points based on long coordinates in 2, 3, 4, or 6 dimensions and a long for state; like PointHash but faster and maybe not as high-quality.
HeightMapFactory
Tools to create maps.
Heuristic<V>
A Heuristic generates estimates of the cost to move from a given node to the goal.
HorizontalCorridorsV1  
HorizontalCorridorsV2  
HorizontalCorridorsV3  
IColorCenter<T>
How to manage colors, making sure that a color is allocated at most once.
IColorCenter.Skeleton<T>
A skeletal implementation of IColorCenter.
IColoredString<T>
A String divided in chunks of different colors.
IColoredString.Bucket<T>
A piece of a IColoredString: a text and its color.
IColoredString.Impl<T>
A basic implementation of IColoredString.
IDistribution
A way to take an IRNG and get one or more random numbers from it to produce a double in some statistical distribution, such as Gaussian (also called the normal distribution), exponential, or various simpler schemes that don't have common mathematical names.
IDistribution.SimpleDistribution  
IDungeonGenerator
Created by Tommy Ettinger on 6/1/2017.
IFilter<T>
A filter is a function on colors.
IFlawed
An empty marker interface to indicate that an implementor has known or intentional issues with a key property of its functionality.
IMarkup<T>
An interface that lets non-display code request some special rendering for a T value, and an implementation can handle this appropriately in display code.
IMarkup.StringMarkup
Probably not that useful on its own, but may be good as an example.
ImmutableZone
Created by Tommy Ettinger on 11/24/2016.
IndexedDelaunayTriangulator
Delaunay triangulation.
IntDoubleOrderedMap
An int-key and int-value insertion-ordered hash map with with a fast implementation, originally from fastutil as Object2ObjectLinkedOpenHashMap but modified (in OrderedMap) to support constant-time indexed access of keys, values, and entries, and reordering.
IntIntOrderedMap
An int-key and int-value insertion-ordered hash map with with a fast implementation, originally from fastutil as Object2ObjectLinkedOpenHashMap but modified (in OrderedMap) to support constant-time indexed access of keys, values, and entries, and reordering.
IntPointHash
A group of similar methods for getting hashes of points based on int coordinates in 2, 3, 4, or 6 dimensions and an int for state; the code is similar to HastyPointHash but will be much faster on GWT.
IntSet
An unordered set where the items are unboxed ints.
IntSet.IntSetIterator  
IntVLA
A resizable, ordered or unordered variable-length int array.
IPointHash
An interface for "point hashes", that is, functions that produce usually-unique integer results given multiple integer inputs.
IPointHash.IntImpl
A convenience abstract class to implement IPointHash when you have an int for state.
IPointHash.LongImpl
A convenience abstract class to implement IPointHash when you have a long for state.
IRNG
Interface for full-featured random number generators to implement (it does more than, and includes all of, RandomnessSource).
IsaacRNG
This is a port of the public domain Isaac64 (cryptographic) random number generator to Java.
IStatefulRNG
Simply groups the two interfaces IRNG and StatefulRandomness so some implementations of IRNG can have their states read from and written to.
JitterNoise
"Classic Perlin" noise with jitter applied to the grid it operates on.
K2<A,​B>
An ordered bidirectional map-like data structure, with unique A keys and unique B keys updated together like a map that can be queried by A keys, B keys, or int indices.
K2V1<A,​B,​Q>
An ordered multi-directional map-like data structure with two sets of keys and one list of values.
LanesMapGenerator
Generate dungeons with between 1 and 3 primary "lanes" going from the upper left "base" to the bottom right "base" (and vice versa, since this is symmetrical).
Lathe32RNG
A modification of Blackman and Vigna's xoroshiro128+ generator using two 32-bit ints of state instead of two 64-bit longs, as well as modifying the output with two additional operations on the existing state; this is both the fastest generator on GWT I have found without statistical failures, and a StatefulRandomness.
LFSR
A Linear Feedback Shift Register that may be used like a StatefulRandomness but is not truly random.
LightRNG
This is a SplittableRandom-style generator, meant to have a tiny state that permits storing many different generators with low overhead.
LimitConnectivityFat  
LimitedConnectivity  
LineAOE
Line Area of Effect that affects an slightly expanded (DDA) line from a given origin Coord to a given end Coord, plus an optional radius of cells around the path of the line, while respecting obstacles in its path and possibly stopping if obstructed.
LineKit
Tools for constructing patterns using box-drawing characters.
LinnormRNG
A mid-high-quality StatefulRandomness that is the second-fastest 64-bit generator in this library that is 1-dimensionally equidistributed across its 64-bit outputs.
ListZone
A zone defined by a List.
LongPeriodRNG
An RNG that has a drastically longer period than the other generators in SquidLib, other than IsaacRNG, without sacrificing speed or GWT support.
LOS
Line of Sight (LOS) algorithms find if there is or is not a path between two given points.
LowStorageShuffler
Gets a sequence of distinct pseudo-random ints (typically used as indices) from 0 to some bound, without storing all of the sequence in memory.
LZSEncoding
LZ-String compression; wrapped by LZSPlus for convenience, but extended functionality is available here.
LZSPlus
LZ-String compression, taking Strings and compressing them to other Strings, optionally with some encryption.
Maker
Utility methods for more easily constructing data structures, particularly those in Java's standard library.
MapModule
A subsection of a (typically modern-day or sci-fi) area map that can be placed by ModularMapGenerator.
MarkovChar
A simple Markov chain text generator; call MarkovChar.analyze(CharSequence) once on a large sample text, then you can call MarkovChar.chain(long) many times to get odd-sounding "remixes" of the sample text.
MarkovObject<T>
A simple Markov chain generator that works with Lists of some type instead of text like MarkovTextLimited.
MarkovText
A simple Markov chain text generator; call MarkovText.analyze(CharSequence) once on a large sample text, then you can call MarkovText.chain(long) many times to get odd-sounding "remixes" of the sample text.
MarkovTextLimited
A simple Markov chain text generator; it is called "Limited" because it only can be used as an order-1 Markov chain, meaning only one prior word is looked at.
MaskedShapeGenerator
Generates procedural shapes based on a mask that determines what values can exist at a location.
MasonNoise
Noise functions that delegate work to the best-suited noise type for the requested dimensionality, plus some extra functions that affect a large multi-dimensional area at once.
MathExtras
Mathematical operations not provided by java.lang.Math.
Maximums
Part of the JSON that defines a tileset.
Maze2Wide  
MazePlus2Wide  
Measurement
A way of measuring what cells are adjacent and how much further any adjacent cells are from other adjacent cells.
MerlinNoise
Really strange noise functions that typically produce curving black and white shapes when rendered.
MersenneTwister
Mersenne Twister, 64-bit version as a RandomnessSource.
Messaging
Helps handle formation of messages from a template, using correct pronouns and helping handle various idiosyncrasies in English-language text.
Messaging.BeingSubstitution  
Messaging.Group  
Messaging.NounTrait
Properties of nouns needed to correctly conjugate those nouns and refer to them with pronouns, such as genders.
MetsaMapFactory
A map generation factory using Perlin noise to make island chain style maps.
MimicFill
A class that imitates patterns in an existing 2D boolean array and uses it to generate a new boolean array with a similar visual style.
MimicWFC
A port of WaveFunctionCollapse by ExUtumno/mxgmn; takes a single sample of a grid to imitate and produces one or more grids of requested sizes that have a similar layout of cells to the sample.
MiniMover64RNG
The fastest generator in this library on desktop JVMs; one of Mark Overton's subcycle generators from this article, specifically a CMR with a 64-bit state, that has its result multiplied by a constant.
MitchellNoise
An arbitrary-dimensional noise generator; it's not suitable for real-time use, but could be very useful when used with unconventional axes, particularly during level generation.
MitchellNoise.Vec4  
MixedGenerator
A dungeon generator that can use a mix of techniques to have part-cave, part-room dungeons.
MizuchiRNG
A high-quality StatefulRandomness based on LinnormRNG but modified to allow any odd number as a stream, instead of LinnormRNG's hardcoded stream of 1.
Mnemonic
A utility class to print (typically very large) numbers in a way that players can more-meaningfully tell them apart.
ModularMapGenerator
Generator for maps of high-tech areas like space stations or starships, with repeated modules laid out in random ways.
MonsterGen
A class for generating random monster descriptions; can be subclassed to generate stats for a specific game.
MonsterGen.Chimera
A creature that can be mixed with other Chimeras or given additional descriptors, then printed in a usable format for game text.
MoonwalkRNG
An IRNG implementation that allows the extra functionality of a StatefulRandomness and a SkippingRandomness, as well as allowing reverse-lookup of the state that produced a long using the static MoonwalkRNG.inverseNextLong(long) method, and distance checks between two generated numbers with the static MoonwalkRNG.distance(long, long) method.
Mover32RNG
One of Mark Overton's subcycle generators from this article, specifically a cmr^cmr with two 32-bit states; this is the fastest 32-bit generator that still passes statistical tests, plus it's optimized for GWT (sometimes).
Mover64RNG
One of Mark Overton's subcycle generators from this article, specifically a cmr^cmr with two 64-bit states.
MultiSpill
A randomized flood-fill implementation that can be used for level generation (e.g.
MutableZone
Created by Tommy Ettinger on 11/24/2016.
NaturalLanguageCipher
Class that builds up a dictionary of words in an English-language source text to words generated by a FakeLanguageGen, and can translate a source text to a similarly-punctuated, similarly-capitalized fake text; it will try to use variants on the translation of the same root word when it encounters conjugations of that root word or that root word with common English prefixes/suffixes.
NeuralParticle
Creates a field of particles that tend to form a neuron image type distribution.
NLFSR
A Non-Linear Feedback Shift Register that may be used like a StatefulRandomness but is not truly random.
Node<V>
An extended version of BinaryHeap.Node that also stores a reference to the parent Graph, a vertex object of type V, a Map of neighbor Nodes to the appropriate Connection per Node, an extra List of those same Connections for faster iteration, and a lot of internal data used by algorithms in this package.
Noise
A container class for various interfaces and implementing classes that affect continuous noise, such as that produced by WhirlingNoise or SeededNoise, as well as static utility methods used throughout noise code.
Noise.Basic1D
A very simple 1D noise implementation, because a full-blown Perlin or Simplex noise implementation is probably overkill for 1D noise.
Noise.Exponential1D  
Noise.Exponential2D  
Noise.Exponential3D  
Noise.Exponential4D  
Noise.Exponential6D  
Noise.InverseLayered1D  
Noise.InverseLayered2D  
Noise.InverseLayered3D  
Noise.InverseLayered4D  
Noise.InverseLayered6D  
Noise.Layered1D  
Noise.Layered2D  
Noise.Layered3D  
Noise.Layered4D  
Noise.Layered6D  
Noise.Noise1D  
Noise.Noise2D  
Noise.Noise3D  
Noise.Noise4D  
Noise.Noise6D  
Noise.QuilezNoise
A hybrid between value and gradient noise that may be faster for 1D noise.
Noise.Ridged2D  
Noise.Ridged3D  
Noise.Ridged4D  
Noise.Ridged6D  
Noise.Scaled1D  
Noise.Scaled2D  
Noise.Scaled3D  
Noise.Scaled4D  
Noise.Scaled6D  
Noise.Slick2D  
Noise.Slick3D  
Noise.Slick4D  
Noise.Slick6D  
Noise.Sway1D  
Noise.Sway2D  
Noise.Turbulent2D  
Noise.Turbulent3D  
Noise.Turbulent4D  
Noise.Turbulent6D  
Noise.Viny2D  
Noise.Viny3D  
Noise.Viny4D  
Noise.Viny6D  
NumberTools
Various numeric functions that are important to performance but need alternate implementations on GWT to obtain it.
ObText
A simple format parser for String-based configuration or data files where JSON is overkill.
ObText.ContentMatcher  
ObText.ObTextEntry  
OpenAreas  
OrbitRNG
A variant on ThrustAltRNG that gives up some speed to gain a much better period and the ability to produce all possible long values over that period.
OrderedMap<K,​V>
A generic insertion-ordered hash map with with a fast implementation, originally from fastutil as Object2ObjectLinkedOpenHashMap but modified to support constant-time indexed access of keys, values, and entries, reordering, and optional hash strategies for unusual keys, such as arrays or usually-dense numeric values.
OrderedSet<K>
A generic linked hash set with with a fast implementation, originally from fastutil as ObjectLinkedOpenHashSet but modified to support indexed access of items, reordering, and optional hash strategies for array keys (which fastutil does differently).
OrganicMapGenerator
Map generator using Simplex noise for the formation of "rooms" and then WobblyLine to connect with corridors.
Oriole32RNG
A modification of Blackman and Vigna's xoroshiro128+ generator using two 32-bit ints of state instead of two 64-bit longs and also incorporating a large-increment counter (Weyl sequence) that is added to the rotated xoroshiro output; this is tied with Lathe32RNG for the fastest generator on GWT I have found that also passes the full 32TB battery of PractRand's statistical tests.
OrthoLine
A simple line-drawing algorithm that only takes orthogonal steps; may be useful for LOS in games that use Manhattan distances for measurements.
PacMazeGenerator
Meant to produce the sort of narrow, looping, not-quite-maze-like passages found in a certain famous early arcade game.
PerlinNoise
Delegates to ClassicNoise methods and always uses the same seed (123456789); that means this produces "Classic Perlin Noise" and not Simplex Noise (both were created by Ken Perlin).
PermutationGenerator<T>
Permutation generator for generating all permutations for all sets up to 20 elements in size.
PermutedRNG
This is a RandomnessSource in the PCG-Random family.
PhantomNoise
Arbitrary-dimensional continuous noise that maintains most of the same style even as the dimensionality gets fairly high.
PintRNG
A RandomnessSource based on PCG-Random that has a single int of state.
Placement
Utility class for finding areas where game-specific terrain features might be suitable to place.
PointAOE
An AOE type that has a center Coord only and only affects that single Coord.
PointHash
A group of similar methods for getting hashes of points based on long coordinates in 2, 3, 4, or 6 dimensions and a long for state.
PoissonDisk
This provides a Uniform Poisson Disk Sampling technique that can be used to generate random points that have a uniform minimum distance between each other.
PoliticalMapper
When you have a world map as produced by WorldMapGenerator or some other source, you may want to fill it with claims by various nations/factions, possibly procedural or possibly hand-made.
ProbabilityTable<T>
A generic method of holding a probability table to determine weighted random outcomes.
ProceduralMessaging
Combines Messaging with Thesaurus and optionally NaturalLanguageCipher to make variations on a sentence structure.
ProceduralMessaging.AssociatedName
Data class that stores a name String and one or more Strings that may be used as part of a title with that name, typically using categories from Thesaurus to add variety.
ProjectionTools
Added to SquidLib by Tommy Ettinger on 7/4/2018, using MIT-licensed work by Justin Kunimune from his Map-Projections repo.
PulleyRNG
A very-high-quality StatefulRandomness that is meant to be reasonably fast, but also to be robust against frequent state changes, and is built around a strong determine() method.
Radius
Basic radius strategy implementations likely to be used for roguelikes.
RandomBias
A class that wraps an RNG and allows different String keys to be associated with biases toward low or high results when a method is called that gets a number from the wrapped RNG.
RandomnessSource
This interface defines the interactions required of a random number generator.
Reach
A struct-like class that holds information about targeting rules for actions or other effects that reach from one square into another one, with certain potential restrictions.
Rectangle
Rectangles in 2D grids.
Rectangle.Impl  
Rectangle.Utils
Utilities pertaining to Rectangle
RectangleRoomFinder
An algorithm to find rectangle areas in dungeons.
Ref2CornerCaves  
Region
NOTE: You should consider GreasedRegion before using this class, unless you know Region does exactly what you want.
RegionMap<V>
A small extension of OrderedMap that specifically handles short[] regions as produced by CoordPacker.
RNG
A wrapper class for working with random number generators in a more friendly way.
RNG.CustomRandom
A subclass of java.util.Random that uses a RandomnessSource supplied by the user instead of the default.
RoomFinder
A small class that can analyze a dungeon or other map and identify areas as being "room" or "corridor" based on how thick the walkable areas are (corridors are at most 2 cells wide at their widest, rooms are anything else).
RoomsAndCorridors  
RoomsAndCorridors2WideDiagonalBias  
RoomsLimitConnectivity  
RoundRoomsDiagonalCorridors  
SectionDungeonGenerator
A good way to create a more-complete dungeon, layering different effects and modifications on top of a dungeon produced by DungeonBoneGen or another dungeon without such effects.
SectionDungeonGenerator.FillEffect
The effects that can be applied to this dungeon.
SectionMap
A Map-like collection that allows storing subdivisions of a 2D array with names (always Strings) and identifying numbers, then looking up Coords to find the associated name and/or number, or or looking up a subdivision with a name or number to get a GreasedRegion back.
SeededNoise
More advanced noise functions, in 2D, 3D, 4D, and 6D, with the last two as options for generating seamlessly-tiling noise using Noise.seamless2D(double[][], long, int, Noise.Noise4D) and/or Noise.seamless3D(double[][][], long, int, Noise.Noise6D).
SerpentDeepMapGenerator
Generate dungeons based on a random, winding, looping path through 3D space, requiring a character to move up and down as well as north/south/east/west to get through the dungeon.
SerpentMapGenerator
Generate dungeons based on a random, winding, looping path through 2D space.
ShortVLA
A resizable, ordered or unordered short variable-length array.
ShuffledIntSequence
An infinite sequence of pseudo-random ints (typically used as indices) from 0 to some bound, with all possible ints returned in a shuffled order before re-shuffling for the next result.
SilkRNG
An IStatefulRNG implementation that is meant to provide random numbers very quickly when targeting GWT but also to produce the same numbers when used on desktop, Android, or other platforms, and that can have its state read as a StatefulRandomness; it is thus like GWTRNG but should perform better on recent desktop JVMs.
SimpleCaves2Wide  
SkippingRandomness
A simple interface for RandomnessSources that have the additional capability to skip forward or backward in their generated number stream.
SobolQRNG
Implementation of a Sobol sequence as a Quasi-Random Number Generator.
SoundMap
This class is used to determine when a sound is audible on a map and at what positions.
SpatialMap<I,​E>
A data structure that seems to be re-implemented often for games, this associates Coord positions and generic I identities with generic E elements.
SpatialMap.SpatialTriple<I,​E>  
SpikeDistribution
An IDistribution that produces results between -1.0 inclusive and 1.0 exclusive, but is much more likely to produce results near 0.0, and does not "round off" like a Gaussian curve around the midpoint.
SpikeDistribution.SimpleSpikeDistribution
A variant on SpikeDistribution that has its range shrunk and moved from [-1,1) to [0,1).
Spill
A randomized flood-fill implementation that can be used for level generation (e.g.
SpillWorldMap
Generates a procedural world map and fills it with the requested number of factions, keeping some land unclaimed.
SquareRoomsWithRandomRects  
SquidID
A UUID-like identifier; not compatible with Java's standard UUID but will work on GWT.
SquidIterator
Iterators that return instances of Coord and that are useful in roguelikes.
SquidIterators
Instances of SquidIterator.
SquidIterators.AroundCounterClockWise
An iterator that iterates around a starting position (counter clockwise).
SquidIterators.BottomLeftToTopRight
Iterator that starts from the bottom left element of the grid, to the top right.
SquidIterators.CenteredSquare
An iterator that returns cells in a square around a location.
SquidIterators.Down  
SquidIterators.Left  
SquidIterators.Linear
An iterator to iterate from a starting position (inclusive) and going in one Direction.
SquidIterators.RectangleFromBottomLeftToTopRight
An iterator that starts from a cell and iterates from the bottom left to the top right, in the rectangle defined by the given width and height.
SquidIterators.Right  
SquidIterators.Up  
SquidIterators.VerticalUp
An iterator to iterate from a starting position (exclusive) and going up.
SquidTags
Tags used by SquidLib when calling libgdx's logging system.
Starfish32RNG
A modification of Blackman and Vigna's xoroshiro64** generator; uses two 32-bit ints of state like Lathe32RNG but has better equidistribution.
StatefulRandomness
A simple interface for RandomnessSources that have the additional property of a state that can be re-set.
StatefulRNG
A slight variant on RNG that always uses a stateful RandomessSource and so can have its state set or retrieved using setState() or getState().
StringConvert<T>
Used to standardize conversion for a given type, T, to and from a serialized String format.
StringKit
Various utility functions for dealing with Strings, CharSequences, and char[]s; this has lots of methods to convert to and from Strings and numbers, but also has tools to wrap long CharSequences to fit in a maximum width, join arrays of various items into long Strings, split/search/count occurrences of literal char arrays or CharSequences without using any regex, and generally tidy up generated text.
SymmetryDungeonGenerator
A variant on MixedGenerator that creates bi-radially symmetric maps (basically a yin-yang shape).
TangleRNG
A very fast generator on 64-bit systems that allows choosing any of 2 to the 63 odd-number streams.
Technique
A simple struct-like class that stores various public fields which describe the targeting properties of a skill, spell, tech, or any other game-specific term for a targeted (typically offensive) ability we call a Technique.
Thesaurus
A text processing class that can swap out occurrences of words and replace them with their synonyms.
ThinDungeonGenerator
Created by Tommy Ettinger on 8/7/2016.
Threat
A small class to store the area that a creature is perceived by other creatures to threaten.
ThrustAltRNG
A random number generator that is extremely fast but can't return all possible results.
Tile
Part of the JSON that defines a tileset.
Tileset
The outermost class in the JSON that defines a tileset.
TilesetType
An enumeration of all the kinds of dungeon that DungeonBoneGen knows how to draw already.
TimSort<T>
A stable, adaptive, iterative mergesort that requires far fewer than n lg(n) comparisons when running on partially sorted arrays, while offering performance comparable to a traditional mergesort when run on random arrays.
TuringPattern
A technique for producing organic-seeming patterns via iterative processing of random values (reaction-diffusion).
TweakRNG
Somewhat experimental RNG that can be configured to smoothly transition between producing mostly values in the center of its range, to producing more values at or near the extremes, as well as favoring high or low results.
TwistedLine
Like WobblyLine, this generates orthogonally-connected paths of Coord that meander through an area; unlike WobblyLine, this won't ever generate paths that cross themselves.
UndirectedGraph<V>
A kind of Graph where all connections between vertices are two-way and have equal cost for traveling A to B or B to A.
UndirectedGraphAlgorithms<V>
Algorithms specific to undirected graphs, like DefaultGraph, as well as general Algorithms.
UnorderedMap<K,​V>
A generic unordered hash map; generally prefer HashMap unless you need array keys.
UnorderedSet<K>
A generic unordered hash set with with a fast implementation, based on OrderedSet in this library, which is based on the fastutil library's ObjectLinkedOpenHashSet class; the ordering and indexed access have been removed to potentially reduce the time cost of insertion and removal at the expense of increasing time cost for access by index.
ValueNoise
A low-quality continuous noise generator with strong grid artifacts, this is nonetheless useful as a building block.
VanDerCorputQRNG
A quasi-random number generator that goes through one of many sub-random sequences found by J.G.
Voronoi
A Java implementation of both a 2D Delaunay triangulation algorithm and a Voronoi polygon data structure.
Voronoi.Edge  
Voronoi.Polygon  
Voronoi.Triangle  
WaypointPathfinder
Pathfind to known connections between rooms or other "chokepoints" without needing full-map Dijkstra scans.
WeightedLetterNamegen
Based on work by Nolithius available at the following two sites https://github.com/Nolithius/weighted-letter-namegen http://code.google.com/p/weighted-letter-namegen/
WeightedTable
A different approach to the same task ProbabilityTable solves, though this only looks up an appropriate index instead of also storing items it can choose; allows positive doubles for weights but does not allow nested tables for simplicity.
WhirlingNoise
A Noise class that's here for compatibility; it extends SeededNoise and delegates to it for all methods except WhirlingNoise.noiseAlt(double, double) and WhirlingNoise.noiseAlt(double, double, double).
WhiteNoise
Performance-oriented white noise generator for 1D, 2D, 3D, 4D, and 6D.
WildMap
A finite 2D area map for some kind of wilderness, adapting to different ecosystems by changing its output.
WildMap.MixedWildMap
A subclass of WildMap that serves as a ragged edge between 2, 3, or 4 WildMaps in a square intersection.
WobblyLine
A drunkard's-walk-like algorithm for line-drawing "wobbly" paths.
WorldMapGenerator
Can be used to generate world maps with a wide variety of data, starting with height, temperature and moisture.
WorldMapGenerator.BiomeMapper  
WorldMapGenerator.DetailedBiomeMapper
A way to get biome information for the cells on a map when you want an area's biome to be a combination of two main biome types, such as "Grassland" or "TropicalRainforest", with the biomes varying in weight between areas.
WorldMapGenerator.EllipticalHammerMap
A concrete implementation of WorldMapGenerator that projects the world map onto an ellipse that should be twice as wide as it is tall (although you can stretch it by width and height that don't have that ratio).
WorldMapGenerator.EllipticalMap
A concrete implementation of WorldMapGenerator that projects the world map onto an ellipse that should be twice as wide as it is tall (although you can stretch it by width and height that don't have that ratio).
WorldMapGenerator.HyperellipticalMap
A concrete implementation of WorldMapGenerator that projects the world map onto a shape that resembles a mix part-way between an ellipse and a rectangle.
WorldMapGenerator.LocalMap
A concrete implementation of WorldMapGenerator that does no projection of the map, as if the area were completely flat or small enough that curvature is impossible to see.
WorldMapGenerator.LocalMimicMap
An unusual map generator that imitates an existing local map (such as a map of Australia, which it can do by default), without applying any projection or changing heat levels in the polar regions or equator.
WorldMapGenerator.MimicMap
An unusual map generator that imitates an existing map (such as a map of Earth, which it can do by default).
WorldMapGenerator.RotatingSpaceMap
A concrete implementation of WorldMapGenerator that imitates an infinite-distance perspective view of a world, showing only one hemisphere, that should be as wide as it is tall (its outline is a circle).
WorldMapGenerator.RoundSideMap
A concrete implementation of WorldMapGenerator that projects the world map onto a shape with a flat top and bottom but near-circular sides.
WorldMapGenerator.SimpleBiomeMapper
A way to get biome information for the cells on a map when you only need a single value to describe a biome, such as "Grassland" or "TropicalRainforest".
WorldMapGenerator.SpaceViewMap
A concrete implementation of WorldMapGenerator that imitates an infinite-distance perspective view of a world, showing only one hemisphere, that should be as wide as it is tall (its outline is a circle).
WorldMapGenerator.SphereMap
A concrete implementation of WorldMapGenerator that distorts the map as it nears the poles, expanding the smaller-diameter latitude lines in extreme north and south regions so they take up the same space as the equator; this counteracts certain artifacts that are common in Simplex noise world maps by using a 4D noise call to generate terrain, using a normal 3D noise call's result as the extra 4th dimension.
WorldMapGenerator.TilingMap
A concrete implementation of WorldMapGenerator that tiles both east-to-west and north-to-south.
XoRoRNG
A port of Blackman and Vigna's xoroshiro128+ generator; should be very fast and produce medium-quality output.
XoshiroStarPhi32RNG
A modification of Blackman and Vigna's xoshiro128 generator with a different "scrambler" than the default; this generator has four 32-bit states and passes at least 32TB of PractRand (with one "unusual" anomaly at 4TB).
ZOI
Calculates the Zone of Influence, also known as Zone of Control, for different points on a map.
Zone
Abstraction over a list of Coord.
Zone.Helper  
Zone.Skeleton
A convenience partial implementation.