content
public final int[][] content
PlaceGeneratorWildernessGenerator.MixedWildernessGeneratorgenerate(), which assigns indices into content and
floors, where an index can look up a value from contentTypes or floorTypes. The biome is
currently an int; this will probably change to an enum. The
contentTypes field is an ObjectList; you can have and are encouraged to have duplicates when an object should
appear more often. An index of -1 in content indicates nothing of note is present there. There is also a String array
of floorTypes that is not typically user-set unless you subclass WildernessGenerator yourself; it is used to look up the
indices in floors. The floors are set to reasonable values for the particular biome, so a forest has "dirt"
and "leaves" among others, while a desert might only have "sand". Again, only the indices matter, so you could change
the values in floorTypes to match names of textures in a graphical game and make lookup easier, or to a char
followed by the name of a color (as in SColor in the display module) for a text-based game.
static class WildernessGenerator that serves as a ragged edge between 2, 3, or 4 WildernessGenerators in
a square intersection.final int[][]final int[][]final int[][]com.github.tommyettinger.ds.ObjectList<String> final int[][]final int[][]com.github.tommyettinger.ds.ObjectList<String> final long[][]final char[][]final intcom.github.tommyettinger.random.EnhancedRandomcom.github.tommyettinger.ds.ObjectLongMap<String> final intWildernessGenerator(int width,
int height,
Biome biome) WildernessGenerator(int width,
int height,
Biome biome,
long seedA,
long seedB) WildernessGenerator(int width,
int height,
Biome biome,
com.github.tommyettinger.random.EnhancedRandom rng) WildernessGenerator(int width,
int height,
Biome biome,
com.github.tommyettinger.random.EnhancedRandom rng,
com.github.tommyettinger.ds.ObjectList<String> contentTypes) WildernessGenerator(int width,
int height,
Biome biome,
com.github.tommyettinger.random.EnhancedRandom rng,
com.github.tommyettinger.ds.ObjectList<String> floorTypes,
com.github.tommyettinger.ds.ObjectList<String> contentTypes,
com.github.tommyettinger.ds.ObjectLongMap<String> viewer) static int[][]blueSpill(int[][] toFill,
int spillerLimit,
com.github.tommyettinger.random.EnhancedRandom rng) toFill in-place by filling it with the (seeded variant) blue noise of this class, finding any
points with values less than spillerLimit when brought into a 0-255 range, and then expanding those
points pseudo-randomly while keeping the same value for any expanded range as its original point.static int[][]blueSpill(int[][] toFill,
int spillerLimit,
com.github.tommyettinger.random.EnhancedRandom rng,
boolean triangular) toFill in-place by filling it with the (seeded variant) blue noise of this class, finding any
points with values less than spillerLimit when brought into a 0-255 range, and then expanding those
points pseudo-randomly while keeping the same value for any expanded range as its original point.static int[][]blueSpill(int width,
int height,
int spillerLimit,
com.github.tommyettinger.random.EnhancedRandom rng) new int[width][height]) and fills it with the (seeded variant) blue
noise of this class, finding any points with values less than spillerLimit when brought into a 0-255
range, and then expanding those points pseudo-randomly while keeping the same value for any expanded range as its
original point.static com.github.tommyettinger.ds.ObjectList<String> contentByBiome(Biome biome,
com.github.tommyettinger.random.EnhancedRandom rng) static com.github.tommyettinger.ds.ObjectLongOrderedMap<String> static com.github.tommyettinger.ds.ObjectList<String> floorsByBiome(Biome biome,
com.github.tommyettinger.random.EnhancedRandom rng) char[][]generate()floors 2D array with indices into floorTypes, and similarly
filling the content 2D array with indices into contentTypes.int[][]DungeonTools like DungeonTools.NATURAL_WALL or DungeonTools.ROOM_FLOOR.char[][]generate() or
some similar method present in a specific implementation.static com.github.tommyettinger.ds.ObjectList<String> makeRepeats(Object... rest) static com.github.tommyettinger.ds.ObjectList<String> makeShuffledRepeats(com.github.tommyettinger.random.EnhancedRandom rng,
Object... rest) static com.github.tommyettinger.ds.ObjectList<String> pathsByBiome(Biome biome) toString()new int[width][height]) and fills it with the (seeded variant) blue
noise of this class, finding any points with values less than spillerLimit when brought into a 0-255
range, and then expanding those points pseudo-randomly while keeping the same value for any expanded range as its
original point.width - the width of the 2D array to returnheight - the height of the 2D array to returnspillerLimit - the upper exclusive bound for the values that will be present in toFill when this finishesrng - an EnhancedRandom, such as a FlowRandom, to generate random values during expansionspillerLimit (exclusive)toFill in-place by filling it with the (seeded variant) blue noise of this class, finding any
points with values less than spillerLimit when brought into a 0-255 range, and then expanding those
points pseudo-randomly while keeping the same value for any expanded range as its original point.toFill - a 2D int array that will be modified in-place and entirely replaced; its contents don't matterspillerLimit - the upper exclusive bound for the values that will be present in toFill when this finishesrng - an EnhancedRandom, such as a FlowRandom, to generate random values during expansiontoFill, after modificationstoFill in-place by filling it with the (seeded variant) blue noise of this class, finding any
points with values less than spillerLimit when brought into a 0-255 range, and then expanding those
points pseudo-randomly while keeping the same value for any expanded range as its original point.toFill - a 2D int array that will be modified in-place and entirely replaced; its contents don't matterspillerLimit - the upper exclusive bound for the values that will be present in toFill when this finishesrng - an EnhancedRandom, such as a FlowRandom, to generate random values during expansiontoFill, after modificationsrest - a vararg (or Object array) of alternating String and Integer valuesbiome - an index into some biome table, WIPrng - an EnhancedRandom, such as a FlowRandom, can be seededbiome - an index into some biome table, WIPbiome - an index into some biome table, WIPrng - an EnhancedRandom, such as a FlowRandom, can be seededfloors 2D array with indices into floorTypes, and similarly
filling the content 2D array with indices into contentTypes. You only need to call this method
when you first generate a map with the specific parameters you want, such as biome, and later if you want another
map with the same parameters.
BlueNoise, adjusted to fit
wilderness maps slightly.generate in interface PlaceGeneratorgenerate() or
some similar method present in a specific implementation. This normally passes a direct reference and not a
copy, so you can normally modify the returned array to propagate changes back into this IPlaceGenerator.getPlaceGrid in interface PlaceGeneratorDungeonTools like DungeonTools.NATURAL_WALL or DungeonTools.ROOM_FLOOR.getEnvironment in interface PlaceGenerator