nextDouble() public method

public nextDouble ( ) : double
return double
コード例 #1
0
ファイル: Maze.cs プロジェクト: milad-d/PathFinder-0.2
        public Maze(long paramLong, int paramInt1, int paramInt2)
        {
            java.util.Random localRandom = new java.util.Random(paramLong);

            this.iteration    = 0;
            this.diagonal     = false;
            this.n_directions = 4;

            this.cde = new Key.Key_comparator();
            this.u   = new TreeSet(this.cde);

            this.size_x = paramInt1;
            this.size_y = paramInt2;

            this.cells = new Node[paramInt1, paramInt2];
            for (int ii = 0; ii < paramInt1; ii++)
            {
                for (int jj = 0; jj < paramInt2; jj++)
                {
                    this.cells[ii, jj] = new Node(ii, jj);
                }
            }

            int i = (int)(localRandom.nextDouble() * 2147483647.0D) % paramInt1;
            int j = (int)(localRandom.nextDouble() * 2147483647.0D) % paramInt2;

            this.original_start = (this.robot_cell = this.start = this.cells[i, j]);
            do
            {
                i         = (int)(localRandom.nextDouble() * 2147483647.0D) % paramInt1;
                j         = (int)(localRandom.nextDouble() * 2147483647.0D) % paramInt2;
                this.goal = this.cells[i, j];
            } while ((this.start.X == this.goal.X) && (this.start.Y == this.goal.Y));

            for (i = 0; i < paramInt1; i++)
            {
                for (j = 0; j < paramInt2; j++)
                {
                    this.cells[i, j].h         = (Math.Abs(i - this.goal.X) + Math.Abs(j - this.goal.Y));
                    this.cells[i, j].iteration = this.iteration;

                    if ((this.cells[i, j] == this.start) || (this.cells[i, j] == this.goal) ||
                        (localRandom.nextDouble() > 0.25D))
                    {
                        continue;
                    }
                    this.cells[i, j].real_type = 1;
                }
            }
        }
コード例 #2
0
        public NoiseGenerator2(Random random)
        {
            field_4316_e = new int[512];
            field_4313_a = random.nextDouble()*256D;
            field_4312_b = random.nextDouble()*256D;
            field_4318_c = random.nextDouble()*256D;
            for (int i = 0; i < 256; i++)
            {
                field_4316_e[i] = i;
            }

            for (int j = 0; j < 256; j++)
            {
                int k = random.nextInt(256 - j) + j;
                int l = field_4316_e[j];
                field_4316_e[j] = field_4316_e[k];
                field_4316_e[k] = l;
                field_4316_e[j + 256] = field_4316_e[j];
            }
        }
コード例 #3
0
        public NoiseGeneratorPerlin(Random random)
        {
            permutations = new int[512];
            xCoord = random.nextDouble()*256D;
            yCoord = random.nextDouble()*256D;
            zCoord = random.nextDouble()*256D;
            for (int i = 0; i < 256; i++)
            {
                permutations[i] = i;
            }

            for (int j = 0; j < 256; j++)
            {
                int k = random.nextInt(256 - j) + j;
                int l = permutations[j];
                permutations[j] = permutations[k];
                permutations[k] = l;
                permutations[j + 256] = permutations[j];
            }
        }
コード例 #4
0
ファイル: WorldGenClay.cs プロジェクト: riverar/Crafty
        public override bool generate(World world, Random random, int i, int j, int k)
        {
            if (world.getBlockMaterial(i, j, k) != Material.water)
            {
                return false;
            }
            float f = random.nextFloat()*3.141593F;
            double d = (i + 8) + (MathHelper.sin(f)*numberOfBlocks)/8F;
            double d1 = (i + 8) - (MathHelper.sin(f)*numberOfBlocks)/8F;
            double d2 = (k + 8) + (MathHelper.cos(f)*numberOfBlocks)/8F;
            double d3 = (k + 8) - (MathHelper.cos(f)*numberOfBlocks)/8F;
            double d4 = j + random.nextInt(3) + 2;
            double d5 = j + random.nextInt(3) + 2;
            for (int l = 0; l <= numberOfBlocks; l++)
            {
                double d6 = d + ((d1 - d)*l)/numberOfBlocks;
                double d7 = d4 + ((d5 - d4)*l)/numberOfBlocks;
                double d8 = d2 + ((d3 - d2)*l)/numberOfBlocks;
                double d9 = (random.nextDouble()*numberOfBlocks)/16D;
                double d10 = (MathHelper.sin((l*3.141593F)/numberOfBlocks) + 1.0F)*d9 + 1.0D;
                double d11 = (MathHelper.sin((l*3.141593F)/numberOfBlocks) + 1.0F)*d9 + 1.0D;
                for (var i1 = (int) (d6 - d10/2D); i1 <= (int) (d6 + d10/2D); i1++)
                {
                    for (var j1 = (int) (d7 - d11/2D); j1 <= (int) (d7 + d11/2D); j1++)
                    {
                        for (var k1 = (int) (d8 - d10/2D); k1 <= (int) (d8 + d10/2D); k1++)
                        {
                            double d12 = ((i1 + 0.5D) - d6)/(d10/2D);
                            double d13 = ((j1 + 0.5D) - d7)/(d11/2D);
                            double d14 = ((k1 + 0.5D) - d8)/(d10/2D);
                            if (d12*d12 + d13*d13 + d14*d14 >= 1.0D)
                            {
                                continue;
                            }
                            int l1 = world.getBlockId(i1, j1, k1);
                            if (l1 == Block.sand.blockID)
                            {
                                world.setBlock(i1, j1, k1, clayBlockId);
                            }
                        }
                    }
                }
            }

            return true;
        }
コード例 #5
0
ファイル: WorldGenLakes.cs プロジェクト: riverar/Crafty
        public override bool generate(World world, Random random, int i, int j, int k)
        {
            i -= 8;
            for (k -= 8; j > 0 && world.isAirBlock(i, j, k); j--)
            {
            }
            j -= 4;
            var aflag = new bool[2048];
            int l = random.nextInt(4) + 4;
            for (int i1 = 0; i1 < l; i1++)
            {
                double d = random.nextDouble()*6D + 3D;
                double d1 = random.nextDouble()*4D + 2D;
                double d2 = random.nextDouble()*6D + 3D;
                double d3 = random.nextDouble()*(16D - d - 2D) + 1.0D + d/2D;
                double d4 = random.nextDouble()*(8D - d1 - 4D) + 2D + d1/2D;
                double d5 = random.nextDouble()*(16D - d2 - 2D) + 1.0D + d2/2D;
                for (int j4 = 1; j4 < 15; j4++)
                {
                    for (int k4 = 1; k4 < 15; k4++)
                    {
                        for (int l4 = 1; l4 < 7; l4++)
                        {
                            double d6 = (j4 - d3)/(d/2D);
                            double d7 = (l4 - d4)/(d1/2D);
                            double d8 = (k4 - d5)/(d2/2D);
                            double d9 = d6*d6 + d7*d7 + d8*d8;
                            if (d9 < 1.0D)
                            {
                                aflag[(j4*16 + k4)*8 + l4] = true;
                            }
                        }
                    }
                }
            }

            for (int j1 = 0; j1 < 16; j1++)
            {
                for (int j2 = 0; j2 < 16; j2++)
                {
                    for (int j3 = 0; j3 < 8; j3++)
                    {
                        bool flag = !aflag[(j1*16 + j2)*8 + j3] &&
                                    (j1 < 15 && aflag[((j1 + 1)*16 + j2)*8 + j3] ||
                                     j1 > 0 && aflag[((j1 - 1)*16 + j2)*8 + j3] ||
                                     j2 < 15 && aflag[(j1*16 + (j2 + 1))*8 + j3] ||
                                     j2 > 0 && aflag[(j1*16 + (j2 - 1))*8 + j3] ||
                                     j3 < 7 && aflag[(j1*16 + j2)*8 + (j3 + 1)] ||
                                     j3 > 0 && aflag[(j1*16 + j2)*8 + (j3 - 1)]);
                        if (!flag)
                        {
                            continue;
                        }
                        Material material = world.getBlockMaterial(i + j1, j + j3, k + j2);
                        if (j3 >= 4 && material.getIsLiquid())
                        {
                            return false;
                        }
                        if (j3 < 4 && !material.isSolid() && world.getBlockId(i + j1, j + j3, k + j2) != field_15005_a)
                        {
                            return false;
                        }
                    }
                }
            }

            for (int k1 = 0; k1 < 16; k1++)
            {
                for (int k2 = 0; k2 < 16; k2++)
                {
                    for (int k3 = 0; k3 < 8; k3++)
                    {
                        if (aflag[(k1*16 + k2)*8 + k3])
                        {
                            world.setBlock(i + k1, j + k3, k + k2, k3 < 4 ? field_15005_a : 0);
                        }
                    }
                }
            }

            for (int l1 = 0; l1 < 16; l1++)
            {
                for (int l2 = 0; l2 < 16; l2++)
                {
                    for (int l3 = 4; l3 < 8; l3++)
                    {
                        if (aflag[(l1*16 + l2)*8 + l3] &&
                            world.getBlockId(i + l1, (j + l3) - 1, k + l2) == Block.dirt.blockID &&
                            world.getSavedLightValue(EnumSkyBlock.Sky, i + l1, j + l3, k + l2) > 0)
                        {
                            world.setBlock(i + l1, (j + l3) - 1, k + l2, Block.grass.blockID);
                        }
                    }
                }
            }

            if (Block.blocksList[field_15005_a].blockMaterial == Material.lava)
            {
                for (int i2 = 0; i2 < 16; i2++)
                {
                    for (int i3 = 0; i3 < 16; i3++)
                    {
                        for (int i4 = 0; i4 < 8; i4++)
                        {
                            bool flag1 = !aflag[(i2*16 + i3)*8 + i4] &&
                                         (i2 < 15 && aflag[((i2 + 1)*16 + i3)*8 + i4] ||
                                          i2 > 0 && aflag[((i2 - 1)*16 + i3)*8 + i4] ||
                                          i3 < 15 && aflag[(i2*16 + (i3 + 1))*8 + i4] ||
                                          i3 > 0 && aflag[(i2*16 + (i3 - 1))*8 + i4] ||
                                          i4 < 7 && aflag[(i2*16 + i3)*8 + (i4 + 1)] ||
                                          i4 > 0 && aflag[(i2*16 + i3)*8 + (i4 - 1)]);
                            if (flag1 && (i4 < 4 || random.nextInt(2) != 0) &&
                                world.getBlockMaterial(i + i2, j + i4, k + i3).isSolid())
                            {
                                world.setBlock(i + i2, j + i4, k + i3, Block.stone.blockID);
                            }
                        }
                    }
                }
            }
            return true;
        }
コード例 #6
0
ファイル: BlockRedstoneTorch.cs プロジェクト: riverar/Crafty
 public override void updateTick(World world, int i, int j, int k, Random random)
 {
     bool flag = func_22016_g(world, i, j, k);
     for (;
         torchUpdates.size() > 0 &&
         world.getWorldTime() - ((RedstoneUpdateInfo) torchUpdates.get(0)).updateTime > 100L;
         torchUpdates.remove(0))
     {
     }
     if (torchActive)
     {
         if (flag)
         {
             world.setBlockAndMetadataWithNotify(i, j, k, torchRedstoneIdle.blockID,
                                                 world.getBlockMetadata(i, j, k));
             if (checkForBurnout(world, i, j, k, true))
             {
                 world.playSoundEffect(i + 0.5F, j + 0.5F, k + 0.5F, "random.fizz", 0.5F,
                                       2.6F + (world.rand.nextFloat() - world.rand.nextFloat())*0.8F);
                 for (int l = 0; l < 5; l++)
                 {
                     double d = i + random.nextDouble()*0.59999999999999998D + 0.20000000000000001D;
                     double d1 = j + random.nextDouble()*0.59999999999999998D + 0.20000000000000001D;
                     double d2 = k + random.nextDouble()*0.59999999999999998D + 0.20000000000000001D;
                     world.spawnParticle("smoke", d, d1, d2, 0.0D, 0.0D, 0.0D);
                 }
             }
         }
     }
     else if (!flag && !checkForBurnout(world, i, j, k, false))
     {
         world.setBlockAndMetadataWithNotify(i, j, k, torchRedstoneActive.blockID,
                                             world.getBlockMetadata(i, j, k));
     }
 }