fCraft.VanillaMapGenState.Water C# (CSharp) Method

Water() private method

private Water ( ) : void
return void
        void Water() {
            Random waterRand = new Random( random.Next() );
            for( int x = 0; x < genParams.MapWidth; x++ ) {
                FloodFill( x, 0, waterLevel - 1, Block.StillWater );
                FloodFill( x, genParams.MapLength - 1, waterLevel - 1, Block.StillWater );
            }
            for( int y = 0; y < genParams.MapLength; y++ ) {
                FloodFill( 0, y, waterLevel - 1, Block.StillWater );
                FloodFill( genParams.MapWidth - 1, y, waterLevel - 1, Block.StillWater );
            }
            int maxWaterSpawns = genParams.MapWidth*genParams.MapLength/genParams.WaterSpawnDensity;
            for( int waterSpawn = 0; waterSpawn < maxWaterSpawns; waterSpawn++ ) {
                int x = waterRand.Next( genParams.MapWidth );
                int y = waterRand.Next( genParams.MapLength );
                int z = waterLevel - 1 - waterRand.Next( 2 );
                if( blocks[((z*genParams.MapLength + y)*genParams.MapWidth + x)] != (byte)Block.Air )
                    continue;
                FloodFill( x, y, z, Block.StillWater );
            }
        }