Blob Water Step
Blob Water Step adds water to the floor by generating a specified number of blobs and placing them on the map.
Every time you gen a blob, the algorithm will start with an NxN tile area of blank space, where N is the GenerateScale MAX. This is the “generating field” so to speak. It will randomly spray tiles in this field and then use cellular automata iterations. The result is a black and white tilesheet of many blobs. Each individual blob is then examined and checked to see if it falls within range of the AreaScale in terms of total area. If one does, that blob is taken to be drawn somewhere on the map. But if no blobs can be found, we will seed the entire field all over again, this time with smaller dimensions (0.75 length and width) and try again. And again. Until the size dips below the GenerateScale MIN.