Move more dungeon parameter selection to mapgens (#8653)

Move 'num_dungeons' to 'DungeonParams'.
Add new parameter 'num_rooms' to replace 'rooms_min' and 'rooms_max',
so that the mapgen has complete control over the number of rooms.
Add new bool 'first_room_large' so that the mapgen chooses this
instead of a hardcoded 1 in 4 chance.
Add new parameter 'room_size_large' to replace 'room_size_large_min'
and 'room_size_large_max', so that the mapgen has complete control
over this.
This commit is contained in:
Paramat 2019-07-09 20:38:51 +01:00 committed by GitHub
parent 140aeabd87
commit 0c31946943
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GPG Key ID: 4AEE18F83AFDEB23
4 changed files with 66 additions and 68 deletions

@ -64,10 +64,10 @@ DungeonGen::DungeonGen(const NodeDefManager *ndef,
dp.corridor_len_max = 13;
dp.room_size_min = v3s16(4, 4, 4);
dp.room_size_max = v3s16(8, 6, 8);
dp.room_size_large_min = v3s16(8, 8, 8);
dp.room_size_large_max = v3s16(16, 16, 16);
dp.rooms_min = 2;
dp.rooms_max = 16;
dp.room_size_large = v3s16(16, 16, 16);
dp.first_room_large = true;
dp.num_rooms = 16;
dp.num_dungeons = 1;
dp.notifytype = GENNOTIFY_DUNGEON;
dp.np_alt_wall =
@ -76,10 +76,9 @@ DungeonGen::DungeonGen(const NodeDefManager *ndef,
}
void DungeonGen::generate(MMVManip *vm, u32 bseed, v3s16 nmin, v3s16 nmax,
u16 num_dungeons)
void DungeonGen::generate(MMVManip *vm, u32 bseed, v3s16 nmin, v3s16 nmax)
{
if (num_dungeons == 0)
if (dp.num_dungeons == 0)
return;
assert(vm);
@ -119,7 +118,7 @@ void DungeonGen::generate(MMVManip *vm, u32 bseed, v3s16 nmin, v3s16 nmax,
}
// Add them
for (u32 i = 0; i < num_dungeons; i++)
for (u32 i = 0; i < dp.num_dungeons; i++)
makeDungeon(v3s16(1, 1, 1) * MAP_BLOCKSIZE);
// Optionally convert some structure to alternative structure
@ -150,19 +149,14 @@ void DungeonGen::makeDungeon(v3s16 start_padding)
/*
Find place for first room.
There is a 1 in 4 chance of the first room being 'large',
all other rooms are not 'large'.
*/
bool fits = false;
for (u32 i = 0; i < 100 && !fits; i++) {
bool is_large_room = ((random.next() & 3) == 1);
if (is_large_room) {
roomsize.Z = random.range(
dp.room_size_large_min.Z, dp.room_size_large_max.Z);
roomsize.Y = random.range(
dp.room_size_large_min.Y, dp.room_size_large_max.Y);
roomsize.X = random.range(
dp.room_size_large_min.X, dp.room_size_large_max.X);
// Only the first room can be 'large'
if (dp.first_room_large) {
roomsize.Z = dp.room_size_large.Z;
roomsize.Y = dp.room_size_large.Y;
roomsize.X = dp.room_size_large.X;
} else {
roomsize.Z = random.range(dp.room_size_min.Z, dp.room_size_max.Z);
roomsize.Y = random.range(dp.room_size_min.Y, dp.room_size_max.Y);
@ -204,8 +198,7 @@ void DungeonGen::makeDungeon(v3s16 start_padding)
*/
v3s16 last_room_center = roomplace + v3s16(roomsize.X / 2, 1, roomsize.Z / 2);
u32 room_count = random.range(dp.rooms_min, dp.rooms_max);
for (u32 i = 0; i < room_count; i++) {
for (u32 i = 0; i < dp.num_rooms; i++) {
// Make a room to the determined place
makeRoom(roomsize, roomplace);
@ -219,7 +212,7 @@ void DungeonGen::makeDungeon(v3s16 start_padding)
#endif
// Quit if last room
if (i == room_count - 1)
if (i + 1 == dp.num_rooms)
break;
// Determine walker start position

@ -46,32 +46,33 @@ struct DungeonParams {
content_t c_alt_wall;
content_t c_stair;
// Diagonal corridors are possible
bool diagonal_dirs;
// Dungeon only generates in ground
// 3D noise that determines which c_wall nodes are converted to c_alt_wall
NoiseParams np_alt_wall;
// Number of dungeons generated in mapchunk
u16 num_dungeons;
// Dungeons only generate in ground
bool only_in_ground;
// Number of rooms
u16 num_rooms;
// Room size random range. Includes walls / floor / ceilng
v3s16 room_size_min;
v3s16 room_size_max;
// Large room size
v3s16 room_size_large;
// First generated room is large
bool first_room_large;
// Dimensions of 3D 'brush' that creates corridors.
// Dimensions are of the empty space, not including walls / floor / ceilng.
v3s16 holesize;
// Corridor length
// Corridor length random range
u16 corridor_len_min;
u16 corridor_len_max;
// Room size includes walls / floor / ceilng
v3s16 room_size_min;
v3s16 room_size_max;
// The 1st room generated has a 1 in 4 chance of being 'large', all other
// rooms are not 'large'.
v3s16 room_size_large_min;
v3s16 room_size_large_max;
// Number of rooms
u16 rooms_min;
u16 rooms_max;
// Diagonal corridors are possible
bool diagonal_dirs;
// Usually 'GENNOTIFY_DUNGEON', but mapgen v6 uses 'GENNOTIFY_TEMPLE' for
// desert dungeons.
GenNotifyType notifytype;
// 3D noise that determines which c_wall nodes are converted to c_alt_wall
NoiseParams np_alt_wall;
};
class DungeonGen {
@ -94,8 +95,7 @@ public:
DungeonGen(const NodeDefManager *ndef,
GenerateNotifier *gennotify, DungeonParams *dparams);
void generate(MMVManip *vm, u32 bseed,
v3s16 full_node_min, v3s16 full_node_max, u16 num_dungeons);
void generate(MMVManip *vm, u32 bseed, v3s16 full_node_min, v3s16 full_node_max);
void makeDungeon(v3s16 start_padding);
void makeRoom(v3s16 roomsize, v3s16 roomplace);

@ -870,29 +870,31 @@ void MapgenBasic::generateDungeons(s16 max_stone_y)
if (num_dungeons == 0)
return;
// Get biome at mapchunk midpoint
v3s16 chunk_mid = node_min + (node_max - node_min) / v3s16(2, 2, 2);
Biome *biome = (Biome *)biomegen->getBiomeAtPoint(chunk_mid);
PseudoRandom ps(blockseed + 70033);
DungeonParams dp;
dp.seed = seed;
dp.only_in_ground = true;
dp.corridor_len_min = 1;
dp.corridor_len_max = 13;
dp.rooms_min = 2;
dp.rooms_max = 16;
dp.np_alt_wall =
NoiseParams(-0.4, 1.0, v3f(40.0, 40.0, 40.0), 32474, 6, 1.1, 2.0);
dp.diagonal_dirs = false;
dp.holesize = v3s16(2, 3, 2);
dp.room_size_min = v3s16(6, 5, 6);
dp.room_size_max = v3s16(10, 6, 10);
dp.room_size_large_min = v3s16(10, 8, 10);
dp.room_size_large_max = v3s16(18, 16, 18);
dp.notifytype = GENNOTIFY_DUNGEON;
dp.seed = seed;
dp.num_dungeons = num_dungeons;
dp.only_in_ground = true;
dp.num_rooms = ps.range(2, 16);
dp.room_size_min = v3s16(6, 5, 6);
dp.room_size_max = v3s16(10, 6, 10);
dp.room_size_large = v3s16(
ps.range(10, 18), ps.range(8, 16), ps.range(10, 18));
dp.first_room_large = ps.range(1, 4) == 1;
dp.holesize = v3s16(2, 3, 2);
dp.corridor_len_min = 1;
dp.corridor_len_max = 13;
dp.diagonal_dirs = ps.range(1, 12) == 1;
dp.notifytype = GENNOTIFY_DUNGEON;
// Get biome at mapchunk midpoint
v3s16 chunk_mid = node_min + (node_max - node_min) / v3s16(2, 2, 2);
Biome *biome = (Biome *)biomegen->getBiomeAtPoint(chunk_mid);
// Use biome-defined dungeon nodes if defined
if (biome->c_dungeon != CONTENT_IGNORE) {
@ -917,7 +919,7 @@ void MapgenBasic::generateDungeons(s16 max_stone_y)
}
DungeonGen dgen(ndef, &gennotify, &dp);
dgen.generate(vm, blockseed, full_node_min, full_node_max, num_dungeons);
dgen.generate(vm, blockseed, full_node_min, full_node_max);
}

@ -568,14 +568,17 @@ void MapgenV6::makeChunk(BlockMakeData *data)
NoisePerlin3D(&np_dungeons, node_min.X, node_min.Y, node_min.Z, seed)), 0.0f);
if (num_dungeons >= 1) {
PseudoRandom ps(blockseed + 4713);
DungeonParams dp;
dp.seed = seed;
dp.num_dungeons = num_dungeons;
dp.only_in_ground = true;
dp.corridor_len_min = 1;
dp.corridor_len_max = 13;
dp.rooms_min = 2;
dp.rooms_max = 16;
dp.num_rooms = ps.range(2, 16);
dp.first_room_large = ps.range(1, 4) == 1;
dp.np_alt_wall
= NoiseParams(-0.4, 1.0, v3f(40.0, 40.0, 40.0), 32474, 6, 1.1, 2.0);
@ -589,8 +592,8 @@ void MapgenV6::makeChunk(BlockMakeData *data)
dp.holesize = v3s16(2, 3, 2);
dp.room_size_min = v3s16(6, 9, 6);
dp.room_size_max = v3s16(10, 11, 10);
dp.room_size_large_min = v3s16(10, 13, 10);
dp.room_size_large_max = v3s16(18, 21, 18);
dp.room_size_large = v3s16(
ps.range(10, 18), ps.range(13, 21), ps.range(10, 18));
dp.notifytype = GENNOTIFY_TEMPLE;
} else {
dp.c_wall = c_cobble;
@ -601,13 +604,13 @@ void MapgenV6::makeChunk(BlockMakeData *data)
dp.holesize = v3s16(1, 2, 1);
dp.room_size_min = v3s16(4, 4, 4);
dp.room_size_max = v3s16(8, 6, 8);
dp.room_size_large_min = v3s16(8, 8, 8);
dp.room_size_large_max = v3s16(16, 16, 16);
dp.room_size_large = v3s16(
ps.range(8, 16), ps.range(8, 16), ps.range(8, 16));
dp.notifytype = GENNOTIFY_DUNGEON;
}
DungeonGen dgen(ndef, &gennotify, &dp);
dgen.generate(vm, blockseed, full_node_min, full_node_max, num_dungeons);
dgen.generate(vm, blockseed, full_node_min, full_node_max);
}
}