forked from Mirrorlandia_minetest/minetest
Dungeongen: Remove floating frames
Preserves the rare unbroken protruding dungeons Fix random range for first room roomplace Fix checked volume for first room 'fits' bool and check for 'untouchable' flag instead of 'inside' Remove 'enable floating dungeons' setting
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3304e1e517
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@ -516,18 +516,19 @@
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# Mapgen stuff
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# Mapgen stuff
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#
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#
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# Name of map generator to be used. Currently supported: v5, v6, v7, singlenode.
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# Name of map generator to be used.
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# Currently supported: v5, v6, v7, singlenode.
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#mg_name = v6
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#mg_name = v6
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# Water surface level of map
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# Water surface level of map
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#water_level = 1
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#water_level = 1
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# Size of chunks to be generated, stated in mapblocks (16 nodes)
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# Size of chunks to be generated, stated in mapblocks (16 nodes)
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#chunksize = 5
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#chunksize = 5
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# Global map generation attributes. Currently supported: trees, caves, flat, dungeons, light.
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# Global map generation attributes.
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# Currently supported: trees, caves, flat, dungeons, light.
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# Flags that are not specified in the flag string are not modified from the default.
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# Flags that are not specified in the flag string are not modified from the default.
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# To explicitly turn off a flag, prepend "no" to the beginning, e.g. nolight.
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# To explicitly turn off a flag, prepend "no" to the beginning, e.g. nolight.
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# 'trees' and 'flat' flags only have effect in mgv6.
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#mg_flags = trees, caves, dungeons, light
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#mg_flags = trees, caves, dungeons, light
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# Enable/disable floating dungeons and dungeon slices
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#enable_floating_dungeons = true
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# Map generation attributes specific to Mapgen V6.
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# Map generation attributes specific to Mapgen V6.
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# Currently supported: jungles, biomeblend, mudflow, snowbiomes.
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# Currently supported: jungles, biomeblend, mudflow, snowbiomes.
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@ -540,11 +541,13 @@
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# Map generation attributes specific to Mapgen V7.
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# Map generation attributes specific to Mapgen V7.
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# Currently supported: mountains, ridges.
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# Currently supported: mountains, ridges.
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# 'ridges' are the rivers.
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#mgv7_spflags = mountains, ridges
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#mgv7_spflags = mountains, ridges
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# Perlin noise attributes for different map generation parameters.
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# Perlin noise attributes for different map generation parameters.
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# Noise parameters can be specified as a set of positional values:
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# Noise parameters can be specified as a set of positional values:
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# Offset, scale, (spread factors), seed offset, number of octaves, persistence, lacunarity.
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# Offset, scale, (spread factors), seed offset, number of octaves, persistence, lacunarity.
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# For example:
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#mgv6_np_terrain_base = -4, 20, (250, 250, 250), 82341, 5, 0.6, 2.0
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#mgv6_np_terrain_base = -4, 20, (250, 250, 250), 82341, 5, 0.6, 2.0
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# Or the new group format can be used instead, for example:
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# Or the new group format can be used instead, for example:
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#mgv6_np_terrain_base = {
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#mgv6_np_terrain_base = {
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@ -312,7 +312,6 @@ void set_default_settings(Settings *settings)
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settings->setDefault("chunksize", "5");
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settings->setDefault("chunksize", "5");
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settings->setDefault("mg_flags", "dungeons");
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settings->setDefault("mg_flags", "dungeons");
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settings->setDefault("mgv6_spflags", "jungles, snowbiomes");
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settings->setDefault("mgv6_spflags", "jungles, snowbiomes");
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settings->setDefault("enable_floating_dungeons", "true");
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// IPv6
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// IPv6
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settings->setDefault("enable_ipv6", "true");
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settings->setDefault("enable_ipv6", "true");
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@ -80,17 +80,14 @@ void DungeonGen::generate(u32 bseed, v3s16 nmin, v3s16 nmax)
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// Dungeon generator doesn't modify places which have this set
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// Dungeon generator doesn't modify places which have this set
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vm->clearFlag(VMANIP_FLAG_DUNGEON_INSIDE | VMANIP_FLAG_DUNGEON_PRESERVE);
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vm->clearFlag(VMANIP_FLAG_DUNGEON_INSIDE | VMANIP_FLAG_DUNGEON_PRESERVE);
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bool no_float = !g_settings->getBool("enable_floating_dungeons");
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// Set all air and water to be untouchable
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// Set all air and water (and optionally ignore) to be untouchable
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// to make dungeons open to caves and open air
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// to make dungeons open to caves and open air
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for (s16 z = nmin.Z; z <= nmax.Z; z++) {
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for (s16 z = nmin.Z; z <= nmax.Z; z++) {
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for (s16 y = nmin.Y; y <= nmax.Y; y++) {
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for (s16 y = nmin.Y; y <= nmax.Y; y++) {
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u32 i = vm->m_area.index(nmin.X, y, z);
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u32 i = vm->m_area.index(nmin.X, y, z);
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for (s16 x = nmin.X; x <= nmax.X; x++) {
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for (s16 x = nmin.X; x <= nmax.X; x++) {
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content_t c = vm->m_data[i].getContent();
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content_t c = vm->m_data[i].getContent();
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if (c == CONTENT_AIR || c == dp.c_water ||
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if (c == CONTENT_AIR || c == dp.c_water)
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(no_float && c == CONTENT_IGNORE))
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vm->m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
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vm->m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
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i++;
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i++;
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}
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}
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@ -141,21 +138,21 @@ void DungeonGen::makeDungeon(v3s16 start_padding)
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// start_padding is used to disallow starting the generation of
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// start_padding is used to disallow starting the generation of
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// a dungeon in a neighboring generation chunk
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// a dungeon in a neighboring generation chunk
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roomplace = vm->m_area.MinEdge + start_padding + v3s16(
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roomplace = vm->m_area.MinEdge + start_padding + v3s16(
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random.range(0, areasize.X - roomsize.X - 1 - start_padding.X),
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random.range(0, areasize.X - roomsize.X - start_padding.X),
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random.range(0, areasize.Y - roomsize.Y - 1 - start_padding.Y),
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random.range(0, areasize.Y - roomsize.Y - start_padding.Y),
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random.range(0, areasize.Z - roomsize.Z - 1 - start_padding.Z));
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random.range(0, areasize.Z - roomsize.Z - start_padding.Z));
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/*
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/*
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Check that we're not putting the room to an unknown place,
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Check that we're not putting the room to an unknown place,
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otherwise it might end up floating in the air
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otherwise it might end up floating in the air
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*/
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*/
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fits = true;
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fits = true;
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for (s16 z = 1; z < roomsize.Z - 1; z++)
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for (s16 z = 0; z < roomsize.Z; z++)
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for (s16 y = 1; y < roomsize.Y - 1; y++)
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for (s16 y = 0; y < roomsize.Y; y++)
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for (s16 x = 1; x < roomsize.X - 1; x++) {
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for (s16 x = 0; x < roomsize.X; x++) {
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v3s16 p = roomplace + v3s16(x, y, z);
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v3s16 p = roomplace + v3s16(x, y, z);
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u32 vi = vm->m_area.index(p);
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u32 vi = vm->m_area.index(p);
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if ((vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_INSIDE) ||
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if ((vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE) ||
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vm->m_data[vi].getContent() == CONTENT_IGNORE) {
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vm->m_data[vi].getContent() == CONTENT_IGNORE) {
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fits = false;
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fits = false;
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break;
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break;
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