forked from Mirrorlandia_minetest/minetest
Dungeons: Make multiple large rooms possible (#8678)
Re-add the random size range for large rooms. Remove 'first_room_large' bool. Add 'large_room_chance' parameter that can disable large rooms, specify 1 large room, or specify a chance for large rooms. If 1 or a chance is specified, the first generated room is large, to take advantage of the intersection checks that are done for the 1st room only.
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@ -64,9 +64,10 @@ DungeonGen::DungeonGen(const NodeDefManager *ndef,
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dp.corridor_len_max = 13;
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dp.room_size_min = v3s16(4, 4, 4);
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dp.room_size_max = v3s16(8, 6, 8);
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dp.room_size_large = v3s16(16, 16, 16);
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dp.first_room_large = true;
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dp.num_rooms = 16;
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dp.room_size_large_min = v3s16(8, 8, 8);
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dp.room_size_large_max = v3s16(16, 16, 16);
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dp.large_room_chance = 1;
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dp.num_rooms = 8;
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dp.num_dungeons = 1;
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dp.notifytype = GENNOTIFY_DUNGEON;
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@ -152,11 +153,10 @@ void DungeonGen::makeDungeon(v3s16 start_padding)
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*/
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bool fits = false;
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for (u32 i = 0; i < 100 && !fits; i++) {
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// Only the first room can be 'large'
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if (dp.first_room_large) {
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roomsize.Z = dp.room_size_large.Z;
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roomsize.Y = dp.room_size_large.Y;
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roomsize.X = dp.room_size_large.X;
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if (dp.large_room_chance >= 1) {
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roomsize.Z = random.range(dp.room_size_large_min.Z, dp.room_size_large_max.Z);
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roomsize.Y = random.range(dp.room_size_large_min.Y, dp.room_size_large_max.Y);
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roomsize.X = random.range(dp.room_size_large_min.X, dp.room_size_large_max.X);
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} else {
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roomsize.Z = random.range(dp.room_size_min.Z, dp.room_size_max.Z);
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roomsize.Y = random.range(dp.room_size_min.Y, dp.room_size_max.Y);
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@ -250,9 +250,16 @@ void DungeonGen::makeDungeon(v3s16 start_padding)
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makeCorridor(doorplace, doordir, corridor_end, corridor_end_dir);
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// Find a place for a random sized room
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roomsize.Z = random.range(dp.room_size_min.Z, dp.room_size_max.Z);
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roomsize.Y = random.range(dp.room_size_min.Y, dp.room_size_max.Y);
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roomsize.X = random.range(dp.room_size_min.X, dp.room_size_max.X);
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if (dp.large_room_chance > 1 && random.range(1, dp.large_room_chance) == 1) {
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// Large room
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roomsize.Z = random.range(dp.room_size_large_min.Z, dp.room_size_large_max.Z);
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roomsize.Y = random.range(dp.room_size_large_min.Y, dp.room_size_large_max.Y);
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roomsize.X = random.range(dp.room_size_large_min.X, dp.room_size_large_max.X);
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} else {
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roomsize.Z = random.range(dp.room_size_min.Z, dp.room_size_max.Z);
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roomsize.Y = random.range(dp.room_size_min.Y, dp.room_size_max.Y);
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roomsize.X = random.range(dp.room_size_min.X, dp.room_size_max.X);
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}
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m_pos = corridor_end;
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m_dir = corridor_end_dir;
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@ -265,7 +272,6 @@ void DungeonGen::makeDungeon(v3s16 start_padding)
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else
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// Don't actually make a door
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roomplace -= doordir;
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}
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}
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@ -58,10 +58,14 @@ struct DungeonParams {
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// Room size random range. Includes walls / floor / ceilng
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v3s16 room_size_min;
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v3s16 room_size_max;
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// Large room size
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v3s16 room_size_large;
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// First generated room is large
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bool first_room_large;
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// Large room size random range. Includes walls / floor / ceilng
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v3s16 room_size_large_min;
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v3s16 room_size_large_max;
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// Value 0 disables large rooms.
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// Value 1 results in 1 large room, the first generated room.
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// Value > 1 makes the first generated room large, all other rooms have a
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// '1 in value' chance of being large.
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u16 large_room_chance;
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// Dimensions of 3D 'brush' that creates corridors.
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// Dimensions are of the empty space, not including walls / floor / ceilng.
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v3s16 holesize;
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@ -877,20 +877,20 @@ void MapgenBasic::generateDungeons(s16 max_stone_y)
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dp.np_alt_wall =
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NoiseParams(-0.4, 1.0, v3f(40.0, 40.0, 40.0), 32474, 6, 1.1, 2.0);
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dp.seed = seed;
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dp.num_dungeons = num_dungeons;
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dp.only_in_ground = true;
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dp.num_rooms = ps.range(2, 16);
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dp.room_size_min = v3s16(6, 5, 6);
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dp.room_size_max = v3s16(10, 6, 10);
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dp.room_size_large = v3s16(
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ps.range(10, 18), ps.range(8, 16), ps.range(10, 18));
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dp.first_room_large = ps.range(1, 4) == 1;
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dp.holesize = v3s16(2, 3, 2);
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dp.corridor_len_min = 1;
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dp.corridor_len_max = 13;
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dp.diagonal_dirs = ps.range(1, 12) == 1;
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dp.notifytype = GENNOTIFY_DUNGEON;
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dp.seed = seed;
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dp.num_dungeons = num_dungeons;
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dp.only_in_ground = true;
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dp.num_rooms = ps.range(2, 16);
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dp.room_size_min = v3s16(6, 5, 6);
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dp.room_size_max = v3s16(10, 6, 10);
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dp.room_size_large_min = v3s16(10, 8, 10);
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dp.room_size_large_max = v3s16(18, 16, 18);
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dp.large_room_chance = (ps.range(1, 4) == 1) ? 1 : 0;
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dp.holesize = v3s16(2, 3, 2);
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dp.corridor_len_min = 1;
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dp.corridor_len_max = 13;
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dp.diagonal_dirs = ps.range(1, 12) == 1;
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dp.notifytype = GENNOTIFY_DUNGEON;
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// Get biome at mapchunk midpoint
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v3s16 chunk_mid = node_min + (node_max - node_min) / v3s16(2, 2, 2);
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@ -572,13 +572,13 @@ void MapgenV6::makeChunk(BlockMakeData *data)
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DungeonParams dp;
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dp.seed = seed;
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dp.num_dungeons = num_dungeons;
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dp.only_in_ground = true;
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dp.corridor_len_min = 1;
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dp.corridor_len_max = 13;
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dp.num_rooms = ps.range(2, 16);
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dp.first_room_large = ps.range(1, 4) == 1;
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dp.seed = seed;
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dp.num_dungeons = num_dungeons;
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dp.only_in_ground = true;
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dp.corridor_len_min = 1;
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dp.corridor_len_max = 13;
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dp.num_rooms = ps.range(2, 16);
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dp.large_room_chance = (ps.range(1, 4) == 1) ? 1 : 0;
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dp.np_alt_wall
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= NoiseParams(-0.4, 1.0, v3f(40.0, 40.0, 40.0), 32474, 6, 1.1, 2.0);
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@ -592,8 +592,8 @@ void MapgenV6::makeChunk(BlockMakeData *data)
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dp.holesize = v3s16(2, 3, 2);
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dp.room_size_min = v3s16(6, 9, 6);
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dp.room_size_max = v3s16(10, 11, 10);
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dp.room_size_large = v3s16(
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ps.range(10, 18), ps.range(13, 21), ps.range(10, 18));
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dp.room_size_large_min = v3s16(10, 13, 10);
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dp.room_size_large_max = v3s16(18, 21, 18);
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dp.notifytype = GENNOTIFY_TEMPLE;
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} else {
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dp.c_wall = c_cobble;
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@ -604,8 +604,8 @@ void MapgenV6::makeChunk(BlockMakeData *data)
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dp.holesize = v3s16(1, 2, 1);
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dp.room_size_min = v3s16(4, 4, 4);
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dp.room_size_max = v3s16(8, 6, 8);
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dp.room_size_large = v3s16(
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ps.range(8, 16), ps.range(8, 16), ps.range(8, 16));
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dp.room_size_large_min = v3s16(8, 8, 8);
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dp.room_size_large_max = v3s16(16, 16, 16);
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dp.notifytype = GENNOTIFY_DUNGEON;
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}
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