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.
This commit is contained in:
Paramat 2019-07-16 20:39:58 +01:00 committed by GitHub
parent 47492386ec
commit 458f617575
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4 changed files with 51 additions and 41 deletions

@ -64,9 +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 = v3s16(16, 16, 16);
dp.first_room_large = true;
dp.num_rooms = 16;
dp.room_size_large_min = v3s16(8, 8, 8);
dp.room_size_large_max = v3s16(16, 16, 16);
dp.large_room_chance = 1;
dp.num_rooms = 8;
dp.num_dungeons = 1;
dp.notifytype = GENNOTIFY_DUNGEON;
@ -152,11 +153,10 @@ void DungeonGen::makeDungeon(v3s16 start_padding)
*/
bool fits = false;
for (u32 i = 0; i < 100 && !fits; i++) {
// 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;
if (dp.large_room_chance >= 1) {
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);
} 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);
@ -250,9 +250,16 @@ void DungeonGen::makeDungeon(v3s16 start_padding)
makeCorridor(doorplace, doordir, corridor_end, corridor_end_dir);
// Find a place for a random sized room
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);
roomsize.X = random.range(dp.room_size_min.X, dp.room_size_max.X);
if (dp.large_room_chance > 1 && random.range(1, dp.large_room_chance) == 1) {
// 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);
} 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);
roomsize.X = random.range(dp.room_size_min.X, dp.room_size_max.X);
}
m_pos = corridor_end;
m_dir = corridor_end_dir;
@ -265,7 +272,6 @@ void DungeonGen::makeDungeon(v3s16 start_padding)
else
// Don't actually make a door
roomplace -= doordir;
}
}

@ -58,10 +58,14 @@ struct DungeonParams {
// 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;
// Large room size random range. Includes walls / floor / ceilng
v3s16 room_size_large_min;
v3s16 room_size_large_max;
// Value 0 disables large rooms.
// Value 1 results in 1 large room, the first generated room.
// Value > 1 makes the first generated room large, all other rooms have a
// '1 in value' chance of being large.
u16 large_room_chance;
// Dimensions of 3D 'brush' that creates corridors.
// Dimensions are of the empty space, not including walls / floor / ceilng.
v3s16 holesize;

@ -877,20 +877,20 @@ void MapgenBasic::generateDungeons(s16 max_stone_y)
dp.np_alt_wall =
NoiseParams(-0.4, 1.0, v3f(40.0, 40.0, 40.0), 32474, 6, 1.1, 2.0);
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;
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_min = v3s16(10, 8, 10);
dp.room_size_large_max = v3s16(18, 16, 18);
dp.large_room_chance = (ps.range(1, 4) == 1) ? 1 : 0;
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);

@ -572,13 +572,13 @@ void MapgenV6::makeChunk(BlockMakeData *data)
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.num_rooms = ps.range(2, 16);
dp.first_room_large = ps.range(1, 4) == 1;
dp.seed = seed;
dp.num_dungeons = num_dungeons;
dp.only_in_ground = true;
dp.corridor_len_min = 1;
dp.corridor_len_max = 13;
dp.num_rooms = ps.range(2, 16);
dp.large_room_chance = (ps.range(1, 4) == 1) ? 1 : 0;
dp.np_alt_wall
= NoiseParams(-0.4, 1.0, v3f(40.0, 40.0, 40.0), 32474, 6, 1.1, 2.0);
@ -592,8 +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 = v3s16(
ps.range(10, 18), ps.range(13, 21), ps.range(10, 18));
dp.room_size_large_min = v3s16(10, 13, 10);
dp.room_size_large_max = v3s16(18, 21, 18);
dp.notifytype = GENNOTIFY_TEMPLE;
} else {
dp.c_wall = c_cobble;
@ -604,8 +604,8 @@ 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 = v3s16(
ps.range(8, 16), ps.range(8, 16), ps.range(8, 16));
dp.room_size_large_min = v3s16(8, 8, 8);
dp.room_size_large_max = v3s16(16, 16, 16);
dp.notifytype = GENNOTIFY_DUNGEON;
}