forked from Mirrorlandia_minetest/minetest
Dungeongen: Create dungeon gen tuneables; add desert temples for Mapgen V6
This commit is contained in:
parent
a0dce51af6
commit
bbae8eb751
@ -29,6 +29,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
||||
#include "settings.h" // For g_settings
|
||||
#include "main.h" // For g_profiler
|
||||
|
||||
//#define DGEN_USE_TORCHES
|
||||
|
||||
NoiseParams nparams_dungeon_rarity =
|
||||
{0.0, 1.0, v3f(500.0, 500.0, 500.0), 0, 2, 0.8};
|
||||
NoiseParams nparams_dungeon_wetness =
|
||||
@ -40,20 +42,33 @@ NoiseParams nparams_dungeon_density =
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
|
||||
DungeonGen::DungeonGen(INodeDefManager *ndef, u64 seed, s16 waterlevel) {
|
||||
DungeonGen::DungeonGen(INodeDefManager *ndef, u64 seed, s16 waterlevel,
|
||||
DungeonParams *dparams) {
|
||||
this->ndef = ndef;
|
||||
this->mapseed = seed;
|
||||
this->water_level = waterlevel;
|
||||
|
||||
np_rarity = &nparams_dungeon_rarity;
|
||||
np_wetness = &nparams_dungeon_wetness;
|
||||
np_density = &nparams_dungeon_density;
|
||||
/*
|
||||
cid_water_source = ndef->getId("mapgen_water_source");
|
||||
cid_cobble = ndef->getId("mapgen_cobble");
|
||||
cid_mossycobble = ndef->getId("mapgen_mossycobble");
|
||||
cid_torch = ndef->getId("default:torch");
|
||||
*/
|
||||
#ifdef DGEN_USE_TORCHES
|
||||
c_torch = ndef->getId("default:torch");
|
||||
#endif
|
||||
|
||||
if (dparams) {
|
||||
memcpy(&dp, dparams, sizeof(dp));
|
||||
} else {
|
||||
dp.c_water = ndef->getId("mapgen_water_source");
|
||||
dp.c_cobble = ndef->getId("mapgen_cobble");
|
||||
dp.c_moss = ndef->getId("mapgen_mossycobble");
|
||||
dp.c_stair = ndef->getId("mapgen_stair_cobble");
|
||||
|
||||
dp.diagonal_dirs = false;
|
||||
dp.mossratio = 3.0;
|
||||
dp.holesize = v3s16(1, 2, 1);
|
||||
dp.roomsize = v3s16(0,0,0);
|
||||
|
||||
dp.np_rarity = nparams_dungeon_rarity;
|
||||
dp.np_wetness = nparams_dungeon_wetness;
|
||||
dp.np_density = nparams_dungeon_density;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@ -63,19 +78,13 @@ void DungeonGen::generate(ManualMapVoxelManipulator *vm, u32 bseed,
|
||||
int approx_groundlevel = 10 + water_level;
|
||||
|
||||
if ((nmin.Y + nmax.Y) / 2 >= approx_groundlevel ||
|
||||
NoisePerlin3D(np_rarity, nmin.X, nmin.Y, nmin.Z, mapseed) < 0.2)
|
||||
NoisePerlin3D(&dp.np_rarity, nmin.X, nmin.Y, nmin.Z, mapseed) < 0.2)
|
||||
return;
|
||||
|
||||
this->vmanip = vm;
|
||||
this->blockseed = bseed;
|
||||
random.seed(bseed + 2);
|
||||
|
||||
cid_water_source = ndef->getId("mapgen_water_source");
|
||||
cid_cobble = ndef->getId("mapgen_cobble");
|
||||
cid_mossycobble = ndef->getId("mapgen_mossycobble");
|
||||
//cid_torch = ndef->getId("default:torch");
|
||||
cid_cobblestair = ndef->getId("mapgen_stair_cobble");
|
||||
|
||||
// Dungeon generator doesn't modify places which have this set
|
||||
vmanip->clearFlag(VMANIP_FLAG_DUNGEON_INSIDE | VMANIP_FLAG_DUNGEON_PRESERVE);
|
||||
|
||||
@ -86,7 +95,7 @@ void DungeonGen::generate(ManualMapVoxelManipulator *vm, u32 bseed,
|
||||
u32 i = vmanip->m_area.index(nmin.X, y, z);
|
||||
for (s16 x = nmin.X; x <= nmax.X; x++) {
|
||||
content_t c = vmanip->m_data[i].getContent();
|
||||
if (c == CONTENT_AIR || c == cid_water_source)
|
||||
if (c == CONTENT_AIR || c == dp.c_water)
|
||||
vmanip->m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
|
||||
i++;
|
||||
}
|
||||
@ -97,15 +106,16 @@ void DungeonGen::generate(ManualMapVoxelManipulator *vm, u32 bseed,
|
||||
makeDungeon(v3s16(1,1,1) * MAP_BLOCKSIZE);
|
||||
|
||||
// Convert some cobble to mossy cobble
|
||||
for (s16 z = nmin.Z; z <= nmax.Z; z++) {
|
||||
if (dp.mossratio != 0.0) {
|
||||
for (s16 z = nmin.Z; z <= nmax.Z; z++)
|
||||
for (s16 y = nmin.Y; y <= nmax.Y; y++) {
|
||||
u32 i = vmanip->m_area.index(nmin.X, y, z);
|
||||
for (s16 x = nmin.X; x <= nmax.X; x++) {
|
||||
if (vmanip->m_data[i].getContent() == cid_cobble) {
|
||||
float wetness = NoisePerlin3D(np_wetness, x, y, z, mapseed);
|
||||
float density = NoisePerlin3D(np_density, x, y, z, blockseed);
|
||||
if (density < wetness / 3.0)
|
||||
vmanip->m_data[i].setContent(cid_mossycobble);
|
||||
if (vmanip->m_data[i].getContent() == dp.c_cobble) {
|
||||
float wetness = NoisePerlin3D(&dp.np_wetness, x, y, z, mapseed);
|
||||
float density = NoisePerlin3D(&dp.np_density, x, y, z, blockseed);
|
||||
if (density < wetness / dp.mossratio)
|
||||
vmanip->m_data[i].setContent(dp.c_moss);
|
||||
}
|
||||
i++;
|
||||
}
|
||||
@ -132,6 +142,7 @@ void DungeonGen::makeDungeon(v3s16 start_padding)
|
||||
roomsize = is_large_room ?
|
||||
v3s16(random.range(8, 16),random.range(8, 16),random.range(8, 16)) :
|
||||
v3s16(random.range(4, 8),random.range(4, 6),random.range(4, 8));
|
||||
roomsize += dp.roomsize;
|
||||
|
||||
// start_padding is used to disallow starting the generation of
|
||||
// a dungeon in a neighboring generation chunk
|
||||
@ -184,8 +195,10 @@ void DungeonGen::makeDungeon(v3s16 start_padding)
|
||||
|
||||
v3s16 room_center = roomplace + v3s16(roomsize.X / 2, 1, roomsize.Z / 2);
|
||||
|
||||
#ifdef DGEN_USE_TORCHES
|
||||
// Place torch at room center (for testing)
|
||||
//vmanip->m_data[vmanip->m_area.index(room_center)] = MapNode(cid_torch);
|
||||
vmanip->m_data[vmanip->m_area.index(room_center)] = MapNode(c_torch);
|
||||
#endif
|
||||
|
||||
// Quit if last room
|
||||
if (i == room_count - 1)
|
||||
@ -231,6 +244,8 @@ void DungeonGen::makeDungeon(v3s16 start_padding)
|
||||
|
||||
// Find a place for a random sized room
|
||||
roomsize = v3s16(random.range(4,8),random.range(4,6),random.range(4,8));
|
||||
roomsize += dp.roomsize;
|
||||
|
||||
m_pos = corridor_end;
|
||||
m_dir = corridor_end_dir;
|
||||
r = findPlaceForRoomDoor(roomsize, doorplace, doordir, roomplace);
|
||||
@ -250,7 +265,7 @@ void DungeonGen::makeDungeon(v3s16 start_padding)
|
||||
|
||||
void DungeonGen::makeRoom(v3s16 roomsize, v3s16 roomplace)
|
||||
{
|
||||
MapNode n_cobble(cid_cobble);
|
||||
MapNode n_cobble(dp.c_cobble);
|
||||
MapNode n_air(CONTENT_AIR);
|
||||
|
||||
// Make +-X walls
|
||||
@ -361,16 +376,19 @@ void DungeonGen::makeFill(v3s16 place, v3s16 size,
|
||||
|
||||
void DungeonGen::makeHole(v3s16 place)
|
||||
{
|
||||
makeFill(place, v3s16(1, 2, 1), 0, MapNode(CONTENT_AIR),
|
||||
VMANIP_FLAG_DUNGEON_INSIDE);
|
||||
makeFill(place, dp.holesize, 0,
|
||||
MapNode(CONTENT_AIR), VMANIP_FLAG_DUNGEON_INSIDE);
|
||||
}
|
||||
|
||||
|
||||
void DungeonGen::makeDoor(v3s16 doorplace, v3s16 doordir)
|
||||
{
|
||||
makeHole(doorplace);
|
||||
|
||||
#ifdef DGEN_USE_TORCHES
|
||||
// Place torch (for testing)
|
||||
//vmanip->m_data[vmanip->m_area.index(doorplace)] = MapNode(cid_torch);
|
||||
vmanip->m_data[vmanip->m_area.index(doorplace)] = MapNode(c_torch);
|
||||
#endif
|
||||
}
|
||||
|
||||
|
||||
@ -401,30 +419,32 @@ void DungeonGen::makeCorridor(v3s16 doorplace,
|
||||
if (vmanip->m_area.contains(p) == true &&
|
||||
vmanip->m_area.contains(p + v3s16(0, 1, 0)) == true) {
|
||||
if (make_stairs) {
|
||||
makeFill(p + v3s16(-1, -1, -1), v3s16(3, 5, 3),
|
||||
VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(cid_cobble), 0);
|
||||
makeFill(p + v3s16(-1, -1, -1), dp.holesize + v3s16(2, 3, 2),
|
||||
VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(dp.c_cobble), 0);
|
||||
makeHole(p);
|
||||
makeHole(p - dir);
|
||||
|
||||
// TODO: fix stairs code so it works 100% (quite difficult)
|
||||
|
||||
// exclude stairs from the bottom step
|
||||
if (((make_stairs == 1) && i != 0) ||
|
||||
((make_stairs == -1) && i != length - 1)) {
|
||||
// exclude stairs from diagonal steps
|
||||
if (((dir.X ^ dir.Z) & 1) &&
|
||||
(((make_stairs == 1) && i != 0) ||
|
||||
((make_stairs == -1) && i != length - 1))) {
|
||||
// rotate face 180 deg if making stairs backwards
|
||||
int facedir = dir_to_facedir(dir * make_stairs);
|
||||
|
||||
u32 vi = vmanip->m_area.index(p.X - dir.X, p.Y - 1, p.Z - dir.Z);
|
||||
if (vmanip->m_data[vi].getContent() == cid_cobble)
|
||||
vmanip->m_data[vi] = MapNode(cid_cobblestair, 0, facedir);
|
||||
if (vmanip->m_data[vi].getContent() == dp.c_cobble)
|
||||
vmanip->m_data[vi] = MapNode(dp.c_stair, 0, facedir);
|
||||
|
||||
vi = vmanip->m_area.index(p.X, p.Y, p.Z);
|
||||
if (vmanip->m_data[vi].getContent() == cid_cobble)
|
||||
vmanip->m_data[vi] = MapNode(cid_cobblestair, 0, facedir);
|
||||
if (vmanip->m_data[vi].getContent() == dp.c_cobble)
|
||||
vmanip->m_data[vi] = MapNode(dp.c_stair, 0, facedir);
|
||||
}
|
||||
} else {
|
||||
makeFill(p + v3s16(-1, -1, -1), v3s16(3, 4, 3),
|
||||
VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(cid_cobble), 0);
|
||||
makeFill(p + v3s16(-1, -1, -1), dp.holesize + v3s16(2, 2, 2),
|
||||
VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(dp.c_cobble), 0);
|
||||
makeHole(p);
|
||||
}
|
||||
|
||||
@ -469,8 +489,8 @@ bool DungeonGen::findPlaceForDoor(v3s16 &result_place, v3s16 &result_dir)
|
||||
randomizeDir();
|
||||
continue;
|
||||
}
|
||||
if (vmanip->getNodeNoExNoEmerge(p).getContent() == cid_cobble
|
||||
&& vmanip->getNodeNoExNoEmerge(p1).getContent() == cid_cobble)
|
||||
if (vmanip->getNodeNoExNoEmerge(p).getContent() == dp.c_cobble
|
||||
&& vmanip->getNodeNoExNoEmerge(p1).getContent() == dp.c_cobble)
|
||||
{
|
||||
// Found wall, this is a good place!
|
||||
result_place = p;
|
||||
@ -483,12 +503,12 @@ bool DungeonGen::findPlaceForDoor(v3s16 &result_place, v3s16 &result_dir)
|
||||
Determine where to move next
|
||||
*/
|
||||
// Jump one up if the actual space is there
|
||||
if (vmanip->getNodeNoExNoEmerge(p+v3s16(0,0,0)).getContent() == cid_cobble
|
||||
if (vmanip->getNodeNoExNoEmerge(p+v3s16(0,0,0)).getContent() == dp.c_cobble
|
||||
&& vmanip->getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent() == CONTENT_AIR
|
||||
&& vmanip->getNodeNoExNoEmerge(p+v3s16(0,2,0)).getContent() == CONTENT_AIR)
|
||||
p += v3s16(0,1,0);
|
||||
// Jump one down if the actual space is there
|
||||
if (vmanip->getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent() == cid_cobble
|
||||
if (vmanip->getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent() == dp.c_cobble
|
||||
&& vmanip->getNodeNoExNoEmerge(p+v3s16(0,0,0)).getContent() == CONTENT_AIR
|
||||
&& vmanip->getNodeNoExNoEmerge(p+v3s16(0,-1,0)).getContent() == CONTENT_AIR)
|
||||
p += v3s16(0,-1,0);
|
||||
@ -577,12 +597,25 @@ bool DungeonGen::findPlaceForRoomDoor(v3s16 roomsize, v3s16 &result_doorplace,
|
||||
}
|
||||
|
||||
|
||||
v3s16 rand_ortho_dir(PseudoRandom &random)
|
||||
v3s16 rand_ortho_dir(PseudoRandom &random, bool diagonal_dirs)
|
||||
{
|
||||
// Make diagonal directions somewhat rare
|
||||
if (diagonal_dirs && (random.next() % 4 == 0)) {
|
||||
v3s16 dir;
|
||||
int trycount = 0;
|
||||
|
||||
do {
|
||||
trycount++;
|
||||
dir = v3s16(random.next() % 3 - 1, 0, random.next() % 3 - 1);
|
||||
} while ((dir.X == 0 && dir.Z == 0) && trycount < 10);
|
||||
|
||||
return dir;
|
||||
} else {
|
||||
if (random.next() % 2 == 0)
|
||||
return random.next() % 2 ? v3s16(-1, 0, 0) : v3s16(1, 0, 0);
|
||||
else
|
||||
return random.next() % 2 ? v3s16(0, 0, -1) : v3s16(0, 0, 1);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
@ -31,11 +31,29 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
||||
class ManualMapVoxelManipulator;
|
||||
class INodeDefManager;
|
||||
|
||||
v3s16 rand_ortho_dir(PseudoRandom &random);
|
||||
|
||||
v3s16 rand_ortho_dir(PseudoRandom &random, bool diagonal_dirs);
|
||||
v3s16 turn_xz(v3s16 olddir, int t);
|
||||
v3s16 random_turn(PseudoRandom &random, v3s16 olddir);
|
||||
int dir_to_facedir(v3s16 d);
|
||||
|
||||
|
||||
struct DungeonParams {
|
||||
content_t c_water;
|
||||
content_t c_cobble;
|
||||
content_t c_moss;
|
||||
content_t c_stair;
|
||||
|
||||
bool diagonal_dirs;
|
||||
float mossratio;
|
||||
v3s16 holesize;
|
||||
v3s16 roomsize;
|
||||
|
||||
NoiseParams np_rarity;
|
||||
NoiseParams np_wetness;
|
||||
NoiseParams np_density;
|
||||
};
|
||||
|
||||
class DungeonGen {
|
||||
public:
|
||||
u32 blockseed;
|
||||
@ -46,24 +64,16 @@ public:
|
||||
v3s16 csize;
|
||||
s16 water_level;
|
||||
|
||||
NoiseParams *np_rarity;
|
||||
NoiseParams *np_wetness;
|
||||
NoiseParams *np_density;
|
||||
|
||||
content_t cid_water_source;
|
||||
content_t cid_cobble;
|
||||
content_t cid_mossycobble;
|
||||
content_t cid_torch;
|
||||
content_t cid_cobblestair;
|
||||
content_t c_torch;
|
||||
DungeonParams dp;
|
||||
|
||||
//RoomWalker
|
||||
v3s16 m_pos;
|
||||
v3s16 m_dir;
|
||||
|
||||
DungeonGen(INodeDefManager *ndef, u64 seed, s16 waterlevel);
|
||||
DungeonGen(INodeDefManager *ndef, u64 seed, s16 waterlevel, DungeonParams *dparams);
|
||||
void generate(ManualMapVoxelManipulator *vm, u32 bseed,
|
||||
v3s16 full_node_min, v3s16 full_node_max);
|
||||
//void generate(v3s16 full_node_min, v3s16 full_node_max, u32 bseed);
|
||||
|
||||
void makeDungeon(v3s16 start_padding);
|
||||
void makeRoom(v3s16 roomsize, v3s16 roomplace);
|
||||
@ -79,50 +89,12 @@ public:
|
||||
|
||||
void randomizeDir()
|
||||
{
|
||||
m_dir = rand_ortho_dir(random);
|
||||
m_dir = rand_ortho_dir(random, dp.diagonal_dirs);
|
||||
}
|
||||
};
|
||||
|
||||
class RoomWalker
|
||||
{
|
||||
public:
|
||||
|
||||
RoomWalker(VoxelManipulator &vmanip_, v3s16 pos, PseudoRandom &random,
|
||||
INodeDefManager *ndef):
|
||||
vmanip(vmanip_),
|
||||
m_pos(pos),
|
||||
m_random(random),
|
||||
m_ndef(ndef)
|
||||
{
|
||||
randomizeDir();
|
||||
}
|
||||
|
||||
void randomizeDir()
|
||||
{
|
||||
m_dir = rand_ortho_dir(m_random);
|
||||
}
|
||||
|
||||
void setPos(v3s16 pos)
|
||||
{
|
||||
m_pos = pos;
|
||||
}
|
||||
|
||||
void setDir(v3s16 dir)
|
||||
{
|
||||
m_dir = dir;
|
||||
}
|
||||
|
||||
//bool findPlaceForDoor(v3s16 &result_place, v3s16 &result_dir);
|
||||
//bool findPlaceForRoomDoor(v3s16 roomsize, v3s16 &result_doorplace,
|
||||
// v3s16 &result_doordir, v3s16 &result_roomplace);
|
||||
|
||||
private:
|
||||
VoxelManipulator &vmanip;
|
||||
v3s16 m_pos;
|
||||
v3s16 m_dir;
|
||||
PseudoRandom &m_random;
|
||||
INodeDefManager *m_ndef;
|
||||
};
|
||||
|
||||
extern NoiseParams nparams_dungeon_rarity;
|
||||
extern NoiseParams nparams_dungeon_wetness;
|
||||
extern NoiseParams nparams_dungeon_density;
|
||||
|
||||
#endif
|
||||
|
@ -393,10 +393,22 @@ void MapgenV6::makeChunk(BlockMakeData *data) {
|
||||
c_cobble = ndef->getId("mapgen_cobble");
|
||||
c_desert_sand = ndef->getId("mapgen_desert_sand");
|
||||
c_desert_stone = ndef->getId("mapgen_desert_stone");
|
||||
c_mossycobble = ndef->getId("mapgen_mossycobble");
|
||||
c_sandbrick = ndef->getId("mapgen_sandstonebrick");
|
||||
c_stair_cobble = ndef->getId("mapgen_stair_cobble");
|
||||
c_stair_sandstone = ndef->getId("mapgen_stair_sandstone");
|
||||
if (c_desert_sand == CONTENT_IGNORE)
|
||||
c_desert_sand = c_sand;
|
||||
if (c_desert_stone == CONTENT_IGNORE)
|
||||
c_desert_stone = c_stone;
|
||||
if (c_mossycobble == CONTENT_IGNORE)
|
||||
c_mossycobble = c_cobble;
|
||||
if (c_sandbrick == CONTENT_IGNORE)
|
||||
c_sandbrick = c_desert_stone;
|
||||
if (c_stair_cobble == CONTENT_IGNORE)
|
||||
c_stair_cobble = c_cobble;
|
||||
if (c_stair_sandstone == CONTENT_IGNORE)
|
||||
c_stair_sandstone = c_sandbrick;
|
||||
|
||||
// Maximum height of the stone surface and obstacles.
|
||||
// This is used to guide the cave generation
|
||||
@ -432,7 +444,33 @@ void MapgenV6::makeChunk(BlockMakeData *data) {
|
||||
|
||||
// Add dungeons
|
||||
if (flags & MG_DUNGEONS) {
|
||||
DungeonGen dgen(ndef, data->seed, water_level);
|
||||
DungeonParams dp;
|
||||
|
||||
dp.np_rarity = nparams_dungeon_rarity;
|
||||
dp.np_density = nparams_dungeon_density;
|
||||
dp.np_wetness = nparams_dungeon_wetness;
|
||||
dp.c_water = c_water_source;
|
||||
if (getBiome(0, v2s16(node_min.X, node_min.Z)) == BT_NORMAL) {
|
||||
dp.c_cobble = c_cobble;
|
||||
dp.c_moss = c_mossycobble;
|
||||
dp.c_stair = c_stair_cobble;
|
||||
|
||||
dp.diagonal_dirs = false;
|
||||
dp.mossratio = 3.0;
|
||||
dp.holesize = v3s16(1, 2, 1);
|
||||
dp.roomsize = v3s16(0, 0, 0);
|
||||
} else {
|
||||
dp.c_cobble = c_sandbrick;
|
||||
dp.c_moss = c_sandbrick; // should make this 'cracked sandstone' later
|
||||
dp.c_stair = c_stair_sandstone;
|
||||
|
||||
dp.diagonal_dirs = true;
|
||||
dp.mossratio = 0.0;
|
||||
dp.holesize = v3s16(2, 3, 2);
|
||||
dp.roomsize = v3s16(2, 5, 2);
|
||||
}
|
||||
|
||||
DungeonGen dgen(ndef, data->seed, water_level, &dp);
|
||||
dgen.generate(vm, blockseed, full_node_min, full_node_max);
|
||||
}
|
||||
|
||||
|
@ -119,6 +119,11 @@ public:
|
||||
content_t c_desert_sand;
|
||||
content_t c_desert_stone;
|
||||
|
||||
content_t c_mossycobble;
|
||||
content_t c_sandbrick;
|
||||
content_t c_stair_cobble;
|
||||
content_t c_stair_sandstone;
|
||||
|
||||
MapgenV6(int mapgenid, MapgenV6Params *params, EmergeManager *emerge);
|
||||
~MapgenV6();
|
||||
|
||||
|
@ -207,7 +207,7 @@ void MapgenV7::makeChunk(BlockMakeData *data) {
|
||||
generateCaves(stone_surface_max_y);
|
||||
|
||||
if (flags & MG_DUNGEONS) {
|
||||
DungeonGen dgen(ndef, data->seed, water_level);
|
||||
DungeonGen dgen(ndef, data->seed, water_level, NULL);
|
||||
dgen.generate(vm, blockseed, full_node_min, full_node_max);
|
||||
}
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user