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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.
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@ -64,10 +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_min = v3s16(8, 8, 8);
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dp.room_size_large_max = v3s16(16, 16, 16);
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dp.rooms_min = 2;
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dp.rooms_max = 16;
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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.num_dungeons = 1;
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dp.notifytype = GENNOTIFY_DUNGEON;
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dp.np_alt_wall =
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@ -76,10 +76,9 @@ DungeonGen::DungeonGen(const NodeDefManager *ndef,
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}
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void DungeonGen::generate(MMVManip *vm, u32 bseed, v3s16 nmin, v3s16 nmax,
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u16 num_dungeons)
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void DungeonGen::generate(MMVManip *vm, u32 bseed, v3s16 nmin, v3s16 nmax)
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{
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if (num_dungeons == 0)
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if (dp.num_dungeons == 0)
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return;
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assert(vm);
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@ -119,7 +118,7 @@ void DungeonGen::generate(MMVManip *vm, u32 bseed, v3s16 nmin, v3s16 nmax,
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}
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// Add them
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for (u32 i = 0; i < num_dungeons; i++)
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for (u32 i = 0; i < dp.num_dungeons; i++)
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makeDungeon(v3s16(1, 1, 1) * MAP_BLOCKSIZE);
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// Optionally convert some structure to alternative structure
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@ -150,19 +149,14 @@ void DungeonGen::makeDungeon(v3s16 start_padding)
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/*
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Find place for first room.
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There is a 1 in 4 chance of the first room being 'large',
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all other rooms are not 'large'.
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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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bool is_large_room = ((random.next() & 3) == 1);
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if (is_large_room) {
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roomsize.Z = random.range(
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dp.room_size_large_min.Z, dp.room_size_large_max.Z);
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roomsize.Y = random.range(
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dp.room_size_large_min.Y, dp.room_size_large_max.Y);
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roomsize.X = random.range(
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dp.room_size_large_min.X, dp.room_size_large_max.X);
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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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} 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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@ -204,8 +198,7 @@ void DungeonGen::makeDungeon(v3s16 start_padding)
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*/
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v3s16 last_room_center = roomplace + v3s16(roomsize.X / 2, 1, roomsize.Z / 2);
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u32 room_count = random.range(dp.rooms_min, dp.rooms_max);
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for (u32 i = 0; i < room_count; i++) {
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for (u32 i = 0; i < dp.num_rooms; i++) {
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// Make a room to the determined place
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makeRoom(roomsize, roomplace);
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@ -219,7 +212,7 @@ void DungeonGen::makeDungeon(v3s16 start_padding)
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#endif
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// Quit if last room
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if (i == room_count - 1)
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if (i + 1 == dp.num_rooms)
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break;
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// Determine walker start position
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@ -46,32 +46,33 @@ struct DungeonParams {
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content_t c_alt_wall;
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content_t c_stair;
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// Diagonal corridors are possible
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bool diagonal_dirs;
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// Dungeon only generates in ground
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// 3D noise that determines which c_wall nodes are converted to c_alt_wall
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NoiseParams np_alt_wall;
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// Number of dungeons generated in mapchunk
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u16 num_dungeons;
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// Dungeons only generate in ground
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bool only_in_ground;
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// Number of rooms
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u16 num_rooms;
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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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// 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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// Corridor length
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// Corridor length random range
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u16 corridor_len_min;
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u16 corridor_len_max;
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// Room size includes walls / floor / ceilng
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v3s16 room_size_min;
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v3s16 room_size_max;
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// The 1st room generated has a 1 in 4 chance of being 'large', all other
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// rooms are not 'large'.
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v3s16 room_size_large_min;
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v3s16 room_size_large_max;
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// Number of rooms
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u16 rooms_min;
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u16 rooms_max;
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// Diagonal corridors are possible
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bool diagonal_dirs;
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// Usually 'GENNOTIFY_DUNGEON', but mapgen v6 uses 'GENNOTIFY_TEMPLE' for
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// desert dungeons.
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GenNotifyType notifytype;
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// 3D noise that determines which c_wall nodes are converted to c_alt_wall
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NoiseParams np_alt_wall;
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};
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class DungeonGen {
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@ -94,8 +95,7 @@ public:
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DungeonGen(const NodeDefManager *ndef,
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GenerateNotifier *gennotify, DungeonParams *dparams);
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void generate(MMVManip *vm, u32 bseed,
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v3s16 full_node_min, v3s16 full_node_max, u16 num_dungeons);
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void generate(MMVManip *vm, u32 bseed, v3s16 full_node_min, v3s16 full_node_max);
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void makeDungeon(v3s16 start_padding);
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void makeRoom(v3s16 roomsize, v3s16 roomplace);
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@ -870,30 +870,32 @@ void MapgenBasic::generateDungeons(s16 max_stone_y)
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if (num_dungeons == 0)
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return;
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PseudoRandom ps(blockseed + 70033);
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DungeonParams dp;
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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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// 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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Biome *biome = (Biome *)biomegen->getBiomeAtPoint(chunk_mid);
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DungeonParams dp;
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dp.seed = seed;
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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.rooms_min = 2;
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dp.rooms_max = 16;
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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.diagonal_dirs = false;
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dp.holesize = v3s16(2, 3, 2);
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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.notifytype = GENNOTIFY_DUNGEON;
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// Use biome-defined dungeon nodes if defined
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if (biome->c_dungeon != CONTENT_IGNORE) {
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dp.c_wall = biome->c_dungeon;
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@ -917,7 +919,7 @@ void MapgenBasic::generateDungeons(s16 max_stone_y)
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}
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DungeonGen dgen(ndef, &gennotify, &dp);
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dgen.generate(vm, blockseed, full_node_min, full_node_max, num_dungeons);
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dgen.generate(vm, blockseed, full_node_min, full_node_max);
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}
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@ -568,14 +568,17 @@ void MapgenV6::makeChunk(BlockMakeData *data)
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NoisePerlin3D(&np_dungeons, node_min.X, node_min.Y, node_min.Z, seed)), 0.0f);
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if (num_dungeons >= 1) {
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PseudoRandom ps(blockseed + 4713);
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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.rooms_min = 2;
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dp.rooms_max = 16;
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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.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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@ -589,8 +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_min = v3s16(10, 13, 10);
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dp.room_size_large_max = v3s16(18, 21, 18);
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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.notifytype = GENNOTIFY_TEMPLE;
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} else {
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dp.c_wall = c_cobble;
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@ -601,13 +604,13 @@ 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_min = v3s16(8, 8, 8);
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dp.room_size_large_max = v3s16(16, 16, 16);
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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.notifytype = GENNOTIFY_DUNGEON;
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}
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DungeonGen dgen(ndef, &gennotify, &dp);
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dgen.generate(vm, blockseed, full_node_min, full_node_max, num_dungeons);
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dgen.generate(vm, blockseed, full_node_min, full_node_max);
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}
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}
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