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Dungeons: Use biome 'node_stone' if normal stone types not detected
Construct dungeons from the node defined as biome 'node_stone' if 'mapgen_stone', 'mapgen_desert_stone' and 'mapgen_sandstone' are not detected. Feature long-intended by kwolekr/hmmmm and present in code as a TODO.
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@ -621,7 +621,8 @@ MapgenBasic::~MapgenBasic()
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}
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}
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MgStoneType MapgenBasic::generateBiomes(s16 biome_zero_level)
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void MapgenBasic::generateBiomes(MgStoneType *mgstone_type,
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content_t *biome_stone, s16 biome_zero_level)
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{
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{
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// can't generate biomes without a biome generator!
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// can't generate biomes without a biome generator!
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assert(biomegen);
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assert(biomegen);
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@ -629,7 +630,8 @@ MgStoneType MapgenBasic::generateBiomes(s16 biome_zero_level)
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const v3s16 &em = vm->m_area.getExtent();
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const v3s16 &em = vm->m_area.getExtent();
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u32 index = 0;
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u32 index = 0;
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MgStoneType stone_type = MGSTONE_STONE;
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MgStoneType stone_type = MGSTONE_OTHER;
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content_t c_biome_stone = c_stone;
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noise_filler_depth->perlinMap2D(node_min.X, node_min.Z);
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noise_filler_depth->perlinMap2D(node_min.X, node_min.Z);
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@ -689,12 +691,15 @@ MgStoneType MapgenBasic::generateBiomes(s16 biome_zero_level)
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depth_riverbed = biome->depth_riverbed;
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depth_riverbed = biome->depth_riverbed;
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// Detect stone type for dungeons during every biome calculation.
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// Detect stone type for dungeons during every biome calculation.
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// This is more efficient than detecting per-node and will not
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// If none detected the last selected biome stone is chosen.
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// miss any desert stone or sandstone biomes.
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if (biome->c_stone == c_stone)
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if (biome->c_stone == c_desert_stone)
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stone_type = MGSTONE_STONE;
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else if (biome->c_stone == c_desert_stone)
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stone_type = MGSTONE_DESERT_STONE;
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stone_type = MGSTONE_DESERT_STONE;
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else if (biome->c_stone == c_sandstone)
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else if (biome->c_stone == c_sandstone)
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stone_type = MGSTONE_SANDSTONE;
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stone_type = MGSTONE_SANDSTONE;
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c_biome_stone = biome->c_stone;
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}
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}
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if (c == c_stone) {
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if (c == c_stone) {
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@ -755,7 +760,8 @@ MgStoneType MapgenBasic::generateBiomes(s16 biome_zero_level)
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}
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}
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}
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}
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return stone_type;
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*mgstone_type = stone_type;
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*biome_stone = c_biome_stone;
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}
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}
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@ -845,7 +851,8 @@ bool MapgenBasic::generateCaverns(s16 max_stone_y)
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}
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}
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void MapgenBasic::generateDungeons(s16 max_stone_y, MgStoneType stone_type)
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void MapgenBasic::generateDungeons(s16 max_stone_y,
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MgStoneType stone_type, content_t biome_stone)
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{
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{
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if (max_stone_y < node_min.Y)
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if (max_stone_y < node_min.Y)
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return;
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return;
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@ -908,6 +915,19 @@ void MapgenBasic::generateDungeons(s16 max_stone_y, MgStoneType stone_type)
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dp.room_size_large_max = v3s16(18, 16, 18);
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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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dp.notifytype = GENNOTIFY_DUNGEON;
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break;
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break;
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case MGSTONE_OTHER:
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dp.c_wall = biome_stone;
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dp.c_alt_wall = biome_stone;
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dp.c_stair = biome_stone;
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dp.diagonal_dirs = false;
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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.notifytype = GENNOTIFY_DUNGEON;
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break;
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}
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}
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DungeonGen dgen(ndef, &gennotify, &dp);
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DungeonGen dgen(ndef, &gennotify, &dp);
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@ -79,11 +79,11 @@ enum GenNotifyType {
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NUM_GENNOTIFY_TYPES
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NUM_GENNOTIFY_TYPES
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};
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};
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// TODO(hmmmm/paramat): make stone type selection dynamic
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enum MgStoneType {
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enum MgStoneType {
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MGSTONE_STONE,
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MGSTONE_STONE,
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MGSTONE_DESERT_STONE,
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MGSTONE_DESERT_STONE,
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MGSTONE_SANDSTONE,
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MGSTONE_SANDSTONE,
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MGSTONE_OTHER,
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};
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};
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struct GenNotifyEvent {
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struct GenNotifyEvent {
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@ -250,8 +250,10 @@ public:
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virtual void generateCaves(s16 max_stone_y, s16 large_cave_depth);
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virtual void generateCaves(s16 max_stone_y, s16 large_cave_depth);
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virtual bool generateCaverns(s16 max_stone_y);
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virtual bool generateCaverns(s16 max_stone_y);
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virtual void generateDungeons(s16 max_stone_y, MgStoneType stone_type);
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virtual void generateDungeons(s16 max_stone_y,
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virtual MgStoneType generateBiomes(s16 biome_zero_level = 0);
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MgStoneType stone_type, content_t biome_stone);
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virtual void generateBiomes(MgStoneType *mgstone_type,
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content_t *biome_stone, s16 biome_zero_level);
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virtual void dustTopNodes();
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virtual void dustTopNodes();
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protected:
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protected:
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@ -242,7 +242,10 @@ void MapgenCarpathian::makeChunk(BlockMakeData *data)
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// Init biome generator, place biome-specific nodes, and build biomemap
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// Init biome generator, place biome-specific nodes, and build biomemap
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biomegen->calcBiomeNoise(node_min);
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biomegen->calcBiomeNoise(node_min);
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MgStoneType stone_type = generateBiomes(water_level - 1);
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MgStoneType mgstone_type;
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content_t biome_stone;
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generateBiomes(&mgstone_type, &biome_stone, water_level - 1);
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// Generate caverns, tunnels and classic caves
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// Generate caverns, tunnels and classic caves
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if (flags & MG_CAVES) {
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if (flags & MG_CAVES) {
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@ -262,7 +265,7 @@ void MapgenCarpathian::makeChunk(BlockMakeData *data)
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// Generate dungeons
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// Generate dungeons
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if (flags & MG_DUNGEONS)
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if (flags & MG_DUNGEONS)
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generateDungeons(stone_surface_max_y, stone_type);
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generateDungeons(stone_surface_max_y, mgstone_type, biome_stone);
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// Generate the registered decorations
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// Generate the registered decorations
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if (flags & MG_DECORATIONS)
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if (flags & MG_DECORATIONS)
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@ -189,13 +189,16 @@ void MapgenFlat::makeChunk(BlockMakeData *data)
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// Init biome generator, place biome-specific nodes, and build biomemap
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// Init biome generator, place biome-specific nodes, and build biomemap
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biomegen->calcBiomeNoise(node_min);
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biomegen->calcBiomeNoise(node_min);
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MgStoneType stone_type = generateBiomes(water_level - 1);
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MgStoneType mgstone_type;
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content_t biome_stone;
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generateBiomes(&mgstone_type, &biome_stone, water_level - 1);
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if (flags & MG_CAVES)
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if (flags & MG_CAVES)
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generateCaves(stone_surface_max_y, large_cave_depth);
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generateCaves(stone_surface_max_y, large_cave_depth);
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if (flags & MG_DUNGEONS)
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if (flags & MG_DUNGEONS)
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generateDungeons(stone_surface_max_y, stone_type);
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generateDungeons(stone_surface_max_y, mgstone_type, biome_stone);
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// Generate the registered decorations
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// Generate the registered decorations
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if (flags & MG_DECORATIONS)
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if (flags & MG_DECORATIONS)
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@ -200,13 +200,16 @@ void MapgenFractal::makeChunk(BlockMakeData *data)
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// Init biome generator, place biome-specific nodes, and build biomemap
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// Init biome generator, place biome-specific nodes, and build biomemap
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biomegen->calcBiomeNoise(node_min);
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biomegen->calcBiomeNoise(node_min);
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MgStoneType stone_type = generateBiomes(water_level - 1);
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MgStoneType mgstone_type;
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content_t biome_stone;
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generateBiomes(&mgstone_type, &biome_stone, water_level - 1);
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if (flags & MG_CAVES)
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if (flags & MG_CAVES)
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generateCaves(stone_surface_max_y, large_cave_depth);
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generateCaves(stone_surface_max_y, large_cave_depth);
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if (flags & MG_DUNGEONS)
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if (flags & MG_DUNGEONS)
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generateDungeons(stone_surface_max_y, stone_type);
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generateDungeons(stone_surface_max_y, mgstone_type, biome_stone);
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// Generate the registered decorations
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// Generate the registered decorations
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if (flags & MG_DECORATIONS)
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if (flags & MG_DECORATIONS)
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@ -200,7 +200,10 @@ void MapgenV5::makeChunk(BlockMakeData *data)
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// Init biome generator, place biome-specific nodes, and build biomemap
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// Init biome generator, place biome-specific nodes, and build biomemap
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biomegen->calcBiomeNoise(node_min);
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biomegen->calcBiomeNoise(node_min);
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MgStoneType stone_type = generateBiomes(water_level - 1);
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MgStoneType mgstone_type;
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content_t biome_stone;
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generateBiomes(&mgstone_type, &biome_stone, water_level - 1);
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// Generate caverns, tunnels and classic caves
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// Generate caverns, tunnels and classic caves
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if (flags & MG_CAVES) {
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if (flags & MG_CAVES) {
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@ -220,7 +223,7 @@ void MapgenV5::makeChunk(BlockMakeData *data)
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// Generate dungeons and desert temples
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// Generate dungeons and desert temples
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if (flags & MG_DUNGEONS)
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if (flags & MG_DUNGEONS)
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generateDungeons(stone_surface_max_y, stone_type);
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generateDungeons(stone_surface_max_y, mgstone_type, biome_stone);
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// Generate the registered decorations
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// Generate the registered decorations
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if (flags & MG_DECORATIONS)
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if (flags & MG_DECORATIONS)
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@ -308,7 +308,10 @@ void MapgenV7::makeChunk(BlockMakeData *data)
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// Init biome generator, place biome-specific nodes, and build biomemap
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// Init biome generator, place biome-specific nodes, and build biomemap
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biomegen->calcBiomeNoise(node_min);
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biomegen->calcBiomeNoise(node_min);
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MgStoneType stone_type = generateBiomes(biome_zero_level);
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MgStoneType mgstone_type;
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content_t biome_stone;
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generateBiomes(&mgstone_type, &biome_stone, water_level - 1);
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// Generate caverns, tunnels and classic caves
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// Generate caverns, tunnels and classic caves
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if (flags & MG_CAVES) {
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if (flags & MG_CAVES) {
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@ -328,7 +331,7 @@ void MapgenV7::makeChunk(BlockMakeData *data)
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// Generate dungeons
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// Generate dungeons
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if (flags & MG_DUNGEONS)
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if (flags & MG_DUNGEONS)
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generateDungeons(stone_surface_max_y, stone_type);
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generateDungeons(stone_surface_max_y, mgstone_type, biome_stone);
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// Generate the registered decorations
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// Generate the registered decorations
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if (flags & MG_DECORATIONS)
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if (flags & MG_DECORATIONS)
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@ -236,7 +236,9 @@ void MapgenValleys::makeChunk(BlockMakeData *data)
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updateHeightmap(node_min, node_max);
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updateHeightmap(node_min, node_max);
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// Place biome-specific nodes and build biomemap
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// Place biome-specific nodes and build biomemap
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MgStoneType stone_type = generateBiomes(water_level - 1);
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MgStoneType mgstone_type;
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content_t biome_stone;
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generateBiomes(&mgstone_type, &biome_stone, water_level - 1);
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// Cave creation.
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// Cave creation.
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if (flags & MG_CAVES)
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if (flags & MG_CAVES)
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@ -244,7 +246,7 @@ void MapgenValleys::makeChunk(BlockMakeData *data)
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// Dungeon creation
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// Dungeon creation
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if ((flags & MG_DUNGEONS) && node_max.Y < 50)
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if ((flags & MG_DUNGEONS) && node_max.Y < 50)
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generateDungeons(stone_surface_max_y, stone_type);
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generateDungeons(stone_surface_max_y, mgstone_type, biome_stone);
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// Generate the registered decorations
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// Generate the registered decorations
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if (flags & MG_DECORATIONS)
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if (flags & MG_DECORATIONS)
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