Dungeongen: Create dungeon gen tuneables; add desert temples for Mapgen V6

This commit is contained in:
kwolekr 2013-12-07 22:45:21 -05:00
parent a0dce51af6
commit bbae8eb751
5 changed files with 158 additions and 110 deletions

@ -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 =
@ -40,42 +42,49 @@ 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;
#ifdef DGEN_USE_TORCHES
c_torch = ndef->getId("default:torch");
#endif
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");
*/
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;
}
}
void DungeonGen::generate(ManualMapVoxelManipulator *vm, u32 bseed,
v3s16 nmin, v3s16 nmax) {
v3s16 nmin, v3s16 nmax) {
//TimeTaker t("gen dungeons");
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++;
}
@ -95,17 +104,18 @@ void DungeonGen::generate(ManualMapVoxelManipulator *vm, u32 bseed,
// Add it
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++;
}
@ -132,7 +142,8 @@ 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
roomplace = vmanip->m_area.MinEdge + start_padding + v3s16(
@ -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)
{
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);
// 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;
@ -45,25 +63,17 @@ public:
PseudoRandom random;
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);
v3s16 full_node_min, v3s16 full_node_max);
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);
}

@ -107,7 +107,7 @@ public:
NoiseParams *np_apple_trees;
float freq_desert;
float freq_beach;
content_t c_stone;
content_t c_dirt;
content_t c_dirt_with_grass;
@ -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);
}