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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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4 changed files with 66 additions and 68 deletions
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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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