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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.
This commit is contained in:
Paramat 2019-07-09 20:38:51 +01:00 committed by GitHub
parent 140aeabd87
commit 0c31946943
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GPG key ID: 4AEE18F83AFDEB23
4 changed files with 66 additions and 68 deletions

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@ -64,10 +64,10 @@ DungeonGen::DungeonGen(const NodeDefManager *ndef,
dp.corridor_len_max = 13;
dp.room_size_min = v3s16(4, 4, 4);
dp.room_size_max = v3s16(8, 6, 8);
dp.room_size_large_min = v3s16(8, 8, 8);
dp.room_size_large_max = v3s16(16, 16, 16);
dp.rooms_min = 2;
dp.rooms_max = 16;
dp.room_size_large = v3s16(16, 16, 16);
dp.first_room_large = true;
dp.num_rooms = 16;
dp.num_dungeons = 1;
dp.notifytype = GENNOTIFY_DUNGEON;
dp.np_alt_wall =
@ -76,10 +76,9 @@ DungeonGen::DungeonGen(const NodeDefManager *ndef,
}
void DungeonGen::generate(MMVManip *vm, u32 bseed, v3s16 nmin, v3s16 nmax,
u16 num_dungeons)
void DungeonGen::generate(MMVManip *vm, u32 bseed, v3s16 nmin, v3s16 nmax)
{
if (num_dungeons == 0)
if (dp.num_dungeons == 0)
return;
assert(vm);
@ -119,7 +118,7 @@ void DungeonGen::generate(MMVManip *vm, u32 bseed, v3s16 nmin, v3s16 nmax,
}
// Add them
for (u32 i = 0; i < num_dungeons; i++)
for (u32 i = 0; i < dp.num_dungeons; i++)
makeDungeon(v3s16(1, 1, 1) * MAP_BLOCKSIZE);
// Optionally convert some structure to alternative structure
@ -150,19 +149,14 @@ void DungeonGen::makeDungeon(v3s16 start_padding)
/*
Find place for first room.
There is a 1 in 4 chance of the first room being 'large',
all other rooms are not 'large'.
*/
bool fits = false;
for (u32 i = 0; i < 100 && !fits; i++) {
bool is_large_room = ((random.next() & 3) == 1);
if (is_large_room) {
roomsize.Z = random.range(
dp.room_size_large_min.Z, dp.room_size_large_max.Z);
roomsize.Y = random.range(
dp.room_size_large_min.Y, dp.room_size_large_max.Y);
roomsize.X = random.range(
dp.room_size_large_min.X, dp.room_size_large_max.X);
// Only the first room can be 'large'
if (dp.first_room_large) {
roomsize.Z = dp.room_size_large.Z;
roomsize.Y = dp.room_size_large.Y;
roomsize.X = dp.room_size_large.X;
} else {
roomsize.Z = random.range(dp.room_size_min.Z, dp.room_size_max.Z);
roomsize.Y = random.range(dp.room_size_min.Y, dp.room_size_max.Y);
@ -204,8 +198,7 @@ void DungeonGen::makeDungeon(v3s16 start_padding)
*/
v3s16 last_room_center = roomplace + v3s16(roomsize.X / 2, 1, roomsize.Z / 2);
u32 room_count = random.range(dp.rooms_min, dp.rooms_max);
for (u32 i = 0; i < room_count; i++) {
for (u32 i = 0; i < dp.num_rooms; i++) {
// Make a room to the determined place
makeRoom(roomsize, roomplace);
@ -219,7 +212,7 @@ void DungeonGen::makeDungeon(v3s16 start_padding)
#endif
// Quit if last room
if (i == room_count - 1)
if (i + 1 == dp.num_rooms)
break;
// Determine walker start position