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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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@ -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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