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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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@ -568,14 +568,17 @@ void MapgenV6::makeChunk(BlockMakeData *data)
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NoisePerlin3D(&np_dungeons, node_min.X, node_min.Y, node_min.Z, seed)), 0.0f);
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if (num_dungeons >= 1) {
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PseudoRandom ps(blockseed + 4713);
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DungeonParams dp;
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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.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.num_rooms = ps.range(2, 16);
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dp.first_room_large = ps.range(1, 4) == 1;
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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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@ -589,8 +592,8 @@ void MapgenV6::makeChunk(BlockMakeData *data)
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dp.holesize = v3s16(2, 3, 2);
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dp.room_size_min = v3s16(6, 9, 6);
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dp.room_size_max = v3s16(10, 11, 10);
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dp.room_size_large_min = v3s16(10, 13, 10);
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dp.room_size_large_max = v3s16(18, 21, 18);
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dp.room_size_large = v3s16(
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ps.range(10, 18), ps.range(13, 21), ps.range(10, 18));
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dp.notifytype = GENNOTIFY_TEMPLE;
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} else {
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dp.c_wall = c_cobble;
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@ -601,13 +604,13 @@ void MapgenV6::makeChunk(BlockMakeData *data)
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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.room_size_large = v3s16(
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ps.range(8, 16), ps.range(8, 16), ps.range(8, 16));
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dp.notifytype = GENNOTIFY_DUNGEON;
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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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}
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