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Dungeons: Make multiple large rooms possible (#8678)

Re-add the random size range for large rooms.
Remove 'first_room_large' bool.
Add 'large_room_chance' parameter that can disable large rooms,
specify 1 large room, or specify a chance for large rooms.
If 1 or a chance is specified, the first generated room is large,
to take advantage of the intersection checks that are done for the
1st room only.
This commit is contained in:
Paramat 2019-07-16 20:39:58 +01:00 committed by GitHub
parent 47492386ec
commit 458f617575
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4 changed files with 51 additions and 41 deletions

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@ -64,9 +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 = v3s16(16, 16, 16);
dp.first_room_large = true;
dp.num_rooms = 16;
dp.room_size_large_min = v3s16(8, 8, 8);
dp.room_size_large_max = v3s16(16, 16, 16);
dp.large_room_chance = 1;
dp.num_rooms = 8;
dp.num_dungeons = 1;
dp.notifytype = GENNOTIFY_DUNGEON;
@ -152,11 +153,10 @@ void DungeonGen::makeDungeon(v3s16 start_padding)
*/
bool fits = false;
for (u32 i = 0; i < 100 && !fits; i++) {
// 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;
if (dp.large_room_chance >= 1) {
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);
} 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);
@ -250,9 +250,16 @@ void DungeonGen::makeDungeon(v3s16 start_padding)
makeCorridor(doorplace, doordir, corridor_end, corridor_end_dir);
// Find a place for a random sized room
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);
roomsize.X = random.range(dp.room_size_min.X, dp.room_size_max.X);
if (dp.large_room_chance > 1 && random.range(1, dp.large_room_chance) == 1) {
// 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);
} 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);
roomsize.X = random.range(dp.room_size_min.X, dp.room_size_max.X);
}
m_pos = corridor_end;
m_dir = corridor_end_dir;
@ -265,7 +272,6 @@ void DungeonGen::makeDungeon(v3s16 start_padding)
else
// Don't actually make a door
roomplace -= doordir;
}
}