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