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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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47492386ec
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4 changed files with 51 additions and 41 deletions
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@ -877,20 +877,20 @@ void MapgenBasic::generateDungeons(s16 max_stone_y)
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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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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_min = v3s16(10, 8, 10);
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dp.room_size_large_max = v3s16(18, 16, 18);
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dp.large_room_chance = (ps.range(1, 4) == 1) ? 1 : 0;
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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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