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Dungeons: Settable density noise, move number calculation to mapgens (#8473)
Add user-settable noise parameters for dungeon density to each mapgen, except V6 which hardcodes this noise parameter. Move the calculation of number of dungeons generated in a mapchunk out of dungeongen.cpp and into mapgen code, to allow mapgens to generate any desired number of dungeons in a mapchunk, instead of being forced to have number of dungeons determined by a density noise. This is more flexible and allows mapgens to use dungeon generation to create custom structures, such as occasional mega-dungeons.
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19 changed files with 154 additions and 95 deletions
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@ -20,6 +20,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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*/
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#include <cmath>
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#include "mapgen.h"
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#include "voxel.h"
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#include "noise.h"
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@ -59,7 +60,7 @@ MapgenV6::MapgenV6(MapgenV6Params *params, EmergeManager *emerge)
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: Mapgen(MAPGEN_V6, params, emerge)
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{
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m_emerge = emerge;
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ystride = csize.X; //////fix this
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ystride = csize.X;
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heightmap = new s16[csize.X * csize.Z];
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@ -74,6 +75,8 @@ MapgenV6::MapgenV6(MapgenV6Params *params, EmergeManager *emerge)
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np_trees = ¶ms->np_trees;
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np_apple_trees = ¶ms->np_apple_trees;
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np_dungeons = NoiseParams(0.9, 0.5, v3f(500.0, 500.0, 500.0), 0, 2, 0.8, 2.0);
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//// Create noise objects
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noise_terrain_base = new Noise(¶ms->np_terrain_base, seed, csize.X, csize.Y);
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noise_terrain_higher = new Noise(¶ms->np_terrain_higher, seed, csize.X, csize.Y);
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@ -561,48 +564,51 @@ void MapgenV6::makeChunk(BlockMakeData *data)
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// Add dungeons
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if ((flags & MG_DUNGEONS) && stone_surface_max_y >= node_min.Y &&
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full_node_min.Y >= dungeon_ymin && full_node_max.Y <= dungeon_ymax) {
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DungeonParams dp;
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u16 num_dungeons = std::fmax(std::floor(
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NoisePerlin3D(&np_dungeons, node_min.X, node_min.Y, node_min.Z, seed)), 0.0f);
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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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if (num_dungeons >= 1) {
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DungeonParams dp;
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dp.np_density
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= NoiseParams(0.9, 0.5, v3f(500.0, 500.0, 500.0), 0, 2, 0.8, 2.0);
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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.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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if (getBiome(0, v2s16(node_min.X, node_min.Z)) == BT_DESERT) {
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dp.c_wall = c_desert_stone;
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dp.c_alt_wall = CONTENT_IGNORE;
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dp.c_stair = c_stair_desert_stone;
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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 = true;
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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.notifytype = GENNOTIFY_TEMPLE;
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} else {
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dp.c_wall = c_cobble;
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dp.c_alt_wall = c_mossycobble;
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dp.c_stair = c_stair_cobble;
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if (getBiome(0, v2s16(node_min.X, node_min.Z)) == BT_DESERT) {
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dp.c_wall = c_desert_stone;
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dp.c_alt_wall = CONTENT_IGNORE;
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dp.c_stair = c_stair_desert_stone;
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dp.diagonal_dirs = false;
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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.notifytype = GENNOTIFY_DUNGEON;
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dp.diagonal_dirs = true;
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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.notifytype = GENNOTIFY_TEMPLE;
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} else {
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dp.c_wall = c_cobble;
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dp.c_alt_wall = c_mossycobble;
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dp.c_stair = c_stair_cobble;
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dp.diagonal_dirs = false;
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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.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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}
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DungeonGen dgen(ndef, &gennotify, &dp);
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dgen.generate(vm, blockseed, full_node_min, full_node_max);
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}
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// Add top and bottom side of water to transforming_liquid queue
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