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Dungeons: Use biome 'node_stone' if normal stone types not detected

Construct dungeons from the node defined as biome 'node_stone' if
'mapgen_stone', 'mapgen_desert_stone' and 'mapgen_sandstone' are not
detected.
Feature long-intended by kwolekr/hmmmm and present in code as a TODO.
This commit is contained in:
paramat 2017-07-28 03:31:11 +01:00 committed by paramat
parent 238d752fa3
commit b20d01a3f1
8 changed files with 61 additions and 22 deletions

View file

@ -621,7 +621,8 @@ MapgenBasic::~MapgenBasic()
}
MgStoneType MapgenBasic::generateBiomes(s16 biome_zero_level)
void MapgenBasic::generateBiomes(MgStoneType *mgstone_type,
content_t *biome_stone, s16 biome_zero_level)
{
// can't generate biomes without a biome generator!
assert(biomegen);
@ -629,7 +630,8 @@ MgStoneType MapgenBasic::generateBiomes(s16 biome_zero_level)
const v3s16 &em = vm->m_area.getExtent();
u32 index = 0;
MgStoneType stone_type = MGSTONE_STONE;
MgStoneType stone_type = MGSTONE_OTHER;
content_t c_biome_stone = c_stone;
noise_filler_depth->perlinMap2D(node_min.X, node_min.Z);
@ -689,12 +691,15 @@ MgStoneType MapgenBasic::generateBiomes(s16 biome_zero_level)
depth_riverbed = biome->depth_riverbed;
// Detect stone type for dungeons during every biome calculation.
// This is more efficient than detecting per-node and will not
// miss any desert stone or sandstone biomes.
if (biome->c_stone == c_desert_stone)
// If none detected the last selected biome stone is chosen.
if (biome->c_stone == c_stone)
stone_type = MGSTONE_STONE;
else if (biome->c_stone == c_desert_stone)
stone_type = MGSTONE_DESERT_STONE;
else if (biome->c_stone == c_sandstone)
stone_type = MGSTONE_SANDSTONE;
c_biome_stone = biome->c_stone;
}
if (c == c_stone) {
@ -755,7 +760,8 @@ MgStoneType MapgenBasic::generateBiomes(s16 biome_zero_level)
}
}
return stone_type;
*mgstone_type = stone_type;
*biome_stone = c_biome_stone;
}
@ -845,7 +851,8 @@ bool MapgenBasic::generateCaverns(s16 max_stone_y)
}
void MapgenBasic::generateDungeons(s16 max_stone_y, MgStoneType stone_type)
void MapgenBasic::generateDungeons(s16 max_stone_y,
MgStoneType stone_type, content_t biome_stone)
{
if (max_stone_y < node_min.Y)
return;
@ -908,6 +915,19 @@ void MapgenBasic::generateDungeons(s16 max_stone_y, MgStoneType stone_type)
dp.room_size_large_max = v3s16(18, 16, 18);
dp.notifytype = GENNOTIFY_DUNGEON;
break;
case MGSTONE_OTHER:
dp.c_wall = biome_stone;
dp.c_alt_wall = biome_stone;
dp.c_stair = biome_stone;
dp.diagonal_dirs = false;
dp.holesize = v3s16(1, 2, 1);
dp.room_size_min = v3s16(4, 4, 4);
dp.room_size_max = v3s16(8, 6, 8);
dp.room_size_large_min = v3s16(8, 8, 8);
dp.room_size_large_max = v3s16(16, 16, 16);
dp.notifytype = GENNOTIFY_DUNGEON;
break;
}
DungeonGen dgen(ndef, &gennotify, &dp);