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Dungeongen: Remove most hardcoded dungeon nodes (#8594)
Biome-defined dungeon nodes was added as a feature to MT 5.0.0. So now remove most of the hardcoded dungeon node code that assumes a game has stone, sandstone, desert stone, and no other stone types. If biome-defined dungeon nodes are not found, dungeon nodes fall back to the 'cobble' mapgen alias if present, if not present they fall back to biome-defined 'stone'. Remove now-unnecessary mapgen aliases from MapgenBasic. Non-mgv6 games now only need to define 3 to 5 mapgen aliases. Document dungeon parameters. Make c_lava_source fallback to c_water_source as both are used as cave liquids.
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4 changed files with 45 additions and 121 deletions
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@ -42,22 +42,35 @@ struct DungeonParams {
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s32 seed;
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content_t c_wall;
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// Randomly scattered alternative wall nodes
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content_t c_alt_wall;
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content_t c_stair;
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// Diagonal corridors are possible
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bool diagonal_dirs;
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// Dungeon only generates in ground
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bool only_in_ground;
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// Dimensions of 3D 'brush' that creates corridors.
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// Dimensions are of the empty space, not including walls / floor / ceilng.
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v3s16 holesize;
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// Corridor length
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u16 corridor_len_min;
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u16 corridor_len_max;
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// Room size includes walls / floor / ceilng
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v3s16 room_size_min;
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v3s16 room_size_max;
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// The 1st room generated has a 1 in 4 chance of being 'large', all other
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// rooms are not 'large'.
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v3s16 room_size_large_min;
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v3s16 room_size_large_max;
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// Number of rooms
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u16 rooms_min;
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u16 rooms_max;
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// Usually 'GENNOTIFY_DUNGEON', but mapgen v6 uses 'GENNOTIFY_TEMPLE' for
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// desert dungeons.
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GenNotifyType notifytype;
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// 3D noise that determines which c_wall nodes are converted to c_alt_wall
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NoiseParams np_alt_wall;
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};
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