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Dungeongen: Create dungeon gen tuneables; add desert temples for Mapgen V6

This commit is contained in:
kwolekr 2013-12-07 22:45:21 -05:00
parent a0dce51af6
commit bbae8eb751
5 changed files with 158 additions and 110 deletions

View file

@ -31,11 +31,29 @@ with this program; if not, write to the Free Software Foundation, Inc.,
class ManualMapVoxelManipulator;
class INodeDefManager;
v3s16 rand_ortho_dir(PseudoRandom &random);
v3s16 rand_ortho_dir(PseudoRandom &random, bool diagonal_dirs);
v3s16 turn_xz(v3s16 olddir, int t);
v3s16 random_turn(PseudoRandom &random, v3s16 olddir);
int dir_to_facedir(v3s16 d);
struct DungeonParams {
content_t c_water;
content_t c_cobble;
content_t c_moss;
content_t c_stair;
bool diagonal_dirs;
float mossratio;
v3s16 holesize;
v3s16 roomsize;
NoiseParams np_rarity;
NoiseParams np_wetness;
NoiseParams np_density;
};
class DungeonGen {
public:
u32 blockseed;
@ -45,25 +63,17 @@ public:
PseudoRandom random;
v3s16 csize;
s16 water_level;
NoiseParams *np_rarity;
NoiseParams *np_wetness;
NoiseParams *np_density;
content_t cid_water_source;
content_t cid_cobble;
content_t cid_mossycobble;
content_t cid_torch;
content_t cid_cobblestair;
content_t c_torch;
DungeonParams dp;
//RoomWalker
v3s16 m_pos;
v3s16 m_dir;
DungeonGen(INodeDefManager *ndef, u64 seed, s16 waterlevel);
DungeonGen(INodeDefManager *ndef, u64 seed, s16 waterlevel, DungeonParams *dparams);
void generate(ManualMapVoxelManipulator *vm, u32 bseed,
v3s16 full_node_min, v3s16 full_node_max);
//void generate(v3s16 full_node_min, v3s16 full_node_max, u32 bseed);
v3s16 full_node_min, v3s16 full_node_max);
void makeDungeon(v3s16 start_padding);
void makeRoom(v3s16 roomsize, v3s16 roomplace);
@ -79,50 +89,12 @@ public:
void randomizeDir()
{
m_dir = rand_ortho_dir(random);
m_dir = rand_ortho_dir(random, dp.diagonal_dirs);
}
};
class RoomWalker
{
public:
RoomWalker(VoxelManipulator &vmanip_, v3s16 pos, PseudoRandom &random,
INodeDefManager *ndef):
vmanip(vmanip_),
m_pos(pos),
m_random(random),
m_ndef(ndef)
{
randomizeDir();
}
void randomizeDir()
{
m_dir = rand_ortho_dir(m_random);
}
void setPos(v3s16 pos)
{
m_pos = pos;
}
void setDir(v3s16 dir)
{
m_dir = dir;
}
//bool findPlaceForDoor(v3s16 &result_place, v3s16 &result_dir);
//bool findPlaceForRoomDoor(v3s16 roomsize, v3s16 &result_doorplace,
// v3s16 &result_doordir, v3s16 &result_roomplace);
private:
VoxelManipulator &vmanip;
v3s16 m_pos;
v3s16 m_dir;
PseudoRandom &m_random;
INodeDefManager *m_ndef;
};
extern NoiseParams nparams_dungeon_rarity;
extern NoiseParams nparams_dungeon_wetness;
extern NoiseParams nparams_dungeon_density;
#endif