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author | Paramat <paramat@users.noreply.github.com> | 2019-09-14 23:02:07 +0100 |
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committer | GitHub <noreply@github.com> | 2019-09-14 23:02:07 +0100 |
commit | 23bd5630d0a69cba87110d44202573a4d00da56c (patch) | |
tree | 95ea21c1497b45e64852cd1435dee7b0cdcb7cd2 /src/mapgen/mapgen.cpp | |
parent | 1de4ca1f9dc85d8cb1e1fdb369e3fe48e76590dc (diff) | |
download | minetest-23bd5630d0a69cba87110d44202573a4d00da56c.tar.gz minetest-23bd5630d0a69cba87110d44202573a4d00da56c.tar.bz2 minetest-23bd5630d0a69cba87110d44202573a4d00da56c.zip |
Dungeons: Clean up parameters, improve structure variety (#8918)
While preserving the general character of dungeon structure.
Slightly increase the range of standard room horizontal size, while
preserving the average horizontal size.
Return to classic maximum large room size of 16x16x16.
Make 1 in 4 dungeons have a 1 in 8 chance for each room being 'large',
making multiple large rooms possible for the first time.
Make 1 in 8 dungeons allow diagonal corridors, to make these a little
more common.
Make corridor width vary from 1 to 2, but forced to 2 if diagonal
corridors are allowed, to make them passable.
Add some comments.
Diffstat (limited to 'src/mapgen/mapgen.cpp')
-rw-r--r-- | src/mapgen/mapgen.cpp | 20 |
1 files changed, 11 insertions, 9 deletions
diff --git a/src/mapgen/mapgen.cpp b/src/mapgen/mapgen.cpp index 9f17af866..6d5e721ce 100644 --- a/src/mapgen/mapgen.cpp +++ b/src/mapgen/mapgen.cpp @@ -889,19 +889,21 @@ void MapgenBasic::generateDungeons(s16 max_stone_y) NoiseParams(-0.4, 1.0, v3f(40.0, 40.0, 40.0), 32474, 6, 1.1, 2.0); dp.seed = seed; - dp.num_dungeons = num_dungeons; dp.only_in_ground = true; + dp.num_dungeons = num_dungeons; + dp.notifytype = GENNOTIFY_DUNGEON; dp.num_rooms = ps.range(2, 16); - dp.room_size_min = v3s16(6, 5, 6); - dp.room_size_max = v3s16(10, 6, 10); - dp.room_size_large_min = v3s16(10, 8, 10); - dp.room_size_large_max = v3s16(18, 16, 18); - dp.large_room_chance = (ps.range(1, 4) == 1) ? 1 : 0; - dp.holesize = v3s16(2, 3, 2); + dp.room_size_min = v3s16(5, 5, 5); + dp.room_size_max = v3s16(12, 6, 12); + dp.room_size_large_min = v3s16(12, 6, 12); + dp.room_size_large_max = v3s16(16, 16, 16); + dp.large_room_chance = (ps.range(1, 4) == 1) ? 8 : 0; + dp.diagonal_dirs = ps.range(1, 8) == 1; + // Diagonal corridors must have 'hole' width >=2 to be passable + u8 holewidth = (dp.diagonal_dirs) ? 2 : ps.range(1, 2); + dp.holesize = v3s16(holewidth, 3, holewidth); dp.corridor_len_min = 1; dp.corridor_len_max = 13; - dp.diagonal_dirs = ps.range(1, 12) == 1; - dp.notifytype = GENNOTIFY_DUNGEON; // Get biome at mapchunk midpoint v3s16 chunk_mid = node_min + (node_max - node_min) / v3s16(2, 2, 2); |