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authorParamat <paramat@users.noreply.github.com>2019-07-16 20:39:58 +0100
committerGitHub <noreply@github.com>2019-07-16 20:39:58 +0100
commit458f6175753314583637006f00c426ba22ba86d7 (patch)
tree8688e943dfc635a053ce9fd6db0e1fb37e5969c1 /src/mapgen/mapgen.cpp
parent47492386ece5b016a7a0ed06d6a44cc7d60adb55 (diff)
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Dungeons: Make multiple large rooms possible (#8678)
Re-add the random size range for large rooms. Remove 'first_room_large' bool. Add 'large_room_chance' parameter that can disable large rooms, specify 1 large room, or specify a chance for large rooms. If 1 or a chance is specified, the first generated room is large, to take advantage of the intersection checks that are done for the 1st room only.
Diffstat (limited to 'src/mapgen/mapgen.cpp')
-rw-r--r--src/mapgen/mapgen.cpp28
1 files changed, 14 insertions, 14 deletions
diff --git a/src/mapgen/mapgen.cpp b/src/mapgen/mapgen.cpp
index 3d1549b7a..67e9d644d 100644
--- a/src/mapgen/mapgen.cpp
+++ b/src/mapgen/mapgen.cpp
@@ -877,20 +877,20 @@ void MapgenBasic::generateDungeons(s16 max_stone_y)
dp.np_alt_wall =
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_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 = v3s16(
- ps.range(10, 18), ps.range(8, 16), ps.range(10, 18));
- dp.first_room_large = ps.range(1, 4) == 1;
- dp.holesize = v3s16(2, 3, 2);
- dp.corridor_len_min = 1;
- dp.corridor_len_max = 13;
- dp.diagonal_dirs = ps.range(1, 12) == 1;
- dp.notifytype = GENNOTIFY_DUNGEON;
+ dp.seed = seed;
+ dp.num_dungeons = num_dungeons;
+ dp.only_in_ground = true;
+ 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.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);