From bbae8eb7514be2fef4d3931c3cec37c04c415786 Mon Sep 17 00:00:00 2001 From: kwolekr Date: Sat, 7 Dec 2013 22:45:21 -0500 Subject: Dungeongen: Create dungeon gen tuneables; add desert temples for Mapgen V6 --- src/dungeongen.cpp | 135 +++++++++++++++++++++++++++++++++-------------------- 1 file changed, 84 insertions(+), 51 deletions(-) (limited to 'src/dungeongen.cpp') diff --git a/src/dungeongen.cpp b/src/dungeongen.cpp index 7b529a83f..fee6f66c0 100644 --- a/src/dungeongen.cpp +++ b/src/dungeongen.cpp @@ -29,6 +29,8 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "settings.h" // For g_settings #include "main.h" // For g_profiler +//#define DGEN_USE_TORCHES + NoiseParams nparams_dungeon_rarity = {0.0, 1.0, v3f(500.0, 500.0, 500.0), 0, 2, 0.8}; NoiseParams nparams_dungeon_wetness = @@ -40,42 +42,49 @@ NoiseParams nparams_dungeon_density = /////////////////////////////////////////////////////////////////////////////// -DungeonGen::DungeonGen(INodeDefManager *ndef, u64 seed, s16 waterlevel) { +DungeonGen::DungeonGen(INodeDefManager *ndef, u64 seed, s16 waterlevel, + DungeonParams *dparams) { this->ndef = ndef; this->mapseed = seed; this->water_level = waterlevel; + +#ifdef DGEN_USE_TORCHES + c_torch = ndef->getId("default:torch"); +#endif - np_rarity = &nparams_dungeon_rarity; - np_wetness = &nparams_dungeon_wetness; - np_density = &nparams_dungeon_density; - /* - cid_water_source = ndef->getId("mapgen_water_source"); - cid_cobble = ndef->getId("mapgen_cobble"); - cid_mossycobble = ndef->getId("mapgen_mossycobble"); - cid_torch = ndef->getId("default:torch"); - */ + if (dparams) { + memcpy(&dp, dparams, sizeof(dp)); + } else { + dp.c_water = ndef->getId("mapgen_water_source"); + dp.c_cobble = ndef->getId("mapgen_cobble"); + dp.c_moss = ndef->getId("mapgen_mossycobble"); + dp.c_stair = ndef->getId("mapgen_stair_cobble"); + + dp.diagonal_dirs = false; + dp.mossratio = 3.0; + dp.holesize = v3s16(1, 2, 1); + dp.roomsize = v3s16(0,0,0); + + dp.np_rarity = nparams_dungeon_rarity; + dp.np_wetness = nparams_dungeon_wetness; + dp.np_density = nparams_dungeon_density; + } } void DungeonGen::generate(ManualMapVoxelManipulator *vm, u32 bseed, - v3s16 nmin, v3s16 nmax) { + v3s16 nmin, v3s16 nmax) { //TimeTaker t("gen dungeons"); int approx_groundlevel = 10 + water_level; if ((nmin.Y + nmax.Y) / 2 >= approx_groundlevel || - NoisePerlin3D(np_rarity, nmin.X, nmin.Y, nmin.Z, mapseed) < 0.2) + NoisePerlin3D(&dp.np_rarity, nmin.X, nmin.Y, nmin.Z, mapseed) < 0.2) return; this->vmanip = vm; this->blockseed = bseed; random.seed(bseed + 2); - cid_water_source = ndef->getId("mapgen_water_source"); - cid_cobble = ndef->getId("mapgen_cobble"); - cid_mossycobble = ndef->getId("mapgen_mossycobble"); - //cid_torch = ndef->getId("default:torch"); - cid_cobblestair = ndef->getId("mapgen_stair_cobble"); - // Dungeon generator doesn't modify places which have this set vmanip->clearFlag(VMANIP_FLAG_DUNGEON_INSIDE | VMANIP_FLAG_DUNGEON_PRESERVE); @@ -86,7 +95,7 @@ void DungeonGen::generate(ManualMapVoxelManipulator *vm, u32 bseed, u32 i = vmanip->m_area.index(nmin.X, y, z); for (s16 x = nmin.X; x <= nmax.X; x++) { content_t c = vmanip->m_data[i].getContent(); - if (c == CONTENT_AIR || c == cid_water_source) + if (c == CONTENT_AIR || c == dp.c_water) vmanip->m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE; i++; } @@ -95,17 +104,18 @@ void DungeonGen::generate(ManualMapVoxelManipulator *vm, u32 bseed, // Add it makeDungeon(v3s16(1,1,1) * MAP_BLOCKSIZE); - + // Convert some cobble to mossy cobble - for (s16 z = nmin.Z; z <= nmax.Z; z++) { + if (dp.mossratio != 0.0) { + for (s16 z = nmin.Z; z <= nmax.Z; z++) for (s16 y = nmin.Y; y <= nmax.Y; y++) { u32 i = vmanip->m_area.index(nmin.X, y, z); for (s16 x = nmin.X; x <= nmax.X; x++) { - if (vmanip->m_data[i].getContent() == cid_cobble) { - float wetness = NoisePerlin3D(np_wetness, x, y, z, mapseed); - float density = NoisePerlin3D(np_density, x, y, z, blockseed); - if (density < wetness / 3.0) - vmanip->m_data[i].setContent(cid_mossycobble); + if (vmanip->m_data[i].getContent() == dp.c_cobble) { + float wetness = NoisePerlin3D(&dp.np_wetness, x, y, z, mapseed); + float density = NoisePerlin3D(&dp.np_density, x, y, z, blockseed); + if (density < wetness / dp.mossratio) + vmanip->m_data[i].setContent(dp.c_moss); } i++; } @@ -132,7 +142,8 @@ void DungeonGen::makeDungeon(v3s16 start_padding) roomsize = is_large_room ? v3s16(random.range(8, 16),random.range(8, 16),random.range(8, 16)) : v3s16(random.range(4, 8),random.range(4, 6),random.range(4, 8)); - + roomsize += dp.roomsize; + // start_padding is used to disallow starting the generation of // a dungeon in a neighboring generation chunk roomplace = vmanip->m_area.MinEdge + start_padding + v3s16( @@ -184,8 +195,10 @@ void DungeonGen::makeDungeon(v3s16 start_padding) v3s16 room_center = roomplace + v3s16(roomsize.X / 2, 1, roomsize.Z / 2); +#ifdef DGEN_USE_TORCHES // Place torch at room center (for testing) - //vmanip->m_data[vmanip->m_area.index(room_center)] = MapNode(cid_torch); + vmanip->m_data[vmanip->m_area.index(room_center)] = MapNode(c_torch); +#endif // Quit if last room if (i == room_count - 1) @@ -231,6 +244,8 @@ void DungeonGen::makeDungeon(v3s16 start_padding) // Find a place for a random sized room roomsize = v3s16(random.range(4,8),random.range(4,6),random.range(4,8)); + roomsize += dp.roomsize; + m_pos = corridor_end; m_dir = corridor_end_dir; r = findPlaceForRoomDoor(roomsize, doorplace, doordir, roomplace); @@ -250,7 +265,7 @@ void DungeonGen::makeDungeon(v3s16 start_padding) void DungeonGen::makeRoom(v3s16 roomsize, v3s16 roomplace) { - MapNode n_cobble(cid_cobble); + MapNode n_cobble(dp.c_cobble); MapNode n_air(CONTENT_AIR); // Make +-X walls @@ -361,16 +376,19 @@ void DungeonGen::makeFill(v3s16 place, v3s16 size, void DungeonGen::makeHole(v3s16 place) { - makeFill(place, v3s16(1, 2, 1), 0, MapNode(CONTENT_AIR), - VMANIP_FLAG_DUNGEON_INSIDE); + makeFill(place, dp.holesize, 0, + MapNode(CONTENT_AIR), VMANIP_FLAG_DUNGEON_INSIDE); } void DungeonGen::makeDoor(v3s16 doorplace, v3s16 doordir) { makeHole(doorplace); + +#ifdef DGEN_USE_TORCHES // Place torch (for testing) - //vmanip->m_data[vmanip->m_area.index(doorplace)] = MapNode(cid_torch); + vmanip->m_data[vmanip->m_area.index(doorplace)] = MapNode(c_torch); +#endif } @@ -401,30 +419,32 @@ void DungeonGen::makeCorridor(v3s16 doorplace, if (vmanip->m_area.contains(p) == true && vmanip->m_area.contains(p + v3s16(0, 1, 0)) == true) { if (make_stairs) { - makeFill(p + v3s16(-1, -1, -1), v3s16(3, 5, 3), - VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(cid_cobble), 0); + makeFill(p + v3s16(-1, -1, -1), dp.holesize + v3s16(2, 3, 2), + VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(dp.c_cobble), 0); makeHole(p); makeHole(p - dir); // TODO: fix stairs code so it works 100% (quite difficult) // exclude stairs from the bottom step - if (((make_stairs == 1) && i != 0) || - ((make_stairs == -1) && i != length - 1)) { + // exclude stairs from diagonal steps + if (((dir.X ^ dir.Z) & 1) && + (((make_stairs == 1) && i != 0) || + ((make_stairs == -1) && i != length - 1))) { // rotate face 180 deg if making stairs backwards int facedir = dir_to_facedir(dir * make_stairs); u32 vi = vmanip->m_area.index(p.X - dir.X, p.Y - 1, p.Z - dir.Z); - if (vmanip->m_data[vi].getContent() == cid_cobble) - vmanip->m_data[vi] = MapNode(cid_cobblestair, 0, facedir); + if (vmanip->m_data[vi].getContent() == dp.c_cobble) + vmanip->m_data[vi] = MapNode(dp.c_stair, 0, facedir); vi = vmanip->m_area.index(p.X, p.Y, p.Z); - if (vmanip->m_data[vi].getContent() == cid_cobble) - vmanip->m_data[vi] = MapNode(cid_cobblestair, 0, facedir); + if (vmanip->m_data[vi].getContent() == dp.c_cobble) + vmanip->m_data[vi] = MapNode(dp.c_stair, 0, facedir); } } else { - makeFill(p + v3s16(-1, -1, -1), v3s16(3, 4, 3), - VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(cid_cobble), 0); + makeFill(p + v3s16(-1, -1, -1), dp.holesize + v3s16(2, 2, 2), + VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(dp.c_cobble), 0); makeHole(p); } @@ -469,8 +489,8 @@ bool DungeonGen::findPlaceForDoor(v3s16 &result_place, v3s16 &result_dir) randomizeDir(); continue; } - if (vmanip->getNodeNoExNoEmerge(p).getContent() == cid_cobble - && vmanip->getNodeNoExNoEmerge(p1).getContent() == cid_cobble) + if (vmanip->getNodeNoExNoEmerge(p).getContent() == dp.c_cobble + && vmanip->getNodeNoExNoEmerge(p1).getContent() == dp.c_cobble) { // Found wall, this is a good place! result_place = p; @@ -483,12 +503,12 @@ bool DungeonGen::findPlaceForDoor(v3s16 &result_place, v3s16 &result_dir) Determine where to move next */ // Jump one up if the actual space is there - if (vmanip->getNodeNoExNoEmerge(p+v3s16(0,0,0)).getContent() == cid_cobble + if (vmanip->getNodeNoExNoEmerge(p+v3s16(0,0,0)).getContent() == dp.c_cobble && vmanip->getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent() == CONTENT_AIR && vmanip->getNodeNoExNoEmerge(p+v3s16(0,2,0)).getContent() == CONTENT_AIR) p += v3s16(0,1,0); // Jump one down if the actual space is there - if (vmanip->getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent() == cid_cobble + if (vmanip->getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent() == dp.c_cobble && vmanip->getNodeNoExNoEmerge(p+v3s16(0,0,0)).getContent() == CONTENT_AIR && vmanip->getNodeNoExNoEmerge(p+v3s16(0,-1,0)).getContent() == CONTENT_AIR) p += v3s16(0,-1,0); @@ -577,12 +597,25 @@ bool DungeonGen::findPlaceForRoomDoor(v3s16 roomsize, v3s16 &result_doorplace, } -v3s16 rand_ortho_dir(PseudoRandom &random) +v3s16 rand_ortho_dir(PseudoRandom &random, bool diagonal_dirs) { - if (random.next() % 2 == 0) - return random.next() % 2 ? v3s16(-1, 0, 0) : v3s16(1, 0, 0); - else - return random.next() % 2 ? v3s16(0, 0, -1) : v3s16(0, 0, 1); + // Make diagonal directions somewhat rare + if (diagonal_dirs && (random.next() % 4 == 0)) { + v3s16 dir; + int trycount = 0; + + do { + trycount++; + dir = v3s16(random.next() % 3 - 1, 0, random.next() % 3 - 1); + } while ((dir.X == 0 && dir.Z == 0) && trycount < 10); + + return dir; + } else { + if (random.next() % 2 == 0) + return random.next() % 2 ? v3s16(-1, 0, 0) : v3s16(1, 0, 0); + else + return random.next() % 2 ? v3s16(0, 0, -1) : v3s16(0, 0, 1); + } } -- cgit v1.2.3