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authorParamat <paramat@users.noreply.github.com>2019-06-01 20:50:43 +0100
committerGitHub <noreply@github.com>2019-06-01 20:50:43 +0100
commit7379aa74cf98c7e4c7aa5325ef1531d412a0abac (patch)
tree45a3c608dce1fd03182f4f84f1968439dbfa4dbc /src/mapgen/mapgen_v6.cpp
parenta1459a9eac4eeb35a6c578a8b8f96393f87ed53d (diff)
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Dungeons: Settable density noise, move number calculation to mapgens (#8473)
Add user-settable noise parameters for dungeon density to each mapgen, except V6 which hardcodes this noise parameter. Move the calculation of number of dungeons generated in a mapchunk out of dungeongen.cpp and into mapgen code, to allow mapgens to generate any desired number of dungeons in a mapchunk, instead of being forced to have number of dungeons determined by a density noise. This is more flexible and allows mapgens to use dungeon generation to create custom structures, such as occasional mega-dungeons.
Diffstat (limited to 'src/mapgen/mapgen_v6.cpp')
-rw-r--r--src/mapgen/mapgen_v6.cpp90
1 files changed, 48 insertions, 42 deletions
diff --git a/src/mapgen/mapgen_v6.cpp b/src/mapgen/mapgen_v6.cpp
index 2b73c2975..9cf4da892 100644
--- a/src/mapgen/mapgen_v6.cpp
+++ b/src/mapgen/mapgen_v6.cpp
@@ -20,6 +20,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
*/
+#include <cmath>
#include "mapgen.h"
#include "voxel.h"
#include "noise.h"
@@ -59,7 +60,7 @@ MapgenV6::MapgenV6(MapgenV6Params *params, EmergeManager *emerge)
: Mapgen(MAPGEN_V6, params, emerge)
{
m_emerge = emerge;
- ystride = csize.X; //////fix this
+ ystride = csize.X;
heightmap = new s16[csize.X * csize.Z];
@@ -74,6 +75,8 @@ MapgenV6::MapgenV6(MapgenV6Params *params, EmergeManager *emerge)
np_trees = &params->np_trees;
np_apple_trees = &params->np_apple_trees;
+ np_dungeons = NoiseParams(0.9, 0.5, v3f(500.0, 500.0, 500.0), 0, 2, 0.8, 2.0);
+
//// Create noise objects
noise_terrain_base = new Noise(&params->np_terrain_base, seed, csize.X, csize.Y);
noise_terrain_higher = new Noise(&params->np_terrain_higher, seed, csize.X, csize.Y);
@@ -561,48 +564,51 @@ void MapgenV6::makeChunk(BlockMakeData *data)
// Add dungeons
if ((flags & MG_DUNGEONS) && stone_surface_max_y >= node_min.Y &&
full_node_min.Y >= dungeon_ymin && full_node_max.Y <= dungeon_ymax) {
- DungeonParams dp;
-
- dp.seed = seed;
- dp.only_in_ground = true;
- dp.corridor_len_min = 1;
- dp.corridor_len_max = 13;
- dp.rooms_min = 2;
- dp.rooms_max = 16;
-
- dp.np_density
- = NoiseParams(0.9, 0.5, v3f(500.0, 500.0, 500.0), 0, 2, 0.8, 2.0);
- dp.np_alt_wall
- = NoiseParams(-0.4, 1.0, v3f(40.0, 40.0, 40.0), 32474, 6, 1.1, 2.0);
-
- if (getBiome(0, v2s16(node_min.X, node_min.Z)) == BT_DESERT) {
- dp.c_wall = c_desert_stone;
- dp.c_alt_wall = CONTENT_IGNORE;
- dp.c_stair = c_stair_desert_stone;
-
- dp.diagonal_dirs = true;
- dp.holesize = v3s16(2, 3, 2);
- dp.room_size_min = v3s16(6, 9, 6);
- dp.room_size_max = v3s16(10, 11, 10);
- dp.room_size_large_min = v3s16(10, 13, 10);
- dp.room_size_large_max = v3s16(18, 21, 18);
- dp.notifytype = GENNOTIFY_TEMPLE;
- } else {
- dp.c_wall = c_cobble;
- dp.c_alt_wall = c_mossycobble;
- dp.c_stair = c_stair_cobble;
-
- dp.diagonal_dirs = false;
- dp.holesize = v3s16(1, 2, 1);
- dp.room_size_min = v3s16(4, 4, 4);
- dp.room_size_max = v3s16(8, 6, 8);
- dp.room_size_large_min = v3s16(8, 8, 8);
- dp.room_size_large_max = v3s16(16, 16, 16);
- dp.notifytype = GENNOTIFY_DUNGEON;
- }
+ u16 num_dungeons = std::fmax(std::floor(
+ NoisePerlin3D(&np_dungeons, node_min.X, node_min.Y, node_min.Z, seed)), 0.0f);
+
+ if (num_dungeons >= 1) {
+ DungeonParams dp;
+
+ dp.seed = seed;
+ dp.only_in_ground = true;
+ dp.corridor_len_min = 1;
+ dp.corridor_len_max = 13;
+ dp.rooms_min = 2;
+ dp.rooms_max = 16;
+
+ dp.np_alt_wall
+ = NoiseParams(-0.4, 1.0, v3f(40.0, 40.0, 40.0), 32474, 6, 1.1, 2.0);
+
+ if (getBiome(0, v2s16(node_min.X, node_min.Z)) == BT_DESERT) {
+ dp.c_wall = c_desert_stone;
+ dp.c_alt_wall = CONTENT_IGNORE;
+ dp.c_stair = c_stair_desert_stone;
+
+ dp.diagonal_dirs = true;
+ dp.holesize = v3s16(2, 3, 2);
+ dp.room_size_min = v3s16(6, 9, 6);
+ dp.room_size_max = v3s16(10, 11, 10);
+ dp.room_size_large_min = v3s16(10, 13, 10);
+ dp.room_size_large_max = v3s16(18, 21, 18);
+ dp.notifytype = GENNOTIFY_TEMPLE;
+ } else {
+ dp.c_wall = c_cobble;
+ dp.c_alt_wall = c_mossycobble;
+ dp.c_stair = c_stair_cobble;
+
+ dp.diagonal_dirs = false;
+ dp.holesize = v3s16(1, 2, 1);
+ dp.room_size_min = v3s16(4, 4, 4);
+ dp.room_size_max = v3s16(8, 6, 8);
+ dp.room_size_large_min = v3s16(8, 8, 8);
+ dp.room_size_large_max = v3s16(16, 16, 16);
+ dp.notifytype = GENNOTIFY_DUNGEON;
+ }
- DungeonGen dgen(ndef, &gennotify, &dp);
- dgen.generate(vm, blockseed, full_node_min, full_node_max);
+ DungeonGen dgen(ndef, &gennotify, &dp);
+ dgen.generate(vm, blockseed, full_node_min, full_node_max, num_dungeons);
+ }
}
// Add top and bottom side of water to transforming_liquid queue