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-rw-r--r--src/mapgen/dungeongen.h7
-rw-r--r--src/mapgen/mapgen.cpp20
2 files changed, 16 insertions, 11 deletions
diff --git a/src/mapgen/dungeongen.h b/src/mapgen/dungeongen.h
index d2e733f71..35e6beef5 100644
--- a/src/mapgen/dungeongen.h
+++ b/src/mapgen/dungeongen.h
@@ -49,7 +49,8 @@ struct DungeonParams {
// 3D noise that determines which c_wall nodes are converted to c_alt_wall
NoiseParams np_alt_wall;
- // Number of dungeons generated in mapchunk
+ // Number of dungeons generated in mapchunk. All will use the same set of
+ // dungeonparams.
u16 num_dungeons;
// Dungeons only generate in ground
bool only_in_ground;
@@ -68,11 +69,13 @@ struct DungeonParams {
u16 large_room_chance;
// Dimensions of 3D 'brush' that creates corridors.
// Dimensions are of the empty space, not including walls / floor / ceilng.
+ // Diagonal corridors must have hole width >=2 to be passable.
+ // Currently, hole width >= 3 causes stair corridor bugs.
v3s16 holesize;
// Corridor length random range
u16 corridor_len_min;
u16 corridor_len_max;
- // Diagonal corridors are possible
+ // Diagonal corridors are possible, 1 in 4 corridors will be diagonal
bool diagonal_dirs;
// Usually 'GENNOTIFY_DUNGEON', but mapgen v6 uses 'GENNOTIFY_TEMPLE' for
// desert dungeons.
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);