diff --git a/src/mapgen/dungeongen.cpp b/src/mapgen/dungeongen.cpp index 497fe0368..efc3acc51 100644 --- a/src/mapgen/dungeongen.cpp +++ b/src/mapgen/dungeongen.cpp @@ -64,9 +64,10 @@ DungeonGen::DungeonGen(const NodeDefManager *ndef, dp.corridor_len_max = 13; dp.room_size_min = v3s16(4, 4, 4); dp.room_size_max = v3s16(8, 6, 8); - dp.room_size_large = v3s16(16, 16, 16); - dp.first_room_large = true; - dp.num_rooms = 16; + dp.room_size_large_min = v3s16(8, 8, 8); + dp.room_size_large_max = v3s16(16, 16, 16); + dp.large_room_chance = 1; + dp.num_rooms = 8; dp.num_dungeons = 1; dp.notifytype = GENNOTIFY_DUNGEON; @@ -152,11 +153,10 @@ void DungeonGen::makeDungeon(v3s16 start_padding) */ bool fits = false; for (u32 i = 0; i < 100 && !fits; i++) { - // Only the first room can be 'large' - if (dp.first_room_large) { - roomsize.Z = dp.room_size_large.Z; - roomsize.Y = dp.room_size_large.Y; - roomsize.X = dp.room_size_large.X; + if (dp.large_room_chance >= 1) { + roomsize.Z = random.range(dp.room_size_large_min.Z, dp.room_size_large_max.Z); + roomsize.Y = random.range(dp.room_size_large_min.Y, dp.room_size_large_max.Y); + roomsize.X = random.range(dp.room_size_large_min.X, dp.room_size_large_max.X); } else { roomsize.Z = random.range(dp.room_size_min.Z, dp.room_size_max.Z); roomsize.Y = random.range(dp.room_size_min.Y, dp.room_size_max.Y); @@ -250,9 +250,16 @@ void DungeonGen::makeDungeon(v3s16 start_padding) makeCorridor(doorplace, doordir, corridor_end, corridor_end_dir); // Find a place for a random sized room - roomsize.Z = random.range(dp.room_size_min.Z, dp.room_size_max.Z); - roomsize.Y = random.range(dp.room_size_min.Y, dp.room_size_max.Y); - roomsize.X = random.range(dp.room_size_min.X, dp.room_size_max.X); + if (dp.large_room_chance > 1 && random.range(1, dp.large_room_chance) == 1) { + // Large room + roomsize.Z = random.range(dp.room_size_large_min.Z, dp.room_size_large_max.Z); + roomsize.Y = random.range(dp.room_size_large_min.Y, dp.room_size_large_max.Y); + roomsize.X = random.range(dp.room_size_large_min.X, dp.room_size_large_max.X); + } else { + roomsize.Z = random.range(dp.room_size_min.Z, dp.room_size_max.Z); + roomsize.Y = random.range(dp.room_size_min.Y, dp.room_size_max.Y); + roomsize.X = random.range(dp.room_size_min.X, dp.room_size_max.X); + } m_pos = corridor_end; m_dir = corridor_end_dir; @@ -265,7 +272,6 @@ void DungeonGen::makeDungeon(v3s16 start_padding) else // Don't actually make a door roomplace -= doordir; - } } diff --git a/src/mapgen/dungeongen.h b/src/mapgen/dungeongen.h index dd5245fa9..d2e733f71 100644 --- a/src/mapgen/dungeongen.h +++ b/src/mapgen/dungeongen.h @@ -58,10 +58,14 @@ struct DungeonParams { // Room size random range. Includes walls / floor / ceilng v3s16 room_size_min; v3s16 room_size_max; - // Large room size - v3s16 room_size_large; - // First generated room is large - bool first_room_large; + // Large room size random range. Includes walls / floor / ceilng + v3s16 room_size_large_min; + v3s16 room_size_large_max; + // Value 0 disables large rooms. + // Value 1 results in 1 large room, the first generated room. + // Value > 1 makes the first generated room large, all other rooms have a + // '1 in value' chance of being large. + u16 large_room_chance; // Dimensions of 3D 'brush' that creates corridors. // Dimensions are of the empty space, not including walls / floor / ceilng. v3s16 holesize; 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); diff --git a/src/mapgen/mapgen_v6.cpp b/src/mapgen/mapgen_v6.cpp index 23de9bae5..ae87b094d 100644 --- a/src/mapgen/mapgen_v6.cpp +++ b/src/mapgen/mapgen_v6.cpp @@ -572,13 +572,13 @@ void MapgenV6::makeChunk(BlockMakeData *data) DungeonParams dp; - dp.seed = seed; - dp.num_dungeons = num_dungeons; - dp.only_in_ground = true; - dp.corridor_len_min = 1; - dp.corridor_len_max = 13; - dp.num_rooms = ps.range(2, 16); - dp.first_room_large = ps.range(1, 4) == 1; + dp.seed = seed; + dp.num_dungeons = num_dungeons; + dp.only_in_ground = true; + dp.corridor_len_min = 1; + dp.corridor_len_max = 13; + dp.num_rooms = ps.range(2, 16); + dp.large_room_chance = (ps.range(1, 4) == 1) ? 1 : 0; dp.np_alt_wall = NoiseParams(-0.4, 1.0, v3f(40.0, 40.0, 40.0), 32474, 6, 1.1, 2.0); @@ -592,8 +592,8 @@ void MapgenV6::makeChunk(BlockMakeData *data) 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 = v3s16( - ps.range(10, 18), ps.range(13, 21), ps.range(10, 18)); + 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; @@ -604,8 +604,8 @@ void MapgenV6::makeChunk(BlockMakeData *data) 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 = v3s16( - ps.range(8, 16), ps.range(8, 16), ps.range(8, 16)); + dp.room_size_large_min = v3s16(8, 8, 8); + dp.room_size_large_max = v3s16(16, 16, 16); dp.notifytype = GENNOTIFY_DUNGEON; }