Dungeons: Use biome 'node_stone' if normal stone types not detected
Construct dungeons from the node defined as biome 'node_stone' if 'mapgen_stone', 'mapgen_desert_stone' and 'mapgen_sandstone' are not detected. Feature long-intended by kwolekr/hmmmm and present in code as a TODO.master
parent
238d752fa3
commit
b20d01a3f1
|
@ -621,7 +621,8 @@ MapgenBasic::~MapgenBasic()
|
|||
}
|
||||
|
||||
|
||||
MgStoneType MapgenBasic::generateBiomes(s16 biome_zero_level)
|
||||
void MapgenBasic::generateBiomes(MgStoneType *mgstone_type,
|
||||
content_t *biome_stone, s16 biome_zero_level)
|
||||
{
|
||||
// can't generate biomes without a biome generator!
|
||||
assert(biomegen);
|
||||
|
@ -629,7 +630,8 @@ MgStoneType MapgenBasic::generateBiomes(s16 biome_zero_level)
|
|||
|
||||
const v3s16 &em = vm->m_area.getExtent();
|
||||
u32 index = 0;
|
||||
MgStoneType stone_type = MGSTONE_STONE;
|
||||
MgStoneType stone_type = MGSTONE_OTHER;
|
||||
content_t c_biome_stone = c_stone;
|
||||
|
||||
noise_filler_depth->perlinMap2D(node_min.X, node_min.Z);
|
||||
|
||||
|
@ -689,12 +691,15 @@ MgStoneType MapgenBasic::generateBiomes(s16 biome_zero_level)
|
|||
depth_riverbed = biome->depth_riverbed;
|
||||
|
||||
// Detect stone type for dungeons during every biome calculation.
|
||||
// This is more efficient than detecting per-node and will not
|
||||
// miss any desert stone or sandstone biomes.
|
||||
if (biome->c_stone == c_desert_stone)
|
||||
// If none detected the last selected biome stone is chosen.
|
||||
if (biome->c_stone == c_stone)
|
||||
stone_type = MGSTONE_STONE;
|
||||
else if (biome->c_stone == c_desert_stone)
|
||||
stone_type = MGSTONE_DESERT_STONE;
|
||||
else if (biome->c_stone == c_sandstone)
|
||||
stone_type = MGSTONE_SANDSTONE;
|
||||
|
||||
c_biome_stone = biome->c_stone;
|
||||
}
|
||||
|
||||
if (c == c_stone) {
|
||||
|
@ -755,7 +760,8 @@ MgStoneType MapgenBasic::generateBiomes(s16 biome_zero_level)
|
|||
}
|
||||
}
|
||||
|
||||
return stone_type;
|
||||
*mgstone_type = stone_type;
|
||||
*biome_stone = c_biome_stone;
|
||||
}
|
||||
|
||||
|
||||
|
@ -845,7 +851,8 @@ bool MapgenBasic::generateCaverns(s16 max_stone_y)
|
|||
}
|
||||
|
||||
|
||||
void MapgenBasic::generateDungeons(s16 max_stone_y, MgStoneType stone_type)
|
||||
void MapgenBasic::generateDungeons(s16 max_stone_y,
|
||||
MgStoneType stone_type, content_t biome_stone)
|
||||
{
|
||||
if (max_stone_y < node_min.Y)
|
||||
return;
|
||||
|
@ -908,6 +915,19 @@ void MapgenBasic::generateDungeons(s16 max_stone_y, MgStoneType stone_type)
|
|||
dp.room_size_large_max = v3s16(18, 16, 18);
|
||||
dp.notifytype = GENNOTIFY_DUNGEON;
|
||||
break;
|
||||
case MGSTONE_OTHER:
|
||||
dp.c_wall = biome_stone;
|
||||
dp.c_alt_wall = biome_stone;
|
||||
dp.c_stair = biome_stone;
|
||||
|
||||
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;
|
||||
break;
|
||||
}
|
||||
|
||||
DungeonGen dgen(ndef, &gennotify, &dp);
|
||||
|
|
|
@ -79,11 +79,11 @@ enum GenNotifyType {
|
|||
NUM_GENNOTIFY_TYPES
|
||||
};
|
||||
|
||||
// TODO(hmmmm/paramat): make stone type selection dynamic
|
||||
enum MgStoneType {
|
||||
MGSTONE_STONE,
|
||||
MGSTONE_DESERT_STONE,
|
||||
MGSTONE_SANDSTONE,
|
||||
MGSTONE_OTHER,
|
||||
};
|
||||
|
||||
struct GenNotifyEvent {
|
||||
|
@ -250,8 +250,10 @@ public:
|
|||
|
||||
virtual void generateCaves(s16 max_stone_y, s16 large_cave_depth);
|
||||
virtual bool generateCaverns(s16 max_stone_y);
|
||||
virtual void generateDungeons(s16 max_stone_y, MgStoneType stone_type);
|
||||
virtual MgStoneType generateBiomes(s16 biome_zero_level = 0);
|
||||
virtual void generateDungeons(s16 max_stone_y,
|
||||
MgStoneType stone_type, content_t biome_stone);
|
||||
virtual void generateBiomes(MgStoneType *mgstone_type,
|
||||
content_t *biome_stone, s16 biome_zero_level);
|
||||
virtual void dustTopNodes();
|
||||
|
||||
protected:
|
||||
|
|
|
@ -242,7 +242,10 @@ void MapgenCarpathian::makeChunk(BlockMakeData *data)
|
|||
|
||||
// Init biome generator, place biome-specific nodes, and build biomemap
|
||||
biomegen->calcBiomeNoise(node_min);
|
||||
MgStoneType stone_type = generateBiomes(water_level - 1);
|
||||
|
||||
MgStoneType mgstone_type;
|
||||
content_t biome_stone;
|
||||
generateBiomes(&mgstone_type, &biome_stone, water_level - 1);
|
||||
|
||||
// Generate caverns, tunnels and classic caves
|
||||
if (flags & MG_CAVES) {
|
||||
|
@ -262,7 +265,7 @@ void MapgenCarpathian::makeChunk(BlockMakeData *data)
|
|||
|
||||
// Generate dungeons
|
||||
if (flags & MG_DUNGEONS)
|
||||
generateDungeons(stone_surface_max_y, stone_type);
|
||||
generateDungeons(stone_surface_max_y, mgstone_type, biome_stone);
|
||||
|
||||
// Generate the registered decorations
|
||||
if (flags & MG_DECORATIONS)
|
||||
|
|
|
@ -189,13 +189,16 @@ void MapgenFlat::makeChunk(BlockMakeData *data)
|
|||
|
||||
// Init biome generator, place biome-specific nodes, and build biomemap
|
||||
biomegen->calcBiomeNoise(node_min);
|
||||
MgStoneType stone_type = generateBiomes(water_level - 1);
|
||||
|
||||
MgStoneType mgstone_type;
|
||||
content_t biome_stone;
|
||||
generateBiomes(&mgstone_type, &biome_stone, water_level - 1);
|
||||
|
||||
if (flags & MG_CAVES)
|
||||
generateCaves(stone_surface_max_y, large_cave_depth);
|
||||
|
||||
if (flags & MG_DUNGEONS)
|
||||
generateDungeons(stone_surface_max_y, stone_type);
|
||||
generateDungeons(stone_surface_max_y, mgstone_type, biome_stone);
|
||||
|
||||
// Generate the registered decorations
|
||||
if (flags & MG_DECORATIONS)
|
||||
|
|
|
@ -200,13 +200,16 @@ void MapgenFractal::makeChunk(BlockMakeData *data)
|
|||
|
||||
// Init biome generator, place biome-specific nodes, and build biomemap
|
||||
biomegen->calcBiomeNoise(node_min);
|
||||
MgStoneType stone_type = generateBiomes(water_level - 1);
|
||||
|
||||
MgStoneType mgstone_type;
|
||||
content_t biome_stone;
|
||||
generateBiomes(&mgstone_type, &biome_stone, water_level - 1);
|
||||
|
||||
if (flags & MG_CAVES)
|
||||
generateCaves(stone_surface_max_y, large_cave_depth);
|
||||
|
||||
if (flags & MG_DUNGEONS)
|
||||
generateDungeons(stone_surface_max_y, stone_type);
|
||||
generateDungeons(stone_surface_max_y, mgstone_type, biome_stone);
|
||||
|
||||
// Generate the registered decorations
|
||||
if (flags & MG_DECORATIONS)
|
||||
|
|
|
@ -200,7 +200,10 @@ void MapgenV5::makeChunk(BlockMakeData *data)
|
|||
|
||||
// Init biome generator, place biome-specific nodes, and build biomemap
|
||||
biomegen->calcBiomeNoise(node_min);
|
||||
MgStoneType stone_type = generateBiomes(water_level - 1);
|
||||
|
||||
MgStoneType mgstone_type;
|
||||
content_t biome_stone;
|
||||
generateBiomes(&mgstone_type, &biome_stone, water_level - 1);
|
||||
|
||||
// Generate caverns, tunnels and classic caves
|
||||
if (flags & MG_CAVES) {
|
||||
|
@ -220,7 +223,7 @@ void MapgenV5::makeChunk(BlockMakeData *data)
|
|||
|
||||
// Generate dungeons and desert temples
|
||||
if (flags & MG_DUNGEONS)
|
||||
generateDungeons(stone_surface_max_y, stone_type);
|
||||
generateDungeons(stone_surface_max_y, mgstone_type, biome_stone);
|
||||
|
||||
// Generate the registered decorations
|
||||
if (flags & MG_DECORATIONS)
|
||||
|
|
|
@ -308,7 +308,10 @@ void MapgenV7::makeChunk(BlockMakeData *data)
|
|||
|
||||
// Init biome generator, place biome-specific nodes, and build biomemap
|
||||
biomegen->calcBiomeNoise(node_min);
|
||||
MgStoneType stone_type = generateBiomes(biome_zero_level);
|
||||
|
||||
MgStoneType mgstone_type;
|
||||
content_t biome_stone;
|
||||
generateBiomes(&mgstone_type, &biome_stone, water_level - 1);
|
||||
|
||||
// Generate caverns, tunnels and classic caves
|
||||
if (flags & MG_CAVES) {
|
||||
|
@ -328,7 +331,7 @@ void MapgenV7::makeChunk(BlockMakeData *data)
|
|||
|
||||
// Generate dungeons
|
||||
if (flags & MG_DUNGEONS)
|
||||
generateDungeons(stone_surface_max_y, stone_type);
|
||||
generateDungeons(stone_surface_max_y, mgstone_type, biome_stone);
|
||||
|
||||
// Generate the registered decorations
|
||||
if (flags & MG_DECORATIONS)
|
||||
|
|
|
@ -236,7 +236,9 @@ void MapgenValleys::makeChunk(BlockMakeData *data)
|
|||
updateHeightmap(node_min, node_max);
|
||||
|
||||
// Place biome-specific nodes and build biomemap
|
||||
MgStoneType stone_type = generateBiomes(water_level - 1);
|
||||
MgStoneType mgstone_type;
|
||||
content_t biome_stone;
|
||||
generateBiomes(&mgstone_type, &biome_stone, water_level - 1);
|
||||
|
||||
// Cave creation.
|
||||
if (flags & MG_CAVES)
|
||||
|
@ -244,7 +246,7 @@ void MapgenValleys::makeChunk(BlockMakeData *data)
|
|||
|
||||
// Dungeon creation
|
||||
if ((flags & MG_DUNGEONS) && node_max.Y < 50)
|
||||
generateDungeons(stone_surface_max_y, stone_type);
|
||||
generateDungeons(stone_surface_max_y, mgstone_type, biome_stone);
|
||||
|
||||
// Generate the registered decorations
|
||||
if (flags & MG_DECORATIONS)
|
||||
|
|
Loading…
Reference in New Issue