Dungeongen: Remove most hardcoded dungeon nodes (#8594)
Biome-defined dungeon nodes was added as a feature to MT 5.0.0. So now remove most of the hardcoded dungeon node code that assumes a game has stone, sandstone, desert stone, and no other stone types. If biome-defined dungeon nodes are not found, dungeon nodes fall back to the 'cobble' mapgen alias if present, if not present they fall back to biome-defined 'stone'. Remove now-unnecessary mapgen aliases from MapgenBasic. Non-mgv6 games now only need to define 3 to 5 mapgen aliases. Document dungeon parameters. Make c_lava_source fallback to c_water_source as both are used as cave liquids.master
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@ -282,36 +282,26 @@ Mapgen aliases
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--------------
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In a game, a certain number of these must be set to tell core mapgens which
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of the game's nodes are to be used by the core mapgens. For example:
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of the game's nodes are to be used for core mapgen generation. For example:
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minetest.register_alias("mapgen_stone", "default:stone")
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### Aliases needed for all mapgens except Mapgen V6
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#### Base terrain
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* mapgen_stone
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* mapgen_water_source
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* mapgen_river_water_source
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#### Caves
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`mapgen_river_water_source` is required for mapgens with sloping rivers where
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it is necessary to have a river liquid node with a short `liquid_range` and
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`liquid_renewable = false` to avoid flooding.
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Not required if cave liquid nodes are set in biome definitions.
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#### Deprecated aliases
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* mapgen_lava_source
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#### Dungeons
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Not required if dungeon nodes are set in biome definitions.
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* mapgen_cobble
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* mapgen_stair_cobble
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* mapgen_mossycobble
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* mapgen_desert_stone
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* mapgen_stair_desert_stone
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* mapgen_sandstone
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* mapgen_sandstonebrick
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* mapgen_stair_sandstone_block
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Use biome-defined cave liquids and dungeon nodes instead.
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### Aliases needed for Mapgen V6
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@ -42,22 +42,35 @@ struct DungeonParams {
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s32 seed;
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content_t c_wall;
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// Randomly scattered alternative wall nodes
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content_t c_alt_wall;
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content_t c_stair;
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// Diagonal corridors are possible
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bool diagonal_dirs;
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// Dungeon only generates in ground
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bool only_in_ground;
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// Dimensions of 3D 'brush' that creates corridors.
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// Dimensions are of the empty space, not including walls / floor / ceilng.
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v3s16 holesize;
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// Corridor length
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u16 corridor_len_min;
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u16 corridor_len_max;
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// Room size includes walls / floor / ceilng
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v3s16 room_size_min;
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v3s16 room_size_max;
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// The 1st room generated has a 1 in 4 chance of being 'large', all other
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// rooms are not 'large'.
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v3s16 room_size_large_min;
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v3s16 room_size_large_max;
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// Number of rooms
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u16 rooms_min;
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u16 rooms_max;
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// Usually 'GENNOTIFY_DUNGEON', but mapgen v6 uses 'GENNOTIFY_TEMPLE' for
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// desert dungeons.
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GenNotifyType notifytype;
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// 3D noise that determines which c_wall nodes are converted to c_alt_wall
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NoiseParams np_alt_wall;
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};
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@ -593,45 +593,20 @@ MapgenBasic::MapgenBasic(int mapgenid, MapgenParams *params, EmergeManager *emer
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this->heightmap = new s16[csize.X * csize.Z];
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//// Initialize biome generator
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// TODO(hmmmm): should we have a way to disable biomemanager biomes?
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biomegen = m_bmgr->createBiomeGen(BIOMEGEN_ORIGINAL, params->bparams, csize);
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biomemap = biomegen->biomemap;
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//// Look up some commonly used content
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c_stone = ndef->getId("mapgen_stone");
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c_desert_stone = ndef->getId("mapgen_desert_stone");
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c_sandstone = ndef->getId("mapgen_sandstone");
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c_water_source = ndef->getId("mapgen_water_source");
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c_river_water_source = ndef->getId("mapgen_river_water_source");
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c_lava_source = ndef->getId("mapgen_lava_source");
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c_cobble = ndef->getId("mapgen_cobble");
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// Fall back to more basic content if not defined
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// river_water_source cannot fallback to water_source because river water
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// needs to be non-renewable and have a short flow range.
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if (c_desert_stone == CONTENT_IGNORE)
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c_desert_stone = c_stone;
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if (c_sandstone == CONTENT_IGNORE)
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c_sandstone = c_stone;
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//// Content used for dungeon generation
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c_cobble = ndef->getId("mapgen_cobble");
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c_mossycobble = ndef->getId("mapgen_mossycobble");
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c_stair_cobble = ndef->getId("mapgen_stair_cobble");
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c_stair_desert_stone = ndef->getId("mapgen_stair_desert_stone");
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c_sandstonebrick = ndef->getId("mapgen_sandstonebrick");
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c_stair_sandstone_block = ndef->getId("mapgen_stair_sandstone_block");
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// Fall back to more basic content if not defined
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if (c_mossycobble == CONTENT_IGNORE)
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c_mossycobble = c_cobble;
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if (c_stair_cobble == CONTENT_IGNORE)
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c_stair_cobble = c_cobble;
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if (c_stair_desert_stone == CONTENT_IGNORE)
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c_stair_desert_stone = c_desert_stone;
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if (c_sandstonebrick == CONTENT_IGNORE)
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c_sandstonebrick = c_sandstone;
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if (c_stair_sandstone_block == CONTENT_IGNORE)
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c_stair_sandstone_block = c_sandstonebrick;
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// Fall back to more basic content if not defined.
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// Lava falls back to water as both are suitable as cave liquids.
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if (c_lava_source == CONTENT_IGNORE)
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c_lava_source = c_water_source;
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}
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@ -911,78 +886,34 @@ void MapgenBasic::generateDungeons(s16 max_stone_y)
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dp.np_alt_wall =
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NoiseParams(-0.4, 1.0, v3f(40.0, 40.0, 40.0), 32474, 6, 1.1, 2.0);
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// Biome-defined dungeon nodes
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dp.diagonal_dirs = false;
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dp.holesize = v3s16(2, 3, 2);
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dp.room_size_min = v3s16(6, 5, 6);
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dp.room_size_max = v3s16(10, 6, 10);
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dp.room_size_large_min = v3s16(10, 8, 10);
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dp.room_size_large_max = v3s16(18, 16, 18);
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dp.notifytype = GENNOTIFY_DUNGEON;
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// Use biome-defined dungeon nodes if defined
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if (biome->c_dungeon != CONTENT_IGNORE) {
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dp.c_wall = biome->c_dungeon;
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dp.c_wall = biome->c_dungeon;
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// If 'node_dungeon_alt' is not defined by biome, it and dp.c_alt_wall
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// become CONTENT_IGNORE which skips the alt wall node placement loop in
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// dungeongen.cpp.
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dp.c_alt_wall = biome->c_dungeon_alt;
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dp.c_alt_wall = biome->c_dungeon_alt;
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// Stairs fall back to 'c_dungeon' if not defined by biome
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dp.c_stair = (biome->c_dungeon_stair != CONTENT_IGNORE) ?
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biome->c_dungeon_stair : biome->c_dungeon;
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dp.diagonal_dirs = false;
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dp.holesize = v3s16(2, 2, 2);
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dp.room_size_min = v3s16(6, 4, 6);
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dp.room_size_max = v3s16(10, 6, 10);
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dp.room_size_large_min = v3s16(10, 8, 10);
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dp.room_size_large_max = v3s16(18, 16, 18);
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dp.notifytype = GENNOTIFY_DUNGEON;
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// Otherwise classic behaviour
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} else if (biome->c_stone == c_stone) {
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dp.c_wall = c_cobble;
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dp.c_alt_wall = c_mossycobble;
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dp.c_stair = c_stair_cobble;
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dp.diagonal_dirs = false;
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dp.holesize = v3s16(1, 2, 1);
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dp.room_size_min = v3s16(4, 4, 4);
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dp.room_size_max = v3s16(8, 6, 8);
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dp.room_size_large_min = v3s16(8, 8, 8);
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dp.room_size_large_max = v3s16(16, 16, 16);
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dp.notifytype = GENNOTIFY_DUNGEON;
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} else if (biome->c_stone == c_desert_stone) {
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dp.c_wall = c_desert_stone;
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dp.c_alt_wall = CONTENT_IGNORE;
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dp.c_stair = c_stair_desert_stone;
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dp.diagonal_dirs = true;
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dp.holesize = v3s16(2, 3, 2);
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dp.room_size_min = v3s16(6, 9, 6);
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dp.room_size_max = v3s16(10, 11, 10);
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dp.room_size_large_min = v3s16(10, 13, 10);
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dp.room_size_large_max = v3s16(18, 21, 18);
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dp.notifytype = GENNOTIFY_TEMPLE;
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} else if (biome->c_stone == c_sandstone) {
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dp.c_wall = c_sandstonebrick;
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dp.c_alt_wall = CONTENT_IGNORE;
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dp.c_stair = c_stair_sandstone_block;
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dp.diagonal_dirs = false;
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dp.holesize = v3s16(2, 2, 2);
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dp.room_size_min = v3s16(6, 4, 6);
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dp.room_size_max = v3s16(10, 6, 10);
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dp.room_size_large_min = v3s16(10, 8, 10);
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dp.room_size_large_max = v3s16(18, 16, 18);
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dp.notifytype = GENNOTIFY_DUNGEON;
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// Fallback to using biome 'node_stone'
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// Fallback to using cobble mapgen alias if defined
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} else if (c_cobble != CONTENT_IGNORE) {
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dp.c_wall = c_cobble;
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dp.c_alt_wall = CONTENT_IGNORE;
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dp.c_stair = c_cobble;
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// Fallback to using biome-defined stone
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} else {
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dp.c_wall = biome->c_stone;
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dp.c_alt_wall = CONTENT_IGNORE;
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dp.c_stair = biome->c_stone;
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dp.diagonal_dirs = false;
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dp.holesize = v3s16(2, 2, 2);
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dp.room_size_min = v3s16(6, 4, 6);
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dp.room_size_max = v3s16(10, 6, 10);
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dp.room_size_large_min = v3s16(10, 8, 10);
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dp.room_size_large_max = v3s16(18, 16, 18);
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dp.notifytype = GENNOTIFY_DUNGEON;
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dp.c_wall = biome->c_stone;
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dp.c_alt_wall = CONTENT_IGNORE;
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dp.c_stair = biome->c_stone;
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}
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DungeonGen dgen(ndef, &gennotify, &dp);
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@ -257,21 +257,11 @@ protected:
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v3s16 full_node_min;
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v3s16 full_node_max;
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// Content required for generateBiomes
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content_t c_stone;
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content_t c_desert_stone;
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content_t c_sandstone;
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content_t c_water_source;
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content_t c_river_water_source;
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content_t c_lava_source;
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// Content required for generateDungeons
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content_t c_cobble;
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content_t c_stair_cobble;
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content_t c_mossycobble;
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content_t c_stair_desert_stone;
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content_t c_sandstonebrick;
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content_t c_stair_sandstone_block;
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int ystride;
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int zstride;
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