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author | Paramat <paramat@users.noreply.github.com> | 2019-07-16 20:39:58 +0100 |
---|---|---|
committer | GitHub <noreply@github.com> | 2019-07-16 20:39:58 +0100 |
commit | 458f6175753314583637006f00c426ba22ba86d7 (patch) | |
tree | 8688e943dfc635a053ce9fd6db0e1fb37e5969c1 /src/mapgen/dungeongen.cpp | |
parent | 47492386ece5b016a7a0ed06d6a44cc7d60adb55 (diff) | |
download | dragonfireclient-458f6175753314583637006f00c426ba22ba86d7.tar.xz |
Dungeons: Make multiple large rooms possible (#8678)
Re-add the random size range for large rooms.
Remove 'first_room_large' bool.
Add 'large_room_chance' parameter that can disable large rooms,
specify 1 large room, or specify a chance for large rooms.
If 1 or a chance is specified, the first generated room is large,
to take advantage of the intersection checks that are done for the
1st room only.
Diffstat (limited to 'src/mapgen/dungeongen.cpp')
-rw-r--r-- | src/mapgen/dungeongen.cpp | 30 |
1 files changed, 18 insertions, 12 deletions
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; - } } |